BackgroundIt's not like the tales the bards tell. War. Not like the tales at all. Where is the glory? The fame? The satisfaction of fighting for a righteous cause? The adoration of the masses whose livelihoods you defended with your blood?
Bah. All you got in exchange for your youth and innocence and pain was a pat on the back, barely enough gold to last you a month and that letter of recomendation from your Captain. A letter? What good's a letter? None of the craftmasters want a full grown apprentice. And you don't have the money to buy your way straight into a guild. You have skills, you know you do, but no one wants to give you a chance. Can't eat a letter of recommendation. Can't even flog it.
And you can't steal to fill that knawing in your belly. Too many thieves on the streets these days, too much competition, too many others in the same plight. The Thieves guilds are getting more and more violent in protecting their territory.
No one wants to give an ex-soldier a chance. Except another ex-soldier. Old Jeman said he had a job, easy money, a rich patron who wants his lost property found. Perfect for a few resourceful ex-soldiers, wouldn't trust anyone else to do it right, he said.
You don't have enough gold or prospects left to be picky. You just hope he's right, hope that this job is worth travelling to a hole like Korrinport for...if the job pays well enough maybe you can use the money to setup your own shop and forget about grovelling for an apprenticeship...
- A mature story aimed at adults. Moral gray areas, hard choices, secrets, betrayal, manipulation and lies. The good stuff. No "Ancient Evil Rising" or "Farm Boy with a Heroic Destiny".
- Real choices with a strong link to the various factions. Decide who to side with, where you stand in the unfolding storyline, and deal with the consequences of those choices. Siding with one faction could cause another to become bitter enemies.
- Multiple endings dependent on your choices throughout the game.
- Branching dialogue which can be influenced by your actions, character creation choices, faction standings and social skills. Dialogue plays a large role in the game.
- No Tolkien. Elves, dwarves, orcs, gnomes and especially hobbits, none of them have a place in SoW. It is a fantasy setting and there are non-human races, but for the most part culture is what determines the differences between player races.
- Rich lore and back story. I love lore, uncovering the history of peoples and places in a fantasy world. So expect plenty of books to read and suchlike.
- A variety of interesting locations and environments to explore, from the dark, foggy streets of Korrinport to humid, brigand infested Port Hale, your journey will take you far from home.
- Classless skill point based character system. Experience is gained from completing tasks (not killing enemies) and upon gaining a new level you earn skill points which can be spent on improving skills in any of the 5 skill categories: Combat, Trickery, Magic, Social and General. You can also gain special traits to further customise your character.
- Item crafting. Powerful magic items aren't sold in stores next to the bread and cheese. Few are willing to part with their magical items but you can acquire rare components which allow you to craft powerful items. Customise your equipment to match your playing style.
- Powerful database driven game editors. SoW will ship with all the editors used to create the game, making modding simple. Even non-programmers can make significant changes to the game using the editors. Feel that the player gains too few skill points a level or that a specific monster has too many hitpoints? Want to add a new item, spell, creature, quest or character dialogue? Simply edit the values in the appropriate table. You even have the ability to store and call custom scripts in the database, allowing great flexibility