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The Realms Project    [Upload An Area]
Generic Area List

Al Qadim Dark Sun Dragonlance Forgotten Realms
Greyhawk Penultima Planescape Pure Generic
Ravenloft


What Is "The Realms Project"?
The Realms Project is designed to bring the most time consuming piece of a module directly to the Dungeon Master. The longest part of developing an adventure, for a Dungeon Master using the Neverwinter Night's Toolset, is the creation of the "Areas" that the adventure takes place in. Not only is this project meant to give these "Areas" to the Dungeon Master, but to also set those areas in familiar Worlds. However, if you are just looking for generic areas, each component will be listed with a generic name along with a World Specific name. Click on the "Generic List" at the top to see a list of all "Areas" sorted in to their generic names, otherwise, click on a name of a world to see a list of "Areas" for a specific world.

What do you mean by "Area"?
An "Area" is a specific parcel of land. It is a castle, a town, a city, a farm, etc. It also contains the NPC's (Non Player Characters) that bring the area to life. An area can be only the buildings of the town, or it can be the town and all of the interiors of each building. Each area that gets added has to abide by the rules.

What are the "Rules"?
Besides the obvious rules of: No Profanity, No nudity, no sexual themes, no Prejudice, and no depiction of addiction, each area must also abide by these guidlines:
  1. No conversations built in to the area.
    This is the job of the person who uses your area. They are the ones who will be adding the flavor and plot to the game. You have no way of knowing what their NCP's are going to be discussing, so leave it out.
  2. NPC's should generally not be placed on the map.
    However, NPC's should be included. This means that you should create the NPCs you would expect to find in your environment, however, leave it up to the person who downloads it where they want to put them. However, this is not a hard and fast rule. If you feel that a guard should be walking around and you think this would save the DM time, then go ahead and add in that script. Also, if you are doing an area that should be crowded, feel free to place "flavor" NPCs and leave the Plot NPC's off the map.
  3. No Scripting, except for Special Effects.
    Basically, you may add scripting only for those things that would not affect the plot of someones game. Such as sitting in chairs, levers that open doors, A light switch etc. Do not place any scripts having to deal with the giving of keys, plot items, etc.
  4. Ask yourself, "Is this going to help or hinder a Dungeon Master's plot?"
    If you don't know, its best to leave it out. It's time consuming for a Dungeon Master to remove scripts and other items that may affect the flow of the game.
  5. Credit the Maker of the Area.
    If you redistribute the area in your module, please be kind and give credit to the individual who created the areas used.
  6. Buildings & NPC's should reflect the campaign world and location.
    By uploading an area to a specific campaign world, you should make every effort to have those NPC's & Buildings match written cannon for names and famous NPC's. If you do not do this, whats the point?
May a Persistent World use these areas?
Sure, just as long as you list the individuals who built the "Areas" somewhere in your mod or on your PW website.