Winter 2025: Dreams of Home
Welcome, Thainites, to our latest update Dreams of Home! With our world still coming down from the circus high, we wanted to release a smaller update in preparation for a larger rebuild of the South Coast later this year. This update lays some initial groundwork for South Coast-related changes, and adds a brand new system – Archetype Trees, which allows players to reward one another and work towards a new set of abilities and unlockables. We’ve also continued to visually update the module with a suite of rebuilt areas throughout the world.
See below for a full list of this update’s major features!
New Settlement: Ambrosia Vineyard
Across Thain’s Smallfolk (or amongst themselves, rightsized), two stories have unfolded – the first, the story of the hin: In a turn of great fortune, the hin of Thain have rediscovered in a legend a home on the southern shadow of Hammersong, near Loch Ambolt (Thanks to Warlord Kro for these events!)
This land, formerly Dwarven, has been granted as weregild for the damages done to Sandburrow during the capture of Gipherus, a Noble Second Age fire Giant that the Dwarves of Hammersong used to recapture the fires of Agnar and reignite their forges. Amidst the fens and wilds, the halflings have raised new buildings and homes, and while doing so, have brokered an uneasy trade agreement with the men and women of the Kreisland: Brotherhood Ranger protection for their borders in exchange for priority trade of tobacco and other grown crops to lowtown; and Ambrosia wines to Uptown.
It is an agreement that the hin take personally – for they are adamant that the lands remain Hin-only in settlement, with “None of the Bigfolk” making homes; it is a home of their own once more to keep and to treasure. The grape fields and tobacco fields have been settled by a number of high profile hin families whose works are sold during the day in the Ambrosia market square, alongside a much less popular (among all but hin and many elves) export: Tea leaves. The songs and stories of the hin return as well: twenty five new bardic songs (Thanks to Cuchuwyn and Alanonas!) outline the travels, history, culture, and drinking music of the hin of Thain.
Ambrosia Vineyard, this new settlement of the Hin, has no military power beyond what it trades for and those small boats that it navigates the perilous and rocky waters between it and Erslicht Landing – governed by commercial families who exchange the responsibility of leadership yearly, it is currently not a part of the Thain Faction System. It does however engage in prolific luxury crop trade, and the hin are particularly proud of their new role within the central Thain tradelands.
The tale of the Gnomes of Thain has taken a more decidedly painful turn since the hin began their expeditions across the land. Shortly following the closure of the Planar Rifts across Thain, the historic origins of the Gnomes, long forgotten, re-emerged: Spirits of Inspiration having once dwelt within the planes of thought and dreams, the Gnomos of Thain began to acutely feel a price they had once depended on those planes to pay: In giving inspiration to others, they were slowly emptying themselves; losing memory and consciousness as a price. In the Sandburrow Workshop, gnomes emptied themselves unknowingly for months until at last the loss was discovered: While they dwelt with others, the Gnomes would unwittingly share their inspiration with them, and in so doing gradually empty themselves until they walked, creating in a dream-like trance (and in the most bitter cases, ceased to be entirely).
For those gnomes to whom the price was already paid, the hin of newly-founded Ambrosia erected the Gnoscitorium – a care building for those who dreamed to do so as removed from others as possible. Feeling responsible for the fate of the gnomes in their care, the hin have pledged to accept all who share this fate. After the discovery, the Gnomes of Sandburrow who had been spared the fate of the Dreamwalk banded together to venture into the wilds of Thain, settling in the forests of North and South as Wood Gnomes. In Hamley, ignorant farmers whisper stories of capturing a gnome and being granted fortune or inspiration for releasing one; in Elven Woods the Elves view their new neighbors with wary skepticism. Across the isle, gnomes born of Thain now weight the dangers of banding together with the wider races to share their treasures and innovations: the advancements they bear in their spirits now often bought with great price to only those they consider deserving.
New Dungeons: Bugbears of F’tarek and the Hammersong Shadows
Bugbears of the Eastcoast:
The roads between Erstlicht Landing and Loch Ambolt have grown more dangerous as within the mountains bugbears have begun to breed and set out in force through trails men rarely had cause to walk until recently. While hin ships sail the waters to avoid these dangers, they often encounter Watch pirates – and if they try to avoid the pirates, their shipments often encounter the Bugbears, who greedily take Hin pipe leaf and wine, and destroy shipments of “Foul smelling” Hin teas.
Deep within the caverns of these hills, the Bugbears are said to have a growing faith around an ancient deity: the name of F’tarek can be heard on the lips of many before fire is sent toward caravans, and more than a few hin and men have been sacrificed in grisly rituals to whatever spirit of the land these monstrous pagans pay ritual to. This area is aimed at characters between levels 8-10.
Hammersong Coast: Shadows of Hammersong
In the Shadows of Hammersong, a new danger dwells. The Eastern passage of Hammersong that neighbors the coast has long been left to the elements by the Dwarves of Thain, as their mining parties fell silent there during the Second Age – it is only now with the emergence of the Hin’s new home that these old roads, long forgotten, are traveled again. On these roads, whispers of a darkness spinning its webs within the depths of those old mines keeps hin far afield from the mountain’s shadow. Even the formidable Brotherhood Rangers set their jaws at the mention of what dwells within.
This new dungeon, aimed at characters between levels 10-12, includes a variety of new enemies, lootable items, and more.
New System: Convergence
Last year, we introduced the Attunement system, which allowed players to earn rewards for their time logged in and roleplaying with others. Our goal was to reward our players in-game for the stories they told, and we’ve considered this system a great success. It was voted the most popular 2024 addition by our players, and continues to be a powerful way to reward players for their accomplishments.
But as Thain has shifted to a more player-event driven culture in 2024, we’ve felt some players wishing that they could give out more varied rewards for well run events that they participated in that felt valuable and meaningful to give to their partners – like DMs do on many traditional servers. Building on the success of Attunement, for this update we’ve created a brand new currency system and a new set of rewards. Unlike Attunement, this system is more focused on allowing players to reward each other for their exceptional in-game moments.
This system functions as an expansion of (and a replacement for) the current Kudos feat – greatly expanding its functionality while keeping the same concept of allowing you to reward your friends or your event hosts.
Convergence and Harmony
Convergence
Convergence is a new out-of-character currency, earned by roleplaying and used to reward other players. Convergence represents the potential created by your character’s interactions with others as you explore the island and build your stories. For every 100 roleplay attunement you earn, you will also gain a point of Convergence. Convergence is visible in the UI on the lower right, so you can always see how much you’ve earned.
Convergence gives you the ability to target another player and reward them: Granting them Harmony as an acknowledgment for a job well done. All players are encouraged to reward each other for great roleplay moments – running player events, helping others, or just giving you a great scene
Harmony
When you are rewarded by another player with Convergence, you gain a point of Harmony. Harmony represents your memories of the island and the trust that others place in you.
Harmony allows you to unlock a brand new set of rewards in the new area, The Conflux. This special cavern represents a dream of deeper parts of Thain, accessible when you use a bind stone or home point in-game. Though initially filled with darkness, the Conflux is a place of potential, with five different trees that can grow representing the different character archetypes. Investing Harmony allows you to grow these Archetype Trees, unlocking a range of rewards while gradually improving the appearance of the Conflux.
Over time, your Conflux may come to represent your journey on the island of Thain. You’ll see glimpses of your own past stories within the Conflux, and in time, even learn secrets of the island’s lore through the strange and mysterious echo stones found within. Unlocks with Harmony are account-wide, so all characters across your account will see the progress you make in the Conflux.
Archetype Trees
In the Conflux, you will find five different trees, each representing a distinct archetype. These archetypes represent souls and stories that may exist across Thain. You can spend Harmony to grow each of these trees, and can eventually develop and grow all five trees within your Conflux. Each time you spend a point of Harmony on an archetype tree, you’ll unlock a new permanent reward. More Archetype trees may be added to the Conflux over time.
The archetypes found within the Conflux are:
Knight – The Knight’s tree is equal parts inspiration and fruitless striving: told regularly throughout Thain, in nearly every society and culture. Knights and various warriors throughout the land have battled both the monstrous and one another across every age of Thain – sometimes for survival, other times for honor, always for their visions of the world.
Scholar – The scholar’s tree is often one of ends, justifications, and means. Everywhere on Thain, the treasury of past ages makes the land rich with promises of knowledge, greatness, and power. Some bend these discoveries toward the betterment of others, others are driven by curiosity, and still more are driven by a personal desire for power that might help them shape the land in the way that they imagine their story ending.
Hunter – The hunter’s tree is often sordid and filled with tragedy – for tragedy is most often the catalyst for those who would wander the dangerous wilds of the island seeking those most would avoid. A grim tale that often results in the hunter becoming the hunted and the man becoming the monster.
Noble – The Noble’s tree is often one of carefully (if precariously) maintained status-quos and sudden changes – of vision and of comfort. Nobles across Thain comprise everyone from Merchants to the outright titled and in between; they are all who count on the existence and proliferation of the society that they believe in.
Scoundrel – The scoundrel’s tree is often dogged and wrought with want. In the ever-changing and more dangerous worlds of Thain, those who live on the fringes eke out their existence however they might. Often solitary and rarely together for long, self-serving principles guide those who continue the Scoundrel’s story – one that as often ends at a gibbet as a safe house with a cold pint.
Archetype Rewards
Rewards in each archetype tree range from attunement, placeable and cosmetic unlocks, to account-wide skill bonuses. As the archetypes correspond to the frequently represented character archetypes we’ve seen across the years, you may find that many unlocks are valuable toward your growing representation of your own character in some ways – as scoundrels unlock placeables that are well suited to their kinds of stories, or accessories that might suit them or NPCs in their tale.
At the top of each Archetype Tree are the tree’s Archetype Abilities. These abilities are special charm-like powers that can be unlocked when fully completing an Archetype tree. In the Conflux, each character can choose one of their unlocked archetype abilities to gain permanently. You can change your archetype ability freely in the Conflux, but may only have one at a time per character.
Example: Kazimeras has fully unlocked the Scoundrel, Noble, and Hunter trees on his account. On each character, he can choose a single archetype ability from any one of those trees, but each character may only choose one archetype ability at a time. Players are encouraged to work towards and use the archetype abilities that best suit their character and preference.
Some examples of the Archetype abilities are below. A full list can be found in our Archetype Document.
Charge (Knight) – Attempt to knock back a target enemy within range of you, rolling your attack +d20 vs their discipline. If you are using a heavy / large weapon, roll two d20 and take the highest. 30 second cooldown.
Lightfooted (Hunter) – Instantly gain a burst of movement speed for 3 seconds. 24 second cooldown.
Wrathful Magic (Scholar) – Activate this ability to ignore Evasion and Improved Evasion on all targets of your spells for 60 seconds. 15 minute cooldown.
Vault (Scoundrel) – When out of combat, channel for 6 seconds to jump towards a location a medium distance away.
Diplomat (Noble) – When you rest while in a friendly or neutral city, gain +3 Charisma until your next rest. Activate this ability while out of combat to bind to any friendly or neutral city not your own, or quickly return to it.
Stablemaster (Noble) – Gain +5 Persuade and Appraise. When outdoors, activate this ability to summon your last-purchased mount to you.
Area Visual Updates
As part of our ongoing effort to raise the graphical fidelity of our world, we’ve continued to rebuild areas throughout the module. We’ll continue to work on this over the year in an effort to ensure that ours is the best-looking world in all of Neverwinter Nights. This time, the following areas have been rebuilt:
- Grey Mountain: South Slopes
- Bagnorn Holdings
- Bagnorn Keep
- Grauer Suden
- Crossroads: East Woods
- Steinkreis: Opera House
- Steinkreis: House Montaine
- Steinkreis: Endaris Tower
- Steinkreis: House Adair
- Lowtown: Warehouse
- Alhoon’s Cavern (now a more difficult fight!)
- Medusa Cavern (a new offshoot area from the Yuan-ti caverns!)
2024, By the Numbers
Finally, by popular request, our yearly stats have returned! This time, in video form. With special thanks to Bamaeus Hood, our newest ghostly guest star!