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| The
Temple of Elemental Evil Introduction |
Where
does The Temple of Elemental Evil originate?
At
first glance, Hommlet seems like many another village. It lies nestled
within the Kron Hills, 10 leagues south of the city of Verbobonc, somewhat
east of the Lortmil Mountains and just west of the Gnarley Forest. This
region is peaceful, fertile countryside suited to such pursuits as farming,
herding, woodcutting, hunting and trapping, so it was only natural that
a prosperous little settlement should arise, located on a crossroads leading
to the Wild Coast. Alas, many sinister characters and vile creatures were
drawn there too, establishing a nearby community called Nulb. In this
iniquitous place, a chapel was erected, one dedicated to vice, damnation
and the worship of various immoral and malevolent deities. Over time,
as more loathsome beings came to visit, it grew into the Temple of Elemental
Evil, filled with dark priests and their corrupted servants.
This was
the setting for the very first module within the pen and paper Greyhawk
campaign, which was introduced with the release of the Advanced Dungeons
& Dragons rule set in 1985. Now, it is serving as the backdrop for
Greyhawk: The Temple of Elemental Evil, a 3e D&D CRPG being developed
by Troika Games and targeted for release later this year.
What
is Greyhawk?
Greyhawk
was the first commercial campaign that TSR made. It was Gary Gygax's world,
and it consists primarily of various countries of the Flanaess, the civilized
part of the continent of Oerik on the planet Oerth. The Greyhawk campaign
has a nice big feel to it, and while it has powerful magic and artifacts,
it doesn't feel quite as magic-rich as the Forgotten Realms or Planescape.
The history of Greyhawk is rich and varied, and the world itself goes
through quite a bit of change over time. ToEE is set just before the Greyhawk
Wars begin, which really change a lot of the politics of the campaign.
Short
Story Synopsis
The backstory,
in brief, is that 10 years ago, an evil temple began pillaging the countryside,
and the forces of good showed up and there was a great battle. Evil lost,
the temple was sealed up, and the good guys went home. That would have
been the end of things, except now evil seems to be stirring again. It's
nothing definite, nothing you can put your finger on, but people have
disappeared, and there seem to be more bandits than usual, and people
have reported seeing... things. Eventually, your group comes to the area
to investigate. However, why a particular player party comes to the area
is dependent on their alignment.
Story
from the official website:
Long ago,
in the land of Flanaess,
an evil demoness founded
a cult dedicated to exploring evil in its most elemental forms. This cult
was based in a temple just outside the village of Hommlet in a vile shire
known as Nulb. Soon, this cult ruled the region with tyranny; times of
chaos and violence ensued. Hard-fought battles were waged and the war
was eventually won by the good armies of nearby lands. The temple was
razed, the villains were imprisoned, and order was restored. The temple
itself faded into distant memory...until now.
Recently, bandits
have begun patrolling the roads outside Hommlet and wicked forces are
rumored to be afoot, converging on the ruined temple at Nulb. Their purposes
for such meetings are as yet unknown. The identity of these people are
equally a mystery. Some claim they are bent on slaying monsters and maintaining
order within the region, but no one can be sure.
So begins your adventure
within the Realm of Greyhawk. It is an adventure that will lead to the
source of a deep and abiding mystery, to the very core of evil itself.
Features
- Faithful
incorporation of D&D 3.5 edition rules based on the classic module
by Gary Gygax
- Create
up to five characters in your party, and gain up to three followers and
familiars
- Dozens
of skills and class abilities, over 50 feats and hundreds of spells to
chose from, including cleric domain spells
- Over a
hundred different monsters, from goblins and hill giants to elementals
and demons
- Hundreds
of NPC's, each with dialog and reactions to player behavior
- Dozens
of potential followers, each with their own goals and agenda
- Multiple
solutions to quests, including many that use dialog skills to allow non-combative
options
- More than
50 sidequests invite the player to explore away from the main storyline
- Multiple
starting points depending on your party's alignment and multiple end games
depending on how you play the game
Ability
Score Generation
The rolling
system is in, and as long as you're not in Ironman mode you get as many
rolls as you want (but they are kept track of so you can't brag to your
friends). They are also implementing a point buy system that defaults
to 25 points.
Party
Composition
You can have
five player characters in the party, and you have full control over these
characters. You can also have up to three followers, which are NPC’s
that join the party. These characters are controllable in that you move
them about and direct them in combat, but they have their own inventories
and will take their own share of loot. Finally, you can have up to five
more uncontrollable followers, which are creatures like animal companions
or summoned monsters, which simply follow your character and attack whatever
you attack.
Implementation
of Magic
Troika is
implementing a few hundred spells of levels 0 through 5. The coolest thing
about the magic system is the target system for spells. You can actually
see the area of effect of any spell in the game. When you throw a Fireball,
for instance, you are given a circle that you can move around the screen,
and any target within the circle gets highlighted. ToEE supports spells
that can have multiple targets, like Magic Missile, and even ones with
variable size areas of effect, like Wall of Fire. These features make
combat magic feel very strategic.
How
will alignment play a part in the game?
There are two kinds
of alignment in the game. The first kind is the standard D&D concept
of character alignment. Each character picks one of the nine alignments,
and this determines the character's outlook on life. We check for this
alignment in dialogs, to give special choices to particularly aligned
characters, and with aligned magic items, especially weapons, to determine
how effectively the character can use it.
The second kind of
alignment is party alignment. Party alignment is your way of telling the
game what kind of characters you are making and how you intend to act.
The game reacts to party alignment by changing the starting location of
the game, which gives your party its reason for adventuring, and by changing
dialog options and storylines in the game. The game has several possible
endings, some of which are restricted to certain party alignments.
Your selection of
party alignment will also restrict what alignments of characters you can
add to your party. You can only pick character alignments that are at
most one step away from the party alignment. For example, if you select
"True Neutral" as your party alignment, then the five alignments
of "True Neutral", "Neutral Good, "Lawful Neutral",
"Neutral Evil" and "Chaotic Neutral" are highlighted,
which means you can add characters of those five alignments to your party.
Note that some party alignments preclude certain classes with alignment
restrictions. For example, monks cannot be in any chaotically aligned
parties because their alignment must be lawful, and paladins cannot be
in any evil or chaotic parties. In fact, paladins provide an additional
restriction in that they will never group with an evil character. So even
though a "Lawful Neutral" party could contain Lawful Good and
Lawful Evil characters, such a party cannot contain both a paladin and
a Lawful Evil character. Once one such character is added to the party,
the other is prohibited.
System
Requirements
Minimum:
Operating System: Windows 98/ME/2000/XP
Processor: Pentium® III 700 MHz
Memory: 128 MB
Hard Disk Space: 1200 MB Free
CD-ROM Drive: 4x
Video: 16 MB Windows 98/ME/2000/XP - compatible 3D video card
Sound: Windows 98/2000/ME/XP compliant soundcard
DirectX: DirectX® version 9.0 (included) or higher
Peripherals: Keyboard, Mouse
Recommended:
Operating System: Windows 98/ME/2000/XP
Processor: Pentium® 4 1.7 GHz or higher
Memory: 256 MB
Hard Disk Space: 1.2 GB
CD-ROM Drive: 10x speed
Video: 64 MB Windows 98/Me/2000/XP-compatible 3D video card
Sound: Windows 98/2000/ME/XP DirectX® certified sound card
DirectX: DirectX® version 9.0 (included) or higher
Peripherals: Keyboard, Mouse
Projected
Release Date
The game
has gone gold on September 5, 2003. Here is the official press release:
ATARI'S
THE TEMPLE OF ELEMENTAL EVIL GOES GOLD
Popular
Dungeons & Dragons World of Greyhawk to Make First Interactive Appearance
on September 23
LOS ANGELES
- Sept. 5, 2003 - Atari and Troika Games are pleased to announce that
development is complete on The Temple of Elemental Evil for PC CD-ROM.
Published by Wizards of the Coast, the World of Greyhawk, remains one
of the most popular Dungeons & Dragons(r) campaign settings of all
time and will make its first interactive appearance with the September
23rd release of The Temple of Elemental Evil. The Temple of Elemental
Evil will feature an exciting party-based single player campaign, an engaging
storyline based on the classic D&D(r) adventure of the same name as
well as a faithful translation of the latest 3.5 edition rules.
The U.S.
launch of the game to retail outlets nationwide will occur on September
23, 2003. For more information about The Temple of Elemental Evil, visit
www.greyhawkgame.com.
A few days
later, the US release date was pushed another week back, to September
16.
Who
is working on ToEE?
Tim Cain
- lead designer and project leader
Michael McCarthy - lead artist
Steve Moret - lead programmer
Tom Decker - producer and designer
Peter Delgado - level artist
Lucas Feld - level artist
Chris Glenn - concept artist
Corey Pelton - animator
Craig Matchett - modeler
Bryan Warmack - level layout
Lee Needham - rendering and optimization
Sean Craig - core d20 implementation
Aaron Brunstetter - interface and d20 implementation
Huy Nguyen - interface and magic system
14 team members
in all, of whom the first three also worked on Arcanum, and Tim Cain on
Fallout as well.
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