The TC is currently in implementation fase. During this fase we will take everything we have created in the planning stage, and implement it into the game. After this fase, the first testing will commence.
The fifth Dev Journal talks about the overall campaign, the companions and how everything is coming together.
This is the first one of new, longer developer journals. Be sure to check it out!
Read More...

History
- Creation of Arryth
- Timeline After Chaos
World
- Introduction
- Different Kingdoms
- Cultures
- Characters
- Artifacts
- FAQ
Creation of Arryth

In the beginning, there were only 3 kingdoms: Ryn'skel, home of the humans supported by their mighty heroes; Teran, home of the goblinoids and Nyreld, home of savage demons. As expected, a war broke out between the 3 lands. One that did not resulted in victory but in death. In the tower of Rynal, the capital of Ryn'skel where the final battle between the demons, goblinoids and humans was fought, the humans saw only one option left when it was clear to them they would be in the losing camp. They went up all the way up to the tower, where they casted a spell from the Forbidden Book. The explosion following destroyed everyone and everything in its radius and caused a negative energy portal to be created. Only one tribe of goblins survived and retreated themselves into the inhospitable mountains of Avadur. The demons suffered from the heaviest losses. Their whole land was destroyed and completely swallowed, creating the Inner Sea. Life in Arryth was as good as gone. This period of war and destruction is now addressed by many as the 'Chaos'.
Timeline after Chaos
1 to 467 AC (After Chaos) --
After centuries, most of Arryth's lands have recovered itself from the great battle. Trees and other vegetation starts growing again. Wildlife returns. Even humans return. From the small island of Tyaela ships arrived at Northern Arryth setting up small settlements, which later developed into villages and cities. They named their kingdom after their first queen, Lady Aeslea. Aeslia was born
475 AC (After Chaos) --
A small group of rebels refused to live under the command of Queen Aeslea and settled themselves in the nearby desert, Naesurm. Two years after their departure, the nomadic tribes decide to attack Aeslia.
479 AC (After Chaos) --
Aeslia is able to defend itself well, and banishes everyone connected to the tribes into the desert.
485 AC (After Chaos) --
Ra'Zah Sakhara is able to unite all rebel tribes of Naesurm under one banner: 'The Sand Scorpion'. They concluded peace with Aeslia. The Sand Scorpion starts rebuilding their kingdom.
510 AC (After Chaos) --
Ships of unknown origin arrived at Ilrion. An intelligent reptile folk settles itself in the jungles.
512 AC (After Chaos) --
An Aeslian trader caravan got lost and got itself stuck in the jungles of Ilrion. The caravan got attacked by goblins. The attackers ran off when reptile soldiers came to aid. The traders discovered their culture and got an escort back to Aeslia. Aeslia and Ilrion conclude an alliance. Ilrion is completely built.
560 AC (After Chaos) --
All goblins are banished from Ilrion. Arryth comes in a moment of complete peace.
700 AC (After Chaos) --
The Aeslian mages guild starts an expedition together with the traders’ faction for new areas, they headed South to discover the mountains there.
705 AC (After Chaos) --
The Aeslian mages find a suitable place for building a settlement, Nyic is founded.
707 AC (After Chaos) --
The second settlement was founded: Thruill. The land is named after its freezing cold, The Frozen Lands. Hunters discovered a gigantic gateway. Upon opening it, a network of underground areas was discovered. The underground was named after the signs, drawings and decoration of the place: The Giant's Pass. The traders moved further into the snow, while the mages started building their now famous academy and wizard tower.
708 AC (After Chaos) --
The traders arrived at the shore of the Frozen lands and discovered a grassy region. The traders set up a small village called Limen which will serve as a camp for pilgrims going to the Giant's Pass.
725 AC (After Chaos) --
A group of crafters get the permission to start mining at certain areas in the Giant's Pass. Orcs are mainly used, because of their extreme strength and their loyalty to the Aeslian Mages.
742 AC (After Chaos) --
The first ruler of the mages guild died. According to the rules of the Mages Guild, the Council now had to go all over Arryth to find a suitable successor.
752 AC (After Chaos) --
The Mages Council assigned Eusriru Dramuth as the ruler of the Frozen Lands. Dramuth decides he cannot rule Giant's Pass as well as the Frozen Lands and assigns Rinot Duheiss to become the ruler of Giant's Pass.
790 AC (After Chaos) --
Queen Ralaera of Aeslia sends out a legion of her soldiers to Limen to protect it from demons sighted near the village. Odrin Mordyn was assigned the leader of the legion.
The legion arrived in Limen 2 weeks later and started building Grandis Hence.
791 AC (After Chaos) --
Odrin suggested the Queen of Aeslia to build more settlements around Grandis Hence. Queen Ralaera, the ruler of Aeslia at that moment, agreed and sent a legion of ships his way.Odrin's legion found the ruins of what seemed to be a castle from before the Chaos. They encountered some threats and eliminated them without taking casualties.
793 AC (After Chaos) --
The mages guild decides to build Venificus, to support the legion in defending the place against minor, but regular demon attacks. Angald is founded to support the amount of ships coming in and out the territory.
795 AC (After Chaos) --
Queen Ralaera died. Her daughter Valira became her successor.
798 AC (After Chaos) --
Venificus and Angald were finished. Aeslia gave Mordyn the privilege to rule the grasslands, the kingdom is named Alauria.
801 AC (After Chaos) --
Grandis Hence was finished. The first expeditions to Ryn'skel started.
810 AC (After Chaos) --
Half of the expeditions didn't go through, because the team got to scared hearing storms crashing against the mountains surrounding the fallen kingdom. One legion makes it through and found out about the chaos storms. The mages council forbids together with Aeslia, Ilrion, The Frozen Lands and Alauria all further expeditions to Ryn'skel for safety reasons.
812 AC (After Chaos) --
Guilman Haylon enters in secret Ryn'skel to investigate the storms. After his return, he published his journal (see : Library).
World - Introduction
Welcome to the mystic world of ‘The Otherside Chronicles’. The continent where the game will both start and, mostly, take place is called ‘Arryth’. Arryth consists out of multiple kingdoms: Alauria, Aeslia, The Giant's Pass, Ilrion, Naesurm, Avadur, Ryn’skel and Vernyi. Detailed information on these will follow below. Not only does Arryth exist out of different nations, there are also several cultures. Some of these are created during the Chaos like the Nyreld Demons or the Goblin tribes from Teran. Others are created by wars, conflicts, etc. in the past, like the desert-roaming nomads. On to the more detailed information!
World - Different Kingdoms
Alauria
The Kingdom of Alauria is one of the smallest of the kingdoms in the world of Arryth. The ships and merchant caravans ply their wares from Alauria to Aeslia, bringing their riches back to Alauria. A strong military and advantageous geographic features keep Alauria from becoming an easy target to other kingdoms. Especially the Northern Mountains, the Giants Pass keeps any unwelcome guests out.
Giant's Pass / Frozen Lands
The Giant's Pass is an acient mountain chain which is ,according to the myths, created by giant creatures controlled by the gods to give a habitat to certain species of special creatures. The region above the ground, which is also called the 'Frozen Land', is very dangerous and deadly because of the occasional snowstorms which suprises many visitors. The underground, also known as the 'Mines', is a huge network of underground tunnels and buildings. Most of this network is used as a mine, because of the huge amount of ore and silver in the stone. Still, some places have remained unreachable and are seen as holy ground by both the miners and the Frozen Land's mages.
Vernyi
The Kingdom of Vernyi is the smallest of all kingdoms and is an island North-West of Alauria. Not much was known about this place, since it wasn't a really important place for both merchants and commoners. It was said that Vernyi was the home to a big assassin organization. Alaurian scouts went investigating this and stated that this was just a hoax. All they found were old headquarters with more mice and other vermin then real threaths. Years later people started to move on the island, and it is now a much more civil place then it used to be, with one of the largest harbors in Arryth.
Aeslia
The kingdom of Aeslia is one of the medium-sized kingdoms in the world of Arryth. Most of Aeslia exists out of thick woods, which serve multiple purposes. The forests have herbs which are impossible to grow anywhere else in the Arryth. Also, the thick forests are a natural defense for the cities. One does easily get lost in the massive woods, especially at nighttime. Staying on the paths is a wise decision when travelling through. The Aeslia Militia also use the woods as an advantage. They know every path in it and are able to hide themselves very easy. The ships and merchant caravans ply their wares from Aeslia to Alauria.
Naesurm
The kingdom of Naesurm exists since 475 and is one of the poorest kingdoms in Arryth. Naesurm's nomad tribes have long been in war with Aeslia. It is now about 320 years ago that the fighting stopped when all tribes united under one leader, Ra'Zah Sakhara. The Sakhara bloodline has always remained the ruler of Naesurm's Sand Scorpion, the united tribe. Although few tribes refused to unite and settled at some forgotten places in Naesurm's dry sands, the kingdom could finally rebuild itself. The rebuilding itself is starting to speed up but the search for the rebel tribes has been stopped, they are assumed to be dead by many while others think they just ran off into Ilrion's jungles. The crime system in Naesurm is also something to take note of. When caught with serious crimes, the nomads do not put anyone in prison. Instead, the criminals get send to a colloseum and have to fight both fierce creatures and fellow prisoners to regain their freedom.
Ilrion
Ilrion is a mystic and quiet jungle.The jungle gives the home to many unique fauna and flora. The most seen fauna are the reptiles, including the sentient ones that have built impressive cities there, who inhabit the place in great numbres. Cause of the many swamps and dangerous ponds, the reptiles build their houses high above the ground, connecting eichother with bridges. The inhabitants from Neasurm who choose to live a life outside of the desert, also live there in peace. Most of them can be found at the western borders.
Avadur
Avadur, these inhospital mountains are all what is left of the once great kingdom 'Teran'. When the Chaos ended, only one small tribe of goblinoids surived. They chose to resettle themselves inside these huge mountains. what many people do not know, or knew, was that these goblinoids were no mindless killing machines. They have their own cultures, their own tribes, their own gods and rituals and unlike the demons, who are now shattered across Arryth, these sentient creatures are organized. They even create their own armor and weaponary. It is unknown how many tribes there currently are or how organized they are. Last contact with them was in 560 AC when they were all banished from the borders of Ilrion deep into the Avadur Mountains.
Ryn'skel
Ryn'skel is the oldest kingdom from Arryth. Actually, it is not a kingdom anymore. Ryn'skel has a sad history, once a great human kingdom supported by the mightiest heroes, now only ruins haunted by darkness. Ryn'skel was the first kingdom to rise and the first to fall. During the last battle of the Chaos, Ryn'skel was completly destroyed. It is now constantly hurled in chaosstorms. The general climate in the cursed lands of Ryn'skel is cold, with an infinite amount of these storms. According to reports from some researchers, like Guilman Haylon, the Chaos also created a dark energy portal. One cannot enter the kingdom without permission of the Mages Council.
World - Cultures
Demons - Nyreldian culture
These strange creatures came from the kingdom of Nyreld, which was destroyed and swallowed by the Inner Sea during the Chaos. Researchers have agreed on the fact that these creatures were divided into various clans. On the other hand, they do not agree on how many clans there where present.
After the chaos, only few of these creatures could escape. They are now scattered among the continent, fighting for their very survival. Some sought refuge in abandoned buildings, crypts, caves or dungeons. Others still roam the continent in small warbands, seeking to capture a place for their own.
These warbands have been attacking various settlements and cities throughout the years. This eventually caused the people to name them 'demons', for they did not spare anyone in their path and used various creatures of the shadow in their attacks. The kingdom of Alauria has suffered most attacks, which is why the various defensive structures were built (Grandis Hence, heavily armored fort; Venificus, magical defenses).
Recently though, the attacks in Alauria seemed to have stopped and reports of these creatures retreating to the Frozen Lands are coming in. The Alaurian military is puzzled by their sudden retreat.
Goblinoids of Teran
Info coming soon...
Exiled Nomads
Info coming soon...
Characters - Introduction
Name: Rhylc Dramuth
Sex: Male
Age: 68
Race: Human
Culture: Nordic
Class: Mage
Short Description: Dramuth is known over the whole continent. In his younger years he traveled alot, keeping track of anything that has to do with magic in his journal. His collection of his journals is now one of the biggest collection of magic-related books in the world, and handle topics from Foreign Diseases to Necromancy. He settled himself in the inhospital region of the 'Frozen Land' at the Mages compound in the city of Nyic, where he is assigned with the rank of High Priest and rules the Frozen Lands.
Name: Odrin Mordyn
Sex: Male
Age: 57
Race: Human
Culture: Alaurian
Class: Knight
Short Description: As the King of Alauria, Odyrn has been a real knight. He has defended the walls of his kingdom, not from a safe and secure place, but in the middle of the battlefield. He was able to let merchants import and export with Aeslia and made a wealthy kingdom of Alauria.
Name: Valira Ralaera
Sex: Female
Age: 32
Race: Human
Culture: Aeslian
Short Description: The ruler of Aeslia, Valira made it able for outlanders to gain access to certain places in Aeslia. Old ruins, foreigner settlements, outposts; Even treasures people find in the ruined places, they can keep without any fee as long as it gets recorded in the register. This way, the mages guild can still do their research while the adventurers get what they came for.
More will be announched closer to release...
Artifacts - Legend, myth or true power
Shiverthorn, Guardian of the Pass
It is said that the Guardian Blade of the Giant's Pass was crafted by the Pass it's very first inhabitants. The blade was forged for their hero Argan Eagrol. With the blade, Agran was able to face and defeat warbands of Teran on his own. However, the blade was stolen during the Cloudstrike, the sudden attack on the Pass lead by the Lichking himself. It was brought to the underworld, where Darkness tried to destroy the blade. This failed, the blade was only damaged causing it to lose a large amount of it's devastating power but still enough to pose a serious threath to it's enemies. The blade was brought to the Dark mountains, where it is said to be guarded by Drythaldan, the very lich who killed Argan.
Nightchiller, The Abyssimal Staff of Enyr
This staff was first mentioned in scripts describing the final battle of the Chaos. Historians have agreed that Enir was at this moment not at the battle in Rynal, but is believed to aid a Human warfleet from Ryn'skel against the goblinoids of Teran. Where exactly this happened, is unknown. The staff was lost during the explosion of the Rynal tower, possibly while everyone was desperatly looking for a way to escape it's radius. It has been lost since then, though 'D'al Yneth' -a book presumed to come from the depths of Nyreld- mentions this powerfull artifact a few times but claims it to be tainted by evil.
More will be announched closer to release...
FAQ - Frequently Asked Questions
What is the 'Otherside Chronicles'?
Otherside is a (Total/Partial) Conversion of the highly anticipated RPG, Neverwinter Nights 2. The conversion will include a totally new world called Arryth, and will have a complete new storyline which will take the player to places throughout the continent. The storyline is obviously the main quest, but throughout the lands there are 30+ sidequests to fullfill. Eich designed to be unique, unlike many "FedEx" quests some games are plagued with.
Whats the Alauria, Aeslia, etc. stuff you're talking about?
More info on this above, World - Different Kingdoms section.
What does the title of the conversion mean?
The Otherside Chronicles are
stories or chronicles which take place in the continent of Arryth which all relate to the mysterious realm located on the otherside of the famous portal, located in the fallen city of Rynal. Since the researcher Guildman Haylon (see Library section) has entered Ryn'skel and published his journal afterwards, every citizen knows there is another realm. Only, nobody has ever entered it and returned. Many tales, fables and legends mention it, but none explain it. Strange sightings around the fallen city of Rynal (again, see Library) and the entrance being forbidden by the Mages Council only cause more rumors about this place.
Although the rumors of this place might trouble quite some people, mankind will have other, more serious, problems during the coming dark times.
When will Otherside be released?
We currently have no release date planned. We are now making the full in-game storyline, dialogues, quests, bleuprints of maps, etc. An estimated percentage can be seen at the top left side of the page.
Can I be a beta tester?
When we reach the stage where we need external beta testers, we'll put out an announcement and information on how to apply. Until then, we don't keep names or lists, so you'll have to wait for the announcement.
Will Otherside include multiplayer?
Currently under discussion. A cooperative mode will be available anyway (working exactly the same way as the OC), but no final statement has been made concerning an optimized cooperative mode.
Any other ideas are welcome, try the Ideas section in our forums.
How long have you been working on Otherside already?
Otherside has evolved from a 2d game project into the TC it is today. We started the 2d Project somewhere in '03-'04, with various changes we got to the TC we are working on now.
Where does Otherside take place?
Otherside mostly takes place in the continent of Arryth. For detailed information, go check the game info pages or the map at the gallery.
What guilds will Otherside include?
Currently re-brainstorming this again. I'll let you know when I have a clear vision on what we'll keep and what we'll add.
What type of transportation will Otherside include?
Otherside will have no or very limited fast travel via the map. Full fast travel would bring up alot of conflicts with the storyline. We will include boats and possibly other transportation methods yet to be announced, if boats will actually depart, sail and arrive in realtime is currently unknown, but probably not in the initial release.
I have lots of ideas and questions, where do I send them?
Try contact us at info@othersidemod.tk.
Otherwise we encourage you to register on our Forums and post your ideas and questions in the 'Ideas' section, where our fans and developers share and discuss ideas and answer questions about the game and what they'd like to see.
Still having questions? Feel free to ask it on our Forums



