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Chronicles of Eideon

Chronicles of Eideon

Hello all. This is a brand-spanking new concept for my world of "Eideon." I previously started developing a concept for a game by this name but have since abandoned the story thread and started anew! This new concept will incorporate a much richer story line, based in what I know best: history! Read below to learn more.

Introduction

I am a fourth year undergraduate majoring in history. This, combined with my passion for RPGs, inspired me to develop a story that incorporates an exciting moment in Medieval History (my area of specialty) within the frame of a fictional reality. As will be described below, this story takes the political, religious and economic realities of two major historical events: the Norman Conquest and the Conquest of Canaan (in the Bible). If your interest is peaked, read on!

Thematic Outline

The world of Eideon will be comprised of elements from two times in history. The political and economic situation will be similar to that found in England prior and during the Norman Conquest (1066 C.E.). The religious and social constructions will be based on those of the Israelites of the Exilic Period (Exile to Babylon c. 587 B.C.E.) For example, while the political makeup is manorial, it is also similar to that of the tribes of Israel. The different kingdoms have unique attributes, many revolving around the God of Eideon, Yavneh (which is a play on the name Yahweh, the proper name of the God of Israel.)

While this is the basis for the mythology that will be used, the primary theme of the story will not revolve around religion. Social justice and class warfare will play an intricate role in the development of the plot. Eideon, while independent and free, is, however, far from an egalitarian culture. Fiercely patriarchal and divided by class, many of Eideon's inhabitants desire real change in the social makeup of their Confederation of Kingdoms. The invading force, the Galdasians, offer such a society to the people of Eideon. However, it is up to the player to decide whether this society in which they offer is legitimate or simply a replacement of one socially unjust system for another.

Throughout the story the nastier elements of the human experience will be explored. The characters will be pushed to their breaking point and will be forced to make decisions which test their will. Each PC will have an inborn weakness that they will have to tackle. Whether or not they overcome these weaknesses will determine the path on which the party takes in the end.

Setting

Chronicles of Eideon occurs in the island nation of Eideon. The people of Eideon are not one homogeneous group of people, but a mixed bag of tribal groups. In the south, a confederation of kingdoms, led by the most powerful at Provedentia, share decision making responsibilities in a parliamentary council. In the north, disconnected tribes war with each other and have no particular political connections to one another. To the west of the Island lies another small Island which is largely ignored throughout the story. However, one character of importance will hail from this island, so a brief description will be included below.

The Southern Tribes

There are seven kingdoms in the confederation of tribes in the south. Nidhogg (people known as Draken) is the largest and most established of the seven. Their monopoly on mithril weapons and armor give them a tactical advantage over the other kingdoms and makes their technology the most advance. They are ruled by Lord Radon, who is called Chief as he in the most powerful of the local lords at council. Their cities are built of stone and their chief city, Nidhogg, is a stronghold placed along the border of the northern tribes. Their warriors are the fiercest in Eideon, all carrying spears and all wielding them in their left hand, giving them advantage over the more common right handed combatants.

Clarendon (people known as Clarendonians) is named after the city’s patron saint, Clarendon. They are a pious people and excel in the writing of history and tomes. Having no warriors for their own, and the only Temple School in all of Eideon, they send their priests into battle to afford divine protection to the troops and to act as healers when injuries occur. Their cities are built by the Draken and are, therefore, made a stone. Their chief industry is the training of clerics and priests who serve the governments of all the kingdoms.

Sicarin (people known as Sicarii) is the smallest kingdom and least advanced in technology. Their people gather and hunt for their food, as well as hire themselves out as mercenaries to the other six kingdoms. Known as skillful trackers and assassins, they were often used as hired guns to pit one kingdom against another. Now that peace has come between the seven kingdoms, many Sicarii have taken up thievery as a profession to feed their families.

Navehim (people known as Navi) is a small kingdom with little technology. The people there mainly concern themselves with learning, farming and meditation. Skilled in hand to hand combat, these people are also known historically for providing the prophets of old, who brought the word of Yavneh to the people. They are on friendly terms with the Clarendonians, once being a part of the same kingdom in years past. They build mostly of wood and thatch except their monasteries which were built by the Draken.

Terra (people known as Terrans) is a small kingdom of simple people. The Terrans mostly hunt and gather their food. Unlike the other six kingdoms, the Terrans do not recognize Yavneh as their God and are animalistic in their beliefs. They excel in growing food and raising some domesticated animals, and are known for their ability to predict the success of the season’s crops.

Illuvitar (people known as Illuvians) is a small kingdom made up mostly of female priestesses. The women living within this plot of land are reported to have had mystical experiences with Yavneh. For this purpose, they were given a small plot of land by the Draken and given domain over it. They primarily work the land for their food and depend upon donations from the other kingdoms for income to provide for other things. Their monasteries are built of stone, built by the Draken.

Providentia (people known as the Provincials) is the second largest kingdom and advanced in armor making. While the Draken hold a monopoly on mithril, the Provincials hold the monopoly on the forging technique to reinforce this precious metal. Their buildings are built of stone and their people are generally farmers. The elite order of White Knights of Providentia long served as peace makers between the kingdoms and is credited with securing the peace at the time of the confederation’s foundation. The kingdom’s current ruler is our hero.

** Note ** Names may change but only to be more etymologically correct.

Etymology of Place Names

1. Nidhogg – The name of a Nordic beast, very similar to that of a dragon. The name of the people, Draken, is an early form of the word dragon as well. The character from this kingdom will resemble the classic Final Fantasy job of Dragoon. The bit about the left handed advantage comes from the Bible. The Benjaminites (the tribe of Benjamin) trained all of their men to be left handed so they would have a tactical advantage over their enemies. *Interesting fact* The name Benjamin means “from the south,” which is perhaps where we get the phrase “southpaw” from. :)

2. Clarendon – Nothing really fun with this. The patron saint, Clarendon will play a role in the historical background of the story.

3. Sicarin – A derivation of the word Sicarii (which the people are known as). The Sicarii were a group of Jewish Zealots at the time of the Jewish-Roman war (~70 A.D.) Sicarii literally means “knife” or “dagger.” They were known as brigands in the Jewish state and gave the Romans many problems.

4. Navehim – A derivation of the word Navi (which the people are known as). Navi means prophet in Hebrew.

5. Terra – Terra is the Greek word for earth. This name was chosen because these people are in communion with the earth, and the character representing this kingdom will be like a blue mage in job.

6. Illuvitar – Illuvitar is the supreme being from the J.R.R. Tolkien’s world. I have chosen this name because throughout the story, the city will continually play the role of “illuminating” the situation to our heroes. Also, Tolkien chose this name as it is a cross between illuminate and avatar. The character coming from this region will have “summoner” or “avatar” like abilities.

7. Providenita – A derivation of the word Provincial (which the people are known as). This name was selected for its ambiguity. The player will decide how these people will react to the situation.

Extra: Galdasian: There is absolutely no etymological background behind this name. As a matter of fact, I don't particularly like this name. If you can think of something better, post it please. :biggrin: Remember, they're the bad guys!

Map

This may help in keeping place names in context. This map will be used in the teleportation system that will be used in the game. EDIT: I had to let my web hosting account expire, so I will put the map back up once I figure out what site I'm going to host my pictures on.


Characters

The first eight names listed are filler names, as the player will choose names for the eight playable characters. All names following that may change, as I further develop the culture and lore of each area. I am going to try to develop names that follow an etymological theme unique to each kingdom. Following each name is the kingdom of their allegiance followed by their 'job' type. (In-game, their kingdom will be listed in place of job type.)

Vilagost (Provincial/ Paladin Type): Currently the ruler of Providentia, Vilagost is the second ranking noble in Eideon. Cousin to Chief Lord Radon of Nidhogg, he is an able ruler and commander. As our story begins, he has been ruling his kingdom for three years, and has begun to win over the love and respect of all the martial forces in Eideon.

Baran (Navi/ Monk Type): A young student from Navehim, Baran is from a poor family and entered the Cathedral school at Navehim to learn the ways of the Navi. One of the most skilled scholars of the school, he joins up with Vilagost after the circumstances of the occupation force his school to be closed. A philosopher by training, Baran has long decried the separation between the Holy Teachings and the actions of the confederation of kingdoms. Because of his voicing of social injustice, he has become an outlaw of local authorities and a potential asset to the invading Galdasians.

Zarreck (Sicarii/ Thief Type): From the town of Sicarin, Zarreck has been destitute throughout his life. Shunned by most others in Eideon, the Sicarii have been the least reluctant to hold the peace in the confederacy of kingdoms. Zarreck, not understanding why he is judged for the sins of his forerunners, has become bitter and wrathful towards members of the other kingdoms. Brought together with Vilagost by chance, he must decide whether he will aid or hinder the efforts of this Provincial prince.

Apolonia (Clarendonian/ White Mage Type): The first priestess to graduate from Temple School, Apolonia has been constantly barraged by accusations of favoritism by her fellow classmates. Her father, the High Priest of Clarendon, admitted his daughter as the first female student to Temple School to increase the opportunities for women within Clarendon. Unfortunately, shortly after her father's death, the new High Priest closed the school to women and only grudgingly allowed Apolonia to finish her training. Bitter because of the social injustice of her kingdom, but hopeful for change, Apolonia must decide if she will believe the words of the egalitarian Galdasians, or remain faithful to her fellow Eideons.

Teraal (Draken/ Dragoon Type): Raised in Eideon's most prominent city Nidhogg, Teraal was originally from the northern tribe of Meerdoc. Captured in one of the campaigns of the Draken in the North, he was adopted by one of the Captains of the Draken and raised as his own son. Upon learning of his true heritage, Teraal asked Chief Lord Radon if he could lead a diplomatic expedition to his former tribe, unaware of the exact nature of the history between the Draken and the Meerdoc. Upon discovering that the campaign was imperial in nature and that many were slaughtered to ensure obedience to the Draken lord, Teraal becomes confused about his allegiances. He meets Vilagost as he is returning from his trip to the Meerdoc.

Raheem (Illuvian/ Summoner): Born to a small but elite religious order of women, Raheem is discovering she has a unique ability not before seen among the Illuvians. The Illuvians are mystics who experience trance-like states in their worship of Yavneh. However, Raheem experiences much more than the usual mystical, out of body like experience. During her periods of intercession, she comes face to face with the messengers of Yavneh. Afraid she will be deemed heretical, or a pagan witch, Raheem flees to the Kingdom of Providentia, where she has heard there is a righteous king who may aid her in her plight.

Raiku (Terran/ Blue Mage): Born within the simple village of Terra, Raiku is one with his surroundings. A remarkable student and a gifted naturalist, Raiku can communicate with the earth and all that dwells within it. The Terrans being animalistic in their beliefs are shunned by many of the other kingdoms for their heretical beliefs. Terran, however, believes there is a connection between the two faiths and travels to Nidhogg to petition the Chief Lord to convene a council of clerics. Upon arriving he is arrested as a heretic and sentenced to death. It is in the dungeons of Castle Nidhogg that thie Terran will meet Vilagost.

Denaub (Nefhiem/ Black Mage): Born on the island of Neffier, Denaub is a foreigner in Eideon. As the only representative of the tribes in Neffier, he speaks for them as one although they are many. Considered a prophet and priest among his people, he is little more than a spokesman to the councilmen of the Confederation of Kingdoms. Upon hearing of the invasion and reports of Nefhiem being among the enemy, Denaub is jailed in Nidhogg where he remains until he meets Vilagost.

NPCs

Chief Lord Rodan: Cousin of Vilagost, Rodan is the Chief Lord of the Confederation of Kingdoms in Eideon. A kind and wise man, the Chief Lord has long for 14 years ruled Eideon with very little resistance due to his fairness and understanding. While being Chief among all the lords, he still must rule by consent with the Council of Lords, the Parliamentary body of the Confederation of Kingdoms. Because of this, he cannot simply impose his will on kingdoms other than his own.

Daniel: Personal guard to Vilagost, Lord of Providentia, Daniel has the natural talent of prophesy, even though he is not of the Nevehim. Because of this talent, he has become a close adviser to Vilagost and has weighed in on many important matters of state since the beginning of his reign. A quiet and shy man, he barely speaks to anyone other than his lord, and is fiercely protective of him. The relationship between the two is closely than that of brothers.

Herodan: The Lord of the Galdasians, Herodan is a fierce warrior with a sharp wit. Fair and kind to his subjects, Herodan has led his people for over 12 years without the need of force. Enacting social reforms within his own kingdom, he has reinvigorated the national pride of his people. However, due to heavy taxation to fund his campaigns, the Galdasians have begun to lose faith in their leader as they have fallen on hard economic times. It is due to this, that Herodan needs a quick and final defeat to justify the money collected.

Further development of all the characters will occur throughout the story. However, since this story involves the idea of agency, their characteristics will change depending on the decisions made by the player. Each will have a unique variable that can affect their responses depending on the responses chosen for them throughout the game. While this variable will not affect the main story arc (only the decisions of the Hero (Vilagost) will affect the primary story arc) I am planning on developing side stories and quest based upon the unique personalities developed during game play. Due to the complicated nature of such a development, characters will likely only have two possible character styles that can be affected by input. For example, Denaub will either be supportive of our Hero or overly critical of his actions depending on certain input given throughout the game. This strife (or support) will affect a small aspect of the final outcome, but not the overall story arc.

Synopsis

This synopsis is not a full telling of the story. Rather, it is an outline of the unavoidable events which will occur to our heroes. As one makes choices throughout the game, the flavor of these events will change. The further into the game one progresses, the further the story arcs will diverge. Because of this, this first piece of the synopsis I am posting will be called the common synopsis, because it only covers elements of the narratives that are similar in all three story arcs. Enjoy!

Chapter 1: Words or Action?

In the year 1220 of the second age of Eideon, Gladasia, the major mainland power of the world sent a fleet across the channel to invade the island of Eideon. Within a year Clarendon, one of the seven kingdoms within the Confederation of Kingdoms, had lost all of its coastal territory to the Galdasians. Once the coast had been secured, the Galdasians halted their advance to resupply their army and give terms to the Confederation of Kingdoms. The story begins with the meeting of the Confederation of Kingdoms at Revneh, a neutral site, to discuss the terms given by the Galdasians.

We meet Vilagost (the hero) sitting at his camp site pondering the howling wind which has disturbed his sleep for many nights now. He makes a prayer to Yavneh, the name of Eideon's single God, asking for wisdom and prudence. He is then met by his personal body guard and confidant, Daniel, and they discuss the events that led them to this. Reports of Galdasia trying to buy the loyalty of the lords has come to them, and is consistent with the overall offer the Galdasians have made to the Federation as a whole. If they give up much of the southlands and aid the Galdasians in conquering the Northern tribes, who have no connection to the Confederation, the Galdasians will allow the lords of the Confederation to keep some land and rule over it. Daniel is clearly opposed to any deal with the Galdasians, but our hero is unsure.

At the meeting, Vilagost is confronted by Lord Ridanah, the lord of Clarendon. He asks Vilagost to support him in resisting the Galdasians and convincing the council to do the same. **Player must choose if they will do this, make no decision, or lie to Ridanah to get him off your back.** Once the meeting is underway, it is clear that only Ridanah and the Chief Lord Radon support resisting the Galdasians. A vote is taken (which it is decided to consider the offer, regardless what you vote), and it is decided to send emissaries to the Galdasians to try and get a better deal. Lord Radon speaks to Vilagost after the meeting and voices his opinion, which is in support of resistance.

On the way back to Providentia, Vilagost's city and the capital of the Kingdom of Providentia, Vilagost, Daniel and two of the Lord's guards are met by Galdasians. Demanding to know why they are in territory not occupied by the Galdasians and during a period of truce, the Galdasian soldiers demand to have Vilagost's gold and possession. **The player must decide whether to fight them, give into their demands, or try to bargain with them.** (Read Options following chapter 1 below to find out what happens).

Chapter 2: Treachery?

Following the incident with the soldier, Vilagost learns (or already knows) that Daniel is dead at the hands of the Galdasians. He must, however, return to his city and continue in his role as ruler while preparations are made to speak with the Galdasians, of which he will be the lead emissary. While holding court, Vilagost meets two people of prominence who have come to his kingdom seeking aid. Baran, of the Navi, comes to Vilagost at the request of the Headmaster of the school of the Navi. He is to give aid in any way he can and accompany Vilagost on the journey to the Galdasian camp. Apolonia, of Claredon, comes seeking a position in Vilagost's court. The first woman priest to graduate from the school in Clarendonia, she was left without a job after the Galdasians took the school and the land surrounding it. He grants them both positions of status within his court. As a third person approaches, news comes suddenly to Vilagost that the Sicarri are attacking a village along the border. Vilagost leaves immediately with Baran and Apolonia accompanying him to take care of the problem.

Arriving in the village, Vilagost learns that a band of Sicarii have raided the village and fled into the woods at his approach. He decides to follow them into the woods and put them down if necessary. When he meets up with the band, he is forced to fight them and (if you don't die) is victorious, leaving only one standing. The last remaining Sicarii, Zarreck, explains that his band was only taking food to feed their families. Once he has identified himself, Baran realizes that he is the son of the lord of Sicarin, and advises Vilagost to spare his life. Vilagost agrees to do so, only if Zarreck agrees to work for him as a hired soldier. Zarreck agrees and they all return to Providentia.

Upon returning, Vilagost learns two things. The date of the peace talks has been set and all Galdasian soldiers have been ordered to remain within the occupied zone. Secondly, an emissary has been sent to the Northern Tribes by Chief Lord Radon to see if they would ally themselves with the Confederation of Kingdoms against the Galdasians (important later on.. remember this!) After taking time to prepare and equip (and do some talking) our four heroes set out for Galdasia.

Our character must pass through Illuvitar and Terra to reach the Galdasian camp (sidequests and shopping galore!) **More character development as well as chances to slightly effect your support/resist variable based on dialogue choices** You then finally arrive at the Gladasian camp and meet with Herodan, the General of the Galdasians.

After some political bravado and discussion, Vilagost outlines the wishes of the council making a counteroffer to Herodan. Herodan rejects the counteroffer but offers new, lighter terms for Vilagost to give to the council. He warns that the truce will only last for a short while longer and a decision must be made soon on his offer. About to leave, Herodan asks Vilagost to stay after himself, and Vilagost agrees. Recognizing Providentia, and consequentially Vilagost's important within the council, Herodan makes Vilagost a personal offer. He offers a joint rulership, he over the lands controlled by Galdasia, and Vilagost over the lands left to the Confederation of Kingdoms. Vilagost makes a choice on the offer **chosen by the player**. Depending on the decision made, one of two things happen: (1) While leaving the occupied land, your party is attacked. Vilagost wins and returns home without further incident. (2) You are allowed to leave peaceably but are questioned by your party members about what the meeting was about. **Here you can further choose either to lie to them or tell them what you've decided.**

Chapter 3: Treason!

Upon in arriving in Providentia, you finally speak with Raheem, of Illuvitar, who was trying to see you before you left to take care of the Sicarii incident. You learn that there have been attacks by the Galdasians in Illuvitar despite the truce that was in place. You also learn that Raheem has fled because of an unusual gift that she possesses. Either believing her message from Yavneh, or ignoring it, you decide to travel to Nidhogg to see Chief Lord Radon to, one advise him of the new terms given to you by Herodan, and two, to discuss with him the matter of Raheem and her message of resistance from Yavneh.

On your way to Nidhogg, you will pass through Sicarin (shops and sidequests galore!) Upon arriving in Nidhogg, you meet the Chief Lord's son, Teraal, who has just returned from his diplomatic trip to the Northern Tribes. While meeting with the Chief Lord you discuss all that has happened and hear Teraal's report. Through this report you learn, that Teraal has learned, that Radon is not his father and that he is actually a captive from the wars with the Northern Tribes. Radon expected him to learn this while he was there, and is happy to learn that the Northern Tribes will assist them in resisting the Galdasians. Now. . . Depending on whether or not Vilagost supports resistance or not one of two things will happen. (1) The Chief Lord's primary adviser will advise against resistance, and when not listened to, orders his personal guard to arrest the king and all of your party members. He explains that his legal right comes from the Confederation's own laws which prohibit the Chief Lord to overtly act against the wishes of the council. Or (2) if you do not support resistance, the Chief Lord locks you up himself, suspecting that you have been paid off by the Galdasians, citing you personal meeting with Herodan as evidence. Teraal protests this unethical action by his adopted father, and is himself jailed for supporting you.

Chapter 4: Breakout!

Well guess what. . . of course you're going to break out. If the king id with you he will show you how to break out. If he is not, Teraal knows how to get out. However, while you're in the dungeon you learn of much of the treachery that is happening within Eideon from two people: Denaub, a foreigner from the island Neffier and Raiku from Terra. Both are in the dungeon with you for knowing the treachery of their lords. Denaub, not from Eideon, was the adviser to the Chief Lord's adviser before he learned that he was in the pay of the Galdasian. It is now that you learn that Terra, Illuvitar, Navehim and Sicarin are forming an alliance to take down Nidhogg, Clarendon and potentially Providentia, if Vilagost does not join their alliance. In any case. . .

You break out of the dungeon and make your way to the adviser's chamber to confront him. Along the way you are detected and must fight you way through his personal guard to reach him. Upon arriving, you face him and his personal captain and defeat him. If the Chief Lord was in jail with you the following part does not happen: Upon arriving on the scene, you explain the situation to the Chief Lord. Here you are given a choice of action: (1) If you support resisting the invasion, you will advise the Radon to make ready his forces to repulse the inevitable invasion. (2) If you are still not sure of your position, you explain to him that you have not accepted a bribe from Herodan (doesn't matter if it's a lie or not), and he believes you letting you go for the moment. Or (3) If you want to support the Galdasians (whether or not you've accepted Herodan's bribe) you threaten to kill the Chief Lord outright for jailing you. He can only save his life by granting you safe passage out of his kingdom. You take him aside and explain that you will kill Teraal should anything happen to you. He agree and let's you go. Regardless. . . you leave Nidhogg and decide to travel to the Northern tribes to rally their troops and implement a plan of action.

Chapter 5: The Frozen Northlands

You travel north through Nighogg and come to the tribe of Meerdoc, the dominant tribe in the North. Upon arriving you must convince the tribal leader to follow you in either resisting the Galdasians, or attacking the Nidhogg. At this point, you've either decided to completely resist the Galdasians, or to support them in conquering Eideon. If you choose to assist them in conquering the other kingdoms, you've justified this to your other party members by stating you will overthrow Herodan once the conquest is complete, placing Eideon back under the rule of a native. If your other playable characters do not support this **this depends on what decisions you've made for them** you will simply lie to them about your intention (haven't quite figured out how I'm going to make this work yet. Need to think up a good ulterior motive for Vilagost's apparent treachery). Once the decision is made (the Meerdoc will go with you either way since they hate the Nidhogg and fear the Galdasians) you've reached a turning point in the plot. From this point on, one of two story arcs will be followed to get you to the end of the story. You still have a choice in how it all ends, but two different paths will be taken to get you there. **If you choose to attack the other kingdoms, you can choose the make choices to redeem yourself as you go. This will in turn cause Herodan to attack you, bringing about the resistance ending. If you simply continue to conquer, unapologetically, you will face Herodan after the conquest is complete.**

This ends the "Common Synopsis" as from this point on one of two diverging story arcs will be followed. I will be posting these soon, so keep checking back!

Sample Chapter

Chapter 1

The story begins with Vilagost awaiting the council meeting of the Confederation of Kingdoms called in order to address the topic of the invading Galdasians. Vilagost is concerned with the tactics of the Gladasians, who upon arriving began to negotiate with the southern-most of the tribes instead of outright attacking them. His personal guard Daniel arrives to inform him that the council meeting will be beginning soon, and Vilagost and Daniel discuss the events in question. Daniel advises his master to resist Galdasians, but Vilagost raises several important questions regarding that course of action.

Daniel and Vilagost then make their way to the Meeting Hall, and on the way Vilagost has the opportunity to answer some of the questions the troops have for him. *THIS WILL BE THE FIRST POINT IN WHICH THE PLAYER CAN DECIDE HOW HE FEELS ABOUT THE CURRENT EVENTS IN EIDEON* Based on his responses outside to the troop (or lack thereof) Vilagost will either caution the council against action, or against lack of action. Also based on his actions, he will either be rewarded in gold by Chief Lord Radon or rebuked by him for his lack of support. (The Chief Lord will initially support military action against the Galdasians). Either way, the council will ultimately vote against military action. In response to this, one of the lords who support it will be leave, threatening to cut off diplomatic ties. (Your vote cannot be a deciding vote. It either goes 4-3 against or 5-2 against, depending on your vote.)*VARIABLE POINTS (VP) ALLOTTED DEPENDING ON WHICH WAY YOUR VOTE GOES*

After the meeting, and Rodan's reward or rebuke, the Chief Lord will ask to speak with Vilagost in private. In this conversation, the full story will be spelled out even further. Rodan will confide in you that Herodan is offering riches and lands to the nobles who follow him, and slaves to replace the serfs, whom he will free. This double edged deal has been having the effect of creating popular support for him among the commoners, and giving the nobles an attractive deal in which they can save themselves. The conversation will continue for a while, and Vilagost will have several chances to ask questions and add or subtract more Variable Points.

Following the meeting with Rodan, Vilagsot and Daniel will set out for their own lands. Along the way the player will have the opportunity to have some battles and level up. However, the two travelers never make it home. On the way to their kingdom in the south, they are met by Galdasian soldiers who order their surrender. Vilagost is ordered to throw down his weapon and give up his gear. The player now makes the first major choice of the game. He can:

1: Give up and give up his gear (not much at this point).

2: Fight back.

3: Offer the Galdasians a deal to let them live, while still giving them some gold.

The decision made at this point ends chapter 1! Depending on your decision, chapter 2 will differ slightly in story. . .

Super-Spoilers

The soldiers take your things, and take Daniel as a hostage. You learn soon after that he has been killed and died in dishonor because of your action. You feel shame for your action, and must decide whether to respond to this or lie down and wait for your own death. Daniel's memory will haunt you for the rest of your life, and perhaps just more than his memory. **Variable Points added that will push you towards aiding the invasion.**

You kill the soldiers but Daniel is killed in the battle. You take his body back to Providentia where he is burried in honor as a warrior. He will later appear to you as an apparition and advise you once again. Because he died in peace with his lord, he will serve you the rest of your days. ** Variable points added that will push you towards resisting the invasion.**

The men accept your offer and take all of your gold. Daniel enraged by your lukewarm action, raises his sword to strike at the men as they leave. You reach up to stop him, and because of the moment hesitation, Daniel is shot in the heart from a crossbow. You return his body to Providentia and bury him in honor, never telling a soul that he died in vain due to your inaction. **No Variable Points awarded. If the player stays in this range a third ending will occur.**

I will say that no matter which story arc you end up following, this story is a tragedy! Please give me any feedback you may have, and I am going to try to get a full synopsis up in the next few days. At this point, I really want to know if the overall concept of the fluid story line and characters is something people would like. In addition, I am curious how people feel about having a story that, while incorporating magic as a gameplay element, does not use it at all in the primary plot line (well only a little, but it's divine intervention!)

Extras

I wanted to incorporate a synthesis system into the game, but it didn't make a lot of sense to have synth shops available all throughout the land, as our hero may not be welcome in all of the kingdoms. To get past this, I am going to make shops available only in areas that the hero is currently respected in throughout the game. For example, depending on the choices made by the player, by the final chapters the player may not be welcome in Nidhogg, the capital city of the Draken and the place where the manufacture of mithril is monopolized. Therefore this synth shop will not be open to the player. However, if the hero cannot shop in Nidhogg, he will have access to the Galdasian armory. The gear available will be different, but close in stats.

**Hint! Going evil (supporting the invasion) will in fact open up slightly more powerful weapons than staying true to the cause. Well, generally... **

All other shops will work in much the same way as synthesis shops. However, there will be one particular difference. Synthesizing is a specialty skill and is done, therefore, by those who can refuse service. Shop owners in the game, however, will be less picky about who they sell to. Depending on the decisions made by your other playable characters, their hometown shops will either be open or closed to them. For example:

Throughout the game Clarendon will be resisting the Galdasians. Whether or not that shop is open to the player will depend on one of two things: The hero must have an attitude of resistance to the invasion (or at least impartiality) or Apolonia (from Clarendon) must have an attitude of resistance towards the invasion. If the hero is not resisting the invasion, but Apolonia is, you can still shop in Clarendon as long as he is not in the party and Apolonia is. :biggrin:

This game will not have a world map. This was done for two reasons. (1) I didn't feel like using a script that needed terrain tags to have battle backs. And (2), it just seems more realistic to make the player actually travel from place to place. However, this may become a major pain in the rear because I plan on using a lot of maps, and most maps are fairly large. So to facilitate faster travel, I will be implementing two systems of travel. First is a ship system that can move the player to and from coastal cities. The player will have to pay for these boat rides and at certain times during the game, they will be unavailable due to a blockade put in place by the Galdasians. Second will be a teleportation system that will become available about half way through the game. The player will be able to teleport to select save crystals by either using a skill (2 players will be able to learn it) or an item. This will help get the player from place to place much faster, but will necessitate the use of MP or an item (item will be drop only.)

Things done but not posted (or written down):
1) The full outline of the main story arcs.
2) Full outline of the military events that will be occurring during the plot development (remember this is a war).
3) Full outline of the battle, crafting and transportation systems (no world map in this game!)

Things left to do:
1) Fully develop sub-plots for the other playable characters.
2) Fully develop the NPCs that will be in the game (important NPCs like the lords of the other 5 kingdoms.)
3) You tell me what else you'd like to see!

Thanks all.
 
This piqued my interest.

It looks really developed and like it could be an interesting game.

A tragic hero must be brought down by his own actions, and the final tragic incident must be inevitable. This sounds like the case, as you've said in your spoilers. Make the player truly pity the tragic hero (or mourn him if he dies) and make sure his tragic flaw slaps him in the face a few hundred times.

I like most of the characters, and the ones that I don't like are only that way because of personal preference and there is nothing at all wrong with any of them.

I'm surprised there haven't been any replies yet.
 
Thank you for you comments and grammatical critique! :smile:

A preview of Chapter 2 is coming soon, as well as that full synopsis. This will describe the overall story arcs and where they diverge from one another. About half way through writing it up right now.

More comments!

Added 6/23/09: Added a short section explaining how game play elements will be integrated into the game without disrupting the flow of the story or upsetting the "setting."
 
I really like all the thought that has gone into this, it really gives an idea of what the game is going to be like. If it lives up to the description then it sounds like it'll be a great game.

When you say Chapters, will these be released seperately? If so then I think there is something games such as Master of the Wind missed out on - actions from the first chapter affecting the second - and that would set this game apart. If you could pass that of it would be awesome, I'm not sure how you'd go about it though.

Even so I definately like the idea of different paths based on "choices", so long as it works.
 
The "chapters" will simply be a narrative device. They will serve 2 purposes: (1) At the end of each chapter, your hero will be faced with a difficult challenge (generally a major choice that has to be made or a pivotal fight). And (2), at the beginning and end of each chapter will be a short "cutscene" including narrative that will spell out some (not all) of the consequences of your choice. So for example, in the case of Chapter 1:

Following the capture (or death) of Daniel, a short narrative scene will follow showing either (1) Vilagost's arrival into Providentia, with all the fanfare and bells and whistles. Shortly after arriving, he will learn that Daniel has died at the hands of the Galdasians (please help me come up for a better name for the bad guys!)** this is the give them everything they want choice above **

(2) & (3): A short cutscene showing Daniel's funeral procession entering into Providentia, followed by one of two eulogies from Vilagost (depending on whether it is 2 or 3). If Vilagost wholly resisted the Galdasians, the eulogy will be a stirring call to arms and resistance. If Vilagost tried to bargain with the Galdasians, the eulogy will be a weak speech calling on patience and inaction against the Galdasians, basically blaming Daniel's death on his own rashness.

So there you have it. I haven't quite decided on how to implement this entirely, but I am wanting to use the chapter system (a little Chapter screen might even come up with a name for each chapter) so that transitioning from one major event into a new series of events will go smoother. Since this is suppose to be a chronicle, it makes sense to have narration from a narrator throughout the story, and will add an extra historical element to the narrative.

Thanks for you comments! I look forward to more! A full synopsis should be up in the next few days.

- Vila
 

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Wow, a lot of thought must have gone into this. Very nicely put together vila. I very much look forward to a demo.

I can't honestly say I've come across an RMXP game yet that looks like this (the whole actions base the game idea), but it could just be that I've missed it. If you can pull this off, I'm sure it will be a hit.
 
Nice work with this. I read through some of the synopses and the names and meanings. Very intriguing, I'd love to see how this will play out. Keep up the good work.
 
I have now officially started scripting out the game and creating the maps and so forth. So far I'm about 80% through chapter 1. I will be releasing a demo on the appropriate forum once I've gotten through chapter 5. This may take a while because doing all the dialogue (with all the variances due to choices you make) takes a while, but the variable system is working out well, and I'm using switches to remember particular choices the player makes. So it looks like the variable system is going to work out great and I am moving forward with the project. I'm taking a break from laying out the rest of the story because I am thinking about making some changes to latter points in the story arcs. Kind of a stepping back and taking a fresh look at them.

Thanks for all your comments so far, they've been encouraging. I am shooting for an August date for the release of the first Demo and sometime next year for the release of the entire game, but don't hold me on that. Any further suggestions are appreciated! :biggrin:

When I release the demo, I may need some help debugging it, so anyone willing to look at the couple of technical issues I'm having, let me know. They're all script related (lighting issues and map transition issues) so if you'll need to be familiar with the scripts I'm using. PM me if you want to join up to do this, or if you want to help out with the story arcs. Anyone who helps will be officially credited in the game. Thanks!
 
This project was put on hold for a bit due to a heavy class and work schedule. But I'm done with classes now (for good!) and will have plenty of time to continue developing. Will be posting some more info probably in mid-January as I need to go through and get back into the story and "rediscover" my characters. I've decided to go with a fairly simple battle system that will depend more on tactics. It will be turn based with an timer bar, but will wait for input. In addition, I'm looking at including enemy time bars so the player knows how soon the enemy will have its turn before choosing an action.

As far as story is concerned, after reading through my initial concepts (after a few months of letting them rest) I am still fairly satisfied with the basic shell of the story and will likely change little in the overall story arc. I will, however, be revising some points to make the divergent arcs more fluid. I want the actions of the hero, no matter which direction he takes, to make sense based on the input of the player. Some of the things I had in mind for the diverging arcs didn't feel natural upon reading through them a second time. For example, if one is continuously resisting the Galdasians all the way through to chapter 5, "The Frozen Northlands," it doesn't feel exactly natural to have the hero suddenly change his mind and begin an invasion of the kingdoms. There has to be a very real stimuli to make him change his mind. So one element I'm thinking of incorporating is to have an element of corruption in the plot that would cause the hero to be forced to take down one or more of the major kingdoms. This could, then, be interpreted by rulers of the other kingdoms as an aggressive act against all of the kingdoms, thereby placing our hero in a war with all of the kingdoms. On the other hand, there will also be an option to ally with the kingdoms for the time being, in spite of the corruption, in which that problem would have to be dealt with later on in the story arc.

Basically, there will be three problems that will need to be solved by the player regardless of which story arc is followed: (1) The invading Galdasians who will (a) need to be pacified by joining some sort of alliance or (b) be resisted militarily. (2) Corruption within the kingdoms will force the hero to either (a) leave it be and prioritize the Galdasian problem or (b) deal with it and face resistance from the other kingdoms. And (3), the hero must deal with his own internal conflicts about power, prejudice and injustice within the confederation of kingdoms. He will (a) ignore or exploit these problems, either allowing them to continue or exploiting them as an overlord or (b) put down those who are committing these crimes.

While the first two issues must be dealt with in the story arc, the third will play out primarily in quests that, while the player will be forced to make a decision on them, they will not be forced to complete the quest. For example, when meeting Zarreck, the Sacarin, the player will become aware of the exploitation of these people by the other kingdoms because of their past. The player can either choose to do something about it, thereby gaining the support of the Sacarii and slightly changing the flavor of the three main story arcs, or ignore the situation thereby loosing their support. Without their support the "resistance" story arc will be much more difficult to achieve. The only thing I have not decided is if the third "problem" will effect the primary variable (that effects which story arc is taken. I will not be able to decide on this until I see how the variable system works within the game.

Well that's it for this update. I think with the primary conflicts identified, the story can much more easily be written. Let me know what you think of the project as a whole or if, based on the information above, you see another visible conflict that is apparent in my little imaginary world!

Cheers

Vila
 

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