"I summon thee, o great twenty three,
arise and awake, the land is at stake,
in the name of light and honour, lend me thy favour."
So... my dear grandchildren, you wish to hear the enthralling chronicle that revolves around a world engulfed in turmoil?
Pay heed then, o merry sons and daughters. Help yourselves to the most comfortable grass you can sit on, because this will not be a tale as short as those used to tuck you into bed.
The frail realm of Terra, a haven of ephemeral peace and everlasting grief, upon which weary souls face the recurring wheel of fat, which they nonchalantly refer to as 'life' and 'death'. This beautiful realm, she was born and nourished with fertility and prosperity, with which mankind endured a state of harmony within each straw and brick of their homes, standing firmly on lands that span from the pastoral backwater of Nirva, to the technological vanguard, cramped metropolis of Escarioth. Her body is comprised of three matters -- 'Spheres'. Biosphere, the sphere that forms nature and every worldly substance you can name of; Esphere, the sphere that provides light and serenity; and Disphere, the sphere that signifies blight and curse.
Distant aeons ago, our glorified land was plagued by an ancient war that lasted for years... "The Black Rain". A world domination forged between then three great kingdoms -- to the north, Altaginea, disciples of the Lightning God Midil; to the south, Iscarea, disciples of the Fire God Levanth; and on the central archipelago, Zenobia, disciples of the Ice God Silmeria. Even though this war was declared in their names, the Gods were infuriated with the foolish offensive acts their followers perpetrated, as endless bloodshed and destruction ravaged the sacred soil of Terra. Hence, they decided to bestow punishment upon the pitiful beings, striking down the land with an inevitable predestination: Peccadillus, bestial manifestation of the sin of man, the one who serve as justice and judgment of Terra, bearing order to cleanse the world out of the futility of war.
Consequently, the Gods used their celestial powers to restrain Peccadillus from causing worse destruction on the world. Once the war had finally ceased and mankind had learned their lesson, the Gods gave them a second chance of redemption. Thus, seeds they planted as their incarnation, the "Twenty Three", or simply "The Golden Trees", as the lurkers of Terra chose to entitle them. Their leaves are sacred, their roots and trunks divine. As they toil to confine the Beast of Purification in the oblivion where he was imprisoned, their golden leaves wither away with every misdemeanor and act of transgression man committed. The holy Hymn of Rebirth is the only means of prolonging their existence. A Hymn so chaste, that it could only be processed in the presence of purified hearts and virtuous thoughts.
For ages, the Enchantresses of Nirva have underwent the passage of the Pilgrimage, endeavoring for days, months, and years all for but one cause: deliver the Hymn for the Twenty Three to hear, as they summon themselves into grounds distant in place and time, converting malicious beings into the religious kin while being protected under the sturdy shade of their trusted Sentinels. The Great Enchantress, Zivana was revealed upon this prophecy by the Gods. She was the first to perform the Pilgrimage, and commanded for the Temple of Faith to be built in Nirva, which until today served as an instrument to inherit the path of the Enchantress.
In the course of that era, the land had been calm... until one day, a catastrophic occurrence transpired. A chain that ties two flames of fate, in a bond of hope: Ava Adorilis, the daughter of a passed away Enchantress, and Noir et Blanc, the enigmatic Sentinel cloaked in darkness. Their roles, along with those of their allies, will soon determine, whether the future of Terra is bright or bleak...
Age: 17
Origin: Nirva
A young priestess who lives in the village of Nirva. She is an orphan. Her mother, Aira, died from a mysterious, long-lasting illness soon after she delivered the Hymn of Rebirth to the last golden tree, at the same time giving birth to her. Thus, she inherits the bloodline of the Enchantress, which demands that she conduct a holy pilgrimage to visit outlying Golden Trees scattered over twenty three regions. Her kindness is pure, as evidently shown by her rather amiable manner towards Noir, compared to her other Sentinels. She cares about her sentinels deeply and treats them like her own family.
Age: Unknown
Origin: Unknown
A mysterious figure wearing a crimson bandana that suddenly appeared on the hills of Perciviel. The party came across him along the way, when he helped them fight against a horde of Jotuns. In spite of others' reluctance, Ava decided to take him as a Sentinel after witnessing his swordsmanship and combat ability. He harbors a cold demeanor and tends to speak in a harsh and unfriendly tune to his companions. Barely any knowledge of himself is known to his acquaintances, though he seems to be burdened by a dreadful past, but never wish to unveil the darkness that surrounds it.
Age: 37
Origin: Nirva
Brother of Gadon. A man of admirable strength and remarkable skill with a spear. After Gadon died, Zalc took his place, acting both as a Sentinel and a caring father for Ava. He is very protective of his mistress and is never seen far from her at all times, even where no danger is imminent. He is indifferent towards Noir ever since he first met him, owing to his suspicion of a sense of hostility flowing within him. He's always keeping a vigilant watch over Noir, fearing that he may someday pose a threat to the Enchantress during the Pilgrimage.
Age: 24
Origin: Kyril
A skilled warrior in the arts of archery, Calgus is son of the elder of Kyril. He voluntarily decided to accompany Ava on her journey after his beloved fiancιe, Ilene, was intoxicated and mortally wounded with Dispheres when Jotuns suddenly attacked their village. He often finds himself in a quarrel with Noir, most of the time because of his resentment towards Noir's abrasive personality and tendency to let out harsh words to criticize the party's incapability. Even so, he truly acknowledges Noir's ability of handling Jotuns and is secretly glad to have him as part of company.
Age: 70
Origin: Zhaoliang
A priest who hails from Zhaoliang. He served as Aira's guardian on the course of her pilgrimage when she was still alive. A composed old man who is able to think clearly even in the most precarious situations.He used to be a mentor of Mantra in Zhaoliang Academy, and is well-endorsed with the ability of healing. Even so, he was unable to cure Aira of his illness. For this, he condemned himself thoroughly for his mistress' death, and exiled himself from his hometown, living as a recluse deep inside the Zhaoliang caverns, eternally mourning over the tragedy.
Age: 5
Origin: Ichidou Village
A crossbreed of hound and fox owned by a samurai of Ichidou, Hiro, which is able to understand vast human language. Yuri is a loyal and tame dog, although he possess ability to turn into a bestial fighter that strikes physical and mental harm to his enemies whenever deemed necessary, such as when his master is in danger. After the party lent their strength to play a part in unifying Ichidou and restoring order to the people of the village, Hiro ordered him to join Ava's party as a Sentinel as a sign of gratitude.
Age: 41
Origin: Nirva
Formerly a Sentinel of Aira, he was trusted to provide home and family for Ava, who was born mere moments before both her parents died. He was a close acquaintance of Valmir. Originally, he was going to be Ava's Sentinel for her pilgrimage before a tragedy involving Dispheres and Jotuns struck the village of Nirva, killing him in the process. His farewell message was to hand over Ava's custody to his brother, Zalc, who happened to be the only man he could trust the most.
Origin: Nirva
The Enchantress who conducted the last pilgrimage. She carried on with her journey despite her continuing illness, and eventually passed away of it. Her death took place in front of the Golden Tree of Escarioth, after she delivered the Hymn and gave birth to Ava. She was highly respected and loved by her Sentinels. Her voice and presence brought smile of joy to the people around him, in every place she visited. Her purity of heart, kindness and physical beauty is bequeathed to her daughter.
Origin: Nirva
The husband of Aira and Ava's father. He grew up together with Aira in Nirva and had been good friends since childhood. He eventually became Aira's guardian and married her during the course of the pilgrimage. After Aira died and Ava was born, he approached his companions and handed over the baby to Gadon, forcefully urging them to journey back home and leave him to lay down eternally beside Aira's lifeless body, as his own demise brings him down to his knees.
Origin: Duldenberg
Origin: Lagon
Origin: Riverdrei
Origin: Riverdrei
(more to come)
-Coming Soon-
"The Holy Land of all the lands", Nirva is a remote settlement situated in a lush, fertile grassland in which members of the Enchantress bloodline have resided for ages. At the heart of the village stands the Temple of Faith, an old, sacred structure which serve as praying grounds as well as the place where the Trial of Ascension takes place. Nearby is the village square, where all local activities and ceremonies are conducted, including the Rites of Passage. Toraj, husband of Mesca, the High Priestess of the temple, is the elder of Nirva.
A village situated in the wilderness region of Helben. Despite being an agricultural society, the locals who reside here gradually developed a passion for hunting, as their territory is breeding grounds for deers and other mammals. Thus, game became their main source of food, while their farm products are now mainly traded in Nirva and Zhaoliang markets. This hunting culture hones the art of archery, which is mastered by children and adults alike. Kyril is ruled by a strict yet respected elder, Davub.
A bustling academic city widely known for their motto, "Knowledge is Golden". Many students from around the world come to study numerous fields within the universities facilitated in the city, ranging from social science to biospherical science and many more. Historically, Zhaoliang was once a gold mining town until a group of four nomadic philosophers found their way there and spread their teachings to the miners and their families, and thus the first learning center, known as the Tower of Wisdom, was established.
A village situated in the edge of Mazus plains, populated by warriors that live by the code of samurai. For many years, the inhabitants have secluded themselves from the world, refusing to be involved in war and diplomatic matters with other lands. The one and only time they will heed the call to arms is when their village is being attacked by forces beyond the border. Recently, Ichidou is undergoing an internal conflict caused by a rebellion led by Akuma, a samurai exiled for transgression by the leader, Kazuki, his own cousin.
K'armine
The port town of K'armine acts as the main connection between Northern Terra and the Central Archipelagos. Many ships are anchored here, which serve as transportation for merchants, travelers, Zhaoliang students, and pilgrims from around Terra. The locals are mainly seamen, renowned for their fondness of alcoholic beverages, hence there are many bars and rough-mouthed drunkards to be found all over the place.
Noa
A floating market village situated in shallow Hargalaten waters, Noa is actually a number of wooden boats moored to each other, forming a large deck comprised of small ones. Many anchors are chained to the seafloor to ensure suitable holding ground for the boats. The 'village' itself was established by a family of fishmongers making a living off resources which the Hargalaten sea is rich with -- various kinds of edible fishes and seaweed, as well as assorted daily products. Recently, the village is said to be suffering from frequent raid by savages roaming the sea.
Lagon
Part of the Forsaken Isles of Zenobia, Lagon is an uninhabited cove rumoured to be a pirate's hideout.
Riverdrei
A bustling city dubbed "The City of a Thousand Rivers", where buildings are connected to each other with canals, and rowboats are the main transportation to be found.
Fresin
A village established by refugees from the Verdossa Volcano disaster which took place hundreds of years ago.
Sorna Del Sol
A seaside resort town, a popular place for a vacation among travellers from all around the world.
Caern
An old fortress which was used as a pivotal stronghold during the ancient war.
A large city located in the snowy region of Ninel island. During the Ancient War of Terra, Duldenberg has been captured and recaptured between the warring forces of Ascarea, Infernia, and Zenobia. This constant shift of occupation led in an amalgamation of different culture, and thus there are various races living in the city. The current governor of the city, Siesta, is a gifted artist and musician. Once in a month he holds a ball open to local residents and foreign visitors in his own mansion, to promote and symbolize unity in their demographic diversity.
Aurol
A small fishing village.
Ramorte
A peaceful town surrounding Lake Ramorte.
Bliphon
The renowned monastery in the middle of Rubinore Desert where powerful warrior monks live.
Al-Ashgar
A large city divided into two parts -- the inner parts where rich noblemen live, and the outer parts dwelled by lower class civilians.
Hemodeus
An undersea city divided into two levels, the Upper and Lower District. Utilising intricate mechanism of Machina, the architects of Escarioth were able to construct a spacious living quarters which are immune from deep sea pressure and provide fresh air for humans to breathe. The Upper District consists of residential area and business sector while the Lower District is home to a large, beautiful lily garden, entertainment and recreational spots for citizens. Standing in the center is the Great Dome, which serve both as house for Governor Gugnac Baranis and meeting site for city counselors and administrators.
Yrdsil
A village which stood in the middle of a warzone where fierce battles took place. The villagers of Yrdsil built an underground bunker which have existed for ages, providing them with a temporary safe haven.
Ignatea
A religious town where one of the most famous landmark in Terra, the Celestiel Cathedral is located.
Mair Mervelus
An abandoned keep, now owned by the rich former mayor of Ignatea, Delgradt Ramuir.
Escarioth
The city which bear witness to castigation brought forth by the Gods, now forgotten by all mankind, lifelessly lying at the edge of the world.
A sacred forest near Nirva that is home to the first Golden Tree of Terra. The entrance path to the forest is guarded by Temple Priests, allowing only Enchantress and her sworn sentinels to enter the forest. Wildlife is preserved here, and the heavenly power of the Golden Tree's roots keeps the other plants and trees alive -- their leaves stay green and dense as time goes by, never dropping a single dead leaf. It is told that some children tried to sneak into the forest and tread deep, but were always strangely led back to the village somehow.
Helben Highlands
Mount Perciviel
Zhaoliang Cavern
Mazus Plains
Arcades Ruins
El-Manoa Jungle
The Deadly Bog
Hargalaten Sea
Forsaken Isles of Zenobia
Fresin Island
Verdossa Ruins
Pi'er Daus Island
Ninel Island
Osma Forest
Osmaria Stream
Gulfnir Cavern
Gulfnir Ruins
Mount Palador
The Grand Rapture
Mount Silbrus
Rubinore Desert
Rubinore Cavity
Cristelon Sea
The Sleeping Grounds
Hal'Nan Prairie
Xaxern Forest
Loden River
The Snake Rock
Pesmergal Ruins
Luminoa Forest
Stromblad Highlands
(more information comes later)
1st Suite: Release
Chapter I ~ A New Dawn
Chapter II ~ The Chosen Pessimist
Chapter III ~ As The Future Repeats Today
2nd Suite: Escapade
Chapter IV ~ Coerced Coexistence
Chapter V ~ Where the Dead Ships Dwell
Chapter VI ~ Black and White
Interlude: Memoirs
3rd Suite: Ordeal
Chapter VII ~ Reroute to Remain
Chapter VIII ~ Another Day in Quicksand
Chapter IX ~ Our Infinite Struggle
Final Suite: Salvation
Chapter X ~ The Mirror's Truth
Chapter XI ~ Pacing Death's Trail
Chapter XII ~ March to the Shore
Postlude: Providence
So here it is, my first, big project, which hopefully won't be my last. I have decided to retire from designing after I contribute my skills at least by one campaign of huge proportions, as real life circumstances began to take a higher ground against me. At first I was laid-back regarding this project, but now I'm ambitious to get it done, and close the editor for good, with something epic to leave behind for the community. Well, maybe not so epic in terms of gameplay and challenge (especially if you compare it to Tsubasa's Tale or Wrath of the Dark Lord). I'm mostly aiming to create a story that captivates your heart, supported with a believable and realistic set of characters, story and character development, beautiful and detailed landscape design, and everything else that hopefully will keep you seated in front of AoK.
So what do you think? For those of you who're into console RPGs and have played Final Fantasy X, you might see a slight but obvious resemblance to the game's story (pilgrimages; a priestess/summoner and her guardians; saving the world from an enormous monster; etc.). That is indeed intended, as I did draw inspiration from it, but of course not without some adjustments. The campaign's gonna be divided into three episodes, each containing 3 playable scenarios; and two cut-scenes (a prologue and an epilogue). It's going to be a Role-Playing Strategy, but I may leave space for other genres to get in the mix. It will feature many NPCs and quests, in spite of minimal sub-quests, because each scenario is pretty straightforward and focus is kept on the storyline, leaving minimal space for free movements. Again, the main aspect of the game is the story which being told, and the realistic people you see on screen, not the gameplay.
One thing that could distinguish this from other campaigns in the blacksmith -- emphasis on music. For each of the campaigns (the three playable ones: Prelude, Interlude, and Postlude), I have assembled 40 music tracks plus a few generic ones. I know that most people hate downloading huge file sizes (in this case up to 50 MB), so all of them may come as an optional downloadable content, separated from the campaign file. Why so many music, you ask? Well, it has become my standard to develop a story based on a set of prearranged music tracks. First, I choose the music, and then write an end-to-end plot according to the sequence of the music. The music itself spans to many genres, ranging from Orchestral, Experimental, Rock, a little Jazz, Ambient tracks, and a lot more, taken from the OSTs of several video games, to name a few: Final Fantasy series, Suikoden series, Shadow Hearts trilogy, Tales series, Chrono Cross, and many more. Here are some examples of diversity among the tracks:
I know I've been starting and giving up numerous projects, but with the aforementioned situation, I'll do everything to finish this baby. I hope you'll understand, and wish me luck, rather than speaking in a manner of pessimistic. I want this to be a work on art, therefore, I'll be working hard until my best abilities could be shown.
Thank you for your attention. Questions and comments are welcome.
Member of StormWind Studios & BlackForest Studios
-:|:- Blacksmith Files -:|:- Fabula Fatali -:|:- Photography -:|:- Age of Kings Heaven -:|:-
[This message has been edited by Whoracle (edited 12-23-2014 @ 05:18 PM).]