Project ProgressDeveloping the story/plot progression
Currently Working OnMain story continuity
More background
Secondary characters
Political intrique between the major powers
NotesI already have a basic story concept as well as several plot points/twists, but I'm looking for help in developing the finer details to help me flesh things out, from which I can begin to construct the game itself
BackgroundThe world of Elderash is a land caught in eternal struggle, a struggle between the Angels of Light and the Demons of Darkness. Since a time before the memory of mortal men they have fought to gain control of the land through both open conflict and the subtle manipulation of mortal agents throughout the land. History has recorded at least two massive open conflicts between the powers both nearly destroying the land of Elderash in the process. The first was 5,000 years ago, and once again 2,500 years after that. During the last conflict the demons, in retaliation for having lost the battle, manipulated and ancient and dead volcano under the northern ice cap and causing it to erupt and melt the whole of the ice resulting in a world wide flood that cost more lives than most could count. Tsunamis pounded the coastlines of the continents, the sea level rose more than twenty feet within a day and by the time all was said and done the mortal race had been reduced to less than 10,000 strong and less than 50% of the land that once existed was still above water. The forces of light had won, but at what cost?
StoryMiriam the daughter of the local apothecary was gathering herbs in the forest one afternoon when she discovered a young man crumpled down in some nearby bushes. He was unconscious, bleeding, but he was the only sign of anyone or thing there. She quickly flagged down some loggers at the edge of the forest to help her move the young man and had him taken to her father's house. There he was nursed back to health and after four days of sleeping he finally regained consciousness, unfortunately he could not remember a thing before waking up in the house of Miriam's father Azadak. For nearly a month they tried to find any sign or hint that would shed light on the past of the young man now calling himself Max, but each time it looked as though they might find something they came up empty handed.
Max eventually took a job as a guard in the king's militia as he had shown a skill with weapons most would attribute to a man far beyond his years, though after falling asleep at his post on three seperate occassions out of sheer bordem he was fired, thus he decided to try his hand at being a mercenary. He took many a job as a guard, caravan escort, sell sword in border skirmishes, and on one occassion even extracted the kidnapped daughter of a wealthy merchant and managed to make quite a name for himself. He was also known to be forthright, honest, and would not sell his sword to any dishonest service, a trait that quickly drew other mercenaries to him and soon he had formed a small group which called themselves 'The Minions' as a sort of inside joke.
During one of their missions as caravan guards for a merchant travelling between cities they were attacked by a group of thieves which Max and the Minions quickly dispatched, and while searching the bodies for anything of value Einrich the second in command found an old rusted spear head. Thinking it nothing more than a piece of junk he quickly discarded it and it landed at the feet of Max whee it began to glow and give off an eerie humming sound. The spear head was passed around to the other members of the group, but it didn't react to anyone else, only Max. Realizing that this was possibly a key to his past Max and the Minions quickly took what funds they had and set out to try and find out anything they could about this spear head and where it came from.
Main CharactersName: Known only as Max
Age: Early to mid 20s?
Bio: The young man found in the forest by Miriam the daughter of the local apothecary. He possess a strong sense of right and wrong and will go out of his way to help those in need, even if there is no profit involved. He believes in protecting the innocent and fighting for justice. Though he has a good heart his actions and ideas of justice don't always fall in line with that of the local authorities which has at times caused the two to rub each other the wrong way. Unable to remember anything of his past, where he came from, or even what his name.is Max is on a journey of discovery seeking to find himself and the truth of his past.
Name: Einrich Greggorovich Von Steiner
Age: 35
Bio: Born to Kassandra Boland and Kaizer Von Steiner in the city of Alposa, the capitol of the Nordal Kingdom, Einrich lived a happy and normal childhood. He learned the blacksmith trade from his father, the main means by which he gained his considerable strength, and when he reached the age to leave home he decided to seek adventure and fortune as a mercenary, much to the dismay of his mother. He spent the next 19 years traveling the land in search of his fame and fortune, though the was only moderately successful at this. He did gain noteriaty as a mercinary, but the fortune he sought was often spent in taverns on wine, women, and good times. He is known for being jovial, cheerful, and a nice person by nature though when the time comes to do battle he is also ruthless, deadly, and takes no prisioners on the heat of battle.
Name: Miriam Alice Rutherford
Age: 24
Bio: The daughter of the local apothecary Miriam's mother died during childbirth, thus she has grown up only knowing her father Adazak. She is a very quiet and reserved woman by nature and tries to avoid conflict when at all possible, she prefers to resolve disputes with words rather than weapons. Having spent her childhood learning the apothecary trade from her father, and also training with the Biomancers of the Stathil Order (see Orders of Elderash for information about Biomancers), she is well versed in the use of both herbal and energy based healing techniques. When Max decided to set out upon his quest to find out more about the spear head and his past she decided to travel with him, and though not offically a member of The Minions she was quickly accepted by the members who had been lacking a good healer as of late.
Name: Zander Ian McLane
Age: 30
Bio: A self-taught and trained Biomancer Zander is the official 'energy slinger' of The Minions and considered my many to be missing a few nuts and bolts upstairs. Though he possess a natural skill for the arts and has pulled the group out of several jams, he's also caused as much trouble as he's resolved. Most of the time he is calm, collected, and quite intelligent, but at times when he feels threatened he'll begin 'energy slinging' without warning and going on about how Captain Commando (his fictional alter ego) will never be defeated.
Timeline of ElderashThe timeline of Elderash is divided into three major ages. The age before the first war, the age before the second war, and the current age. Anything referred to during the age before the first war, assuming it can even be dated that far back, would use the year date FW, such as 1156 FW meaning this event occured 1156 years before the first war. The second age, the age before the second war (between 4999 to 2500) uses the year date SW, such as 2098 SW meaning this event occured 2098 years before the second war. The third and current age uses the year date TA meaning Third Age. The current date of the game is also 2498 TA.
Orders of ElderashBiomancers
The Order of the Biomancer is actually a broad term used for those to practice the craft of energy manipulation. Unlike the orders of old where one often times called upon outside forces to grant them their powers and abilities, the Biomancers call only upon themselves and the energy generated by their own bodies to achieve their desired effects. The reason behind this change was so that one could practice their craft without having to draw on an outside source, and thus enslave themselves to the will of the one who granted them their powers. Should they anger their benefactor it was very possible to have said powers withheld, often at the time when it was needed the most. The Order of the Biomancer, which is also the founding organization of the modern day College of Energy Sciences, is based upon five principles teachings that all Biomancers begin to learn within their first month of training. The Biomancer Order is based out of Cyncronos, the capitol of the Hurion Kingdom.
"Harness, focus, amplify, manipulate, project. These are the five basic principles of the Biomancer Order, without which we could not exist." ~ Alistor Vorden, founder of the Bioamncer Order, 107 TA
Sub-schools
The sub-schools of the bionacers are divded into seven major areas, earth, wind, water, fire, light, darkness, and energy (non-elemental). Though most students tend to have a gift towards one element or the other, it's rare for someone to learn only from one school as people often prefer not to 'put all their eggs in one basket'. Each of the seven orders was founded by a biomancer of partiicular skill and power within said field who taught those of the first generation and layed down the founding principles of which are still observed to this day, save for the Order of Gath.
The Order of Vorden
Vorden is as the school of earth, founded by Alistor Vorden who also served as the school's headmaster from the time of its founding until his retirement (56 years total) The element of earth is primarilly a defensive and indirect offensive school. Though the Order of Vorden does have offensive abilities they are far outnumbered by the defensive abilities and those that specialize in this school are prized for their ability to protect their allies in battle. Acid is considered a sub-ability of the earth school.
The Order of Beaulix
Beaulix is the school of wind, founded by Amanda Beaulix who later married Alistor Vorden. The element of wind is known primarilly as a defensive and utility school that specializes in abilities that either defend their caster, or give them the ability to travel quickly and remove themselves from danger altogether. The element of wind is also able to protect others by also removing hostile parties against their will by creating gale force winds, or even razor winds that can cut through flesh. Beaulix Biomancers are prized for their ability to help others travel quickly and keep them out of harm's way.
The Order of Avastine
Avastine is the school of water, founded by Franklin Avastine who was also the school's head researcher. The element of water is known as a defensive and offensive school that specializes in abilities that can either protect/reflect attacks, outright attack, or even poison organic opponents and cause considerable damage. Avastine Biomancers are prized for what many see as a school that offers a balance of offensive and defensive abilities. Ice/poison is considered a sub-ability of the water school
The Order of Volstad
Volstad is the school of fire, founded by Morgan Volstad who oversaw the formation of the defensive force that protects the order. The element of fire is the only school within the order that is dedicated almost entirely to offense be it either directly or indirectly, this is also reinforced by their motto 'Poof there it ain't'. Masters of classic abilities such as fireball and blaze Volstad Biomancers are prized by those seeking to quickly end conflicts and are the most feared order on the field of battle. Lightning is considered a sub-ability of the fire school
The Order of Stathil
Stathil is the school of light, founded by Roland Stathil who was dedicated to the preservation of life and the school's best healer. The element of light is known as a utility and defensive school that specializes in the ability neutralize negative effects other schools might inflict on someone, and the ability to heal wounds. Of all the orders of the biomancer school the Stathil Order is the most sought after by serious adventurers, with the ability to heal wounds and save lives no serious adventuring party travels far from home without one.
The Order of Gath
Gath is the school of darkness, founded by Zoldia Gath who once taught school approved dark abilities. The element of darkness is known mostly for indirect and direct offensive abilities that often time weaken, debilitate, or in some cases outright kill opponents (that was never taught at the school). The Order of Gath is also known as the exiled order and no longer practiced by the Biomancer Order after the fifth Gath leader willingly entered into the service of fiendish forces and took many of his students with him. The only remenant of the element of darkness are techniques taught by the school to every order to help them defend themselves against the element of darkness. Any caught actively practicing the use of the element of darkness is subject to immediate execution.
The Order of Hydal
Hydal is the school of energy, founded by Hyperious Hydal who was reknown for his research into non-elemental techniques. The school of energy is known as and defensive and offensive school, though is also has ability that are considered utility as well. Likely the most underestimated order of the seven, the school of energy is possibly the most versitile as it possesses a variety of offensive, defensive, and utility spells that are quite hard to defend against when cast by a seasoned Hydal Biomancer. Most elemental defensive techniques fail to entirely protect against them due to their lack of an elemental force, and energy based defenses not being attuned to a specific element offer the same protection against any and all. Hydal Biomancers are prized for being versitile and unpredictable.
The Biomancer Name
The term Biomancer was first coined by the founder of the order Alistor Vorden to represent the mastery of the mind over the body, and the fact that a practioner of the this art relied solely on himself for his abilities.
Siege KnightsThe Order of the Siege Knights founded within the Voladine Kingdom are the most feared and ruthless soldiers on the field of battle. Founded by King Rintar Voladine in 605 SW the Siege Knights serve as the king's elite military force. They are known for loyalty to the king that passes well into the realm of zealotry and will protect their lord and master and any cost includning their own lives. They know no fear, show no mercy, and beg no quarter, when disptached to carry out a mission they will either come back victorious or die trying. For a Siege Knight defeat is a fate worse than death.
Infantry Division
The ground pounders of the Siege Knight military corps they are easily recognizible in their full plate armor bearing a tower shield in their left hand, a pike in their right, and a longsword at their side. They march in a formation remniscent of the Roman Phalanx (for visiual reference, not that there are Romans in Elderash) and use their pike to either take down enemy cavalry, or as a first strike against charging infantry after which they discard pike and shield and draw their longswords. When faced with a hail of arrows by enemy archers the Infantry Division will use a technique called the shield wall. The first line of soldiers will drop to one knee and place their shields directly in front of them while all the other rows will hold their shields above them in a tight formation which forms a nearly impregnable wall and renders arrows almost completely useless.
Archery Division
The Siege Archers are the most feared of all the archers because they are also trained biomancers from the personal army of King Voladine, but unlike their Hurion cousins Siege Archer's biomancer training is specialized to allow them to cast their spells through their bows in the form of arrow like projectiles. On the field of battle Siege Archers always appear in six rows one behind the other, one row for each of the six schools and rain down the elements upon either opponents. Woe be to the army that thinks engaging Siege Archers in close quarters combat to be an easy task, though trained primarilly in the use of a bow in the event forces are able to directly engage them they also carry longswords for which they are not only trained in the use of, they can cast their elemental spells into the blades of their swords in the same manner as their bows.
Cavalry Division
The Cavalry Disivion of the Siege Knights are are known for their use of the Voladine breed of horses (think Clydesdale). Though not the fastest of the horse breeds within Elderash, they are known for their large size and matching strength. They are capable of bearing a rider in full armor as well as their own and a pair of saddle bags and still maintain a steady gallops for almost and hour. Like their riders they are trained not to know fear and will only sppok under the most extreme circumstances, though in such an event the riders are trained to balance themselves on the horse even in the event they rear without warning and thus being throw is a rare event. Rearing the horse due to his size and strength and using his front hooves to kick is at times used as a weapon though such is done rarely as it exposes the unarmored belly of the steed.
Notes
Despite how feared and deadly they are the Siege Knights are rarely dispatched to the battle field unless the situation is a desperate one. Their training is so difficult and arduous that only about 1 in every 20 that try out for the corp actually make it, as a result of the high washout rate amoung the trainees their numbers are actually low compared to the legions of soldiers that comprise standard armies.
Nordian NavyUnlike the Hurion and Voladine Kingdoms that boast Biomancer and Siege Knight strength, the Nordal Empire keeps itself sustained as a major power through their naval forces. Having developed the largest and most powerful sea faring ships in the land through closely guarded technological secrets, and armed with Nordian weapons they are the unquestioned masters of the sea.
Behemoth
One of the most feared ships in the Nordian Navy is known as the Behemoth, nearly twice the size of any other ship in the sea the front half of the Behemoth is plated with inch thick magnite armor, equipped with a frontal ram, powered by a steam engine (which no other kingdom knows how to make), and specializes in ramming other ships and literally tearing them in half while sustaining little to no damage to itself. The major advantage this ship possesses is the steam engine which not only allows it to travel faster than a ship with sails, but it can also move through the sea without the need for wind.
Steamer
The ship nick-named the Steamer is a trade vessel developed by the Nordian Empire which much like its cousin the Behemoth is a steam powered vessel designed for trade and transport. Despite being larger than other trade ships, the Steamer maintains a standard cargo hold to allow this trade vessel to carry a full compliment of weapons to not only protect the cargo, but to keep the secret of the steam engine away from prying eyes. As one might imagine the Steamer is the most sought after trade vessel in Elderash not only for it's ability to protect the cargo and crew, but for its ability to travel faster than sailing ships and not needing wind power to sustain it. Nordian ship trading is often limited to the middle and upper class merchants of non-Nordian nationality due to the fares charged for the transport of goods on their ships.
Secondary Power
The Nordian Empire maintains a secondary form of power in the fact that they are the only kingdom to possess mines with any substantial deposits of Magnite which allows them to forge weapons and armor of incredible quality which fetch a high price. With Nordian weapons being the most expensive and sought after in the land they are the richest of the three kingdoms.
The Twin PowersThe Angels of Light
The protectors of law and order, the Angels of Light seek to maintain order, balanace, stability, and act as guardians, guides, and to shepard to the mortal race. Lead by the Arch-Angel Vincent the angels have fought against the demons of darkness since times before the memory of mortal man. It was Gadageil himself who lead the angels of light against the demons of darkness in both major conflicts in Elderash and drove them back both times. Existing within what the mortals terms the Realm of Light they watch over the mortal race in an ever vigilant army to protect them from the ravages of darkness.
The Demons of Darkness
On the planes of Darkness the demon exist. Beings of chaos, anarchy, death, and destruction, the very antithesis of everything the Angels of Light stand for. For eons they have waged an endless war against the Angels for control of Elderash and the mortal race. many have speculated about the true intentions of the demons, be it to destroy the mortal race, or to turn them into their slaves and twist them to their own dark desires. Led by the Grand-Mal Demon AaronDagnon he rules his legions by the might of arms. In otherwords he's the biggest and badest of them all.
Open Conflict
The Angel of Light and Demons of Darkness rarely resort of open conflict with only two such events occuring as far back as the history of the mortal races is able to go. It is believed by many that opening a gateway from their own realm to that of elderash and moving armies of substantial size is quite difficult, hence why it is done so rarely.
Subtle Manipulation
The preferred method of both sides is to send a few agents to Elderash in disguise to recruit mortal agents and have them carry out their agenda in secret, away from the eyes of the public, and hopefully the eyes of their enemies. It is suspected that this from of subtle conflict is also behind several of the inter-kingdom wars, though no hard evidence has ever been found to this effects. On rare occassions artifacts or the bodies of agents from both sides have been discovered, but this too is in itself as stated before, rare.