"I call upon thee, o great twenty three,
arise and awake, for land is at stake,
in the name of light and honour, lend us thy favour."
Fabula Fatalis. A story of fate. An enthralling chronicle that revolves around a world fated to exist in a perpetual state of peril.
This world, we call it the frail yet delicate realm of Soma -- a haven of ephemeral peace and everlasting grief, upon which feeble souls hang by a thread on the cyclical wheel of fate that they refer to as 'life' 'death', 'bliss', and 'sorrow'. Distant eons ago, the Goddess of Creation, Terra, created this world, dedicating it to malefactors banished from the ethereal world for disobedience, granting a chance to atone for their sins at the cost of becoming mere mortals. This event was recorded in history books as 'The First Redemption'. A realm beautiful beyond words, Soma was born and nourished with fertility and prosperity, with which mankind endured a state of serenity within every wood, brick and stone that make their humble abodes, inhabiting vast lands that stretch from the holy, pastoral backwater of Nirva, to the technological vanguard, cramped metropolis of Escarioth. The realm of Soma is made of three distinctive matters -- 'Spheres'. Biosphere, the sphere that forms nature and any tangible substance; Esphere, the sphere that provides light and serenity; and Disphere, the sphere that signifies blight and curse.
After centuries had passed, the land of Soma was plagued by an ancient war that lasted for years. Historians named this war -- 'The Black Rain', to symbolize the black projectiles that plummeted from the skies throughout every battlefield. As conquest for power ensued, skirmishes erupted between three great kingdoms -- to the northwest, Altaginea, disciples of Midil the Deity of Thunder; to the south, Helvenia, disciples of Levanth the Deity of Fire; and on the northeast, Zenobia, disciples of Silmeria the Deity of Water. Such deities, however, do not actually exist -- they were false idols fabricated by those who hunger for world domination, as an excuse to wage war upon anyone who stood on the way. Infuriated by the foolish offensive acts mankind perpetrated, as endless carnage continuously ravage the sacred soil of Soma, the Goddess resolved to bestow punishment upon the malicious beings. She sent forth Her divine intervention upon the land in the form of Peccadillus, a behemoth, dragonlike bestial manifestation of man's sin and harbinger of the Goddess' judgment, bearing the command to cleanse every inch of land from the futility of war. Its gargantuan size promptly brought confusion and fear onto the hearts of the belligerents, leaving them no choice but to put their agenda aside to join forces, combating the Scions that continuously fell from its rocky scales.
Unfortunately, the leviathan airborne beast eventually became out of control as it started to behave on the instinct of a mindless beast, inducing death tolls to innocent lives on Soma. It soon became evident the Goddess regretted of making such erroneous and reckless decision. Consequently, the Goddess used her divine power once more to pin Peccadillus down, restraining it from causing further destruction upon the world. Once war had finally ceased and mankind learned their lesson, the Goddess gave them a second chance for redemption. Thus, seeds She planted as her incarnation, the 'Twenty Three', or simply The Golden Trees, as some people chose to entitle them. Their leaves are sacred, while their trunks are indestructible by man. As their roots grew and intertwined, entangling and confining the Celestial of Damnation, Peccadillus, down in the deepest soil, their golden leaves wither away with every sinful act committed by man. The holy Hymn of Rebirth is the only means of prolonging their existence. 'Twas 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 the cause: deliver the Hymn as the source of life for the Twenty Three, as they summon themselves to distant places, spreading the teachings of virtue, as well as encouraging people to accept the belief of the Goddess Terra, dissuading them from becoming zealots. To endure such journey means having to face every peril associated with the world, therefore, the Enchantresss must be accompanied by a sworn guardian -- 'Paladin'. The Great Enchantress, Zivana was the one to fulfill this prophecy as revealed to her. She commanded for the Temple of Light to be erected in Nirva, which traditionally serve as a place of worship, and most importantly, to hold the 'Trial of Ascension'. Using the powers bestowed upon her, she went on to be the first one to perform the Pilgrimage and succeed in putting the immobilized Peccadillus down to a deep slumber, imprisoning it with the entangled roots of the Golden Trees.
Thereafter, Soma entered 'Halcyon', a period of peace that lasts for sixteen years. When that period ends, the golden leavesof the Twenty Three, burdened by even the slightest sin committed by man, begins to wither and slowly assume the form of an ordinary tree -- losing their power to restrain the Celestial of Damnation. Thus, every sixteen years a new Pilgrimage must be carried out by an Enchantress chosen by the High Priest of Nirva. In all those years, Soma was in a state of calm... until one day, a catastrophic occurrence transpired. A chain that ties two flames of fate, in a bond filled with hope and despair: Ava Adorilis, the daughter of a passed away Enchantress, and Noir et Blanc, the enigmatic warrior cloaked in darkness. Their roles, along with those of their loyal companions, shall be the ones to determine the future of Soma. And you, the player, shall be the one to lead them to fulfill their mission...
- Cinematic-driven role-playing scenario, filled with many events and dialogues
- Scenario designed with AoK:TC with the aid of UserPatch and absolutely no modding or data editing (however I might switch to DE later if it suits me)
- Hours of gameplay with emphasis on story and character development
- Decent map design with commendable attention to detail
- A linear gameplay similar to Piece By Piece, leaving minimal space for side quests
- 45 distinct music files for every campaign, ranging from instrumental ambient, orchestral, rock, pop, techno, etc mainly from modern Japanese RPG games
- Still unsure whether to implement turn-based combat like traditional JRPGs or just plain AoK battle mechanism
- A huge cast of characters (playable & NPCs) with well-thought-out characterizations, each playing their own role in the story
- My first and last playable campaign for AoK
- Plan to make 4 playable campaigns each containing 2 scenarios (chapters) plus 3 cinematics, but might change if I became too old and tired for this
A young priestess who lives in the village of Nirva. Her mother, Aira, met her demise during her pilgrimage soon after she delivered the Hymn of Rebirth to the last golden tree, after suffering from a mysterious, long-lasting illness. Her father entrusted her care to Gadon and Mira, as he had to fulfill Aira's final request to not leave her side, and thus she grew up as Gadon and Mira's own daughter, as well as Edel's little sister. As Ava inherits the bloodline of the Enchantress, the Prophecy obliges her to conduct a holy pilgrimage -- visiting outlying Golden Trees scattered over twenty three places across Soma. Her kindness is pure, most evidently shown by her rather amiable manner towards Noir, compared to the other Paladins. She cares for all her Paladins deeply and treats them like her own family.
A young, mysterious figure wearing a crimson bandana that suddenly appeared on the hills of Perciviel. Ava and her Paladins crossed paths with him along the journey, right when he came to their aid in their hopeless struggle against a seemingly endless horde of Scions. In spite of others' reluctance, Ava enlisted him as her Paladin after witnessing his excellent swordsmanship and ability to identify the Scions' weakness and slay them in the most efficient way. He harbors a cold and cynical demeanor -- rarely speaking a word to his companions aside from occasional snide remarks. Barely any background of himself is disclosed to his acquaintances, including Ava, even though it is apparent that his mind is still being burdened by a dreadful past.
Biological daughter of Gadon and Mira. A young woman of admirable courage -- a trait she acquired from his father -- and adept close combat skill with a dagger. Being Ava's sister as well as closest friend since childhood, Edel rose up to take his late father's place as a Paladin and a caretaker to Ava. She is very protective of her sister and is never seen far from her at all times, even where no danger is imminent, at times much to Ava's chagrin. Owing to this trait of hers, she continuously act vigilant towards Noir ever since they first met, as she perceive an air of hostility surrounding him, fearing that he poses a threat to Ava if she lower her guard. However, as time passes her vigilance slowly change into curiosity.
Origin: El'na Elnea
A skilled warrior in the arts of archery, Calgus is the son of Davub, Aira's former Paladin and chief of El'na Elnea. He voluntarily decided to accompany Ava on her journey after his beloved fiancée, Erayn, was mortally wounded and infected with Disphere toxin when Scions suddenly appeared and attacked El'na Elnea. He continuously finds himself in a quarrel with Noir, which usually emanated from his resentment towards Noir's abrasive personality and tendency to let out harsh words to criticize the party's incapability. Even so, he genuinely acknowledges Noir's ability of handling Scions and Bestials, and furtively revels the chance of having him in tow.
A sage who hails from Xuésheng. He served as Aira's guardian on the course of her pilgrimage 17 years ago, until her eventual death in the journey's conclusion. Being the eldest, Tao acts as the phlegmatic character of the group, capable of maintaining composure in the most precarious situations. He used to be a mentor of Mantra in Xuésheng Academy, and is well-endorsed with the ability of healing. However, he was unable to cure Aira of his mysterious illness and thus condemned himself thoroughly for his mistress' eventual death, and ended up exiling himself from Xuésheng to live as a recluse deep inside the nearby caverns, eternally mourning over the tragedy.
A female crossbreed of hound and fox raised by the lord of Kenshi, Magojiro Sanada, which is able to understand diverse human language. Yuri is a highly-intelligent, loyal and tame animal, although she possess the ability to turn into a fearsome fighting beast capable of inflicting severe physical and mental harm to her enemies whenever deemed necessary, such as when her master's life is in peril. She was found by Magojiro when she was still a pup, amidst being attacked by Bestials who mauled her parents to the death. After Ava's party aided Magojiro in resolving the internal conflict that transpired in Kenshi, he commanded Yuri to be Ava's Paladin.
The second-in-command of the Blue Nautilus. Zalc and her sister, Miliam, were originally from Carmine. However, after someone murdered their parents, making them orphans and poverty-stricken, they moved to a bigger city, Dalan Regis, and resorted to becoming a thief to make ends meet. One day, they got caught in the act and were exiled to the open sea. When their raft stumbled upon the Blue Nautilus, Mirkos "Storm" Gottholm, the pirate leader took them under his wing. Among all guild members, he is considered the strongest when it comes to sword-fighting, despite his slender stature. His weapon of choice are twin silver short swords named after his late parents, Rubeus and Alba.
A warrior monk who practices and teaches martial arts to the monks of Manadil Monastery. He has been estranged from his wife and son for six years ever since he joined the Monastery, since the code of the monks prohibits a warrior from engaging in any kind of personal relationship. After losing his daughter to the hands of the Red Scorpions, a group of desert bandits who have been lurking around terrorizing the region for years, he went into a state of depression and condemned himself for being too weak, eventually forsook his family to become a Manadil monk, in a bid to become stronger.
Formerly a Paladin of Aira, he was trusted to provide Ava with the warmth of family and home, as Valmir had to fulfill Aira's final personal request and decided to not return home. He was a close acquaintance of both Davub and Valmir. A man of impetuous and short-tempered character, he nevertheless is regarded by his companions as a man of peerless might who wields a broad spear with ease as if he is holding a mere folding fan. Originally, he was going to reprise his role as a Paladin and accompany Ava for her pilgrimage, before a tragedy involving Scions struck the village of Nirva, in which he fell victim to a Scion's ferocious attack, infecting his blood with incurable Disphere toxin, leading to an inevitable death.
Age: Deceased (aged 23)
The Enchantress who conducted the last pilgrimage. She married Valmir two years prior to her pilgrimage and gave birth to a girl a year later, who they named Ava -- short for 'Aira' and 'Valmir'. On her departure day, she put Ava on Mira's care because she was still too little to be brought along with her on the pilgrimage. Along the journey, she contracted a mysterious terminal illness and eventually passed away right after delivering the Hymn to the last golden tree, leaving Ava a motherless child. She was highly respected and loved by her Paladin. Her voice and presence brought smile of joy to the people around him, in every place she visited. Those who live in Nirva has said that her purity of heart, sincere kindness and physical beauty is bequeathed to her daughter.
The husband of Aira and Ava's father. One day, he washed ashore on Nirva by chance, with no recollection of himself other than his name. Ever since Aira's father found him on the beach, he had been living together with Aira's family, and eventually married Aira. He took an oath to be her Paladin when she was chosen to be the second Enchantress and accompanied her through the Pilgrimage. After Aira passed away in Escarioth, he approached his companions and abided by her final requests -- asking Gadon to take care of his daughter in Nirva, forcefully urging them to journey back home, and leave him to watch over her beloved wife's tombstone at the top of Zygurat Spire, for the rest of his life.
Origin: El'na Elnea
Aira's former Paladin who was appointed as the chief of El'na Elnea when he returned home after Aira's pilgrimage came to a ssuccessful yet tragic end. On his younger days, Davub was known to be a brilliant hunter blessed with a keen sight for prey, and it was said that his crossbow bolts never missed a mark. He were acquainted with Valmir and Gadon as he used to visit Nirva often, often sparring together with the pair and teaching them how to properly wield a bow. This friendship eventually lead him to join the two in becoming a Paladin to Aira. Aside from being a best friend and dependable partner to Gadon in combat, he tend to act as voice of reason for his hotheaded companion. His two sons, Calgus and Kelnar follow his father's footsteps as a skilled archer.
Ava's foster mother and wife to Gadon.
The young, cultured Mayor of Duldenberg.
Leader of the Blue Nautilus.
Origin: Dalan Regis
General of the Zenobian Maritime Knights.
Origin: Dalan Regis
The last descendant of the Cladrome family of strategists who operated the War Academy in Saragos Island as far back as the Black Rain era. Being the sole surviving member of the bloodline, she regards war as nothing more than a forgotten thing from the past. Ten years ago, she renounced her family's ownership of the academy and passed the baton to Balthir Hizam, general of the Zenobia Maritime Forces stationed in Dalan Regis. She went on to start a new life pursuing her true passion, becoming a seamstress in Dalan Regis, before eventually moving her shop to a private mansion built on Harbeld Island, where she lived a secluded life accompanied by her servants.
Velga's personal aide and apprentice who is never seen far away from his mistress. As Velga has never been married nor have a child, she considers Ignyl -- who happens to be an orphan herself -- as her own daughter, who will someday inherit her business and wealth.
The Sultan of Al-Ashgar.
(more to come)
"The Holy Land of all the lands", Nirva is a remote settlement situated in a lush, fertile grassland at the northernmost point of Altaginea continent. At the heart of the village stands the Temple of Light, 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, older brother of the first Enchantress Zivana, is the elder of Nirva.
- El'na Elnea
A farming 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 the surrounding region is rich in dense woods - habitat for deers and other mammals. Thus, game became their main source of food, while their farm products are now mainly traded in neighboring settlements. This hunting culture hones the art of archery, which is mastered by children and adults alike. El'na Elnea is ruled by a strict yet wise and respected elder, Davub, who once served as a Paladin.
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 and biology, to economic and political science. Historically, Xuésheng 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, which now serve as a public library.
A village situated around the central part of Mudori plains, populated by warriors that live by a code of honor passed down from generations to generations. For many years, the inhabitants have secluded themselves from the world, refusing to be involved in war and political matters with other lands. The one and only time they will heed the call to arms is when their territorial borders are under attack by external forces beyond. Recently, Kenshi is undergoing an internal conflict caused by a rebellion led by Kenjiro, a warrior who broke exiled by the chief of the village, Magojiro, who is ironically his own brother.
The port town of Carmine acts as the main connection between Altaginea and the other two continents. Many ships are anchored here, which serve as transportation for merchants, travelers, chevaliers, students, and pilgrims from all around the world. The locals are mainly seamen, renowned for their coarse way of speaking, as well as fondness of alcoholic beverages. Tourists visiting the town will easily come across many taverns, which are mostly filled with rough-mouthed drunkards and incidental bar brawls during nightime -- just another common sight in Carmine.
A floating market village situated in shallow Tiberion waters, Nöa is actually a number of wooden boats moored to each other, forming a large, makeshift deck comprised of small ones. A number of 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 Tiberion sea is rich with -- various kinds of edible seafood such as fishes, shrimps and seaweed, as well as precious pearls used as jewelries or trading commodities. In recent times, the village is reported to be suffering from frequent raid by bandits roaming the open water.
Part of the Forsaken Isles of Zenobia, Lagon is an uninhabited cove rumored to be a pirate's hideout. The scenic cove is naturally surrounded by steep, rocky cliffs which is hard to traverse, hence the only way in and out is by sailing through a cavern located on the southeastern part of the cove. These geographical features make the island a perfect stronghold -- hard to attack, and easy to defend.
- Dalan Regis
A bustling city dubbed "The City of a Thousand Rivers", where buildings are connected to each other with canals, and boats are the common transportation to be found.
A once-beautiful village established on one small island in the northern parts of Zenobia archipelagos, now a mere shadow of its former self. Being the inhabited island closest in proximity to the Celestial of Damnation's place of emergence from beneath the sea, the helpless little hamlet was destroyed by the ensuing giant wave, tearing down buildings and killing every single villager who were completely oblivious of their impending fate until it was too late.
- Sorna Del Sol
A seaside resort town, a popular place for a vacation among travellers from all around the world.
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 Soma, Duldenberg has been captured and recaptured between the warring forces of Altaginea, Helvenia, 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, Esthel, 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.
A small fishing village.
A peaceful town surrounding Lake Ramorte.
The renowned monastery in the middle of Jabal Sahr Desert where powerful warrior monks live.
A large city divided into two parts -- the inner parts where rich noblemen live in luxurious mansions and palaces, and the outer parts dwelt by common civilians below average economic class. Slavery have been practiced here for years. Previously known to be harsh and dehumanizing, the royals' treatment of the slaves have become more compassionate since King Zakaria's reign, who was born in poverty. Once in a year, a prestigious fighting tournament called 'Melee of Might' is held in the Arena.
An undersea city in the depths of divided into two levels, the Upper and Lower District. Utilising intricate mechanism of Mechania, the Architects of Escarioth were able to construct a spacious living quarters which are immune f rom deep sea pressure and provide fresh air for humans to breathe. The Upper District consists of commercial and entertainment sector, while the Lower District is home to a large, beautiful lily garden, residential sector as well as 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.
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.
- Zelna Nova
A religious town where one of the most famous landmark in Soma, the Cherubim Cathedral is located. The inhabitants are all devout followers of the 'Trinitas' concept, in which there is only One Deity represented in Three Divine Beings, and that Midil, Levanth and Silmeria are believed to be consubstantial to each other. During the Black Rain era, the town, similar with Nirva in Altaginea were the only settlements refusing to take part in the ancient war, condemning those involved.
- Mair Mervelus
An abandoned keep which, at the past used as a stronghold by Zenobian forces, at present turned into a fortified dungeon owned by the rich former cardinal of Zelna Nova, Delgradt Ramuir.
The city which bear witness to castigation brought forth by the wrath of the Goddess, now forgotten by all mankind, lifelessly lying at the edge of the world.
- Nirva Forest
A sacred forest near Nirva that is home to the first Golden Tree of Soma. The entrance path to the forest is guarded by Temple Priests, allowing only Enchantress and her sworn Paladin 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
A wilderness serving as hunting ground for Kyril hunters.
- Perciviel Mountains
The mountain range which separates Helben Highlands and Midori Plains.
- Xuésheng Cavern
A large, labyrinthine man-made cavern located at the foot of Perciviel in the outskirts of Xuésheng that was once a gold mine.
- Midori Plains
A large grassland which is considered a wildlife preserve for various species of birds and mammals. Bamboo trees and forests are also indigenous in the region. The warriors of Kenshi act as guardians of the region by strictly prohibiting any human being from hunting game, letting the force of nature takes care of itself.
- Arcades Ruins
Ruins of the Altaginean city of Arcades.
- Elm Ramsa Jungle
A jungle filled with dense trees and large marsh.
- The Deathly Wetlands
- Tiberion Sea
- Forsaken Isles of Zenobia
- Ordoval Island
Today, the island merely holds the remnants of the Zenobian city of Tristessa, which were destroyed by the ravaging hands of Pecadillus.
- Leilandr Island
A tropical island of astounding scenery. It is rumored that an ancient Zenobian imperial treasure which could make even the richest man in Soma show the widest smile he has ever shown, is supposed to be buried somewhere in the island.
- Ninel Island
An island located at the easternmost edge of the world, which is renowned as the coldest place to live in all of Soma.
- North Osma Forest
A snowy forest.
- Osmaria Stream
- South Osma Forest
- Gulfnir Cavern
- Gulfnir Ruins
Ruins of the Zenobian city of Gulfnir.
- Mount Palador
Named after Palador Guslava, one of the past Generals of the Zenobian Maritime Forces.
- The Grand Rapture
The Grand Rapture is one of the most famous landmarks in the world. A huge stone bridge, high above the highest clouds of Soma, traverses across the canyon, connecting the two Great Mountains -- Mount Palador and Mount Silbrus. The state-of-the-art platform was built using Mechania.
- Mount Silbrus
Named after Silbrus Radin, the great General of Helvenian Dragoons.
- Jabal Sahr Desert
- Al-sahr Cavity
- Dascalus Sea
- The Sleeping Grounds
- Hal'Nan Prairie
- Kaskern Woodland
- Loden River
- The Snake Rock
- Pesmergal Ruins
Ruins of the Helvenian city of Pesmergal.
- Lumina Forest
A peaceful forest lying in the edge of Stromblad Steppe where itinerant orbs of Esphere float around the area. An invisible Esphere barrier surrounds the enchanted forest, preventing Disphere substances from flowing in and "choosing" human beings who are worthy of being allowed a passage to the forest.
- Stromblad Steppe
A large steppe which separate Pesmergal and Escarioth.
(more information comes later)
Overture: Misfortune (a Pretty Town Entry)
1st Suite: Release
Chapter I ~ A New Dawn
Chapter II ~ Coerced Coexistence
2nd Suite: Escapade
Chapter III ~ Where the Dead Ships Dwell
Chapter IV ~ Black and White
3rd Suite: Ordeal
Chapter V ~ Another Day in Quicksand
Chapter VI ~ Our Infinite Struggle
Final Suite: Salvation
Chapter VII ~ Pacing Death's Trail
Chapter VIII ~ March to the Shore
"No more gold lights for the queen earth to keep you warm in your kingdoms,
high on the waves you make for us, but not since you left have the waves come."
[This message has been edited by Andanu Trisatya (edited 10-18-2022 @ 06:06 PM).]