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Found 7 results

  1. So, it’s been a while since I’ve contributed anything to this forum, and I feel kinda bad for it. I’m still working on my own projects, and hope to have something submitted to the Showroom soon, but until then I feel like giving something back to the community. I’ve posted a number of replies before regarding writing and storytelling, and have even received some requests for help from a number of people, and wanted to put something together a tad more definitive. So without further ado, here is my personal advice on writing. Keep in mind that these are writing rules that I choose to follow, but this is by no means comprehensive or absolute. The exception proves the rule. The Writing Process A particular work of fiction may be inspired by any number of sources. Sometimes you get an idea of a world but no story. Sometimes you get only a single scene in your head with hardly any context. However it happens, it is important that your initial idea comes from some point of inspiration. Great fiction rarely starts out as something procedural or forced. The tiniest starting point can turn into something humongous, so long as that start is genuine. J.R.R. Tolkien famously started The Hobbit with a single sentence scribbled on the back of a piece of paper: “In a hole in the ground there lived a Hobbit.†Once you’ve got a starting point, it’s important that you flesh it out before you start working on a game. Rough drafts come before final drafts, and the last thing you want is to be forced to re-Event and re-Script already-made scenes because it doesn’t fit the story you end up writing. I would suggest at least knowing the basic shape of your story, or at the bare minimum at least know how the story Begins and Ends. With these in mind, you’ll at least know what general direction to take the plot. Characters Writing interesting characters is simultaneously one of the most rewarding, difficult, and important tasks as the creator of a piece of fiction. Interesting or dynamic plots can be dragged down by boring characters and likewise bland stories can be made captivating with the right protagonist. While there is no set-in-stone formula for making characters interesting, there are a number of guidelines you can follow to prevent excess banality. The surest way to make a character uninteresting is to make them unrelatable. Even the most outlandish and inhuman characters are frequently grounded by some defining feature with which we, as the audience, can relate. The real draw of characters like Superman or Dr. Manhattan isn’t their god-like powers, although that may be what initially draws us in. Instead, we fascinate ourselves imagining the loneliness such characters feel, their struggle to remain incorruptible despite their power, and the immense responsibilities they bear. With that in mind, try to develop characters who feel conflict. A Martyr may never sway from their path, but that doesn’t mean they don’t feel alienated or weary at times. Along a similar vein to making characters relatable is making characters flawed. While we often want to create characters who embody the best traits of humankind, characters who can seemingly “do no wrong†often makes them inherently less believable, and thus, less relatable. Even the most well-intentioned individuals make mistakes or miscalculations, they have moments of weakness or can manage to rationalize their own desires to a point of legitimacy. Brandon Sanderson’s Second Law states that “Limitations > Powers.†Simply put, a character’s inherent flaws will always prove more interesting than what they can do. Lastly, I’d like to touch on the idea of writing “foreign†characters. Foreign characters could be anything as simple as a character of the opposite sex of the writer (and thus, host to certain experiences the author isn’t aware of) or as complex as a sexless alien prince from a far-off galaxy. In keeping with the “relatable = interesting†line of thinking, begin your exploration of the character from a point of similarity. I may never know what it is like to be a woman, but I do know what it is like to be a human. If you first consider that you may have more in common with characters that seem foreign than not, you’ll find writing them much simpler and more organic than otherwise. Plot Structure When considering plots, it’s usually best to begin at the beginning. All stories, whether they’re told in chronological order or not, have some Beginning, Middle, and End, and each portion of the plot can generally be further subdivided into smaller pieces. While it may seem somewhat formulaic or inorganic to do so, pre-establishing portions of your plot--making sure they contain all the necessary elements and parts--is essential for a story that is properly paced, especially in video games. When plotting, I generally divide my stories into five acts. Not all stories follow this format, and there may be more or less than five acts, but good fiction usually follows a fairly predictable pattern of rising tension and eventual pay-off. When examining something like plot structure, I find it useful to include some kind of example, and to that end, here is the plot of a classic JRPG, Final Fantasy VII, broken down into the Five-Act Format. Act I: The Introduction While mostly self-explanatory, the quality of a story’s Introduction can make or break the piece overall. Is this the kind of book/show/game you intend to keep pursuing, or will you drop it in favor of something else? The most important elements of a good Introduction are the disbursal of information and its ability to hook the audience. This can be somewhat tricky as there is no quicker way to scare off players/viewers/readers than by frontloading them with exposition. Exposition should be done gradually, rather than all at once. This may lengthen your Introduction as a whole, but it’s worth it in the long run. Additionally, it is often best to begin your story in medias res, or “in the middle of it,†and usually means starting smack dab in the middle of some kind of dramatic scene. This helps to interest the audience early on and will hopefully keep them entertained while you begin feeding them crucial information. Keep in mind that you don’t need to include all relevant information in the Introduction, but it is important to introduce most of the major characters and background details. Using Final Fantasy VII as an example, we begin the story in medias res as Cloud and the AVALANCHE crew bring down a Mako Reactor in Midgar City. The game immediately hooks us with its combat and we are steadily fed information about the world and characters: Mako is used as energy, Shinra controls the city, AVALANCHE is an eco-terrorist group, etc. The crew finishes its mission, and they head back to 7th Heaven for a little more exposition and some emotional attachment in the form of Cloud’s childhood friend, Tifa. Cloud gets roped into doing another job for AVALANCHE, and the plot moves forward. The mission goes off without a hitch until Cloud gets blasted off the roof and down into the Slums. There we meet Aerith, learn some more about how bad Shinra is, and are ultimately reunited with Tifa. The gang return to Sector 7 to find AVALANCHE under attack, and Aerith is captured before Sector 7 is destroyed in a plot by Shinra. The gang then infiltrate Shinra Headquarters in an effort to rescue Aerith, but are ultimately captured themselves. At last, the team escapes when the building is attacked by Sephiroth, the mysterious antagonist of the game, and we are given hints about the Cetra and the Jenova Project. After a chase with Shinra personnel, the party leaves Midgar behind and meets in Kalm, where the first Act comes to a close. Act II: Upping the Ante With a firm foundation built by the end of Act I, we can start building further detail with Act II. I call this Act “Upping the Ante†because it typically finishes laying the plot’s groundwork while further realizing the characters and the stakes. This is often the point where characters first leave their starting location with a definitive quest in mind, and this act will usually follow them as they search for answers and see the world open up around them. Assuming you have successfully hooked your audience with Act I, Act II is your opportunity to endear them to your characters and setting. If you want players seeing your game through to its conclusion, you need to make them care enough to stick around that long. Don’t be afraid to lay off the main plot here somewhat. Put characters in interesting situations and let your players see how they figure their way out. Delve into characters’ personalities and backstories, but be careful not to completely eclipse the central plot. At this point, the characters should be moving generally toward their overarching goal, and we should have plenty of opportunities to get to know them along the way. In Final Fantasy VII, we see Act II open just as the game is opened up and the player is first allowed onto the overworld. The party first meets in Kalm to discuss Sephiroth and the implications of his return, and Cloud relates to them his time with Sephiroth and his time in SOLDIER. The remainder of AVALANCHE, Aerith, and Red XIII decide to accompany Cloud in pursuit of Sephiroth, and travel to the city of Junon. There, they stow away aboard a cargo ship and sail to Costa del Sol, a city on another continent. After traveling to the Gold Saucer and being thrown in Corel Prison, we gain some more intimate insight into Barrett Wallace’s backstory and why he fights Shinra as hard as he does. After escaping the prison, the gang travels to Cosmo Canyon, where we receive much of the same treatment for Red XIII and learn more about the Cetra and their importance in Gaia’s history. Finally, the crew travels to Nibelheim, where we see first-hand the threat Sephiroth poses and why he must be stopped at all costs. Act III: The Game Changer Act III sees a re-centering on the main plot and the remainder of general information made clear to the audience. Aside from perhaps a final bait-and-switch, Act III represents the primary turning point in the story: the villain’s master plan is revealed, a previous ally betrays the party, etc. This Act will likely serve as the story’s “mid-climax,†and will have major implications that effect the rest of the story. This is generally your last opportunity to introduce new information “entirely out of left field.†Any major developments introduced in the last half of the story will need to at least be subtly hinted at prior to their reveal, and many stories have effectively shot themselves in the foot with a poorly executed last-minute twist. Act III of Final Fantasy VII begins with the introduction of Cid Highwind, our last party character, and some final information regarding Shinra’s history in the form of Rocket Town, which will become important later. After running off with the Little Bronco and being shot down, the gang heads back to the Gold Saucer to retrieve Dio’s Keystone before being double-crossed by Cait Sith and heading to the Temple of the Ancients. There they brave numerous threats and puzzles before meeting Sephiroth, where he reveals his plan to use the Black Materia and the Lifestream to become a god-like being. Upon leaving the Temple, Sephiroth manipulates Cloud into giving him the Black Materia, revealing some deeper connection between the two. Aerith leaves shortly after and travels north in an attempt to stop Sephiroth on her own. The crew follows only to arrive too late, and Sephiroth kills Aerith in one of gaming’s most iconic scenes. The party and audience mourn Aerith together as Act III closes. Act IV: Raising the Stakes As the plot moves into Act IV, the main characters are most often beginning their final journey toward their ultimate confrontation. In the same way that Act II is often a vehicle from Act I to Act III, Act IV can similarly be seen as something of a simple conveyance from the major developments of Act III to the climax in Act V. That being said, there is still a huge opportunity in this Act to further reinforce the significance of the conflict at large. As the villain grows closer to completing their goal, we may see a glimpse of what is to come should the main characters fail in stopping them. This is also an opportunity to place the characters in particularly difficult or trying circumstances and can lead to additional insights into their personalities as they are pushed toward the brink. Act IV should mostly emphasize the main plot, moving steadily toward the final confrontation in whatever form it is to take. That being said, don’t feel like you need to rush towards the end. Take your time while still maintaining a sense of urgency. Final Fantasy VII’s fourth Act begins as the crew seeks out Sephiroth’s true location at the North Crater in an attempt to end things once and for all. Upon arriving, Cloud is once again manipulated by Sephiroth into giving him the Black Materia, despite countermeasures to this possibility. Sephiroth is awoken and the three (or five, for westerners) WEAPON are released. The party is forced to leave North Glacier and a shield is raised to protect Sephiroth as Meteor begins to approach Gaia. The gang is captured by Shinra, Cloud regains his memory, and all four Huge Materia are collected before the Sister Ray is finally fired, killing the last remaining WEAPON and destroying the shield at the Northern Crater. The only remaining task is to confront Sephiroth and Jenova as Act IV ends. Act V: The Big Damn Finale More than any other Act, Act V is the most self-explanatory. The entire story has built up to this point, and it’s time for the payoff. Make sure to tie up any loose ends you don’t intend on tying up here before the final showdown, as you won’t get another chance. Final conflicts, similar to the Game Changer in Act III, frequently have some kind of loss associated with them. Grand battles without any casualties don’t generally come across as all that grand, although it is possible that, if the stakes have been sufficiently made apparent by the events of Acts III and IV, that something like the death of a main character may prove unnecessary. Perhaps the most important factor in a good final act, aside from it being generally satisfying, is that the audience feels like something has changed as an outcome of the story’s events. It should also be noted that this act is usually much shorter than the previous acts, generally getting right to the final confrontation to prevent the tension from “falling off†after the intensifying Act IV. The final battle and climax of Final Fantasy VII is certainly a memorable one. It begins almost immediately with the series of final boss fights after a short jaunt through the Northern Crater’s series of caves. The party confronts first Jenova, then Sephiroth in a last attempt to activate Holy and stop Meteor with the Lifestream. Cloud faces his inner demons and vanquishes them with the mighty Omnislash and the world, albeit somewhat singed, survives. We are treated to some satisfying cutscenes and are left with the final image of nature retaking the ruins of Midgar City. Notes Well, there it is. It's rough around the edges, but there it is. I'll likely be trimming, editing, and adding to this post for a while. If you have any questions or requests you'd like my take on, feel free to ask. I'm also not exactly sure if this is the place this thread belongs; feel free to move it if you think it belongs somewhere else instead. Until next time, Happy Designing, Jinumon
  2. Okay imagine this. Out somewhere in the depths of space sometime in the distance future, a starship flies through the stars. It's brave crew are out way past the edge of known space, far far from home thanks to a mischievous god-like entity. You know how those rambunctious god-like entities can be, always playing around with mere mortals like that. There they find a mysterious sphere which seems to be covered in seemless white plastic of some sort. The fearless crew approach and scan it, As they do a few strange figures beem on to the bridge, they are human-like but they seem to have parts of themselves that are also covered in smooth white plastic, as if they are half human and half very sleek machine. All of the figures have cheery looks on their faces, and bow, one of them a cute looking girl speaks in a clipped cheery but artificial tune. "Hello visitors! I am a representative of the iBorg collective! And it is you and your species lucky day! We at iBorg are here to offer you and your species a free upgrade to our new iBorg G7 technology! With this new wonderful technology, you can..." She cuts off as the lights cut out and the view-screen turns on displaying a cheery and sleek marketing video to go with her speech. "Improve your body! Tired of dealing with the old meat sack you carry around? Why not augment it! Be free from all known disease and old age! And if something were to happen to you our back up software can upload you mind to the cloud to make you virtually immortal!" Improve your mind! Network with billions and billions of other iBorg systems to help your decision making and informational processing capabilities! Keep in contact with any iBorg, being able to send messages across a huge galactic network that is growing bigger every day! Explore a huge database of knowledge and amusements!" "Improve your society! No need for complex political systems and bureaucracy, just submit your need to the collective and the collective will work on it for you! No crime to worry about, and everyone get's 100% guaranteed job security! Every job will be uniquely created to suit the individual's skills and desires, guaranteeing 100% job satisfaction as well!" "Still not convinced? That's okay! We have no need to force new species to upgrade. We know that someday soon someone will choose to upgrade anyway. Even if you don't believe personally in our product, maybe someone who hears this pitch will, or peer pressure from other converted beings will convince you, or It may be the only way to save yourself or a sick or dying loved one. Eventually more and more members will upgrade and tell others about how great it is and become believers in the iBorg family." "We realize that our slow cultural assimilation of your species will cause some backlash, and we understand. We will of course guarantee protection for everyone who upgrades or even expresses interest! It is not a bad thing to desire the personal freedom to join us. We will of course retaliate if attacked, and we have vastly superior numbers and technology, but there is no need for such drastic measures! We are sure the free complementary upgrade to those that survive the retaliation will change our attacker's minds!" "We are iBorg! We are here to help you become part of our family! Yes, you will be assimilated and yes resistance is futile, but there is no reason to be sad about it! We at iBorg are committed to serving you!" What would you do? 1. Join the collective. 2. Resist to the last of your ability! 3. Just shoot yourself now... 4 . JAILBREAK YOUR UPGRADES!
  3. Kayzee

    Wizard Fic Time!

    Here is a unrefined fragment of something I was writing. I wanted to do a "wizard fic" for a while, in the terrible tradition of Complacency of the Learned and Wizardy Herbert (though only Wizardy Herbert is based of a real thing), you know, a weird Harry Potter type thing that isn't related to Harry Potter. I had this idea in my head for a while for a story that partly follows (he isn't actually the main character as such, but he is the introductory one) someone who would be a bit like Dumbledore if he actually became aware of how terrible he could be, in a world that knows about wizards but is slowly pushing them aside in favor of industry. But only today did I start writing any of it down and... well this is my third version of the opening and it's still too terrible and expositiony. Take a look for yourself: So yeah. Terrible? Might be good? Tell me what you think!
  4. Dead Dreams Developed, Written, Evented, and So On by Gun Sage ***DISCLAIMER: This game is considered NC-17, Mature, or whatever. I will not include foul language or anything of that sort in the description, but the final product is DEFINITELY NOT recommended for children. Just a heads up. For anyone wanting more specifics on things you may find in the game, there's foul language, mild sexual content, torture, animal cruelty, sexual assault, and all kinds of non-PC content. You have been warned.*** STORY GAMEPLAY UPDATES DEMO MOVIES PLAYABLE DEMO Not yet! I want to work a few more kinks out and make it more presentable for potential beta testers. I know, I could just release it as is and see what I get, but I would like to have the presentation geared toward beta testing first. CREDITS RPG Maker VX Ace engine, default RTP, music, and sounds are all copyright KADOKAWA, Degica. Futuristic Tiles DLC is copyright Degica. Game Character Hub is copyright Sebastien Bini, Degica. All other endeavors (writing, animations, character design, etc.) unless otherwise specified at a later time are all copyright me. FEEDBACK I wants it! Seriously, positive, negative, or otherwise. This isn't my first game idea, but it is one that I've spent a good time thinking about and a lot of time, especially lately, working on. I have a tendency to concentrate on a lot of backend stuff, so don't worry if you don't hear from me for days because more than likely I'm wrestling with complex formulas and equations to make magic happen.
  5. Sughayyer

    But what is Adamah anyway?!?!

    Okay, now WHAT IS this "Adamah" stuff? Well, the name isn't the most creative one since Adamah means literally "Earth". This is the universe I planned to run my story into and it's an analogy to our Earth (duh) albeit with different elements - like magic, and more organized countries. So let's get started with the actual genesis of the world. In further posts I will describe the following events and discuss geography, politics and whatnots. The Beginning Long, long time ago, there was only a spiritual being. This being was self-aware, auto-existent, obiquitous and omnipotent. But it was alone in its spiritual dimension. This being came to be known as Jah. He decided to create a world - Adamah. Thus he was divided into lesser beings, each one holding an aspect of the world of Adamah. These beings were the Ground, the Water, the Fire and the Wind - and the fifth and greatest of these - the Nothing. Nothing had a dual nature, because omnipresence demands omniabsence, peace demands turmoil, destruction demands creation. So it divided itself in two entities: one to be known as Light, Creation, Tranquility, and the other as Darkness, Entropy, Chaos. The other four beings started to gravitate around these two: the Ground which existed due to the power of creation and the Fire, with its bright flame were attracted to the Light. The Water, full of silence, but sometimes violent and the contemplative albeit chaotic Wind were drew towards the Darkness. As the lesser spirits gravitated around the two larger ones, which circled around each other, Wind touched Light and a terrifying thunder exploded in the sky. Water saw this, and growing jealous of Wind poured a mighty rain over Adamah. Wind blew away the drops, turning them to snow flakes, but when they touched the Earth, mud was created. Fire was also jealous, but towards Light. It exploded in a mighty flame and lit up a great rock over Adamah. Light , longing to quench Fire's anger, borrowed soothing drops from Water. The When Fire and Water touched each other, a cloud of smoke arose over the world. When the smoke was gone, the rock Fire had lit up was split in two: one remained burning, the other one became cold and lifeless. Light called the burning one the Sun, and Darkness called the frozen one the Moon. However Darkness saw all what the consequences to Adamah of the spirits' actions, and decided the world needed peace. First it tried to ease Earth's burden. But not even the spirits could break the natural rules Jah made: thus, in some places the Earth got with almost no weight, arising above the ground level. In other places, it was overloaded, thus being born the craters and crevices. Seeing that it had done wrong, Darkness in a last effort called upon Water to renew the world, pouring a heavy rain. The rain lasted for many days, and the world's face was forever changed. Seen the result of all their actions, the Spirits decided to sleep. But they would not leave Adamah, Jah's creation, alone. They formed a guardian from all elements of nature. This guardian was a complete being, but also lonely - thus, he divided itself in two entities: Man and Woman. Before going to their long slumber, the Spirits told the story of Adamah to Man and Woman, and how they were to keep and watch over the creation of Jah. Okay, so is this is a mixture of Judaism, Christianism, Greek Mythology, Shintoism and other beliefs/legends? Yes, it is. Not in all periods of the Adamah timeline this is believed as the universal truth, but it's the starting point from which other legends originated. The spirits still live through Adamah - or manifestations of the greater spirits roam Adamah, should I say. A Kind of Magic (sorry, couldn't resist) There are three kinds of "magic". People who can commute with the spirits (through history on Adamah there were many ways to do so: by trapping spirits, making deals with them, etc...) can use magic related to them. Students of arcane arts can breach the barrier between the natural and the spiritual dimensions and generate supernatural effects. Finally, priests who rely on their faith can also produce miraculous effects on the natural world. Science & Technology Being a world where magic is real doesn't exclude the possibility of science and advanced technology. And as it will be discussed later, on the timeline topic, people not always trusted magic or spiritual beings to do their work. Also, in some periods, technology was devised to contact the spiritual world. More often than not, the ability to harness magic powers is either too complicated or too expensive, and though it has always been a part of human development on Adamah, history is not confined to the limits of magical, but also science. When we talk about the timeline (in a future post), however, we will see that what was a great advanced civilization was completely lost. Once, the whole world was turned to a wasteland. So we have spans of time with thriving people and astonishing advanced technology, quasi-medieval settings, steampunk, and even cyberpunk! It all depends on the era. And that's it for today! I hope you guys enjoyed it. On later posts I'll talk about geography and I'll spill out the synopsis of the plots (the ones that exist so far, at least). But wait, I want to be a part of it! I want to contribute to this setting! Or, I found it terribly stupid and boring! Here you have a voice! Leave comments. If you want to actively participate on the development of this universe or the games, PM me!
  6. Spectre

    Domingo Fresh Produce

    A little piece I made awhile back to practice some literary techniques. Domingo Fresh Produce "Frolickingly fresh!" Picture this. A young, innocent Southern girl prances about open terrain, caressing each blade of grass with her feet, soft and supple, and a radiant pearl shade to it. She gently lifts a marigold from its roots; figuratively and literally, of course, and inhales deeply, feeling the freshness of cut grass, the dampness of the earth gripping her fragile little toes, the pollen that acts as a harbinger for the new harvest. The pigs and cows are delighted to see her, and gently hum and call in a naturally imperfect, yet charming, rhapsody. Butterflies cascade and waltz mid-air, forming intricate displays of color and coordination at its pinnacle of aesthetic beauty. The occasional rabbit traipses across the unbarren landscape, as the corn, an unnaturally vivid shade of gold, sways with equally unnatural synchronization. The fruits lay untarnished on their vines and branches, lacquered with a celestial fragrance, each atom chiseled into existence by the Muses themselves. Simply gorgeous, and I daresay, perfect. Of course, if you're naive enough to believe our corporate video, I'm not half sure how you managed to survive to this day. Truth is, I'm not half sure what that half-wit troglodyte Santiago Domingo did to fresh produce, or the lack of it thereof, but I daresay that bastard has some business sense after all. What was once a sprawling farm complex owned by a disgruntled Mexican-American now exists as a cross-state agro-economic zone. So much for that lovely field of carpet-esque grass. As for that girl, I'm fairly sure she's slaving away in a substandard brothel somewhere in the metropolis since she last acted here. I pass by an average of 18 specimen tanks on the way to my department. It's funny; you'd think that after 13 years, you'd recognize whatever godforsaken organism was untimely ripped from the hands of the Lord and pumped full of unearthly substances. I still can't tell if that last one was a chicken or some new breed of donkey. Heck, I'm starting to forget what a chicken looks like. Well, at least the pipelines and tanks are clean. The checklist I'm holding on to is rather unusual, all things considered. We've gotten our first shipment of organic basmati rice from Guyana since I first came in to fix the tanks up. Such a shame. It's going to last way too long for my likings anyway. Interesting though, I never imagined rice to have such a grainy look in conjunction with a nacreous-tinted sheen. Almost like little opals. Our chief export here is Chilli Cow Carnivale. It's rather ironic that they didn't add the word "con" in it; most of it is composed out of something that I can't quite describe, although I do know that the process involves bovine stem cells and bean substitutes. The end result is a rather translucent red gel. I would describe the taste as well, but as I mentioned before, I can't quite remember the taste of actual chilli con carne. I do remember it doesn't taste like gel, though. You'd think that a company relying on artificially constructed delicacies would never have a shortage of materials; I mean, heck, what does it take to create an artificial chicken or banana. Surprisingly, quite a lot. You have no idea the amount of chemicals and raw plant and animal matter that goes into each one. You'd reckon they have more plant fiber in chicken than in the plants themselves. It's funny, really. Life gets lonely working on the lab. We've had a few losing their lives to species cross-contamination or accidentally inhaling a new strain of ostrich meat stem cell. I've actually had one lab partner that I was particularly fond of - a young, energetic female of Afro-American descent who goes by the moniker "Springs". One morning, she walked into the experimental department and never came out. How very strange. What was stranger was that nobody really mourned for her. Maybe I'm just naive, but as time passed I grew increasingly desensitized to the otherworldly occurrences here. How very odd. They're calling me to the experimental department now. Apparently it's about some new protein substitute for their products. My gosh, these guys really need to stop using up our stem cell batches; we're running surprisingly low now. Whatever it is, they better know what they're doing... The subject was reported to have passed away in an unfortunate lab accident involving cross contaminated protein stem cells. Domingo Fresh Produce remains a multi-billion dollar agro-economic zone exporting only the freshest quality of ingredients.
  7. Solum / Solumsoft TM 2012 This series contains fictional violence. This series contains fictional politics. Homeward is a trilogy of fantasy chronicling the life events of an alchemist and his apprentice, a witch and her lover, and a phantom who has lived for a thousand years, and their travels and adventures to find where they belong and what their purpose is in the world. All installments revolve around the same overworld and its' inhabitants as the nations are torn from war, conspiracy and chaos. FEATURES MISC WORLD RECRUITMENT STAFF The details of these installments, including plot, backstory arcs and characters are subject to change until I'm completely comfortable with the finished result. Of course any noticed changes will be few and far between, nothing absolutely game-changing. After I've finished making any forms of revisions, I will remove this message from the thread. Much appreciation to any one in the community who takes an interest in this project compilation, as it is my first of many and also my first production. During the development phases I will slowly begin to add updates for each thread, including more in-depth details about the world and its' habitants as well as artifacts and lore from the separate installments. These releases will be non-commercial, which means free to play. If I have somehow misread the development post rules, do not have proper or detailed information, or have done something else wrong in this post, please alert me and I will tend to the error immediately. -Solum
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