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  1. Trailer: Music http://youtube.com/watch?v=ZBhf-J6qUSg http://youtube.com/watch?v=oGPAw58yA94 http://youtube.com/watch?v=YVRj4asxVMk http://youtube.com/watch?v=JzSogSiN3OU Lets Plays http://youtube.com/watch?v=sQY9KwIPSmI http://youtube.com/watch?v=Jibcwv9WuKM http://youtube.com/watch?v=07Fo2FxXS7s http://youtube.com/watch?v=7yaQGKYLoZM http://youtube.com/watch?v=i2Pq04JiLuQ HorrorVale is a spooky RPG about ghosts and skeletons and vampires and stuff. Centered on the main character, Alice, you're on a quest to save your zombie dog! There's lots of unique and interesting characters to meet on the way, and the game itself acts as a parody, or a love letter to the Horror Genre itself. Taking place in a strange place known as "The Underworld", undead monsters roam freely and live "peacefully". On her way to HorrorVale High, Alice is suddenly thrust into an adventure beyond anything she can imagine as she goes on a quest to save her dog from a mysterious group of monsters known only as "Creepies", who showed up without warning and are causing trouble! Please check it out and let me know what you think! DEMO: https://gamejolt.com/games/horrorvale/366063 https://alarkus.itch.io/horrorvale Reviews: Popcorn Horror - http://popcornhorror.com/review-horrorvale/ It's also worth it to subscribe to our official YouTube channel. We'll be uploading more updates as well as songs from the soundtrack in the future.
  2. Welcome to the first post of a new series: World of Zulavin(zoo-lah-veen), the series where I blabber about all the random stuff I've written down for my game that I can't find a place for inside of said game. The game in question being Legend of Amara. In this opening we will be going over regions on the continent known as Vallenfell, the homeland of the Valnius and the first splinter continent. We only have two regions today, I have more written down but I don't want to drown you guys in fantasy words right off the bat. We'll do three regions next time, but for now let's start with... The Shaded Range: Population: 2,071 Settlements (population): Hamlets: Aider (21), Pickstone (27), Wilhelm(54), Orerun (64), Whistling Hills (17), Cloud Peak (22), Knight's Rest (8), Inal'tor(ruins), Alewood (32). Villages: Woodspell (243), Pickter (589), Masa(ruins), Tracker(abandoned), Entha's Trail (207). Towns: New Albrin (787), Twilight Mist(ruins). Description: A mountain range on the southern west area of Vallenfell. The region is dominated by the mysterious Night Shade Woods, a large forest that stretches from the far western tip of the continent to the banks of the Darren River. The region is dotted with a dozen or so small villages and hamlets along with one town, New Albrin, that sits on the southern border near the Amaran Plains. With the area being one of the more mountainous on the continent, the population in the area is small and scattered. Only a few locations are capable of sustaining large quantities of crops and as such the few settlements here rarely export produce. The only true exports of the region come from Pickter, a small mining village where the rare Iyite ore can be found within the local caves. A small cast of wildlife populates the region, Enthas, Grasras and Yalins make up a majority of the wildlife, but large bats, insects, slimes and spiders are found within the Nightshade Woods that cover most of the region. Valnius of Enrial descent are the majority ethnicity, with Amaran, Vonak, and Altira making up the minority tribe. Small numbers of Ganths and Sigth make up around one percent of the population. Valnius of Amuri descent were once the dominant ethnicity in the southern areas of the region, but they were almost completely wiped out by the Scourge that the Zinuthu Dominion led against the tribe thirty years ago. Few, if any, remain in the region today. There is also a small Omrak'ral settlement hidden in the mountains known as Wilhelm. People from this region are often known as Rangers. (Look to the end of the post for explanations for any words or terms) Amaran Plains: Population: 19,329 Settlements: Hamlets: Fen (24), Rider's Breath (16), Windwheel (46), West Rest (59). Villages: Border Shade (361), Havel (257), Remembrance (583), Derex (472). Towns: Old Albrin (509), Zinuthu's Watch(destroyed), Gilligan(destroyed), Feyhills (602), The Howling Hill (565), Keystep (1453), Oakhatch (1054). Cities: First Horn (4576), Far Bay (5621), Zinuthu's Dawn(destroyed) Holdfasts: Oakstone (176), Birchstone (294), Pinestone (152). Fortresses: Ironstone (586), Silverstone (754), Goldstone (1056). Description: One of the most fought over regions in the history of Vallenfell, the Amaran Plains is a verdant region that stretches from the borders of the Shaded Range up to the foot of Mount Windpeak and down to the glistening waters of the Howling Coast. The region is home to many biomes and mysteries such as the frozen shore, the thirteen stones, the ruins of Inal'tor and many others. The climate of the region ranges from sub-tropical in the south to a perpetual autumn-like state in the north, though the majority of the region remains relatively moderate all year round, making it the breadbasket of southern Vallenfell. The region also was the most prolific participant in the Panwa invasion of 1958 AoM, aside from The Scarred Stones, and was once home to hundreds of the greatest holdfasts and fortresses to ever exist, but now there are only six, the legendary Six Stones. The Six Stones are the oldest and strongest fortresses and holdfasts on Vallenfell, all have survived countless assaults over millennia, and were never captured by enemy forces until the Second Tribal Wars of 912 AoR. The Six Stones still stand today and Goldstone acts as a small city in the region. Valnius of the Amaran tribe have always made up the majority of the population in the region, with a slightly larger than usual population of Sigth nomad tribes. Other tribes make up minorities of the region, such as the Malik and Amanusi. The Zinuthu once made up a large minority in the region, but none reside in the region after nearly all of them were butchered in the Second Tribal Wars. The Plains were once the third most populated region on the continent, but after the Amaran Scourge and The Second Tribal Wars the population fell to the tenth, just above the Shaded Range. It is quickly recovering, though. Now standing at the fifth most populated. The wildlife of the region is mostly docile herd herbivores with a few predators. Enthas, sheep, wild Grelhorns, rabbits and Nothirs make up about half of the wildlife population. In contrast to the Shaded Range, the main export of the Amaran plains is produce from the large number of farms, and fish from the coastal towns. The region is also cited as the birthplace of modern music on Vallenfell and is reflected by the people's love of the art and the sale of every type of instrument one could think of. People from this region are often referred to as Amaran, though since the founding of the new Amaran kingdom, many now use Amani. And now some explanations of certain things. Races: Valnius - The closest to humans, but with bone spikes lining their forearms. Generally secluded and unconcerned with the world outside of Vallenfell or even outside of their individual tribes. They are well known for their prowess in agriculture and for their impressive resilience against repeated invasions of their homeland in the waning day of the Age of Mourning. Their patron Ruler is Lokrale. Sigth - Think half-giants. Formerly slaves of the Ganth, the Sigth are now a tightly connected set of nomad tribes who have spread to every continent on Zulavin. They have tried to found cities and empire many times in the past, but their inherent wanderlust has seen all of those attempts ended. Their patron Ruler is Nalan. Ganth - Think slightly short humans with insane healing factors. Formerly the glorious kings of the surface of Lothander, the Ganth are now known as mole lords, forced underground when the Sigth rebelled against them, scorching the entirety of the surface of Lothander. They are known for their ceaseless wars, unrivaled combat prowess, and highly resistant bodies. They have no patron Ruler. Omrak'ral - Think of a regal looking gargoyle. Considered the closest to the Iyana of old, the Omrak'ral are the lords of Eboncrest, the largest continent on Zulavin. They are known mostly for their strict form of government that fits everyone into a specific societal roles from birth as well as their long standing hatred of the Ganth. Their patron Ruler is Silth. Animals: Entha - A strange creature that has the general build of a wolf, but the fur patterns, tail and ears of a wild cat. They often hunt in packs of six and are able to paralyze prey with their glowing eyes, or dissipate into mist when threatened. Grasras - Think one of those giant sloths if they had horns on their heads and razor sharp claws. Grelhorns are an oddity on southern Vallenfell, as they are the only creature with such fearsome features combined with such a quiet personality. They are pure herbivores and use their horns and claws to either help push down trees or to cut through thick brush. They will defend themselves if necessary, but rarely kill any attacker, usually hitting any such creatures with the back of their paw. Yalin - A silver and bronze colored bear with green eyes. Yalins are smaller bears that are well known for their very docile nature, often preferring to sit in place idly eating berries all day than to bother with anyone who enters it's territory. They are also often kept as pets by wealthier citizens in the Floating Isles. Grelhorn - A pig sized armor plated lizard with tusks growing out of their chins. A much despised creature by the the citizens of the Amaran Plains, these creatures are well known as scavengers, willing to anything that will fit inside their maws, even using their tusks to break into houses and storage buildings. Nothir - Think of a massive crow. A very skittish and generally harmless giant bird, the Amuri tribe often considered them to be omens of good fortune. While they are largely harmless most of the time, they have been known to become very aggressive for apparently no reason.
  3. Hello folks! Welcome to another post in the Veryll Tavern. However, this isn't the average story posting asking for reviews, critiques, thoughts, etc. This is the post to explain the lore behind the gods and goddesses of Scalvose. I'm also going to show the "rules" they must abide by, as any deity has in the past. Scalvose started off as a barren planet of water and little land. However, in the ethereal aspect, it was filled with souls. So many souls that if one counted, they would die. Nobody, not even the gods of Scalvose, know how they all amassed in the planet, but they fueled the starting of the life among it. To start off the grand gander of it all, Thyrois, the God of Creation, started adding life to the grains of the land, taking souls to add to any living being he needed. People, animals, creatures ranging from snakes to giant birds. His plan was indefinite. However, Deiroace, the God of Death, disliked losing the souls, forcing his emergence from the Nexsus, or the equivalent of our hell. He demanded Thyrois to return the souls, or he would ensue wrath among the land. Thyrois denied, and it caused the two beings to fight among each other. Black flames grazed the land, gushes of blood swept the sky, until Thyrois emerged victorious. However, it was not without a steep price. He had lost everything he had created. The land was fully charred, blackened to the color of obsidian, no longer suitable for any life. Thyrois deemed the land to Deiroace, creating a large abyss that led to the Nexsus as a result. He then rose new lands to create new life, leaving a small land in the sky for himself, known as the Tower of Morality in present times. Deiroace was too vastly injured to stop him the second time, resulting in the creation of the layers of the Nexsus. Each layer had a different severity of sins acquainted to it. The ethereal realm became the Spirit world, where souls would amass to seek conviction of any crimes and deeds. The living realm gave way to the start of the Scalvose we know of today. The rules of a god or goddess in Scalvose is much like the rules of a modern society with a few loaded extras. Any god cannot marry a mortal, nor can that god give fault to love to any god out of their species. All demigods are to be killed, as it is seen as the breaking of the deities. Any interloping is considering a crime against all other gods. The god accused with this will be tried, and most likely killed. All gods are assigned two gate keepers. It is their duty to protect the gods from danger at any given time. Any child of the gods are to take the rule of their parent(s). This excludes Creation, Death, and Between. Every god is to be atoned to the wishes of their followers. This excludes feverish fantasies or wishes of power or greed. With those out of the way, let me introduce all of the gods and goddesses, shall we? Thyrois, God of Creation Age: ??? Race: Aborun Phoenix Thyrois is perhaps the kindest god to meet, let alone intrude on, as he's also the only fully mortal as well. He uses his abilities to know anything about everything that he wants or needs to know of, and is the brother of Frezeria and Blazemore. Deiroace, God of Death Age: Millenia Race: ??? Deiroace is the lone ruler of the Nexsus, in which he feeds on souls after they clean up after him. He's a brutal tyrant, killing to get most of his desires granted in the blink of an eye. His body also naturally draws in souls from an extremely large radius. Thyria, Goddess of the Between Age: 30 phoenix years Race: Aborun Phoenix Thyria decides if the souls that have lost their physical matter are returned to the land, sent to Thyrois, or if crimes are too great, sent to Deiroace for eternal suffering. She's also the most gentle, as she has been able to land in the air without moving any particle or object. Greyia, Goddess of Love (There's other parts, but I'm sure love fits the bill the easiest) Age: 560 phoenix years Race: ??? Greyia is to be sought if there is a marriage or other arrangement to be made. She's also the one that punishes those who rape or cause crimes along those lines. Escinse, Goddess of Judgement Age: 30 dragon years Race: Elithor Dragon Born from the old Goddess of Judgement and a Gate Keeper, Escinse was sought to be killed. However, she evaded the rulings, providing accurate points on her full suffering. Her mother died 10 years after her birth, and her father died from unknown sicknesses. She was also to be erased by Deiroace until Thyrois took her side and protected her. Lyria, Goddess of Luck Age: ??? Race: ??? A dragonic being that rules over everything dealing with the chances. A caring heart pumps inside her as she has always taken in homeless children. Echlomore, God of Sound Age: ??? Race: Sound Bat A giant bat with larger legs to walk/hang with. He lives in a cave, in which he knows every nick and cranny, much like a bat should. Ysoria, God of Oblivion Age: ??? Race: ??? A being that normally holds a shape of a shadow serpent made of purple flames. Ysoria awaits his time to take control of the entire realm of the gods. Pyrazumes, God of Fire Age: Unknown on Death Race: Ash Phoenix A god that saved Scalvose in the olden times. His soul now travels in Will, which forced Will to be the new god of fire. Kirue, Goddess of Inquisitiveness Age: 13 years Race: Human After Kirue traveled to and fro from the Grim Reaper, carrying his scythe, she was deemed a goddess, and left to the questions of everything the world could ask. She's sister to Wane Kurriro. Dyrai, Goddess of Wisdom Age: ??? Race: ??? Dyrai is another dragon with the ability to change forms, but she likes to mimic common folk of the mortal plane, teaching them how to make wise decisions. Vixa, Goddess of Plants and Rejoicement Age: ??? Race: Humming Bird A preppy bird that tends to get her head in trouble a lot, Vixa likes to cause mischief to those who harm wildlife. Sage, Goddess of Scalvose Age: 600 dragon years Race: Earth Dragon Wane's adoptive sister and chosen protector of Scalvose, Sage doesn't really have any control over Scalvose. Thyrois and Dyrai appointed her to keep the planet alive. Airao, Goddess of Wind Age: ??? Race: Wind Dragon Airao controls tempests, storms, and any other weather patterns that seem out of place. She also presses judgement by forcing droughts or surges. ------------------------------------------------------------------------------------------------------------------------------------------------------------ Note: Dragons on Scalvose age roughly 8.3 years per month, due to the time cycle. Scalvose has 27 months, all named after the gate keepers, and has a 50 hour day/night cycle due to slow rotation and its three suns. ------------------------------------------------------------------------------------------------------------------------------------------------------------ Any questions? Feel free to leave them below!
  4. Thaletos

    lore Opera Finalis

    Hi all. Opera Finalis is the current name of the game I'm planning to create and wich I haven't started and seems it will take long before I can seriously start making it. However I have been working a bit on its story and lore. I decided to post some of the lore to collect some opinions to help me improve it. The Planet The action takes place on the planet Xana-dú. This planet gravitates around a star named Xana, along with another planet named Xana-dho. Xana is supposed to be the name of the ancient goddess of life, Xana-dú and Xana-dho mean daughter and son of Xana respectively in the ancient tongue. Xana-dho is not inhabited. Nations In this planet, there are 3 dominating nations, - Argenteos Empire: It's the leading potency militarly and technologically. - Kingdom of Ravilla: Once the wealthyest thanks to commerce, it has lost it's splendor when it lost a war against the Argenteos Empire. - Shar's Union: More than a nation, the Shar's Union is a group of independent desert tribes that unite in times of war. Magic In this universe, energy does not only manifest as matter or "pure" energy (associated to heat, electricity, gravitation,... ), there's a third state in between called essence. Some people are able to manipulate essence at will, these are called mages. Due to the not so stable nature of essence, mages are able to create both matter and energy from it, and this is what is called magic. Organizations: - The Academy: Currently dismantled. The Academy was born when essence was discovered. Its members, called academics, devoted themselves to the study of all branches of science, including the essence and its manipulation. - The Astronomy Tower: The Astronomy Tower was founded by a group of academics that were considered too radical inside the Academy, and finally got expelled when a fail in one of their experiments caused the death of 11 people. Its members, the astronomers, defend the pursue of knowlegde and any cost. - The White Church: Founded when the old gods were still being worshiped, it grew influence over the years and now its religion, Cosmoism, is the only one practiced. Cosmoism, centers its doctrines around order, wich is personified in its only deity Cosmo. Cosmoism teaches that order is the natural state of the universe and therefore balance must be protected. The White Church is against magic since they consider that essence and its manipulation creates chaos. Its members, the white monks, devote themselves to spread the Cosmoism. - Temple's Order: This is a militar organization associated to the White Church. Its members, called templars, protect the Church's believes and make sure its will is respected. - The Historical Archives: The Archives were born when Cosmoism started to spread and this resulted in the pillage and burn of lots of documents and works of art associated to the old gods. A group a people vowed to protect the past and founded the Archives. The Archives store anything from the past that is in danger of being destroyed. Also, they keep a record with the history of Xana-dú since the foundation of the Archives. Every event in every place at anytime is registered by historians and send to the Archives. All historians vow to register the course of history and never to interfere with it. I plan to use the historians as a saving system, kinda like the moogles in ff ix. There will be a historian in all important places writting down whats happening around them, and the player will be able to save by talking to them. A bit of history The White Church began to increase its influence when some of it members found a strange completly translparent crystal, that they called the Order Crystal and stated that is was a manifestation of Cosmo. Since them the Church has been spreading all over the Argenteos Empire and even gained political power inside it. The Church, being against the use of magic, has always tried to limit the power of the Academy. The tensions between Church and Academy grew due to the radicalization of the members of the Astronomy Tower and the finding of another crystal that was sent to the Academy for research. On the contrary to the other crystal, this one was completly black. The Church named it Chaos Crystal and stated that only the Church could keep it to prevent chaos from spreading over the world. This tension exploted when the Church finally withdrew the Chaos Crystal from the Academy. Lots of mages rebelled against the Church. Under the pretext of stopping the revolts, the Argenteos Empire invaded its adyacent territories, wich started a Great War. The War ended with the victory of the Empire. The Church dismantled the Academy and declared the use of magic illegal. The game's story start 87 years after this events.
  5. I've been working on a backstory for a game that I'm working on. I've decided to write it in small stories told from the perspective of the game's narrator, Poet. Here's a piece I wrote on him specifically: You may know me by many names. Asshat, That Guy, The One Moron who never pays his tab, but most know me by “Poet†for that’s the name I usually give. But I rarely ever tell my story in full, so listen close. I was born under the name Edward Knox in the far east, far past the city In a town that has to my knowledge been destroyed, so I won’t bother with the details. My mother and father never had much money, but what they did have went towards yours truly. After quite a bit of education both basic and rather higher up (your talking to a Compendium graduate here if that means anything in these parts) I decided I would do some traveling, and get to know the world before I sat down and retire, also I wanted to write a rather damn good book so I needed primary sources and lots of them. First, I headed even further east, where the sights were otherworldly compared to the wastes. Next, I decided to head north for a bit, get a glimpse of the cliffs of solid ice for myself, though the experience was rather dull in comparison to the dense jungles and reefs of the far eastern lands. So, I went southwards and tried to find something interesting. I’ve seen mountain villages isolated from the rest of the world, vast plains that were sleek with dew, cities and towns and hamlets all having their own quirks and customs… But, one by one, all the sights got boring and repetitive. But, one word reached me that a certain empire was expanding west, I thought a borderland may be a new experience, and so I arrived from the southern part of the river, with just a single bag on my back, and just a pinch of spending money to get myself situated. I hop off at The City and I hadn’t even taken a step before I saw the sight of the local guard fighting off creatures with eyes like cold, calculating orbs. I sat down and watched the spectacle, which may have raged on for the better part of an hour. The guardsman's skill and technique was nothing I have ever seen. They fought with agility, but struck with the force needed to make every blow count. Then with a single word, they all brandished their firearms, which glowed an eerie shade of red that I haven't seen a weapon do previously. Another word from who I presumed to be their commander, and with a sound of thunder, the battle stopped. everything the guards had been fighting, the giant wolves ( who I later learned to be called Sand Wolves), the short, pudgy humanoids (Pit Lurkers, you call them, though I haven’t seen them since that day) all of the opposing force, dead in just a moment. After I took the time to reflect on what I had just bore witness to, one of the guardsmen approached me and asked me to state my business. Flustered, I responded rather meekly “S-Sir, I am but a-a-a wandering Poet! Traveling the land is all sir!†My answer must have been sufficient because as soon as he walked over to question me, he left and rejoined his regiment. I then slipped out and crossed the stone bridge before further attention could be brought my way. after about a day or so on the road, I arrived here in crossroad, and so I stay until I find further frontiers to explore. So, that’s my tale. And what of you, my cloaked compatriot? Have any interesting tales to spin?
  6. 3dchib

    For the Emperor

    Continuing from the first piece on my game's setting, here's a bit more context to Poet's story: I never have been tied down to a single nation or city-state. I travel, I roam, looking for stories to be told. Now, normally I would have no interest in learning of kings and queens, Dictators and Presidents, but this empire is an exception. How I got word of the wastes was from a professional politician I used to drink with on saturday nights in his own establishment “The Cornerhouse Distillery†He was as crooked as they come, and had really loose lips once he got them wet enough, so I hung around with him, picking up on what I could. One day, after downing about 3 mugs of one of his stronger brews he looks up and says to me “you know what kid? you seem like a nice enough fellow, so I’ll let you in on a secret I’ve been keeping for a while. He then to tells me of how his Royal and superior emperor, rightful ruler of his lands and their peoples, needed a better army. And how does one get a better army? either by training, or weaponry. And since his majestic superior had the most well trained soldiers known of, he needed weapons to stock them with. bigger weapons, faster weapons, stronger weapons that can tear a man in half without hardly an effort. And so he goes to his court of advisers and asks them to bring him a gunsmith, “the best damn gunsmith the land that can offer! I don’t care if he is 76 with a missing leg, bring him to me!†the search took months, and everyone claimed to be the best (often their “designs†were just standard-issue handguns with a new paintjob, these con artists were cut down without mercy) and at long last, they found him, the best gunsmith in the land and presented him to his prestigious overlord of the people, and you know what this legendary craftsman gives his highness? a pistol about the size of a drinking glass. nothing distinguishing about the weapon, just an ordinary handgun. He tells his majesty to test it and see if this was what he was looking for. The emperor cackled like a dehydrated sandwolf, and thinking that this was but a toy, pointed the gun at his most heavily-armed guard and pulled trigger. The king was thrown out of his seat by the weapons force, dazed and confused, and the gun left a hole in the guard about the size of a sportsball! And without missing a beat the craftsman simply states “ if you want more of that, head west to where the sun shines forever, and the creatures simply hate your guts and don’t thank me either, I did you no service.†and walks out the door (due to the guards being too stunned at the spectacle to stop him). After regaining his bearings, his majesty looks at his scribe and orders him to write down the gunsmith’s words, and barks at his civil advisers to draft up the propaganda needed to convince people to travel west, and just like that, the race for arms had begun. I took a moment to think this over and ask if my friend and confidant if he was bullshitting me, he wasn’t. and just like that I had found my story, the tale that would sell millions and allow me to settle down again far east and relax. So, I took a barge, embarked on a river, and went gently down the stream, gently and gently towards the wastes.
  7. The Dragon God

    New Idea for DDC:PS

    I apologize if this idea should be within my Thread for DDC:PS, I choose to write this separately because IF no one likes it, I don't want to mislead people to think I'll add it to my game. Ok, I've been thinking of ways to intergret lore into the game in a way that players will make a effort to actually study up on it. My solution is by using puzzles. But not in the traditional way, instead I came up with the idea to put puzzles by Save Crystals. Why Save Crystals? Simply because they are a necessity, players will need them. So I figure to aim their attention to lore, I thought hey put puzzles by the Save Crystals. For their efforts, they gained access to items and can save their files.
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