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Pre-Production

Story Overveiw:
10/11/2020

ACT1:

The game is set in the realm of Aerrearia, following the fall of the great races that once presided over the various lands. As a last-ditch effort, the remnants of each race gather to summon a guardian to battle the corruption that has taken the majority of Aerrearia, The Phoenix Lord. The player gains control of The Phoenix Lord when he wakes up in a tomb deep in a snowy forest with three people standing beside him who introduce themselves as his advisors. The player is tasked with defending the tomb since the power required to summon him has drawn enemies to their location. Upon defending the tomb from the unknown creatures the player returns to the advisors to hopefully gain some more information on what is happening. The three strangers introduce themselves in turn as representatives of their respective races, as well as the situation that they are currently in. The Advisors speak of the prophecies involving the use of the phoenix crystal to purge the corruption that is spreading throughout the lands.

ACT2:

Upon the safe arrival of the representatives and the Phoenix Lord to the last remaining town of the elves, Athelhold. After making their way through the lower levels of the town, the Phoenix Lord is introduced to the Bark Mother, the mayor of this town, named Ethal. The town is attacked by the creatures of the corruption that the elves have dubbed Children of Nix. Amongst the hordes of these creatures is a behemoth standing taller than the town's walls. The Bark Mother pleads for the Phoenix Lord's intervention which they oblige to. Upon the defeat of the Children of Nix, The Behemoth retreats into the dense forests of the elves leave a trail of broken trees in its path and the corruption left by them is slowly eroded by the presence of the Phoenix Crystal leaving the land bruised but still alive. The Phoenix Lord peruse the Behemoth as it is driven slowly back through the forest, purging the corruption that was established by the invasion of the Children of Nix this comes to a climax with the creatures ambushing the Phoenix Lord's party as they are recovering from their travels, a final assault as the Children of Nix have been almost completely forced out of the forests. Once they are defeated the Phoenix Lord returns to Athelhold as a hero of the people, clearing the foulness that plagued the lands but their journey has just begun.

ACT3:

Now that the forests have been cleared of corruption the Phoenix Lords must now look to the other lands of Aerrearia, choosing to either travel to the Hexotal Marshes where the lizardmen hide under the murky water, attempting to avoid the corruption at all costs or, the ever-expansive gravelands where the dead never sleep and the living dared to cross.

Gravelands:

Travelling to the Gravelands proved unnerving with corruption appearing to have consumed every object, even the denizens of these lands stumble to and fro with it leaching on their bones. Escorting the Phoenix Crystal through the mires of the Gravelands, the party arrives at the hulking mass known as Cathedral Colossi, a great mass of bone that wanders the gravelands so that the high priests may preach to all. The Cathedral Colossi was crippled with many of its legs locked into a great pool of corruption, slowly dragging the cathedral into whatever horror lay below. The Phoenix Lord and his entourage attempt to help the undead free the cathedral from the corruption that bound it to the earth this caused the pool to spew forth more of the so-called children of nix. Fending off the creatures escaping from the waves of the pool, the cathedral can work its leg free and begin a new journey, to assist the phoenix lord in his travels across the gravelands saving them weeks of travel, spreading the word of a saviour wreathed in flame come to bring salvation to the lifeless ones as well as set retribution upon those that dare to plague the magnificent cathedrals that inhabit such a holy land. 

The Phoenix Lord continues to free the other cathedrals trapped by ever-largening pools of corruption, gaining more and more reverence from the undead as the Catherdral Colossi carries him and his party across the tainted land. He soon meets a High Priest named Dante who joins the Phoenix Lord's advisory in an attempt to turn his actions to a more holy nature, sparking some hostility from the other three advisors. With the Phoenix Lord becoming more and more of a beacon of hope, many people begin to join in the travels of the walking cathedral forming a nomadic city hoping to gain some divine protect from such a figure. Nearing the centre of the gravelands, Cathedral comes to a monumental mountain of corruption it's top emitting a purple fog that appears to be slowly mixing with the clouds above. After much discussion with his advisors, the Phoenix Lord endeavours to purge the mass of churning corruption, the party brings the Phoenix Crystal as close as possible to the base of the corruptive mountain causing a great rumbling from the area all around them. A swarm of creature begin to crawl from the ground, converging on the Phoenix Crystal. Almost succumbing to the hordes, The Phoenix Lord gives his all to prevent the crystals corruption and thus its destruction, but it is not enough. The creatures tear down most of the defences and strip away at the last of them, leaving the party weakened. Their only salvation came with the sight of great shadows upon the horizon revealed to be the cathedrals with a surge of undead at their feet, charging forth of wiping any sign that the Children of Nix had ever been there. With the safety of the crystal restored, the mountainous collection began to erode as well as the landscape around it clearing leaving only a barren field of mud.

Hexotal Marshes:

Enter the Marshes proved a challenging incursion, the many bogs and dense trees making it near impossible to find where the lizardman villages were located. During the first few days of being in the marshes, the Phoenix Lord and his company were harassed multiple times by the Children of Nix, slowly chipping away at what remains of the party. When the party finally reach the village, they are battered and bruised the journey having taken its toll on all of them. The shaman that greeted them were few in number and fewer in confidence. The Shaman explain of the attack on their village and how many of them have scattered into hiding so that they may try to outlast their aggressors with as few casualties as possible. Even with the aid of the Phoenix Lord Enterague, the Lizardmen refuse to take any part in the war that is being raged feeling lost and helpless without their spiritual leaders to guide them through the whims of their gods. It is only until the Phoenix Lord is able to free their leaders who are bound in a colossal pool of corruption, are the lizardmen will to lend their support to the Phoenix Lord but at a price, He must not allow the undead to claim any more of the bones that are ritualistically buried at the edges of the marshes.

Writing Razer:
10/11/2020

A fractured world where the needs of one trample that of the many now stands on a knifes edge. Will you be the one to restore the balance? or belay the inevitable?  Make your choice; flee or step forth...

World Bible: Regions
14/11/2020

Rùku Badlands:

Located on the northern end of Aerrearia, like a scab upon a bruised knuckle, the badlands are an inhospitable place as devoid of water as it is mercy. Only the truly mad or relentless dare to call such a place home.

Hexotal Marshs:

A place of the vine, water, and fog the eastern reaches of Aerrearia house those of fang and scale. whilst not as hot and dry as the badlands, the marshes present an altogether different danger, horrors lay beneath the murky water, waiting for careless adventurers to stumble into their clutches.

Ethereal Woodlands:

Despite the outside of these forests appears to be a place of majesty and beauty, the Ethereal Woodlands stand amongst the most creatures place that any living creature may go where even the wildlife will fight tooth and nail to remove your presence from their territory, whether it be toxic spores or a slap from an enraged ent.

Mournhold rockfaces:

Unlike its southern neighbour, the rockfaces do not hide the horrors that inhabit it, whether it be the trechearous passages that lead deeper into the winding rock spires or the rock wyrms that await those foolish enough to brave them.

Gravelands:

Considered the most civilised of all the regions, the Gravelands still pose a threat to travellers who are ill-prepared for the journey ahead, a distinct lack of living fauna or flora create a land that can easily claim those who do not respect it. The inhabitants can be just as hardy as the land they walk on, great masses of bone roaming the graves looking for any new additions to their forms, willing or not.

UI design:
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Title Design:
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Asset List:
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