Beseiged by warlords in the west seeking glory and riches, from the north by Haz-Reydi cheiftains, and in the east by the draconic thralls of the Spine-Thorn, Merede struggles to assert dominance in its own lands, much less to help beleagured nations like Gharail to the south, and Jemiscra to the west, as the brunt of rebellious warlords in Jemiscra's eastern lands make travel and commerce difficult at best. Merede- Merede is a feudal land ruled once by King Hyvaron Mascul until his assasination in 1512 AR. Queen Ariste's rule is only rivalled by a rebellious province in the north called the Starthrone Brotherhood, who in a great seige took Sharistae's northernmost city of Kharlae, as well as the Isle of Saraava. Ruled by Queen Ariste Dhamaer, Sharista bolsters a grand navy whose armada is unrivaled and helps repel any attacks from the old lands of Yesharya. Sharistae - Hugging the eastern shoreline of Kharis-Yeshar, Sharista is often referred to as the Silver Coast, both for the high concentrations of Silver ore, as well as the devotion to an agent of Yah, Aaliana, the Silvermaiden. In this game, to show the true size of the continent, you can NOT overland walk to all the different lands, but you can choose map-points ALA Dragon Age. In addition, there are several other factions that consider themselves outside the pact and free of the confines. These provinces are free to war with one another, but seldom do, instead unifying their forces against the Khan of Time's forces, in the kingdoms outside the Pact. Merede shares the continent with six other nations called together in a loosely based alliance called the Pact of Swords. Now depending on the path you've chosen, there will be at least 4 if not more customized characters to help you on your way, and using a specific variable matrix, attempts will be made to ensure the customized ally will be of a different class, skillset, or weaponset, something to ensure that you're not trying to take out Gaschim Dral with two bards and a druid, In addition to determining your main character, you can choose up to three others, all from different walks of like, and begin your quests. "Paragons" will follow your customized hero through a set of scenarios as the Meredian princess, must flee the throne room before her coronation after her father, King Hyvaron Mascul is defeated and killed in the concurrent seige of Merede's Ebonraven Castle, the seat of the province, by the warlord Gaschim Dral, a deserting chieftain of Eastern Jemiscra. I believe I'll have around 12 archetypes to best illustrate the different environments for the 'dungeons' By itself with 25 maps, you can still have hundreds of combinations of maps, but with variations of each room, 50 maps entitles you to have literally hundreds of map locations, each one different. It may also determine the VARIATION of A1. A1 will have 1 variable, and that variable determines the doors, the events, the grid-free doodads, and the exits. In one case, the variables for those doors are changed. We know that A1 can connect to B1, or A2. Let's give them columns and rows, A, B, C, etc. A dungeon grid might be 5 maps by 5 maps. Paragons takes that idea further, to allow for the re-use of different map archetypes, and the Grid-Free doodads to allow for not 40 different dungeon rooms, but hundreds of different types of rooms, each set to a specific switch that opens doors, closes them, hides them, replaces elements like pillars, with fountains, treasure chests with traps. Remember HeroQuest? you had the board, the whole board, but often you'd never journey beyond say 10 rooms of it.
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