Lore Page for our RPG (week 1)

Lore Page for our RPG (week 1)

Postby Reliable Source » Thu Jan 31, 2013 11:03 am

So, I'm not really sure cooperation we're going to see, but it would be nice to see some of this lore implemented. I've tried to make it so that you can include as much complexity as you want, to make the design process easier! Remember, you don't have to include anything and everything, but if you want to flesh out the world and make it more interesting, feel free to take info from here (credits would be nice if it's going to be published). Finally, if you are going to add detail to the game that's not in this area, please do, but 1) comment here about your idea, and I'll probably add it to the main topic and 2) make it fit!

The World As We Don't Know It
As an RPG, the world takes place in a land called Enderria, a savage fantasy land full of wonder and danger.

Geography:
The very borders of Enderria have yet to be discovered, as great towering carnivorous forests surround most Enderria. However, the explored territory of Enderria is vast, composing of biomes from desert to tundra to alpine mountains. As a result, I'm going to give game-designers freedom of choice with what terrain they choose (although preferably staying within theme). The explored Enderria is currently rather square-shaped, and regions can be determined as northwest, northeast, southwest and southeast. Each region is distinct and interesting.
Northwest: The northwest region has the greatest altitude variation, composed of towering, snowy mountains and deep, lush valleys.
Northeast: The northeast region is dominated by desert, although there is a great deal of subterranean activity here. Furthermore, large plains begin to develop as one nears the center.
Southwest: A tropical region, the rainforests of the southwest boast the largest surface area of water in the land of Enderria, although it is only towards the very edges where the forest becomes carnivorous (note that this forest expands around the outer borders of the other regions).
Southeast: A region full of pine forests, tundra and evergreen trees, this region is both cold and lonely.

Culture/Kingdoms:
There are three major kingdoms in the land, each ruling one region, with the southeast largely free of human settlement. Understand that this is one of the more minor aspects of an RPG, and unless you're going to make a plot, this is largely not necessary.
MORE TO BE ADDED

Monsters:
First off, by monsters, I mean things to fight, which might be human or non-human... These I'm going to split into multiple types, depending on complexity. Note that there may be repeats (the same monster, but more complex). This is so that people with different engines can incorporate as much or little factors as they wish. Finally, many details (such as health) are deliberately kept vague for you guys to balance and decide. I really don't know whether your player is going to start with 5, 50, or 500 health, etc. The basic categories are simple, abilitied, and rounded.

Simple:
(Monsters which have very simple statistics, relatively simple to program and add, recommended for beginners. Don't expect much info about these! Since they are designed for a simpler game, there will be less of these.)
Universal

The Bandit is a human out for your stuff. Health is medium, damage is medium. Depending on your game, may steal items/money etc. on loss

The Troll is a large humanoid creature with a club. Health is medium, damage is medium-high. Depending on your game, has low accuracy. If no accuracy, lower damage slightly.

NW:

The Rock Devourer is a simple creature that eats rocks. Health is low, damage is low.

The Great Vulture is a giant bird that eats carrion. Health is high, damage is medium-low.

NE:

The Uruk are ancient trolls that have lived for years, and are more experienced. Health is medium-low, damage is high.

The Sand Crawler is a scorpion-like creature suitable for living in the desert. Health is low, damage is medium.

SW:

The Mettler is a beast that slinks across the jungle floors, looking similar to big cats. Health is medium low, damage is medium.

The Carnivorous Tree is a giant rainforest tree that stretches far and wide. Health is very high, damage is very high.

SE:

The Dark Abominable is a formless creature composed of blackened snow. Health is medium, damage is high.

The Snow Golem is a humanoid being brought to life by an ancient spell, its body is made of snow. Health is low, damage is low.

Abilitied:
(Monsters with abilities, making it slightly harder to program. However, they are not overly complex. Since these are designed for a moderately complex game, there will be a medium amount of these.)
Universal

Reanimated Corpses, or Zombies, are often raised by Necromancers and will often be found in moderately sized swarms. They are usually able to deal DOT poison damage, as well as a standard melee strike. They have medium health and medium-low damage, and take much more damage from holy or light weapons.

NW:



NE:

Sludges are giant moist slimes that gradually make their way across deserts. Semi-sentient, they destroy everything in their path through sheer force. It is a mystery how they manage to not evaporate under the hot sun. They have very high health and low damage, and only have melee attacks. Furthermore, they are especially vulnerable to cold or dark attacks, while having resistance against heat and light.

Lycanthropic Griffins are werewolf/griffin hybrids, capable of pouncing from great distances onto enemies. While they do quite have the ability of flight, they are strong and swift, especially under the full moon. They have medium health and high damage, and while melee only, can cover any gap in distance quite quickly. Holy weapons are really its only weakness.

SW:

SE:

Witches of the Grey Order are vile semi-human creatures. They usually have high or low mobility (depending on magical icicle availability), and will correspondingly have a high or low amount of damage. They have a low amount of health, but can usually heal themselves and cast numerous debuffs on the player. They are usually encountered alone, or occasionally in groups no larger than three.

Rounded:
(Well rounded monsters with much more data and information than the other monsters. Since these are designed for a more professional game, there will be quite a few of these)
Universal

NW:

NE:

SW:

SE:

Player info:
Here is some basic factors to take into consideration while designing the game. Again, feel free to use elements that would fit with your game or would be practical to use.

Classes:
Classes are similar to a profession, and will usually greatly affect playstyle depending on class. Certain aspects of classes may not be applicable to all games.

Races:
A race is one's species, which will usually affect player statistics at the beginning and usually provide major advantages/disadvantages to certain things.

Items:
Items are the things that your player uses, and are usually available to all. However, rarer or more powerful ones may be limited to certain races, classes, or even levels (depending, again, on the game).

WIP, more will be added soon, suggestions are welcomed and will be read!
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Note: How is this one of the most viewed pages already?
Last edited by Reliable Source on Sat Feb 02, 2013 2:56 am, edited 6 times in total.
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Re: Lore Page for our RPG (week 1)

Postby RaulC » Thu Jan 31, 2013 2:01 pm

Hehe, great :)
Enjoyed reading.
Raul Cardoso - "Fail to Plan is Plan to Fail"
Skype: drkovr
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Re: Lore Page for our RPG (week 1)

Postby BlackFeather » Thu Jan 31, 2013 3:28 pm

You certainly made a great start here, Reliable Source. This is good stuff.
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Re: Lore Page for our RPG (week 1)

Postby Landshark » Thu Jan 31, 2013 4:09 pm

Great write-up! Reading this really helped flesh-out the game-world in my mind. Thank you for posting.
-Landshark (Scott)
Programmer

Will answer to "Grey Bush" on occasion.
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