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Summary
You are an inhabitant of the region of Olmir, which is a magical steampunk world where element
and magic infused animals wreak havoc upon a society recovering from civil war. The player soon
discovers that an unknown force is using magic for its own gains, and now must balance defending
humanity, being involved in the growing flame of war, and fighting a mysterious enemy. Only
overwhelming skill and the power of the Sigil Rift, a wand/gun like weapon that harnesses the physical
crystal form of magic, can you (or a team) have the means to restore peace to the world. Projected
systems: Xbox (Generation 4), PlayStation (Generation 5), PC.
Goals and Gameplay
The goal of the game is freedom of movement, heart pounding action, customization, and a
captivating story. This is achieved through rocket boot technology, ingame character parkour training,
first person shooter mechanics, aesthetic clothing and appearance choices, developed characters, and
meaningful interactions with the world and the events within it.
Players will explore the world of Olrim and combat the forces of Nero in an effort to safeguard
the cities of the world. Includes travelling to exotic locations, by rocket boots to fly in short bursts or by
walking to said locations. Players will interact with memorable characters, each of which have their own
goals and ambitions.
Mindset
The player has the ability to choose their style of combat and their methods of completing the
game. The player also has many choices for customizing their avatar. Three races exist in the world of
Sigil Rift, the Humans, which are the primary inhabitants of Olmir, the Affected, magically attuned
Humans that are characterized by their glowing eyes, and the Constructs, a newly sentient robotic species
created by the humans through the power of Sigils. There are three “classes” to choose from, each with
their own special ability. There is the Spellslinger, who can create a targeting reticle following spell, the
Cannoneer, who can charge spells for a powerful blast, and the Shieldbearer, who can create a mana
absorbing shield for defense.
4.
Key Points
Backstory: The Races
There are three races in the land of Olmir: the Humans, the Affected, and the Constructs.
There are no differences in the races other than aesthetic, customization purposes. Similarly, all
races will have access to all clothing options.
Humans: A race that has existed since the dawn of time in Olmir. Hardy and versatile,
humans have settled in every corner of the world. Some humans have settled in magical hotspots,
slowly increasing their tolerance and affinity for magic. This resulted in the Affected. During the
Technological Revolution, the humans also created the Constructs. The humans started a civil
war between those that were for the use of Sigils and those that aren’t.
Affected: Physically, the Affected exhibit different, unnatural hair colors, extremely light
eyes, and paler skin. The culture of the Affected centers around nature and balance with it,
though this does not mean that the Affected are against the use of Sigil Rifts. In fact, many
believe that the rise of Arcanes was an indication of an unbalance in nature and the removal of
them may bring balance. They make their home either in travelling caravans or settled in remote
areas of Olrim.
Constructs: The Constructs were initially creations of humans brought to life by the
magic of Sigil crystals. They are humanoid, mechanical beings as varied as people are due to the
different designs they were built upon by their creators. Used as servants, they eventually
attained full sentience, an outcome unexpected by their creators. They eventually used the civil
war as a means to free themselves from servitude. A race with a complicated cultural status, the
Eastern region generally views their existence as valid, though some believe they should remain
slaves while others believe they should have full rights. The Western region generally views the
Constructs as abominations, though modern belief puts them in the relatively safe status of
second class citizens. The Constructs made their home underground in the badlands in the city of
Haven.
6. Backstory: The History of Olmir
The land of Olmir has been inhabited by humans since the beginning of history. Magic has
always resided in the realm. However, humans have never been able to harness the powers of
magic because of its volatile and supernatural nature. Five hundred years before our story begins,
there is a council among the gods to assess the current state of the mortal world. Catyx, the
leader among them, is pleased with its current state and enjoys passively watching the struggle of
the humans from afar. The other gods seem to agree with this for the most part. Lecrus on the
other hand is quite upset at the current state of the world and all of the destruction and chaos that
occurs within. He pleads with Catyx to at least give the mortals some manner of power over their
environment so that they may have an opportunity to flourish. Catyx appeases this wish by
casting down the first metallic materials for the humans to build with.
Lecrus, quite unsatisfied with what Catyx has provided, goes to the fountain of Magic, a tranquil
place where magic is leaked into the world. He takes a handful of the liquid seeping out and
squeezes it between his palms so hard, it becomes pure crystal. Lecrus then thrusts this crystal
down into the mortal realm and it hits Olmir to the far West, driving itself deep underground
from the force of his throw. Over the next three hundred years, the crystals grows to form a
massive network of caves and catacombs containing thousands of crystals. As a result, the land
above them has become extremely lush and full of oversized wildlife.
During this period of growth, the humans find the crystals and discover the ability to harness
magic through their use and binding. They create fantastic devices called Sigil Rifts, which allow
them to fire and manipulate magic through flame, frost, healing, and a plethora of other powers.
Human technology and intellect hit a renaissance and expand tenfold, leading to the creation of
the constructs, sentient machines meant to serve the humans. Catyx notices these things
happening is outraged. He questions Lecrus on this matter out of suspicion. Lecrus claims to
know not what Catyx speaks of. In a rage, Catyx banishes Lercus to the earth and sentences him
to reincarnation as a human for the next fifty millennia. Catyx then goes to the fountain of Magic
and pours poison into it, causing magic in the world to become dangerous and causing it to afflict
the creatures of the world with strange and unnatural powers. It is at this time, the arcanes begin
to appear and our hero, Serrill discovers their ability to wield Sigil Rifts and stand against the
arcanes.
7.
Combat: Action
Each spell the player uses from the Sigil Rift drains the mana bar a certain amount. Once
depleted, the player will not be able to fire spells, however, the bar recharges quickly over time.
Players will be able to equip items that will be able to quicken the recharge rate or time before
the bar recharges after it has been depleted.
Combat: The HUD (Reference Combat: Action)
The model for the heads up display is based off of the Skyrim model. There will be three
colored bars on the bottom of the screen.
Mana:The blue bar on the bottom left is the mana bar, a rechargeable bar that is the
indicator for the magic remaining for the player to use in battle. Each spell the player uses from
the Sigil Rift drains the mana bar a certain amount. Once depleted, the player will not be able to
fire spells, however, the bar recharges quickly over time. Players will be able to equip items that
will be able to quicken the recharge rate or time before the bar recharges after it has been
depleted.
Health: The middle bottom bar is the health bar, which indicates the amount of points of
damage a player can take before he/she is incapacitated. Players may purchase armor or different
accessories to increase their health or mitigate the damage dealt to them.
Steam: The bottom right green bar is the steam bar. Each Catalisto and Catalista is given
steam powered jump boots as part of their standard gear. These jump boots allow the player to
fly through the air or dash along the ground in short bursts. When the bar is depleted, the player
can no longer use the boots, but the boots’s steam recharge over time. Players may also buy
upgrades for their boots or entirely new boots for their use.
Combat: Classes
Spellslinger: Spellslingers are the Academy’s precision fighters. They wield fine control
over their Sigil Rift spells, twisting and bending them with great effort along paths of their own
choosing, rather than letting it fly along a direct path.
Cannoneer: Cannoneers have the unique ability to withhold their spells within a Sigil
Rift, charging their attacks for a largescale blast that decimates anything in its path. While
versatile, the Academy's Cannoneers typically serve as the first responders for Eden, as many
tend to crave excitement of battle and new goingson of Olrim.
Shield Bearer: The Shield Bearers are the first and last bastions of defense for the
Academy, using magical barriers to absorb raw magic for their own use. This absorbed magic
can be used to fuel their own spells, or it can be used as a shockwave to repel nearby enemies.
8.
Movement
Thumbstick controlled movement, with right thumbstick (mouse) to aim and left
(WASD) thumbstick to move. Similar to Skyrim, Sigil Rift players can move on foot towards
their destination or fast travel to previously discovered locations. Catalistos and Catalistas are
trained in the use of parkour, allowing them to move freely throughout the environment. Holding
the movement button (Shift for PC, Right bumper for XboxOne, R1 for PS4) enables parkour
mode, which causes the character to quickly move over, under, or around obstacles without any
extra input from the player. Sigil Rift also features rocket boots, a Briggamoreian invention that
propels the user in short bursts in any direction, even into the air. This gives the members of the
Academy an added advantage over their enemies. Press the jump button to jump, then again with
a direction to burst dash in that direction. (Similar to Attack on Titan 3D Gear)
Interaction
Borderlands inspired interactive system. The character can press the interactive button to
start the mission dialogue, but the player is still in control of the character. Thus he/she does not
need to stay in the area to receive the mission. Quest system is built around a singular quest
menu, where characters who give quests place the mission automatically upon interaction.
Certain lore or story events can be heard by NPC’s who talk to each other or the player to give
exposition.
Player can interact with loot spawns in the world the same way as they interact with
NPC’s. Missions items such as valves or locked doors, or lighting fuses is also the same
interacting with NPC’s
Loot items have an auto pick up system where money and loot item are picked up within
proximity of character. Money and loot are picked up in the same way.
Some objects can be destroyed, such as objectives for quests and enemies. The
interaction with these objects is simply to attack them. Things that can be destroyed include:
Flammable tanks/Barrels, Enemy NPC’s, pots and crates, etc.
11. MISSIONS:
1. A Hero Is Born
This serves as an introduction to the game and the world. Your character is forced to join
a militia that is defending his/her small village. While the leader of this group is commanding his
recruits on their duties and sacrifices, he sprinkles in the fact that he is a magical warrior, a
Catalisto. The sigil rift is vibrantly hanging on the side of his belt. In the midst of his lecture a
small Arcane attacks the village and the commander of the militia is killed right in front of the
character’s eyes. The sigil rift slides towards the character and after a series of quick time events
the player kill the Arcane beast. After slaying the beast your character is praised by the small
village and sent away to the city of Eden.
2. In The Garden Of Eden
Your character travels to the city of Eden, where they are introduced to the other recruits
and teachers at the academy. This level is a basic tutorial for the player to learn their basic
attacks and movements. The player then makes his/her first significant choice of the type of
element his/her first crystal will start the game with. After being trained and speeding through
the Academy faster than the other recruits, your character is taken to see Olum, the High
Warden. The High Warden explains the history of the Sigil crystals and the power of the Gods.
While telling you the backstory to this world and these crystals, a commanding officer runs in
the room to warn the High Elder of a town under siege by a large Arcane.
3. Out Of The Frying Pan. . .
Your character must journey to where the town is located in order to save the citizens that
are under attack. Arriving at the town, the commanding officer is shocked to see the devastation
that was left behind by this monstrous Arcane. Smaller Arcanes are left behind and are attacking
the villagers. The commanding officer orders your character to destroy them all and report back
to him. After destroying the smaller units, the commanding officer informs the player of intel he
had gathered from the towns people. The Arcane had come down from the mountain top, so your
character must now go and investigate.
4. To Know Thine Enemy
The player must search the mountain and discover the entrance that leads down into the
mine. Once inside they must make a choice to either sneak by the smaller enemy units or fight
their way towards their objective. Once into the bowels of the cavern your character is knocked
unconscious by the main antagonist Nero. Nero’s servants were harvesting crystals when one
runs over to your character. She immediately pulls out a Sigil Rift in order to kill you. Nero slaps
her, causing her spell to misfire and miss. He angrily berates her, telling her that her use of magic
was a waste, but then helps her up. They leave you for dead inside the cavern that is now falling
apart due to structural damage from the excavation of the crystals. The player crawls to safety
before the cavern collapses.
12. 5. The Uncovering
After meeting the main antagonist our main character returns back to the city of Eden and
the Academy in search of some answers. The High Warden refuses to reveal much information,
no matter what the character says. Instead the High Warden demands more time to decipher what
the antagonist’s plans are and who he might be (at this time neither the character does not know
that the main antagonist’s name is Nero, though the High Warden suspects that it is he). In the
mean time you are sent to the 2nd in command, General Octave.
When meeting with the General he explains his plan that will theoretically set everything
back into place. The General reveals that there are six titanscale Arcanes in the world, and that
this correlates to the religious prophecy popular with the common people. He states that they
should be eliminated before the prophetic 7th “apocalypse bringer” arrives. Since the Academy’s
main task is to quell Arcane numbers anyway, Octave states that there is no downside to the
plan: if he is wrong, the public is safer, but if he is right, then the apocalypse is stopped.
Our main character is sent to destroy the first of six Arcanes named Pyralis (Made of
Fire). This Arcane is located near the permanently active volcano in the northern area of Olmir.
After traveling to the mountain itself, the character must face stronger units on his/her
way to the Arcanes known location. Once arriving on location the character is faced with the
weakest of the 6 Arcanes, Pyralis. Even though it is the weakest, Pyralis is still an aggressive and
powerful enemy. Once the Arcane is destroyed the character now will have the option of picking
up the crystal that had powered this monstrosity. The screen now shows a marker towards the
city of Eden requesting the player return back to the General.
6. And So It Begins
After defeating the first Arcane successfully and having returned back to the General for
more information or character receives new orders. The General is impressed with how easily
Pyralis was defeated, he now insists that 2 more Arcanes be eliminated immediately. General
Octave lists the next two, the first one being Anemoi (The North Wind) who is located in the
Badlands (south of Eden). The other Arcane is named Chaak (Lightning Wielder), who is located
in the eastern portion of the badlands (south east of Eden).
Depending on which Arcane the character decides to eliminate first they have the option
of either returning for their reward separately on each, or destroying both and returning back to
Eden for their rewards. Anemoi is the wind Arcane who will use its powers aggressively in
attacking the character, while Chaak will use its powers to transport around the area making it
hard for the character to engage in battle due to Chaaks ability to evade.
IN GAME CUTSCENE:
INT. EDEN ACADEMY OCTAVES OFFICE NIGHT
GENERAL OCTAVE is sitting down at a table staring deep into the fire. Our main character
walks up to his table and lays down the two crystals from the ARCANE’S CHAAK (Lightning
Wielder) and Anemoi (The North Wind). General Octave looks up from the fire and stands up to
greet our main character.
16.
Our hero looks General Octave in the eyes with confusion and anger.
GENERAL OCTAVE (CONT’D)
Don't worry though. When you’re ready, come find me in. Ill be having a drink at the tavern in
town. When you arrive I will tell you the next step in our plan to turn the tide. Not just for this
civil war, but for the entire future of Olmir.
General Octave looks back at the corpse of Cetus.
GENERAL OCTAVE (CONT’D)
God only knows how many corpses are in that belly.
B. Briggamore’s Arcane
If the hero decides to kill Cetus, the water Arcane that lives in the depths of the New Sea
first they will receive great favor in the eyes of the Briggamore citizens, guards, and their leader
Lady Cleondra. They will receive a rideable lion mount that will increase their speed.
8. Finish Him
Depending on which city the character decides to save they must return back to Eden to
find it under attack by soldiers of the rival city. After fighting them off the General grabs the
character and demands that they finish what they have started before the Academy and the City
of Eden have to take a side. The character travels to the city it had just saved from the Arcane
and asks its leader for help in taking care of the other city. Either through diplomacy or through
aggression, no matter what approach the character takes the confrontation will end in warfare
and the destruction of that city and the Arcane near that city.
After defeating that city and killing the citizens of that town, the city in itself is ruined
and destroyed. The leader that you have helped, in return gives the character this ruined city as
their new homestead to rebuild and repopulate with citizens. On one promise though, that they
will only stay loyal to that cities rules, laws and taxes.
9. The Foolish Errors
When arriving to Eden the character is immediately taken to the High Warden. The High
Warden rips into the character calling them a fool and the furthest thing from the chosen one. For
deliberately going behind his back and destroying the Arcanes. The character and General
explain themselves and how they were trying to stop the prophecy from happening. The High
Warden explains to them that instead of stopping it, they have brought it to the very door step.
The High Warden demands that the character and General Octave go and kill the last
Arcane before the seventh and most powerful Arcane shows itself. As the Character and General
Octave go to kill the last Arcane, the General considers the decisions they've made along the
way. He informs the character of this last Arcane, named Pharmakos (an arcane that uses a
poisonous sludge). The two must travel to the Swamp and Marshes to find this Arcane and
destroy it.
During the battle against this Arcane, once its health drops to near death the character is
knocked to the ground. The Arcane breaks this characters Sigil Rift, right before the Arcane is
17. attempting to kill the character, General Octave jumps on top of it and distracts it long enough
for the character to use General Octaves Sigil Rift. Once the Arcane is dead, the character
discovers that General Octave is dead.
InGame Cutscene:
INT. HIGH WARDEN'S OFFICE SUNSET
Player stands in open doorway. Olum is looking through his window, facing away
from the player. On his desk is a group portrait of Nero, the General, several high
ranking officials and himself.
Player places the General Octave's medal on the desk.
OLUM
He didn't make it I see.
Olum turns towards player and nods, then sits down. He appears somewhat defeated.
OLUM
He was a friend, and a good man. I'll miss him. I'm
sure you did what you could. But now is not the time
to mourn.
Olum points to the portrait, and appears to have gotten over his grief temporarily.
OLUM
I believe now is the time to tell you everything. You
see, Nero was a former apprentice of mine. Brilliant,
but now misguided. He wanted to create an Arcane,
which led to his exile from the Academy.
Olum picks up a letter from his desk and turns it over in his hands.
OLUM
A messenger from the Badlands informed me not too
long ago that he succeeded, and that his army is
headed towards Eden now. The defenses are being
put to action as we stand here, but they need all the
help they can get. I'll stay here to direct the forces,
but I need someone on the front to lead the army.
A siren blares in the background. Olum turns from his chair to look out the window,
where a distant cloud of smoke rises from the horizon.
20.
Locations
1. Olmir: One major landmass and one major ocean, falsely separated into the Old Sea and New Sea
a. Contains several areas separated by geographic characteristics
i. Badlands/wilderness
1. Located in the area East of Copperton and South of Eden
2. Was the primary location of the battles during the civil war, similar to
WW I noman’sland
3. Considered tainted by many commoners
4. Riddled with ruined villages
5. South West corner home to the Constructs’ underground city known as
Haven
6. South East corner home to the Canyon
ii. Mountains
1. Northern area of Olmir
2. Characterized by large, Skyrimesque mountains
3. Home to the magically permanently active volcano
4. Also home to many Sigil crystal mines, including the massive mine
known as the Sigil Complex
iii. Forest
1. Area North West of Eden, West of the Plains, South of the Mountains,
North of the Badlands and the Valley
2. Origin of the Great River
3. Home to several villages, including the starting village of the game
iv. Hills
1. Area South East of the Plains, North East of the Badlands, West of the
New Sea
2. Home to the Victorian city of Briggamore
3. Picturesque, lush farm area
4. Spotted with the large estates of the rich of Briggamore
v. Valley
1. Home to the steampunk city of Copperton
2. Topographically varied area with very little flat land
vi. Swamp
1. Nearly uninhabited area South of the Valley and Badlands
2. Marshy, untamed
b. Roughly politically divided into three sections
i. The Western/Southern area
1. The west is home to the steampunk city of Copperton
a. Steampunk designed city state.
b. People are content without the influence of magic and the
crystals, relying instead on the power of steam engines
c. The shanty look of the town has an emphasis on industrialization
and technology as opposed to the East
21. d. A lot of lighter brown colors with a shining gleam like the color
of copper
e. Industrialized, but not wealthy looking
f. One of its popular figures, Gearberham Lincoln is working to
preserve Copperton against mutant creatures and whatever else
threatens the city, and helps find equality between man and
machine
ii. the Eastern/Northern area
1. Home to Victorian styled city of Briggamore
a. Openly approves of and employs the use of the mysterious
magical elements
b. It has a very “Dishonored” feel to it without the dark undertone
c. A shining Victorian city with the wealthy and high class
d. The city is alight with colors of white and gold
e. Characterized by the rich blue and purple clothing are worn by
the people
f. The center of the city is bustling with a marketplace. The outer
part of the city contains vast open countryside abundant in lush
green field
g. Land owned by the rich where they build their great manors and
mansions.
iii. Eden
1. Is in the center of the main landmass
2. Eden is the largest city, as the hub of the world
3. It reaches into the skies with its skyscrapers
4. All regions come to Eden for trade and wealth
5. The city has three sections
a. A business and market section
b. A Political and military section
c. And the lower end for the lower class.
6. The player may be able to purchase property here
7. The Academy is located in Eden
8. The colors of the city are White and Red, with lots of Marble and glass
(Think of Rome with steampunk and Victorian accents; Roman buildings
with great copper pipes sticking out.)
30.
Characters
Key Characters
The Merchant, (The Habibs):
Born from a village whose location they keep secret, the Habibs are a merchant family who
travel the world selling goods to all cities. All the merchants look the same but are actually
different members of the same family, similar to Nurse Joy in Pokemon. A merchant can be
found in most city marketplaces.
Physical: Always seen wearing a large, brown trenchcoat. Face is obscured by a piece of cloth,
presumably to hide his identity from city authorities.Has a nervous habit of rubbing his hands (as
unregulated trade is not exactly legal). Hair color and ethnicity are unknown, although the
family’s dark eyes suggest a background from the plains region.
Personality: A middleeastern vibe similar to a stereotypical merchant at a bazaar. Willing to
engage in trade despite near or apparent danger. Very frugal, can be overheard complaining to
himself about cheap customers or hassling the player about the “deals” he gives to him/her.
Despite the merchants’ frugality, the Habibs are always concerned about the condition of the
player, commenting on his/her health if it is low.
Additional: When the player is within short proximity to the merchant, he will call out “My
friend!…I have cheap goods for you, I give you good price my friend.” A merchant can be seen
carrying a picture of his brothers, although it can be redundant as the picture just depicts a row of
figures wearing heavy robes. From a distance a merchant could be seen sitting on the iconic
merchant carpet meditating or arguing with a customer until the player walks up to him. On
initial interaction with a merchant in a newly found region or village, a Habib would mention to
the player about a previous interaction with a relative, though this may be confusing to a person
new to Sigil Rift, as all merchants are identical.
Purpose: The merchant allows the player to sell and buy items to use throughout the game. He is
an important mechanic in this sense as well as being a sidequest mission giver.
32.
Queen of the Victorians, Lady Cleondra of Briggamore: Ruler of the Eastern region of Olmir
whose goals include the utilization of Sigil magic to better her lands and people.
Physical: Caucasian woman in her 30’s who dresses in rich Victorian fashion. Brown haired
with blue eyes, Lady Cleondra has an attractive face but can be used in a cold stare. Her hair
style changes numerous times throughout the game. She also has an equally attractive figure,
which she complements with the latest Victorian styles. Her smile is rumored by some to be able
to seduce the gods themselves, while others say it turns hearts to stone.
Personality: An experienced manipulator, Lady Cleondra can use her physical beauty combined
with a seductive, warm demeanor as a tool to meet her own ends. Where that fails, she can turn
into a cruel diplomat trained for years in Eastern courts. She has good intentions, aiming to help
people with the power of Sigil magic, though the recent civil war has claimed many of her
friends and allies. Her vulnerability only reaches the surface when she is by herself, as she is
determined to keep the facade of a powerful, calculating leader.
Additional: Similar to the Lannisters from Game of Thrones. She visits the badlands on
occasion, considering it good for a leader to remember the realities of war for a soldier. Despite
her opposing views with Eli, she has a grudging respect for him, even if she won’t admit it. Her
manipulation skills attract numerous suitors, though she would rather avoid anyone’s advances
despite her use of her physical...assets. On the first encounter with the player, she tries to seduce
the character, even if the character is female or a construct. This can be understood as an
indication that homo/bisexuality and organic/artificial intelligence relationships are an accepted
part of society in Olrim, or if her status forces everyone to ignore her indiscretions. Lady
Cleondra is an avid fencer as well as diplomat and scholar, once winning a fencing match and
chess match. Simultaneously.
Purpose: Allows the player to advance in the main quest as well as gives players sidequest
missions. The player can also find lore information from her.
34. Eli, Leader of the Western Lands: Leader of the steampunk driven Western Olrim. Believes
that the use of Sigils and magic should be banned, now using the logic that it was through the
power of Sigils that the Arcanes came to existence.
Physical: Tall, dark skinned man in his late 30’s early 40’s. Muscular and intimidating, Eli
usually opts for the more practical garb of the West. Rarely seen without a weapon at his side.
He keeps his dark hair short and his clothes neat.
Personality: Straightforward, formal, and professional, Eli takes the soldier’s route when
dealing with politics. He uses his nononsense personality as his advantage, winning over the
hearts of many of the common people of Olrim. While he is the leader of the Western region, he
still has respect for Lady Cleondra. However, this respect is overshadowed by the weight of the
recently halted civil war.
Additional: Eli used to be a soldier in the Olrim Civil War, taking up the mantle of leader after
his predecessor was mortally wounded in battle and realizing there were no suitable successors to
the cause. A decorated rifleman, hunter, and skeetshooter, Eli is also popular with many of the
soldiers of both sides of the war. His prosteam technology stance spurred on the development of
many new inventions, including experimental powered armor, gearcycles, and more powerful
airships. However, Eli despises heights.
Purpose: Allows the player to advance in the main story by giving out missions as well as
sidequests. The player can also receive lore information from him.
36.
High Warden Olum: The highest ranking member of the Academy. Devoted researcher of
Sigils and magic. Spent most of his life with the Academy, protecting Eden from magical crises
and serving as an ambassador and mediator for Olrim’s two factions.
Physical: Older man in his late 50’s with greying hair and dark eyes. Uses a walking stick as an
aid in moving from place to place. Heavily wrinkled, Olum exudes a sense of weakness, though
those that are familiar with him know that he is in great physical condition and is the most
powerful and intelligent Sigil Rift user in the world.
Personality: Amiable and mentorlike, Olum is a soft spoken yet stern leader. Despite the
apparent crises at hand, he maintains a cheerful and aloof nature, much to the frustration of many
of the other leaders of Olrim.
Additional: Olum was the former mentor of Nero, though this connection was kept secret from
most high ranking officials. Even when it was discovered that Nero was behind many Arcane
attacks, Olum continued to look for the best in his former student, attempting to subdue rather
than eliminate him. With his high cultural status, the Warden boasts a powerful image that
citizens of Eden find comfort in. There are many rumors about Olum’s walking stick, ranging
from the belief that it is an experimental largescale Sigil Rift to the belief that he uses it to speak
to the gods. When asked about it, Olum laughed and said because it made him feel like a wizard.
38. Nero: Exhigh ranking official of the Sigil Rift Academy, Nero started to research taboo subjects
of magic, such as Necromancy and mind control. Once exiled, Nero went to the badlands in an
attempt to use the dark energies there to fuel his research.
Physical: A tall, imposing figure, Nero has black hair and one dark brown eye. His left eye is
replaced with a steampunk style monooptical, as he lost his original eye in an experiment. He
still retains the clothes from his high ranking, though he augments it with bits of a military
uniform and other steampunk parts.
Personality: Initially acting out of good intentions, Nero began a path of insanity due to his
overexposure of pure magic in single, large doses. Despite this, Nero is a charismatic and
convincing leader, attracting a large cult following. He uses logic and reason to fuel his quest,
though without the restraint of certain moral values and the beginnings of madness, his logic is
believeable but subtly twisted. This madness makes Nero extremely fickle. He is the type of
character that would physically torment his servant then shower him/her with gifts and praise. He
is also very meticulous.
Additional: Nero’s eye serves as a magnification unit, helping him see great distances. His
previous relationship with Olum ended negatively for Nero, causing him to hate his former
mentor. Nero once killed a man then proceeded to yell at the corpse for getting blood on his
clothes.
Purpose: Acts as the main antagonist and driving force of all the conflicts in the story. Acts also
as the final boss.