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- CHARACTERS
- COLONISTS
- GOVERNMENT
- Raxes Seraphan
- Imperial Magistrate of Saralis
- Male
- appr. 45 Years Old
- The political leader of the Colony, appointed by the Princess of
- Phenax. Sixty years old. Is a very by-the-book Imperial bureaucrat
- whose goal is to improve the colony's economy in the most efficient
- manner possible. Means well, but is often prideful and stubborn.
- Frequently butts heads with the Captain.
- Pherra Cathiz
- Female
- appr. 45 Years Old
- Magistrate Seraphan's wife. Friendly and good-hearted, and serves as
- the "face" of the government due to being much more diplomatic than
- Seraphan. Often serves as an advocate for the colonists. Is the most
- religiously devout colonist, and the most likely to be seen actually
- attending Avren's ministry. Shares Seraphan's distrust of the Army.
- Thyna Cathiz
- Female <3
- appr. 20 Years Old
- The Magistrate's daughter, and a potential love interest. Is
- being groomed to inherit leadership of the colony, but has very
- little patience for politics or economics and prefers adventuring,
- much to parents' chagrin. Secretly has a crush on Cale.
- Avren Zanos
- Priest, Imperial Creed, Saralis Ministry
- Male <3
- Appr. 20 Years Old
- A young and nervous priest of the Imperial Creed, assigned to the
- colony to see to their spiritual well-being. In addition to acting
- as minister, he also serves as personal aide to Magistrate Seraphan.
- Avren hails from Agrathera, and is uncomfortable living in the middle
- of a city of ruins, and so is seen as a snobbish outsider by most of
- the colony. In reality, he's mostly just bad at interacting with
- people. Avren's separation from the rest of the colony has cut him off
- from the Empire, and he is experiencing a crisis of faith. Potential
- love interest.
- MILITARY
- Mava Senescal
- Captain, Imperial Army, Saralis Colonial Garrison
- Female
- appr. 45 Years Old
- The commander of the Colony's military garrison. Appointed
- by the Imperial Army, and represents their stake in the mission.
- Forty years old and a former protege of the Bartender. Cares
- for their soldiers, but is also highly career minded, and wants
- to complete the reclamation of Seralis as quickly as possible.
- Frequently at odds with Magistrate Seraphan.
- Sarkath Palatin
- Subcaptain, Imperial Army, Saralis Colonial Garrison
- Male
- appr. 45 Years Old
- Captain Senescal's second-in-command and husband. Also 40 years old.
- Subcaptain Palatin is generally responsible for security and the
- defense of the Colony, and is less career-minded than the Captain,
- but is still an Army loyalist through and through.
- Cale Palatin
- Recruit, Imperial Army, Saralis Colonial Garrison
- Male <3
- appr. 20 Years Old
- Captain Senescal and Subcaptain Platine' son. A Recruit in the
- Imperial Army, serving under his parents' command. Much unlike his
- parents, has very little stomach for a fight, and desperately wants
- out of the Army as soon as possible. Has a natural genius for mechanics
- and tinkering. Secretly in love with Thyna. Best friends with Phelian
- and Zath. Potential love interest.
- Zath Sarragut
- Recruit, Imperial Army, Saralis Colonial Garrison
- Male
- 17 Years Old
- The rookie of the squad. A proud and upstanding patriot barely out of
- boot camp, with more enthusiasm than sense or competence. Has a very
- romantic notion of the military and wants to be a great Imperial hero.
- Younger than the player.
- Ophana Garion
- Specialist (Medicine), Imperial Army, Saralis Colonial Garrison
- Female <3
- appr. 20 Years Old
- The field medic attached to the military unit, and a potential love
- interest. Actually a former compatriot of the player's, having studied
- medical magic alongside them. Has a sunny and cheerful disposition, and
- a good natured rivalry with the Doctor. Is actually a Commonwealth spy,
- hailing from the breakway Principality of Artesin.
- Sani Hagal
- Specialist (Marksmanship), Imperial Army, Saralis Colonial Garrison
- Female <3
- appr. 20 Years Old
- Specialist Hagal hails from the ice world of Arakan, and grew up as a
- hunter before entering the Imperial Army. Recognized as a master
- sniper, she was promoted to Specialist, and is now assigned to the
- Saralis Colonial Garrison, where she works perimeter duty alongside
- Dax. Sani finds the environment on Saralis to be uncomfortable hot,
- and so tends to strip down to the bare essentials of her armor,
- although she still wears a camoflage cloak. She is quiet, serious,
- unmistakably professional, and has an enormous crush on Dax that
- anyone but him can see from five miles away. Potential love interest.
- Dax Caliphan
- Specialist (Heavy Weapons), Imperial Army, Saralis Colonial Garrison
- Male <3
- appr. 20 Years Old
- A hotshot young Imperial soldier from Athos, Dax is a fan of things
- that fly, go fast, or explode, and quickly made a name for himself as
- a heavy weapons expert. He is currently assigned to perimeter duty
- alongside Somi, a job he finds incredibly dull when he could be out
- shooting things.
- CIVILIAN
- Jala Telenon
- Archeologist, University of Agrathera
- Female
- appr. 30 Years Old
- A young archeologist dispatched by the University of Agrathera to
- assist with the reclamation of Saralis. She is absent-minded, easily
- distracted, and fond of long, boring speeches, but also quite
- knowledgable. In reality, she is actually the daughter of Doctor
- Saran Dalagenos, the head researcher on Project Phoenix, and
- secretly intends to fulfill her father's last request - see the
- remnants of his research destroyed, rather than allow them to
- fall into the hands of the Imperial Inquisition.
- Phelian Menes
- Doctor, Saralis Colony Clinic
- Male
- appr. 80 Years Old
- Doctor Menes is a retired Imperial Magician who specialized in etheric
- healing, and has also studied conventional medicine, making him a
- well-rounded healer, and the face the Colony turns to. He is rather
- crotchety in his old age, openly complaining about the flaws of each
- and every Colonist, but can always be reliably counted on for
- treatment. He has a special distaste for the Medic, considering the
- idea of a military doctor to be an oxymoron.
- Betha Arcadion
- Nurse Saralis Colony Clinic
- Female
- appr. 50 Years Old
- Doctor Menes's long-suffering oldest daughter, who almost spends more
- time caring for her father than she does caring for the patients. Betha
- has long grown accustomed to her father's rants, and tends to provide
- a quiet translation afterward to shocked patients. She is also a
- skilled conventional medic in her own right, and hopes to one day
- succeed her father's practice. She is married to Davyr, and is the
- mother of Tethys, Sethys, and Phelian. She does not approve of ANY of
- their career choices.
- Davyr Lamon
- Chief Engineer, Saralis Maintenance Service
- Male
- appr. 50 Years Old
- The Saralis Colony's chief engineer is a man barely visible behind an
- engineer's smock and pair of thick goggles. A master of conventional
- machinery, he has a snobbish distaste for magitechnology, refusing to
- use etheric techniques whenever a conventional workaround is available,
- and distrusting Imperial Magicians. This includes both the player and
- his own father-in-law, Doctor Menes. His three children with Betha have
- all followed him into engineering. Also a huge nerd, obviously.
- Phelian Lamon
- Male <3
- appr. 20 Years Old
- The only son of Betha and Davyr. Is training to succeed his father as
- the colony's chief engineer. Much like his father, absolutely loves
- machinery. Unlike his father, is (secretly) interested in etheric
- technology as well. Has a bit more social skills than his father, but
- will break down completely at the sight of a
- Tethys Arcadion
- Hydroponics Engineer, Saralis Maintenance Service
- Female
- appr. 20 Years Old
- Sethys Arcadion
- Hydroponics Engineer, Saralis Maintenance Service
- Female
- appr. 20 Years Old
- Palis Corrana
- Female
- appr. 60 Years Old
- Owns the town bar, where most characters gather after hours.
- A former military veteran, who served in the War of the
- Imperial Succession thirty years ago. Close friends with the
- subcaptain. Roughly 60 years old.
- Maros Taryon
- Male
- appr. 40 Years Old
- Spouse of the Bartender, roughly 40 years old. Quite attractive
- and flirtatious, although mostly just teasing the (much younger)
- player. Comes from the recently conquered planet of Seria Nor,
- and still has trouble acclimating to the much more straight-laced
- and disciplined Imperial culture, but does not hold much in the
- way of ill-will.
- Sedra Corrana
- Female <3
- appr. 20 Years Old
- Child of the Bartender and Entertainer. Potential love interest.
- Apprenticed to parents, but has a poor relationship with them
- (especially Bartender). Shuts themselves in a lot. Is secretly
- fascinated with the forbidden Serian magical tradition, having
- learned about it from Entertainer's sibling.
- Arkes Zerrigal
- Male
- A Thelian spacer in the Imperial Merchant Marine who supplies the
- Seralis Colony with off-world goods. Friendly by nature, but
- frequently on edge around humans due to discrimination. Active
- in the Thelian rights movement. Roughly 30 years old.
- OTHER
- Derraga
- Apprentice Magician
- Male
- 10 Years Old. Probably. Sort of. It's complicated.
- Derraga should not be confused with his namesake, the legendary
- Sorcerer-King who laid waste to Saralis fifty years ago and put the
- planet in its current state. Unless he should be, because it's
- actually really unclear. Derraga is the product of Project Phoenix,
- an etherics project that was under way on Saralis to try to determine
- if a sorcerer could be reformed through an ether-based "regeneration,"
- while still keeping their raw etheric talent.
- The project was considered heretical by the Inquisition, but its head,
- Doctor Saran Dalagenos, went ahead with it anyway. The Inquisition
- attempted to stop Dalagenos by luring Derraga to Saralis. This
- appropriately resulted in Dalagenos's demise, but not before he was
- able to subject Derraga to his experiment.
- Derraga was physically transformed into a newborn child, who was placed
- by Dalagenos into an incubation chamber just prior to his own death.
- The new "Derraga" now possesses none of his former memories or
- personality, instead being a carefree young boy, but still possesses an
- immense well of untapped magical power.
- After being freed from his incubation chamber, Derraga essentially
- imprints on the player, effectively becoming their foster son and a
- wellspring of endless drama.
- NON-COLONISTS
- IMPERIALS
- Piras Dren
- Inquisitor, Imperial Magic Service
- Female
- appr. 70 Years Old
- SORCERERS
- Sakris
- Sorcerer-King
- Male
- appr. 230 Years Old
- LOCATIONS
- SARALIS CITY SPACEPORT
- This tower was one the primary spaceport of Saralis City. Now it is the site
- of the colony and the center of the reclamation effort. The spaceport consists
- of three levels:
- - Ground Level, containing the main entrance and old security offices.
- - Maintenance Level, containing most of the internal machinery.
- - Spaceport Level, a wheel of docking bays around a central plaza.
- An elevator in the center of the tower connects all three levels, and the
- Ground and Maintenance levels are additionally connected by two staircases
- newly installed in the floor of the central plaza.
- CENTRAL PLAZA
- The main meeting place for the town, the Central Forum surrounds the
- elevator on the Spaceport Level. It once held several gardens and a large
- water fountain, but these still need to be restored by the colonists.
- MAGICIAN'S OFFICE
- Residents: Player Character, Derraga
- An old security office suite on the Spaceport level, which stretches from
- the central hub to the outer rim of the wheel. However, most of the suite
- is in disrepair, and only the innermost rooms are available at first. The
- suite has been assigned to the player to serve as an office and apartment.
- MAGISTRATE'S OFFICE
- Residents: Seraphan, Pherra, Thyna
- The old administration office suite on the Spaceport level. Directly
- opposite the Magician's Office and built on a similar design plan, but is
- in much better condition. Contains the home of the Cathiz-Seraphan family
- as well as the colonial administration office.
- BARRACKS
- Residents: Senescal, Palatin, Cale, Sarragut, Garion
- Formerly Docking Bay 1, now converted into a barracks and armory for the
- Sarapis Colonial Garrison. Raised observation rooms have been converted
- into offices for Senescal and Palatin.
- MAINTENANCE OFFICE
- Residents: Betha, Davyr, Phelian
- Located next to the elevator on the Maintenance Level, the Maintenance
- Office consists of both the personal home of the Lamon-Arcadion family and
- Davyr Lamon's laboratory. Most of the Maintenance Level is in a state of
- disrepair, although it is considered safe.
- MEDICAL OFFICE
- Residents: Doctor Menes
- Formerly Docking Bay 3. The damage to this docking bay was more severe than
- to the others, and only a few observation rooms are considered safe. Doctor
- Menes runs his clinic here.
- HYDROPONICS A
- Residents: Tethys
- Formerly Docking Bay 2, now converted to a hydroponics bay. Hydroponics A
- faces west and so gets more sunlight during the evenings. Tethys herself
- lives in an old observation room.
- HYDROPONICS B
- Residents: Sethys
- Formerly Docking Bay 5, now converted to a hydroponics bay. Hydroponics B
- faces east and so gets more sunlight during the mornings. Tethys herself
- lives in an old observation room.
- BAR
- Residents: Palis, Maros, Sedra, Jala
- Formerly Docking Bay 4, now converted to the Corrana-Taryon family's bar
- and the main social gathering place for the colony. The bar sits on the
- floor of the docking bay, while the family lives in the old observation
- rooms. They also let out some of the observation rooms to rent.
- SHRINE
- Residents: Avren
- A small shrine set up for the Imperial Creed on the Maintenance Level, next
- to the Maintenance Office. Avren doesn't consider it appropriate for his
- station, and he's arguably right. Could definitely use some improvement.
- DOCKING BAY 6
- Residents: Arkes
- The docking bay that's still in use. Usually monitored by one of the
- soldiers. Arkes, the colony's regular resupply officer, can usually be
- found on his ship here.
- PERIMETER GARRISON
- Residents: Sani, Dax
- Located in the old security office on the ground floor of the spaceport,
- the perimeter garrison is the home of Sani and Dax, who are responsible
- for protecting the colony from threats in the rest of the city.
- COMMERCIAL DISTRICT
- Once the heart of Saralis City, now a ruined wasteland. The Commerical District
- surrounds the Spaceport, and is the best-explored area of the City, with many
- of its streets now safely cleared of ether mist. Because it is well-explored,
- it is relatively safe (with only a few weaker enemies) but is also mostly
- stripped bare of useful salvage. It acts as a hub area for the city.
- INDUSTRIAL DISTRICT
- Located to the south of the Commercial District, the Industrial District is
- a dangerous area that was once the site of Saralis City's most critical
- infrastructure, including its main power plant. This area is covered primarily
- in blue ether mist that leaked from the power reactors during their meltdown,
- and as such is swarming with djinn and mutants. The player must also use
- ether collection coils to drain the area of its ether so that it can be
- explored safely.
- SARALIS CITY POWER PLANT
- The player must find a way to repair and reactivate the power planet in
- order to provide additional power for the Spaceport and fully reactivate
- it. The reactor is still openly leaking and blue ether concentrations are
- highest here.
- LAKE NEDIA
- Once a well-appointed rural region north of Saralis City, Lake Nedia is now
- divided in two - the voracious, green-ether choked jungle of the shores, and
- the haunted manors in the highlands. The former contains many dryads hoping
- to assimilate any unwary travelers, while the latter is still haunted by the
- Ghosts of the slain.
- SARALIS CITY WATERWORKS
- The player must restore the Waterworks so that fresh water can be brought
- in cheaply to the Colony. The Waterworks is covered in magical foliage
- and infested with dryads and green-ether creatures.
- MILITARY DISTRICT
- Located west of the Commercial District, the Military District grew around
- the old Imperial Army base at Fort Varragon. This area is choked with
- unusually thick red ether, and is infested with furies and trolls. There
- are also numerous signs of the battle in which the city fell.
- FORT VARRAGON
- The old Imperial Army base in Saralis City, Fort Varragon is at the center
- of the red ether mist in this district. However, it must be reclaimed in
- order to salvage
- PALACE DISTRICT
- Absolutely DRENCHED in black ether, the Palace District is pretty much
- anathema to all life. It is haunted by malevolent and angry ghosts, and
- traveling in this area is extremely dangerous. This is where the Imperial
- Army made their last stand against Derraga, and presumably where the Sorcerer-
- King was slain, and the ghosts of those soldiers still haunt the streets
- amidst the burnt-out hulls of shattered tanks and golems. It is located
- east of the Commercial District.
- ROYAL PALACE
- Once the capital of the Theme of Saralis, now a shattered ruin. Reclaiming
- the Palace is the Colony's overall mission, and it contains great wealth,
- guarded by the ghosts of the former royal family.
- UNIVERSITY DISTRICT
- Located east of the Palace District, the University District is unique in that
- it has ALREADY been cleansed of ether - just not by the Imperials. Sakris, a
- would-be Sorcerer-King, has secretly set up shop in the ruins of the old
- Magician's Academy, and his war-slaves and conjurations are attempting to
- quietly reclaim the district for him, in preparation for an assault on the
- Colony.
- MAGICIAN'S ACADEMY
- The site of Sakris's hidden base, the Magicians' Academy is also highly
- valuable due to its treasure trove of old sigil-crafting knowledge and
- ether stores. Derraga himself is secured in an incubation chamber on
- the bottommost floor.
- HMS HAMMER OF THE WITCHES
- Inquisitor Dren's flagship, holding position over Saralis, the Hammer of the
- Witches is nominally there to protect the colony. In fact, Dren is attempting
- to recover whatever remains of Project Phoenix, by force if necessary, and so
- the player will eventually be forced to either surrender Derraga to her, or
- confront her aboard the ship.
- MAGIC
- The player's primary mission, as an Imperial Magician, is to craft
- Sigils for the people of Ardalane. When crafting a sigil, the player
- must select the correct color of ether and draw the correct symbol.
- They must also choose how much ether to put into the sigil - the more
- ether, the more powerful the sigil's effects.
- ETHER
- Ether is a resource that comes in six colors - white, black, red, gold,
- blue, and green. The player naturally generates some ether in every color
- each game day, but can generate more in specific colors through specific
- actions, and can occasionally find or buy crystallized or liquid ether.
- WHITE ether is generated when other characters are happy or hopeful.
- It can be generated as a quest reward or based on high town morale.
- BLACK ether is generated when other characters are sad or in despair.
- It can be generated as a quest reward or based on low town morale.
- GOLD ether is generated when the player or other characters are
- caring and compassionate. It can be generated as a quest reward, or
- by refusing payment for services.
- RED ether is generated when the player or other characters are angry
- or hateful. It can be generated as a quest reward, by engaging in
- combat, or by demanding overpayment for services.
- BLUE ether is generated slowly over time when the player is engaged in
- some activity.
- GREEN ether is generated slowly over time when the player is idle or
- simply walking around.
- SIGILS
- WHITE
- BLACK
- SIGIL OF FEAR
- The Sigil of Fear instills a deep and unremitting terror in
- the character on whom it is placed. As long as the ether in the
- Sigil is greater than the target's Willpower, they will be
- forced to flee in the safest-seeming direction. If no direction
- seems safe, they will assume the fetal position. The Sigil of Fear
- constantly drains ether as long as it is active, and will fizzle
- once the ether drops below the target's Willpower.
- The Sigil of Fear can also be placed on a weapon. Using a weapon
- with the Sigil of Fear will apply the sigil to anything the weapon
- is used on.
- Police and adventurers often want to have weapons marked with the
- Sigil of Fear, and characters may request to have the spell cast on
- their rivals, or occasionally on themselves if there have't been
- any good horror holos lately.
- GOLD
- SIGIL OF UNDERSTANDING
- One of the most basic sigils, the Sigil of Understanding allows
- those it is cast on to speak a variety of languages. Putting
- additional ether into the Sigil will cause its effect to last
- longer, and will also unlock additional effects as thresholds
- are passed:
- Basic: Can speak foreign languages.
- First Threshold: Can read foreign languages.
- Second Threshold: Can communicate with Ghosts.
- Third Threshold: Can communicate with animals.
- Fourth Threshold: Can read minds.
- The Sigil of Understanding can be cast on an accessory. When the
- accessory is worn and activated, the Understanding effect will
- be applied to the wearer until the accessory is removed or
- deactivated. Earrings have a natural bonus to Sigil of Understanding
- ether consumption efficiency.
- The Sigil of Understanding will often be requested by off-world
- visitors, or by townsfolk who have business off-world. It is also
- frequently useful for the player to talk to off-world visitors, solve
- puzzles, or gain additional information.
- SIGIL OF HEALING
- The Sigil of Healing will gradually heal the wounds of any organic
- creature it is cast on. The amount of ether placed into a Sigil of
- Healing determines how much health will be healed, and how quickly.
- If the target is fully healed, the spell will fizzle, and any
- excess ether will be lost.
- This sigil can be cast on an accessory. When the accessory is worn
- and activated, the Healing effect will be applied to the wearer
- until the accessory is removed or deactivated, or they are fully
- healed.
- The Sigil of Healing will often be requested by characters in need
- of medical attention.
- SIGIL OF PROTECTION
- This sigil will reduce incoming damage. The amount of ether in the
- sigil determines the amount of damage reduction. A small amount of
- ether is also drained whenever damage is reduced.
- The Sigil of Protection can be cast on weapons, armor, accessories,
- or vehicles. It has slightly different effects on each:
- - Weapons: Do not lose durability. However, on a melee weapon,
- the Sigil will reduce the weapon's own damage.
- - Armor and Accessories: Apply the standard Protection effect
- as long as they are worn.
- - Vehicles: Applies the standard Protection effect to the vehicle.
- Sigils of Protection are frequently requested by characters who believe
- they are likely to be in danger in the near future.
- RED
- BLUE
- GREEN
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