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  1. CHARACTERS
  2. COLONISTS
  3. GOVERNMENT
  4. Raxes Seraphan
  5. Imperial Magistrate of Saralis
  6. Male
  7. appr. 45 Years Old
  8. The political leader of the Colony, appointed by the Princess of
  9. Phenax. Sixty years old. Is a very by-the-book Imperial bureaucrat
  10. whose goal is to improve the colony's economy in the most efficient
  11. manner possible. Means well, but is often prideful and stubborn.
  12. Frequently butts heads with the Captain.
  13. Pherra Cathiz
  14. Female
  15. appr. 45 Years Old
  16. Magistrate Seraphan's wife. Friendly and good-hearted, and serves as
  17. the "face" of the government due to being much more diplomatic than
  18. Seraphan. Often serves as an advocate for the colonists. Is the most
  19. religiously devout colonist, and the most likely to be seen actually
  20. attending Avren's ministry. Shares Seraphan's distrust of the Army.
  21. Thyna Cathiz
  22. Female <3
  23. appr. 20 Years Old
  24. The Magistrate's daughter, and a potential love interest. Is
  25. being groomed to inherit leadership of the colony, but has very
  26. little patience for politics or economics and prefers adventuring,
  27. much to parents' chagrin. Secretly has a crush on Cale.
  28. Avren Zanos
  29. Priest, Imperial Creed, Saralis Ministry
  30. Male <3
  31. Appr. 20 Years Old
  32. A young and nervous priest of the Imperial Creed, assigned to the
  33. colony to see to their spiritual well-being. In addition to acting
  34. as minister, he also serves as personal aide to Magistrate Seraphan.
  35. Avren hails from Agrathera, and is uncomfortable living in the middle
  36. of a city of ruins, and so is seen as a snobbish outsider by most of
  37. the colony. In reality, he's mostly just bad at interacting with
  38. people. Avren's separation from the rest of the colony has cut him off
  39. from the Empire, and he is experiencing a crisis of faith. Potential
  40. love interest.
  41. MILITARY
  42. Mava Senescal
  43. Captain, Imperial Army, Saralis Colonial Garrison
  44. Female
  45. appr. 45 Years Old
  46. The commander of the Colony's military garrison. Appointed
  47. by the Imperial Army, and represents their stake in the mission.
  48. Forty years old and a former protege of the Bartender. Cares
  49. for their soldiers, but is also highly career minded, and wants
  50. to complete the reclamation of Seralis as quickly as possible.
  51. Frequently at odds with Magistrate Seraphan.
  52. Sarkath Palatin
  53. Subcaptain, Imperial Army, Saralis Colonial Garrison
  54. Male
  55. appr. 45 Years Old
  56. Captain Senescal's second-in-command and husband. Also 40 years old.
  57. Subcaptain Palatin is generally responsible for security and the
  58. defense of the Colony, and is less career-minded than the Captain,
  59. but is still an Army loyalist through and through.
  60. Cale Palatin
  61. Recruit, Imperial Army, Saralis Colonial Garrison
  62. Male <3
  63. appr. 20 Years Old
  64. Captain Senescal and Subcaptain Platine' son. A Recruit in the
  65. Imperial Army, serving under his parents' command. Much unlike his
  66. parents, has very little stomach for a fight, and desperately wants
  67. out of the Army as soon as possible. Has a natural genius for mechanics
  68. and tinkering. Secretly in love with Thyna. Best friends with Phelian
  69. and Zath. Potential love interest.
  70. Zath Sarragut
  71. Recruit, Imperial Army, Saralis Colonial Garrison
  72. Male
  73. 17 Years Old
  74. The rookie of the squad. A proud and upstanding patriot barely out of
  75. boot camp, with more enthusiasm than sense or competence. Has a very
  76. romantic notion of the military and wants to be a great Imperial hero.
  77. Younger than the player.
  78. Ophana Garion
  79. Specialist (Medicine), Imperial Army, Saralis Colonial Garrison
  80. Female <3
  81. appr. 20 Years Old
  82. The field medic attached to the military unit, and a potential love
  83. interest. Actually a former compatriot of the player's, having studied
  84. medical magic alongside them. Has a sunny and cheerful disposition, and
  85. a good natured rivalry with the Doctor. Is actually a Commonwealth spy,
  86. hailing from the breakway Principality of Artesin.
  87. Sani Hagal
  88. Specialist (Marksmanship), Imperial Army, Saralis Colonial Garrison
  89. Female <3
  90. appr. 20 Years Old
  91. Specialist Hagal hails from the ice world of Arakan, and grew up as a
  92. hunter before entering the Imperial Army. Recognized as a master
  93. sniper, she was promoted to Specialist, and is now assigned to the
  94. Saralis Colonial Garrison, where she works perimeter duty alongside
  95. Dax. Sani finds the environment on Saralis to be uncomfortable hot,
  96. and so tends to strip down to the bare essentials of her armor,
  97. although she still wears a camoflage cloak. She is quiet, serious,
  98. unmistakably professional, and has an enormous crush on Dax that
  99. anyone but him can see from five miles away. Potential love interest.
  100. Dax Caliphan
  101. Specialist (Heavy Weapons), Imperial Army, Saralis Colonial Garrison
  102. Male <3
  103. appr. 20 Years Old
  104. A hotshot young Imperial soldier from Athos, Dax is a fan of things
  105. that fly, go fast, or explode, and quickly made a name for himself as
  106. a heavy weapons expert. He is currently assigned to perimeter duty
  107. alongside Somi, a job he finds incredibly dull when he could be out
  108. shooting things.
  109. CIVILIAN
  110. Jala Telenon
  111. Archeologist, University of Agrathera
  112. Female
  113. appr. 30 Years Old
  114. A young archeologist dispatched by the University of Agrathera to
  115. assist with the reclamation of Saralis. She is absent-minded, easily
  116. distracted, and fond of long, boring speeches, but also quite
  117. knowledgable. In reality, she is actually the daughter of Doctor
  118. Saran Dalagenos, the head researcher on Project Phoenix, and
  119. secretly intends to fulfill her father's last request - see the
  120. remnants of his research destroyed, rather than allow them to
  121. fall into the hands of the Imperial Inquisition.
  122. Phelian Menes
  123. Doctor, Saralis Colony Clinic
  124. Male
  125. appr. 80 Years Old
  126. Doctor Menes is a retired Imperial Magician who specialized in etheric
  127. healing, and has also studied conventional medicine, making him a
  128. well-rounded healer, and the face the Colony turns to. He is rather
  129. crotchety in his old age, openly complaining about the flaws of each
  130. and every Colonist, but can always be reliably counted on for
  131. treatment. He has a special distaste for the Medic, considering the
  132. idea of a military doctor to be an oxymoron.
  133. Betha Arcadion
  134. Nurse Saralis Colony Clinic
  135. Female
  136. appr. 50 Years Old
  137. Doctor Menes's long-suffering oldest daughter, who almost spends more
  138. time caring for her father than she does caring for the patients. Betha
  139. has long grown accustomed to her father's rants, and tends to provide
  140. a quiet translation afterward to shocked patients. She is also a
  141. skilled conventional medic in her own right, and hopes to one day
  142. succeed her father's practice. She is married to Davyr, and is the
  143. mother of Tethys, Sethys, and Phelian. She does not approve of ANY of
  144. their career choices.
  145. Davyr Lamon
  146. Chief Engineer, Saralis Maintenance Service
  147. Male
  148. appr. 50 Years Old
  149. The Saralis Colony's chief engineer is a man barely visible behind an
  150. engineer's smock and pair of thick goggles. A master of conventional
  151. machinery, he has a snobbish distaste for magitechnology, refusing to
  152. use etheric techniques whenever a conventional workaround is available,
  153. and distrusting Imperial Magicians. This includes both the player and
  154. his own father-in-law, Doctor Menes. His three children with Betha have
  155. all followed him into engineering. Also a huge nerd, obviously.
  156. Phelian Lamon
  157. Male <3
  158. appr. 20 Years Old
  159. The only son of Betha and Davyr. Is training to succeed his father as
  160. the colony's chief engineer. Much like his father, absolutely loves
  161. machinery. Unlike his father, is (secretly) interested in etheric
  162. technology as well. Has a bit more social skills than his father, but
  163. will break down completely at the sight of a
  164. Tethys Arcadion
  165. Hydroponics Engineer, Saralis Maintenance Service
  166. Female
  167. appr. 20 Years Old
  168. Sethys Arcadion
  169. Hydroponics Engineer, Saralis Maintenance Service
  170. Female
  171. appr. 20 Years Old
  172. Palis Corrana
  173. Female
  174. appr. 60 Years Old
  175. Owns the town bar, where most characters gather after hours.
  176. A former military veteran, who served in the War of the
  177. Imperial Succession thirty years ago. Close friends with the
  178. subcaptain. Roughly 60 years old.
  179. Maros Taryon
  180. Male
  181. appr. 40 Years Old
  182. Spouse of the Bartender, roughly 40 years old. Quite attractive
  183. and flirtatious, although mostly just teasing the (much younger)
  184. player. Comes from the recently conquered planet of Seria Nor,
  185. and still has trouble acclimating to the much more straight-laced
  186. and disciplined Imperial culture, but does not hold much in the
  187. way of ill-will.
  188. Sedra Corrana
  189. Female <3
  190. appr. 20 Years Old
  191. Child of the Bartender and Entertainer. Potential love interest.
  192. Apprenticed to parents, but has a poor relationship with them
  193. (especially Bartender). Shuts themselves in a lot. Is secretly
  194. fascinated with the forbidden Serian magical tradition, having
  195. learned about it from Entertainer's sibling.
  196. Arkes Zerrigal
  197. Male
  198. A Thelian spacer in the Imperial Merchant Marine who supplies the
  199. Seralis Colony with off-world goods. Friendly by nature, but
  200. frequently on edge around humans due to discrimination. Active
  201. in the Thelian rights movement. Roughly 30 years old.
  202. OTHER
  203. Derraga
  204. Apprentice Magician
  205. Male
  206. 10 Years Old. Probably. Sort of. It's complicated.
  207. Derraga should not be confused with his namesake, the legendary
  208. Sorcerer-King who laid waste to Saralis fifty years ago and put the
  209. planet in its current state. Unless he should be, because it's
  210. actually really unclear. Derraga is the product of Project Phoenix,
  211. an etherics project that was under way on Saralis to try to determine
  212. if a sorcerer could be reformed through an ether-based "regeneration,"
  213. while still keeping their raw etheric talent.
  214.  
  215. The project was considered heretical by the Inquisition, but its head,
  216. Doctor Saran Dalagenos, went ahead with it anyway. The Inquisition
  217. attempted to stop Dalagenos by luring Derraga to Saralis. This
  218. appropriately resulted in Dalagenos's demise, but not before he was
  219. able to subject Derraga to his experiment.
  220.  
  221. Derraga was physically transformed into a newborn child, who was placed
  222. by Dalagenos into an incubation chamber just prior to his own death.
  223. The new "Derraga" now possesses none of his former memories or
  224. personality, instead being a carefree young boy, but still possesses an
  225. immense well of untapped magical power.
  226.  
  227. After being freed from his incubation chamber, Derraga essentially
  228. imprints on the player, effectively becoming their foster son and a
  229. wellspring of endless drama.
  230. NON-COLONISTS
  231. IMPERIALS
  232. Piras Dren
  233. Inquisitor, Imperial Magic Service
  234. Female
  235. appr. 70 Years Old
  236. SORCERERS
  237. Sakris
  238. Sorcerer-King
  239. Male
  240. appr. 230 Years Old
  241. LOCATIONS
  242. SARALIS CITY SPACEPORT
  243. This tower was one the primary spaceport of Saralis City. Now it is the site
  244. of the colony and the center of the reclamation effort. The spaceport consists
  245. of three levels:
  246. - Ground Level, containing the main entrance and old security offices.
  247. - Maintenance Level, containing most of the internal machinery.
  248. - Spaceport Level, a wheel of docking bays around a central plaza.
  249. An elevator in the center of the tower connects all three levels, and the
  250. Ground and Maintenance levels are additionally connected by two staircases
  251. newly installed in the floor of the central plaza.
  252.  
  253. CENTRAL PLAZA
  254. The main meeting place for the town, the Central Forum surrounds the
  255. elevator on the Spaceport Level. It once held several gardens and a large
  256. water fountain, but these still need to be restored by the colonists.
  257. MAGICIAN'S OFFICE
  258. Residents: Player Character, Derraga
  259. An old security office suite on the Spaceport level, which stretches from
  260. the central hub to the outer rim of the wheel. However, most of the suite
  261. is in disrepair, and only the innermost rooms are available at first. The
  262. suite has been assigned to the player to serve as an office and apartment.
  263. MAGISTRATE'S OFFICE
  264. Residents: Seraphan, Pherra, Thyna
  265. The old administration office suite on the Spaceport level. Directly
  266. opposite the Magician's Office and built on a similar design plan, but is
  267. in much better condition. Contains the home of the Cathiz-Seraphan family
  268. as well as the colonial administration office.
  269. BARRACKS
  270. Residents: Senescal, Palatin, Cale, Sarragut, Garion
  271. Formerly Docking Bay 1, now converted into a barracks and armory for the
  272. Sarapis Colonial Garrison. Raised observation rooms have been converted
  273. into offices for Senescal and Palatin.
  274. MAINTENANCE OFFICE
  275. Residents: Betha, Davyr, Phelian
  276. Located next to the elevator on the Maintenance Level, the Maintenance
  277. Office consists of both the personal home of the Lamon-Arcadion family and
  278. Davyr Lamon's laboratory. Most of the Maintenance Level is in a state of
  279. disrepair, although it is considered safe.
  280. MEDICAL OFFICE
  281. Residents: Doctor Menes
  282. Formerly Docking Bay 3. The damage to this docking bay was more severe than
  283. to the others, and only a few observation rooms are considered safe. Doctor
  284. Menes runs his clinic here.
  285. HYDROPONICS A
  286. Residents: Tethys
  287. Formerly Docking Bay 2, now converted to a hydroponics bay. Hydroponics A
  288. faces west and so gets more sunlight during the evenings. Tethys herself
  289. lives in an old observation room.
  290. HYDROPONICS B
  291. Residents: Sethys
  292. Formerly Docking Bay 5, now converted to a hydroponics bay. Hydroponics B
  293. faces east and so gets more sunlight during the mornings. Tethys herself
  294. lives in an old observation room.
  295. BAR
  296. Residents: Palis, Maros, Sedra, Jala
  297. Formerly Docking Bay 4, now converted to the Corrana-Taryon family's bar
  298. and the main social gathering place for the colony. The bar sits on the
  299. floor of the docking bay, while the family lives in the old observation
  300. rooms. They also let out some of the observation rooms to rent.
  301. SHRINE
  302. Residents: Avren
  303. A small shrine set up for the Imperial Creed on the Maintenance Level, next
  304. to the Maintenance Office. Avren doesn't consider it appropriate for his
  305. station, and he's arguably right. Could definitely use some improvement.
  306. DOCKING BAY 6
  307. Residents: Arkes
  308. The docking bay that's still in use. Usually monitored by one of the
  309. soldiers. Arkes, the colony's regular resupply officer, can usually be
  310. found on his ship here.
  311. PERIMETER GARRISON
  312. Residents: Sani, Dax
  313. Located in the old security office on the ground floor of the spaceport,
  314. the perimeter garrison is the home of Sani and Dax, who are responsible
  315. for protecting the colony from threats in the rest of the city.
  316.  
  317. COMMERCIAL DISTRICT
  318. Once the heart of Saralis City, now a ruined wasteland. The Commerical District
  319. surrounds the Spaceport, and is the best-explored area of the City, with many
  320. of its streets now safely cleared of ether mist. Because it is well-explored,
  321. it is relatively safe (with only a few weaker enemies) but is also mostly
  322. stripped bare of useful salvage. It acts as a hub area for the city.
  323.  
  324. INDUSTRIAL DISTRICT
  325. Located to the south of the Commercial District, the Industrial District is
  326. a dangerous area that was once the site of Saralis City's most critical
  327. infrastructure, including its main power plant. This area is covered primarily
  328. in blue ether mist that leaked from the power reactors during their meltdown,
  329. and as such is swarming with djinn and mutants. The player must also use
  330. ether collection coils to drain the area of its ether so that it can be
  331. explored safely.
  332.  
  333. SARALIS CITY POWER PLANT
  334. The player must find a way to repair and reactivate the power planet in
  335. order to provide additional power for the Spaceport and fully reactivate
  336. it. The reactor is still openly leaking and blue ether concentrations are
  337. highest here.
  338.  
  339. LAKE NEDIA
  340. Once a well-appointed rural region north of Saralis City, Lake Nedia is now
  341. divided in two - the voracious, green-ether choked jungle of the shores, and
  342. the haunted manors in the highlands. The former contains many dryads hoping
  343. to assimilate any unwary travelers, while the latter is still haunted by the
  344. Ghosts of the slain.
  345.  
  346. SARALIS CITY WATERWORKS
  347. The player must restore the Waterworks so that fresh water can be brought
  348. in cheaply to the Colony. The Waterworks is covered in magical foliage
  349. and infested with dryads and green-ether creatures.
  350.  
  351. MILITARY DISTRICT
  352. Located west of the Commercial District, the Military District grew around
  353. the old Imperial Army base at Fort Varragon. This area is choked with
  354. unusually thick red ether, and is infested with furies and trolls. There
  355. are also numerous signs of the battle in which the city fell.
  356.  
  357. FORT VARRAGON
  358. The old Imperial Army base in Saralis City, Fort Varragon is at the center
  359. of the red ether mist in this district. However, it must be reclaimed in
  360. order to salvage
  361.  
  362. PALACE DISTRICT
  363. Absolutely DRENCHED in black ether, the Palace District is pretty much
  364. anathema to all life. It is haunted by malevolent and angry ghosts, and
  365. traveling in this area is extremely dangerous. This is where the Imperial
  366. Army made their last stand against Derraga, and presumably where the Sorcerer-
  367. King was slain, and the ghosts of those soldiers still haunt the streets
  368. amidst the burnt-out hulls of shattered tanks and golems. It is located
  369. east of the Commercial District.
  370.  
  371. ROYAL PALACE
  372. Once the capital of the Theme of Saralis, now a shattered ruin. Reclaiming
  373. the Palace is the Colony's overall mission, and it contains great wealth,
  374. guarded by the ghosts of the former royal family.
  375.  
  376. UNIVERSITY DISTRICT
  377. Located east of the Palace District, the University District is unique in that
  378. it has ALREADY been cleansed of ether - just not by the Imperials. Sakris, a
  379. would-be Sorcerer-King, has secretly set up shop in the ruins of the old
  380. Magician's Academy, and his war-slaves and conjurations are attempting to
  381. quietly reclaim the district for him, in preparation for an assault on the
  382. Colony.
  383.  
  384. MAGICIAN'S ACADEMY
  385. The site of Sakris's hidden base, the Magicians' Academy is also highly
  386. valuable due to its treasure trove of old sigil-crafting knowledge and
  387. ether stores. Derraga himself is secured in an incubation chamber on
  388. the bottommost floor.
  389.  
  390. HMS HAMMER OF THE WITCHES
  391. Inquisitor Dren's flagship, holding position over Saralis, the Hammer of the
  392. Witches is nominally there to protect the colony. In fact, Dren is attempting
  393. to recover whatever remains of Project Phoenix, by force if necessary, and so
  394. the player will eventually be forced to either surrender Derraga to her, or
  395. confront her aboard the ship.
  396.  
  397. MAGIC
  398. The player's primary mission, as an Imperial Magician, is to craft
  399. Sigils for the people of Ardalane. When crafting a sigil, the player
  400. must select the correct color of ether and draw the correct symbol.
  401. They must also choose how much ether to put into the sigil - the more
  402. ether, the more powerful the sigil's effects.
  403.  
  404. ETHER
  405. Ether is a resource that comes in six colors - white, black, red, gold,
  406. blue, and green. The player naturally generates some ether in every color
  407. each game day, but can generate more in specific colors through specific
  408. actions, and can occasionally find or buy crystallized or liquid ether.
  409.  
  410. WHITE ether is generated when other characters are happy or hopeful.
  411. It can be generated as a quest reward or based on high town morale.
  412.  
  413. BLACK ether is generated when other characters are sad or in despair.
  414. It can be generated as a quest reward or based on low town morale.
  415.  
  416. GOLD ether is generated when the player or other characters are
  417. caring and compassionate. It can be generated as a quest reward, or
  418. by refusing payment for services.
  419.  
  420. RED ether is generated when the player or other characters are angry
  421. or hateful. It can be generated as a quest reward, by engaging in
  422. combat, or by demanding overpayment for services.
  423.  
  424. BLUE ether is generated slowly over time when the player is engaged in
  425. some activity.
  426.  
  427. GREEN ether is generated slowly over time when the player is idle or
  428. simply walking around.
  429.  
  430. SIGILS
  431. WHITE
  432. BLACK
  433. SIGIL OF FEAR
  434. The Sigil of Fear instills a deep and unremitting terror in
  435. the character on whom it is placed. As long as the ether in the
  436. Sigil is greater than the target's Willpower, they will be
  437. forced to flee in the safest-seeming direction. If no direction
  438. seems safe, they will assume the fetal position. The Sigil of Fear
  439. constantly drains ether as long as it is active, and will fizzle
  440. once the ether drops below the target's Willpower.
  441.  
  442. The Sigil of Fear can also be placed on a weapon. Using a weapon
  443. with the Sigil of Fear will apply the sigil to anything the weapon
  444. is used on.
  445.  
  446. Police and adventurers often want to have weapons marked with the
  447. Sigil of Fear, and characters may request to have the spell cast on
  448. their rivals, or occasionally on themselves if there have't been
  449. any good horror holos lately.
  450. GOLD
  451. SIGIL OF UNDERSTANDING
  452. One of the most basic sigils, the Sigil of Understanding allows
  453. those it is cast on to speak a variety of languages. Putting
  454. additional ether into the Sigil will cause its effect to last
  455. longer, and will also unlock additional effects as thresholds
  456. are passed:
  457.  
  458. Basic: Can speak foreign languages.
  459. First Threshold: Can read foreign languages.
  460. Second Threshold: Can communicate with Ghosts.
  461. Third Threshold: Can communicate with animals.
  462. Fourth Threshold: Can read minds.
  463.  
  464. The Sigil of Understanding can be cast on an accessory. When the
  465. accessory is worn and activated, the Understanding effect will
  466. be applied to the wearer until the accessory is removed or
  467. deactivated. Earrings have a natural bonus to Sigil of Understanding
  468. ether consumption efficiency.
  469.  
  470. The Sigil of Understanding will often be requested by off-world
  471. visitors, or by townsfolk who have business off-world. It is also
  472. frequently useful for the player to talk to off-world visitors, solve
  473. puzzles, or gain additional information.
  474. SIGIL OF HEALING
  475. The Sigil of Healing will gradually heal the wounds of any organic
  476. creature it is cast on. The amount of ether placed into a Sigil of
  477. Healing determines how much health will be healed, and how quickly.
  478. If the target is fully healed, the spell will fizzle, and any
  479. excess ether will be lost.
  480.  
  481. This sigil can be cast on an accessory. When the accessory is worn
  482. and activated, the Healing effect will be applied to the wearer
  483. until the accessory is removed or deactivated, or they are fully
  484. healed.
  485.  
  486. The Sigil of Healing will often be requested by characters in need
  487. of medical attention.
  488. SIGIL OF PROTECTION
  489. This sigil will reduce incoming damage. The amount of ether in the
  490. sigil determines the amount of damage reduction. A small amount of
  491. ether is also drained whenever damage is reduced.
  492.  
  493. The Sigil of Protection can be cast on weapons, armor, accessories,
  494. or vehicles. It has slightly different effects on each:
  495. - Weapons: Do not lose durability. However, on a melee weapon,
  496. the Sigil will reduce the weapon's own damage.
  497. - Armor and Accessories: Apply the standard Protection effect
  498. as long as they are worn.
  499. - Vehicles: Applies the standard Protection effect to the vehicle.
  500.  
  501. Sigils of Protection are frequently requested by characters who believe
  502. they are likely to be in danger in the near future.
  503. RED
  504. BLUE
  505. GREEN
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