Beta
Test Application
MONDAY, 17TH
OF OCTOBER 2005
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Ill Omens [Part 2]
MONDAY, 17TH OF OCTOBER 2005
| His
head pounding from the hours of questions,
arguments, and bureaucratic nonsense,
Qeirias Noll sat in a darkened alcove
within the Palace. He’d left the
company of Merced Armadin hours ago,
hoping to bring his message to the Five
Houses. He envied Merced a little, as
the Champion Master of the Quarterstone
Guard had merely to hand out orders
to the City Militia’s Watchmaster
Prime before heading into the Deadstorm
to speak with the Peacemaker Savant,
head of the Marksmen. Though the Marksmen
had always been elitist in Noll’s
eyes, he’d rather have headed
out to Silent Child than faced the conferences
here in the Palace. |
He should have expected
the reactions he received. Scorn, disbelief,
and even outright anger had greeted him.
He’d been called an old fool (though
he didn’t feel that old, some of these
houses had rather frighteningly young leadership)
by a lithe Torque swordsman. He’d
been greeted with condescending looks from
a rather pretty scion of Maul. And even
from his Runite brethren it felt as though
they’d been more embarrassed than
interested in one of their own bearing these
tidings. All in all, Noll felt as though
he was the proverbial messenger waiting
for the dagger in the sleeve.
“Tlykarxu take them,”
Noll cursed softly. He had tried to remain
patient, listening to the insults as they
spilled out. Some had been subtle, others
blatant, but it had gone too far when the
idiot from Shroud had suggested that perhaps
it was better if he should “disappear”
while the matter was considered. Considering
the High House of Leaves usually employed
a Dead Hand when they wanted a “disappearance”
(and that it was often permanent) he had
lost his temper completely, and only the
intervention of the Guards had spared the
pale, wily Shroud member from a rather final
“disappearance” courtesy of
Noll’s own axe.
Actually, he felt blessed
to not be in prison at this point, or even
facing the justice of his House . . . or
worse, that of Shroud. Instead, Noll had
been relieved of his weapon, and shuffled
off into this waiting room. The light of
the Deadstorm was growing outside, let into
Quarterstone through the focal apertures.
He could hear a bit more of the city in
the distance as the citizens awoke and began
a new day. For a moment he wished he’d
not bothered to share the experiences of
his Ancestral Quest, and he even thought
about how nice it would have been to simply
gone looking for that youngster he’d
met and ask after their first experience
with the Oracle. But Duty was something
he’d never been able to shirk, so
here he was.
The soft sound of footsteps
caused Noll to tense and reach for the axe
which he no longer carried. Standing quickly,
he moved as far backwards into the alcove
as his bulky frame would allow. If it was
an assassin they’d sent, he’d
make sure that this old warrior wouldn’t
go easily. The tapestry opened revealing
no armed Dead Hand, but rather a relatively
young woman bearing a scroll. She smiled
disarmingly at Noll, and offered the parchment
to him without a word.
Taking the message, he
began to read, while keeping an eye on the
messenger herself as a matter of prudence.
Within a moment his attention was drawn
completely from the woman. Though there
was still a tone of disbelief, the Five
Houses had unanimously agreed to increase
the speed of House Initiations. Not only
that, but word had come from the Militia
and Marksmen that preparations were being
made for a state of war. A chill ran down
Noll’s spine. What if he’d been
wrong about what his Quest had meant? Would
this episode in the Enclave’s history
come to be known as Noll’s Folly?
The soft noise of the
tapestry being fully opened broke into his
momentary angst. The messenger gestured
for him to follow her. Her Maulite House
insignia was now visible in the fall of
light from the lanterns and windows in the
next room. “If you would be so kind
as to come with me, Qeirias Noll,”
she said in a melodic voice. “Many
of your brethren remember you with honor
still.” She smiled warmly and laughed.
“My father has missed you these years,
and I can still remember when you visited
our house. Many of us are overjoyed to find
you returned to Quarterstone.”
Noll shook off the last
remnants of his doubts. Following the young
woman towards the Maul quarters, he couldn’t
help but smile in anticipation of another
challenge. If war was to come, he’d
be there once again. And at his side he’d
have that youngster from the Razor Eel attack.
That one and many others. He would teach
them as his elders had, and there would
be no second Tlykarxu, there would be no
Noll’s Folly. Qeirias Noll would welcome
the young, and the Enclave of the Five Sacrifices
would face its enemies together with the
strength of human and daevi.
MEN AND WOMEN WANTED for
Perilous Duty. Unpaid, harrowing delays,
long months of grueling work, chance of
setbacks extreme. Glory and fame upon success.
– Qeirias Noll
Ill Omens [Part 1]
Later that day within
the confines of the headquarters of the
Quarterstone Guard a routine meeting droned
on. Periodic reports from each of the Guard
Captains were covered briefly. The readiness
evaluations for different posts and rounds
had been discussed. Dozens of other minor
details were busy finding their place in
the final hour of this weekly gathering,
all under the watchful eye and keen ear
of the Champion Master. Halfway through
a thoroughly bureaucratic report regarding
the potential rearrangement of arms caches
around Quarterstone, the Master’s
aide Jarras Gillen entered the chamber and
handed a note to the man seated at the head
of the table.
For a man accustomed to
the burdens of command, Merced Armadin seemed
to pause an unnaturally long period of time
after reading the note handed to him. This
unusual pause caused a slight mutter amongst
the Captains gathered in the council chambers.
The week had been quiet in Quarterstone,
and his reaction seemed to offer the promise
(or perhaps threat) that this was about
to change. The Champion Master of the Quarterstone
Guard for once took no apparent notice of
this breach of discipline. Finally, when
the volume of the muttering had raised enough
to almost become tangible, he lifted his
head to look at those assembled. The unmistakable
steely glint in his gaze was enough to silence
them all within moments.
“I am sorry for
the interruption,” Armadin said, his
voice betraying only a slight tension. “I’m
afraid the rest of the open matters must
be discussed at a later time,” he
continued. “You are all to return
to your posts immediately. I want all your
watch sections drilled and full inspections
conducted over the coming days. We will
reconvene tomorrow.” Seeing the obvious
confusion on the faces of his officers,
Armadin felt a touch of uncertainty, though
he quickly mustered the will to bark out
a short “Dismissed!”
Making their way outside
in an orderly fashion, the whispers which
threatened to resume were cautiously suppressed
by the Captains. Though these events were
strange, none amongst them wished to test
the patience of the Champion Master. As
the last of the men departed, Armadin called
for his aide. Within a few seconds, Jarras
strode purposefully into the room. Politely
he stopped a couple of meters away from
the council table and asked, “My Lord?”
“Please send my
‘visitor’ in, Jarras,”
the warrior requested. “I’d
like to know what’s so important.”
Nodding quickly, the man moved back to the
doors and returned to the neighboring waiting
room. Armadin stood and paced towards the
hearth at the opposite end of the great
table, lost in thought. The noise of the
doors being swept closed brought him out
of his reverie. He turned at once, but instead
of an agent bearing news of Pale activity
or Brotherhood raids, he came face to face
with a ghost from the past.
“Qeirias Noll,”
he breathed. “You’ve returned
to Quarterstone at last, and reports of
your death have been greatly exaggerated.”
Shaking his head, the Champion Master faced
his predecessor and continued, “I’d
thought you had at least gone off to become
a Hermit in Mount of Heroes. And here you
are in my Council Chambers using priority
codes only known to the highest agents of
the Enclave . . . or former Champion Masters.”
Armadin glared at the powerful man who had
once called these chambers his.
Noll returned the gaze
with impassiveness that could only be but
a facade. “You know as well as I do
that nothing could have brought me to these
chambers again unless it was of great import,
Merced.” Noll stared beyond the other
man into the fire then shook himself, as
if waking from a bad dream. “I have
come from the Oracle Temple. I sought understanding
and answers.”
“Then you’ve
obviously grasped what the Oracle has been
asking of us for years, Qeirias,”
sneered Armadin. “But what possessed
you to come here of all places to share
your return to the fold?”
Noll’s face flickered
at the insult, but he continued, “I
may not have been in Quarterstone, but I’ve
also not been idle these years.” Armadin
raised an eyebrow at this, but the former
Champion Master ignored it. “As to
the why of my return, I’ll answer
it with a question: when was the last time
you undertook an Ancestral Quest?”
“Though it hardly
matters to you, I undertake quests at least
once each month. My last was but a few days
past. Why is that important?”
Noll nodded, pausing nearly
long enough for Armadin to consider walking
over and physically prodding him. “You
are not the first I visited. I have spoken
to fellow Runites about this. None of them
had any answer which satisfies me.”
He shuddered and then stared directly into
his replacement’s eyes. ”The
Oracle showed me a Shard in the Deadstorm
Spell.”
“What? You said
the-“
“I said the Oracle
showed me a Shard, in the Storm. After the
destruction of the Ancestor World,”
said Noll in a flat, even tone. “I
undertook battles with foes we once fought
together, not with the Demon Armies. I saw
the recent past, or for all I know the present
or even the future!”
Merced Armadin stood speechless
for a moment before managing to mutter,
“That’s not possible . . .”
“Oh it is,”
Noll disagreed. “I’d of course
agree with you except for the fact that
it happened to me.”
“So what does it
mean?”
“Whatever it means,
we’re going to need help . . . ,”
mused Noll.
Armadin motioned to Noll,
and the two sat together, their old rivalries
nearly forgotten. Many hours later they
parted, each attending to different duties.
One thing was clear: the help they sought
would need to come soon, and it would need
to come from the young citizens of the Enclave.
[The conclusion of
Ill Omens is coming 17 Oct 2006]
The
Chronicles of Spellborn : Jesper Kyd: Composer
Date : Oct 10, 2005
Author : Jon Wood
The composer for The Chronicles
of Spellborn is named Jesper Kyd. Kyd is
a Danish-born composer who has previous
experience working in both video games and
films. Recently, The Chronicles of Spellborn?s
official website posted an interview with
their music-man.
1. Can you tell us how
you got involved in the MMORPG The Chronicles
of Spellborn?
I was contacted by the
developers of Spellborn about a new, highly
crafted game they were working on. They
sent me over some details and after reading
through this material, it was obvious that
these guys were working on something very
special. I loved the idea, story and the
extremely ambitious game mechanics. I knew
I wanted to be a part of this team and the
massive effort that has been put into this
extraordinary game.
2. How did the selection
period go; what was this procedure like?
There were 5 other composers
pitching for the project, which Spellborn
had approached. After receiving game materials
we were asked to collate some music that
might fit and send it over.
After listening
to the music submissions, 2 composers were
asked to write some custom demo tracks for
the game. Following more discussion with
Spellborn?s Matthew Florianz, I had a good
idea of what kind of approach and music
style would fit the world. I was especially
excited by the creative encouragement I
got from the team and their willingness
to go beyond generic music styles. Creative
freedom is not something which happens that
often in video games or film soundtracks,
but when it does happen I take it and run
with it ;)
Developer Journal
"Opportunity"
I attack you and
hit for 22 damage. You attack me and hit
for 17 damage. I attack you and miss. You
attack me and critically hit for 34 damage.
I attack you…
Does the above exchange
sound familiar? It probably does, because
that’s the way combat works in just
about every MMORPG on the market today.
In reality, combat is a complex dance of
subtle maneuvers, split-second perceptions,
and exploiting opportunities, which is why
most RPG battles seem so sterile and monotonous
by contrast. It’s tough to get excited
about a match of dueling calculators, but
one of the things The Chronicle is attempting
to do is add a new dimension to RPG style
combat, putting more emphasis on strategy
and timing than just clicking auto attack
to find out who has the best damage per
second and hit points.
The image most people
conjure up when speaking of real-time tactics
is first person shooter, or “twitch”
based combat, which relies entirely on the
skill of the player, not the character.
To clarify, The Chronicle will still be
largely dependant on character skill, but
certain edges in combat will be available
to those who understand how to use the opportunity
system, detailed below. What we’re
aiming for is the first effective hybrid
of RPG (character skill) and FPS (player
skill) combat.
In the heat of battle,
certain situations arise in which an opportunity
for one character to exploit a temporary
weakness or distraction of another character
to produce various effects. Unlike the combo
point system common to several other games
(most notably Diablo 2 and World of Warcraft)
in which one character builds up an amount
of personal potential to cause greater damage
to another, the opportunity system is a
function of the defender, not the attacker.
As such, once an opportunity arises, anyone
may take advantage of it. A visual queue
appears on or around the character afflicted
with the opportunity, visible to all except
the subject character.
 |
Furthermore, any type
of character will be able to exploit opportunities,
not just a specific “rogue”
or “assassin” class (mostly
because The Chronicle is not crippled by
a class system) and not just characters
with certain, special skills. Engaging a
character with a regular attack that is
currently exposed by an opportunity will
result in a slightly better chance of hitting,
better odds of scoring a critical hit, and
a noticeable amount of bonus damage. Basically,
anyone can use an opportunity up to get
in one big hit. But those are just the commonplace
exploitations of opportunities.
Characters with the proper
skills and abilities, however, will be able
to put opportunities to much more effective
uses. A skilled duelist would immediately
recognize the opportunity as a chance to
disarm his or her opponent, while a martial
arts master would use the momentary distraction
to perform a tripping maneuver. A precision
archer who sees an opportunity would take
the chance to employ one of his or her special
attacks, knowing that the resulting effect
is greatly enhanced if it activates in time.
While normally unable to achieve concealment
during a fight, someone with the proper
skills could use an opportunity to escape
the situation by engaging their stealth
ability.
 |
While further uses of
opportunities are quite obvious given the
above examples, what exactly causes an opportunity
is what really illustrates how dynamic combat
will be in The Chronicle. Anytime a character
critically hits another character, an opportunity
arises on the defender, but anytime a character
critically misses, an opportunity appears
on the attacker. Since combat is often unpredictable,
there will also be rare, randomly assigned
opportunities, but they will be more frequent
on characters with poor ratings in the attributes
that govern opportunities, mainly coordination
(more widely known by its synonym dexterity).
Random opportunities will also be caused
by environmental effects, such as bad weather
or unstable surfaces, like the deck of a
ship on a rolling sea. Not surprisingly,
intoxication will also be a factor.
Multiple opportunities
do not stack in terms of the number of times
they may be exploited, so once anyone uses
the opportunity, no matter who caused it
or how, it is resolved. They do stack in
terms of time the opportunity is available,
though, so that several characters could
continue provoking opportunities in a single
target until an ally is able to unleash
the proper exploitation. While a random
opportunity or minor skill that produces
them might only last a second or two, it’s
entirely feasible that multiple applications
could have one character exposed by an opportunity
for much longer, at least until someone
chose to exploit it. Some actions a character
takes can invoke persistent opportunities,
such as running, picking a lock, or opening
a chest. In these situations, the opportunity
exists as long as the action is being taken.
Those are just the starters,
the regular means by which opportunities
come around. Some characters will have access
to skills and abilities that can conjure
up opportunities in other characters, things
like taunts, vision obscuring spells, tricky
maneuvers, and attacks designed to unbalance
a foe instead of causing damage. Additionally,
there will be at least a few tactics that
allow one character to feign an opportunity,
but when the attacker attempts to exploit
it, that attacker instead becomes the subject
of a real opportunity. An important thing
to remember is that every attack in The
Chronicle has an equally effective defense,
ensuring that no single ability emerges
as the super attack that everyone has because
no one can defend against. Skills will be
available that allow characters to avoid
or resist having opportunities themselves,
as well as tactical skills that allow talented
commanders to reduce or negate opportunities
in those they lead.
 |
Perhaps one of the most
appealing parts of the opportunity system,
from a game design perspective, is the relief
it gives the game mechanics from the “stun
paradigm,” or the situation all games
inevitably face when the player base realizes
that stun effects are much more powerful
than damage effects. The ability to completely
incapacitate your target, even if only for
a second or two, is incredibly powerful,
especially in player vs. player combat,
yet game developers of the past never seem
to discover the discrepancy until long after
release. An attack that causes 1 damage,
but stuns the target for 3 seconds and can
be used every 3 seconds is infinitely more
powerful than an attack that does 1,000,000
damage every 3 seconds. When we say the
opportunity system provides relief to the
stun effect, what we mean is that we can
design an enormous amount of abilities that
cause, prevent, or exploit opportunities
in clever, effective ways without always
having to levy a frustrating few seconds
of complete incapacitation on the target.
The Chronicle will still have attacks and
spells that stun targets, but with opportunities
handling most of the more subtle combat
situations, stun effects can be saved for
more powerful actions, where they belong.
|
Creating the world
of The Chronicles of Spellborn
Any role-playing
game needs a lot of written content.
There’s a whole world to create,
characters, races, a conflict that
drives the story, many hundreds of
small scenarios and descriptions.
The requirements of an MMORPG in this
area are vast. Not only must there
be written content to present to the
players of the game, but there must
also be enough background story for
the development team itself to base
their designs and creations on. There
must be a main line to the structure
of the world, a story axis so to speak. |
The lead writer on the
project, and the creator of The Chronicles
of Spellborn setting and its story, is Jesse
America. Jesse, having 5 years of experience
in the games industry (and having been a
paper & pencil rpg GM for over 15 years),
has worked as Art Director for Khaeon Games
for the past few years. He has written and
produced 2d and 3d art for several games,
rpg products and an occasional indy comic
book. He has worked on Traveller the RPG
and In Nomine the RPG for Steve Jackson
Games, Underworld the RPG for Synister Creative
Systems and a number of PC Game titles.
"…in order
to create a world that would fit in with
our unique vision of a fresh approach to
the Fantasy MMORPG genre, I had to think
hard on what that would mean for the setting
we needed. It definitely couldn’t
be the typical vanilla fantasy world people
have become accustomed to in this genre:
the one with elves, dwarves, unicorns and
evil rings of power.
On the other hand, radical
experiments with the Fantasy genre rarely
work out. Substituting pointy eared humanoids
with a weird name for Elves (thereby remaining
what they obviously are), or freakish creations
that no one warms to, wouldn’t be
the answer." says Jesse. ‘Ultimately
I was inspired by something I read about
fairy tales with happy endings: that they
are just stories that haven’t been
finished yet."
So The Chronicles of Spellborn
start after the conflict most fantasy stories
end with: the final battle between the forces
of good and evil. The forces of good have
overcome and destroyed their evil adversary
and the world is left in the hands of the
(human) survivors.
"The idea of a shattered
world, separated by the Deadspell Storm,
in which a small enclave of survivors tries
to rebuild its society on the ruins of an
‘Ancestor World’, was an image
that stuck with the development team."
says Jesse. "But my approach was not
to create a fantasy version of Mad Max,
but to present the player with a recognizable
setting in which certain things work and
look differently without alienating our
audience.
I wanted to convey a fairytale
sense of wonder and sadness, which can be
found in movies like ‘The Dark Crystal’
or ‘Labyrinth’, but also in
stories like ‘The Dying Earth’
(Jack Vance) and ‘The Magic Goes Away’
(Larry Niven). Of course we were influenced
by a lot of other sources as we went along,
and the (Art) development team has done
a tremendous job of bringing these themes
to life."
So how will the average
player experience the story of The Spellborn
Chronicles?
"Well, before the contemporary ‘Fantasy’
genre was created by Tolkien, fantasy stories
that weren’t considered Sci-Fi were
actually labelled ‘Sword and Sorcery’.
It’s a distinction that is much more
fundamental than it appears to be at a casual
glance. The stories from the Stormbringer
Saga (Michael Moorcock) or Fafhrd and the
Grey Mouser (Fritz Leiber) for instance,
are actually Sword and Sorcery, not Fantasy.
The same goes for the Conan stories by Robert
E. Howard. These writers did not work with
elves and dwarves or preconceived notions
of how ‘Fantasy’ should work,
but with human protagonists who struggled
to survive often monstrous or barbarous
worlds and thoroughly inhuman enemies. Some
contemporary fantasy writers such as Steven
Erikson (The Malazan Chronicles) and George
R. Martin (A Song of Fire and Ice) are obviously
inspired by the Sword and Sorcery worlds
of old. So it is with the Chronicles of
Spellborn.
 |
Instead of presenting
a fantastical world that might seem less
dangerous or challenging because the player
can experience it through an avatar that
itself is a mythical being, we wanted to
place the player in the roles of human characters
who have to face a very harsh, albeit epic
reality. Throughout the game the player
will learn that it is a miracle that the
Five Clans managed to defeat the Empire
of the Eight Demons, and that they have
suffered greatly in trying to move past
that final battle that cost them the destruction
of the world as they knew it. When players
do assume the role of a non-human protagonist,
namely a Daevi character, they will learn
that there is quite a dark legacy they will
be bestowed with."
In order to convey the
idea behind this drastically different game
world early on during development, the Spellborn
Scrolls were created. "The development
team wanted to know how our audience would
react to our ideas and stories as we created
the game, so that the TCOS community would
actually be able to influence development
to a certain extent." Jesse says. "Dry,
‘bestiary’ style articles couldn’t
possibly facilitate this, so together with
the designers and marketing people we came
up with what I think is a pretty unique
way of presenting the world to our audience.
The interactive nature
of the Scrolls stimulates people to comment
on Spellborn themes and ideas, and that
is what we want. The Scrolls are also a
bit of a nod to the MUD’s and text
based adventures of old. Same as with the
Sword and Sorcery thing, we are definitely
aware of where our roots lie, and where
we are headed."
"I write the Spellborn
Scrolls mostly from the perspective of ordinary
characters. In that way it is even more
apparent how wondrous and mythical the world
of Spellborn really is. I get great support
and feedback from the designers and the
rest of the development team in writing
them, and of course great satisfaction when
I learn that certain ideas are cool enough
to be implemented in the game as well. Likewise
the designers present me with many crucial
pieces of information to be weaved throughout
the Scrolls, so that we can get ideas about
character classes, skills etc. out there."
In a sense, the Spellborn
Scrolls are an early taste of what the team
is creating with TCOS , and people seem
to have fun with them. In the end it is
very important that we make TCOS the most
original and fun fantasy MMORPG of 2006.
A lot of effort is being put into creating
the right atmosphere of the story.
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