EMPIRE OF ETERNITY: Totems & Tribes
I.
MMO Short Description:
Post-apocalyptic fantasy
fighter quest.
Premise:
Post-pandemic futuristic
Earth is home to advanced humans and hyper-evolved animals struggling to avert
a multiple-species war.
Spartazonian Warrior
Princess Laliah appeals to Gifted, Cured, and Clan members alike to quest with
her to rescue her fiancé, Neo Athonean Prince Dovlan. Ravens and Frill Lizards
had abducted the young man on the day of his wedding, hoping to break the
tenuous alliance between Spartazon and Neo Athon. The Council of Kin fear these
rogue Clan Houses will use the Gifted prince’s telepathic abilities to
instigate a global war, the goal of which is to eradicate mankind forever and
steal territory from the current ruling Clan Houses. The Council cooperates
with the Spartazonian and Neo Athoneans, deciding to send a small rescue party
of adventures to recover Dovlan and do reconnaissance; but unbeknownst to
Laliah, one of her team members is an undercover assassin.
Notes:
- All characters understand the Spartazonian
language. This is because Neo Athoneans are so intellectually gifted, they
can glean anyone’s meaning almost immediately; Clan rely heavily on scent
and emotional energy when communicating with each other, but can speak
eloquently with humans despite using many animal-euphemisms; and
Spartazonians are not very impressed with higher learning (especially
foreign customs) so Spartazonian is spoken to trade.
- Without electricity, factories and machines
are so rare that money is a thing of the past. Most societies operate on a
barter system. Animals highly value bones, food, water, and weapons;
Spartazonians lust after lost technology; and Neo Athoneans prize the
literature and art of pre-Plagues antiquity. Plastic of any kind scavenged
from pre-Plagues Earth is the standard currency, as the material can be
reworked and used for almost anything.
- While pre-Plagues Earth still has seven
continents, this game focuses (for now) on Europe, some parts of Russia
and China, and the Pacific Sea. The range may expand as transportation
advances beyond tamed insects and easy-water ships.
- There are no “villains” or “evil monsters,”
nor is there any “magic” (ESP is science-based in this case.) I made these
choices for my sample script because I wanted to create something unique
and slightly plausible. Every character considers himself the hero of his
own story. No creature simply “deserves” to die; but if another character
can profit from their death, then there’s little “reason” for mercy. This
is a world of instinct and intuition. It subtly calls into question what
constitutes not the human condition—but the sentient condition. Morals
give way to the single greatest rule: Survival of the fittest. And
survival depends entirely on strength and intellect—not spells, not Gods,
and not superheroes.
II. Game Flow:
Please see Outline.
III. World Design:
Setting:
Earth, more than one
thousand years in the future. Vegetation has grown over abandoned cityscapes.
The natural world has reclaimed most of civilization, the two main exceptions
being the thriving metropolises of Spartazon and Neo Athon (located near where
Italy and France used to be.)
The terrain is lush,
green, and thriving. There’s no sign of pollution or biological imperialism.
The earth has healed. Much of the landscape, weather, flora, and fauna remain
similar to Earth circa 2007—with a few notable exceptions. Many insects are now
as big as a car would be (wasps, cockroaches, spiders, dragonflies, fireflies,
and praying mantis, to name a few) and are used as means of transportation or
domesticated labor.
Several species of
animals have hyper-evolved, their forebrains rapidly enlarging to encompass
language, the concept of time, and the logic necessary to create primitive society
structures. These animals may walk on two legs or down on all fours when they
choose (but whether the artists render them as animals or hybrids, I do not
envision them in any way as Furries. It might be simpler to use hybrids so that
Fish Clan members can walk on land). They have made their homes in the ruins of
historic human dwellings. (For instance, Falcons would make “nest-houses” at
the top of skyscrapers. Wolves would make a complicated system of connecting
dens in abandoned garages and subways. Leopards would enjoy perches on bridges
and other structures high enough to provide a long, sweeping view of their
hunting grounds.)
Contents:
Cities:
Neo Athon is basically
Paris-that-was. Without electricity, humans have reverted to a Dark Ages lifestyle,
but Neo Athon is home to the Gifted (telepaths, telekinetic, oracles, etc.) and
much emphasis is placed on knowledge, beauty, and emotion. The architecture
reflects those values: stained-glass windows, marble sculptures, gardens, etc.,
have all been preserved.
Spartazon is basically
Rome-that-was. Spartazon is a matriarchal militaristic society. They are a
superstitious lot when it comes to the Gifted and they believe the Clans should
become Spartazon slaves, so their surroundings reflect their black and white
outlook on life. Because they are Cured (practically immortal unless
decapitated or their heart is cut out), they invest much of their energy in
backwards-engineering lost technology and training to be fearless warriors. A
practical society, the city’s architecture focuses more attention on aqueducts,
marketplaces, and army training camps than on the preservation of art, parks,
or schools.
Whereas there are
villages (reminiscent of the Middle Ages, England) scattered across the
countryside, most of the rest of the world is populated by wild animals or the
Clans. The hyper-evolved animals share space, but there are Clan-specific
territories, and each “Clandom” possess a unique ambiance within the total
“Kindom.” (Wolf Country is dark and gothic, much like Gotham City. Horse
Country is wide open like the Midwestern plains. Falcon Country is primarily in
the Alps. Dragons usually seek out desert landscapes. Dolphins pretty much have
free reign of the oceans.)
The game will require
several specific sites, like the Council Hall (something like Stonehenge), at
least one or two Coliseum/Arenas and two Spartazon/Neo Athon palaces, plus
plenty of overgrown ruins from urban sprawl circa 2007.
III. Characters:
The Gifted:
Very intelligent human
beings with medium-to-long hair and unusual eye colors, delicate features, and
a graceful bearing. The men are especially beautiful. They each possess one
psychic ability: telepathy, telekinesis, prophetic visions, healing touch,
animal taming, weather manipulation, etc. Their culture is comprised of many
Druidic principles, such as living in harmony with nature, vegetarianism, and
an extreme commitment to gaining (and guarding) sacred knowledge. They do have
a warrior class, but choose to defeat most enemies using mental prowess instead
of strength. Brightly colored patches on their sleeves (think Boy Scouts merit
badges) reflect their level of education and therefore social standing.
The Cured:
An athletic, hard-edged
warrior culture with striking, chiseled features. Lots of red-heads. The Cured
are practically immortal (a strange immuno-mutation as a result of the Plagues
from a biological war) unless decapitated or their hearts are cut out (they can
regenerate everything but a heart or a brain). They have a long lifespan, but
have trouble conceiving offspring (their immune system sometimes rejects a
fetus as a foreign antibody.) Because childbearing is so difficult, women are
almost worshiped. They dominate all things—ruling class, law making,
professions, and property. The Cured have an affinity with technology
(pre-automatic weaponry, mills, complex tools) and everyone joins the armed
forces by age 7 or fails to become a citizen by age 14 and is banished. A
soldier’s education consists of training in martial arts, swordplay, archery,
thievery, and wilderness survival. Tattoos and furs are a big part of
self-expression. The punishment for breaking most laws is death.
The Clans:
The Plagues rendered many
species extinct; some that survived the initial sickness suffered an
unexplained trigger-mutation in their DNA, which caused them to hyper-evolve.
Within the span of two generations, the Clan species began to speak words,
understand time, and use tools to build homesteads. Over the past thousand
years, they’ve organized into tribes. Each species (Cat Clan) is made up of
Houses (Lion House, Leopard House, Cheetah House, etc.) These Houses are first
loyal to their Clans (tribe), and then loyal to the Animal Kin (Clandom)
overall. They have simplistic cultures by human standards, still primarily
responding to instincts instead of logic or “morals.” The leaders (Alphas) of
each Clan meet to decide policy at the Council of Kin, which is held in large
ruins, like Stonehenge.
Major Houses: Dog, Cat,
Bird, Horse, Dragon, Fish*
These characters crop up
often in the Main Quest and some similarities to pre-Plagues Earth cultures can
be seen:
Wolf—physically the
strongest leaders, they’re fiercely loyal to their pack. (Norse)
Leopard—beautiful
anarchists, these are the thinkers of all Kin species. (French)
Falcon—keen observers and
opportunists, they do not emote much. (German)
Dragon—master
manipulators, their moods literally depend on the weather. (Japanese)
Mustang—naïve,
hardworking and fast, they view all animals as herd equals. (American)
Dolphin—adorably joyous
and geeky, the wave riders wish to play and help everyone. (no corresponding
human culture—perhaps a little of the “happy, noble savage” archetype, but not
much.)
* Very few fish survived
the Plagues, and those that lived typically didn’t hyper-evolve. Dolphins
(mammals) hyper-evolved, but their kind nature makes them feel more like
stewards of the sea, rather than conquerors, so they only eat as many fish as
they need to live, and do not otherwise seek to rule the waters.
Minor Houses:
Dog—Hyena (cowardly);
Wild Dogs (incredibly useful and still friendly to humans)
Cat—Mountain Lions
(prideful); Cheetahs (stealth);
Bird—Ravens (paranoid),
Dove (peace-makers), Crane (healers)
Horse—Palomino (driven to
work), Pinto (radical), Wild Ponies/Mustangs (fun-loving)
Lizard—Frill Lizard
(puppet masters w/ poisonous skin); Chameleons (skin is antidote)
Fish—Salamanders
(wanderers), Seahorses (lightning-quick messengers)
Appearance:
See detailed Character
List.
IV. Main Quest:
Player verses Player:
choose a species (Gifted, Cured, Clan). Form a party. Rescue the prince. Sign
pan-species treaty. [Each party must have 1 of the following players: Warrior
(tank) or Hunter (tracker); Healer (medicinal or psychic); Predator (stealth).]
Secondary Challenges:
Player verses Player:
choose a species and fight another member of that species, one on one or free
for all, in a controlled arena. Winner becomes ruler or Alpha of their
territory.
Player verses Player:
choose a species and an opponent of a different species. Fight to the death.
Winner gains territory and strength.
Player verses Player:
choose a species. Join a team. Compete in the Olympic games in various
categories: racing, lifting, combat, throwing, jumping, and gymnastics. Earn
experience points, strength, and elevation in status.
Player verses
Environment: choose a species. Quest to retrieve an object (food, water, armor,
mate) in enemy/foreign territory. (Effectively, it’s a dungeon crawl, both with
booby traps to catch prey and things like lava rivers or falling rocks or
whatever).Winner receives elevation in rank and keeps the item.
Player
Character: build an avatar’s elaborate back story, abilities, and cache of
items. Retrieve objects and practice weaponry or abilities in tournaments for
elevation in rank or items. Travel to explore world, gain experience points
logged into that character’s journal.
Non-Player Characters:
villagers, merchants, Spartazonian Queen and soldiers, Neo Athonean King and
priests, domesticated insects. Almost all quests are introduced through Gifted
Non-Player Characters, who can use their psychic abilities to outline the
challenge from every POV.
V. Scripting
For style, see sample
script.
Dialog should reflect the
somewhat somber Dark Ages of the day, but because it is set in the future,
human characters sometimes use futuristic slang and animal characters sometimes
use speech based on animal behavior.
Example: Stop talking or
there will be consequences.
Spartazonian: Your jaw is still flapping. Your brain
might want to look to that.
Wolf: If you keep
yapping, we are so humped.
Scripting quests: All
rescue parties must meet certain NPCs who direct them. For the main quest, the
Seer tells them to head east, over the mountains, into the caves, across the
desert plains, and through a swampy jungle to the coast of China-that-was, to
fight Ravens and Frill Lizards and rescue Prince Dovlan.
Secondary events are
triggered based on the gamers' choices and location of Easter egg items.
VI. Items and Objects
Items:
Healing herbs and potions
Anything plastic
Tools like rope, torches,
knives, handcuffs, etc.
Clothing:
Neo Athonean apparel is
long and flowing and with pastel-colored fabrics cut to accentuate the lines of
the body. Shawls, capes, hoods, floor-length sleeves are standard.
Slippers and sandals for
civilian life; high leather boots when traveling. Brightly colored sleeve
badges operate as a symbol of education and status.
Spartazonians wear
garments of leather and pelts, short togas when not fighting, and a variety of
armor, from Pelts to Metal Suits to re-forged Plastics Gear. They wear tough
leather moccasins or go barefoot. Survivalist pouches (like leather fanny
packs) are almost always required, for a Spartazonian should be combat and
wilderness-survival ready at any moment.
For Clan, clothing is
optional. Some Houses wear protective armor forged from other animals and
“trophies” of their kills, like jewelry made of teeth, claws, bone, and scalps.
A hyper-evolved animal
will have unusual or pronounced markings of their species, thus everyone is
unique.
Example:
Weapons:
Wide variety of swords
Daggers
Axes
Throwing stars
Slings
Staves and spears
Bow and arrows
Shields (metal and wood,
round and testudo)
Small gunpowder throwing
bombs
Muskets
(backwards-engineered)
Game Flow Outline:
I. Choose a Species:
Gifted
Cured
Clan
II. Choose a Class:
Gifted:
Telekinetic, telepathic,
seer, beast-master, weather manipulator, hands-on healer.
Cured:
Royalty, soldier, ranger,
tech-engineer.
Clan:
Pick from a House
(species) under Dog, Cat, Bird, Horse, Dragon, or Fish Clans.
Each Class has its own
corresponding physical design, clothing, items, skill sets, weapons, strength,
experience, and hit levels.
III. Choose a Quest:
A Quest: Rescue Party:
PVP: Save the prince, save the world.
B Quest: Olympics: PVP:
Compete in structured games against other species.
C Quest: Death Match:
PVP: One-on-one fight with another species’ Alpha to the death.
D Quest: King of the
Hill: PVP: Two or more of the same species fight to be Alpha.
E Quest: Treasure Hunt:
PVE: Sneak into enemy territory to retrieve resources or items.
F Quest: Explore: PC:
Detail avatars, travel, and log experience points on journeys.
A Quest involves
- Filling out a team of players with at least 1
healer, warrior, and stealth character
- Practicing skills to complete an area
- Progress to another area, repeat as necessary
- Travel to Master Area to battle kidnappers
- Rescue Prince
- Choose to assassinate kidnapers and prince,
just kidnappers, or show all mercy.
B Quest involves
- Filling out a team of 4 players of the same
species.
- Practicing strength, speed, and accuracy in
contests of your choice.
- Winning medals/ wreathes/ honor for your
species.
C Quest involves
- Playing against NPC for practice or inviting
another species’ Player Character.
- Fighting in an arena until the loser dies and
the winner earns strength and honor.
D Quest involves
- Playing against NPC for practice or inviting
same species’ Player Character.
- Fighting in any setting until depleted hit
points determine the Alpha.
E Quest involves
- Choosing an item recommended by a NPC.
- Getting transportation to another territory.
- Avoiding natural and booby traps to retrieve
item and return.
F Quest involves
- Choosing a species and thoroughly designing
the look.
- Writing a detailed back-story into the
journal log.
- Explore various territories and discover
non-combat items.
- Non-combat role-play with other Player
Characters.
Player Enhancement comes
in the form of:
Purse (stock of bones,
food, water, and plastics)
Items (potions, maps,
artifacts, etc.)
Clothes (armor, boots,
status badges, crowns)
Weapons (all weapons are
up for grabs for humans; animals may use them but are less effective with
technology and tools than they are with their teeth, claws, hooves, etc.)
Special Events can be
triggered if:
Player Characters stumble
into hidden zones. For example, a cave with a stockpile of pre-Plagues rockets
that are still good to use. An abandoned hospital with medicine or books that
haven’t deteriorated. A grove of trees with fruit that will increase your
strength.
There are also hidden
traps:
Plants poisonous to
humans and/or animals. Pre-Plagues preexisting land mines. Unexpected rivers of
lava underneath a mountain pass. And every wild (non-evolved) animal could
present a potential threat.
Character List (with teaser images)*
* Please note that I do
not own the copyright for any of these images and have only the sincerest
respect for their photographers/artists. I’m simply using these as tempt-tracks
to give animation and production a feel for character design. I leave it up to
Icarus if the Clans are humanoid-animals (you could argue that the Plagues
triggered reticent animal DNA and turned some humans into human-hybrids, in
which case, they hyper-devolved.) I provided some options to perhaps spark the
imagination.
Main Characters:
Laliah—Ass-kicking,
take-no-prisoners warrior princess, and as the firstborn girl, she’s the only
one among her many siblings to be a legitimate heir to the throne. At first,
she strongly opposes having to marry the Neo Athonean prince to forge a treaty
between their city-states, but after meeting Dovlan in a Neo Athonean garden
and talking with him privately, she falls in love with him. (Despite the fact
that they drive each other crazy.) Sheltered all her life and raised with
Spartazonian principles, Laliah begins the quest believing that all Neo
Athoneans are dangerous magic-users and all animals, hyper-evolved or otherwise,
should be subjugated to womankind. By the end, she’s one of the strongest
advocates for peace and equality between all species.
Naois, Queen of
Spartazon: Laliah’s mother. Extremely cunning in politics and ruthless toward
cowards, but also loving with her children. She is not rash, but she is always
decisive. It was Naois’ idea to betroth Laliah to Dovlan, although she did not
anticipate they would feel affection for one another. She’d hoped her daughter
would dominate the weakling prince and control Neo Athon, as well. (NPC)
Spartazonians—Matriarchal
military society. Fond of lost technology, tattoos, furs, and metallic armor.
Dovlan:
Effeminate-looking (but masculine-acting) intellectual prince; second son of
the king. He worships his older brother Aldair and greatly enjoys babbling
about philosophy, medicine, music, and stories. It’s Dovlan’s dream to bring
the practice of no-cost universities to Spartazon, and in return, build
Spartazonian-style dojos in Neo Athon, so that both cultures may benefit from
each other’s experience. Dovlan doesn’t realize it, but he is perhaps the most
powerful telepath on Earth, possessing not only the ability to read minds, but
to control them.
Aticon, King of Neo
Athon: Wise old king, kindly father, and patient ruler, Aticon is a Seer. His
Gift is the ability to have prophetic visions; when he was younger, he couldn’t
always control when and where he received information, but now he can look into
the time streams at will. (NPC)
Crown Prince Aldair—Neo
Athonean, first-born son of Aticon. A handsome telekinetic, but he quickly
loses strength if he must move objects greatly heavier than him or “block”
incoming projectiles. He’s desperate to save his little brother, Dovlan.
Neo Athoneans—philosophers,
art, literature, and music lovers; Gifted with psychic abilities, but somewhat
proud and naïve.
Alpha—Leader of the House
of Wolves, the strongest of all Kin Clans.
Beta—male hunter/tracker
and second in command at the House of Wolves; undercover assassin on the quest
to recover Prince Dovlan.
Shadow Spot—Strong-willed
female stealth-predator with super speed. She is very focused and self-assured
and enjoys flirting with Beta to get him off-balance.
Little Dove—scout and
calm mediator. Adorable adolescent Dove with excellent eyesight. He keeps watch
from above for danger and his childlike innocence often prevents the rescue
party from fighting amongst themselves.
Chimeron—He can
camouflage himself, blending into his surroundings, thus rendering him
invisible. His skin is coated in a very effective universal antidote to all
poisons. He is shy and reluctant to go on this mission. He is cold-blooded, so
in extreme weather, he is subject to terrible mood swings.
General Groups and Minor
NPCs:
Dog Clans
Wolf—fiercely loyal.
Hyena—scavengers.
Wild Dog—helpful masons
and friendly to humans.
Cat Clans
Leopard—deep thinkers and
strategists (for Kin).
Lion—proud.
Cheetah—stealthy. Make
great assassins.
Lady of the
Leopard—represents the Cat Clan and head of the Leopard House.
Lions are not the leaders
of the Cat Clans, as their rashness and pride have led to problems in the past.
(In fact, Cats are almost anarchists; they believe all cats are created equal
and are their own masters.)
Bird Clans
Falcon—observant
creatures. Usually silent and unemotional. Somewhat prone to deep and
scientific thought. Leaders of the Bird Clan.
Raven—cynical, emotional,
somewhat cowardly (they don’t like a face-to-face fight) packrats, but they aren’t
bitter the way Frill Lizards are.
Dove—mediators and
emotional healers.
Crane—Excellent at
healing and very agile.
Horse Clans
Palomino—hard workers,
can be fierce warriors.
Pinto—radicals who don’t
like to be led.
Wild
Pony/Mustangs—carefree and playful.
Dragon Clans
Komodo—extremely cold
(emotionally) and analytical, unless provoked. Then, deadly.
Frill Lizard—scary
looking but really paranoid. Master manipulators.
Chameleon—generally quiet
and passive and content to just be.
Fish Clans
Dolphin—friendly,
helpful, assertive, chatty, geeky
Salamander—wanderers, a
tad absent-minded. (NPCs)
Seahorse—fast and eager
to talk.
Conclusion:
It is the end goal of
this game’s Main Quest to journey over several thousand miles on foot, surviving
many unexpected perils as the rescue party travels high over the
blizzard-lashed mountains; deep into the dark, mazelike caves; across the
sun-baked desert plains; and through a treacherous, swampy jungle, stopping at
an urban-fortress on the coast of China-that-was.
The party must ban
together using all their strengths to fight rogue Ravens and Frill Lizards.
Their goal is to rescue Prince Dovlan. If that is achieved, one final hurtle
remains: They must fight Beta and persuade him not to assassinate Dovlan simply
to eliminate the threat his previously unknown ability to control minds poses.
If successful, the
adventurers return home to a Triumph and a treaty is signed between all members
of the new alliance: The Empire of Eternity.