Prologue
-Establish the rough backstory, emphasizing in on Erastus related factors (which is to say the revolution and his heroic efforts to end it, etc).
NOEMI Prologue (Prolly needs to be redone to better reflect Djinn's suggestions)
-Introduce us to NOEMI, the magic system, some of the politics and her quest.
-Introduce us to KASIA, who pulls NOEMI along to meet with ERASTUS.
--Chance to wander around the school a bit, meet an odd PC or so (FAHIM, AUREL) and catch up on current events. Some foreshadowing/namedropping wouldn’t hurt here.
-Finally arrive at the cafeteria to meet with ERASTUS.
--Bit of backstory exposition.
-ERASTUS wants to see how well NOEMI and KASIA’s studying has gone.
!Brief Tutorial Battle: Erastus; Available PCs: Noemi, Kasia!
-The fight is interrupted by AUREL, who informs the group that the supplies have been prepared and they are ready to set out.
-Into the city, the player has a chance for some more random wandering before setting out into the world.
--At the gate, NOEMI is surprised by the IMPERIAL LEADER. He has a few warm words for the group, and wishes Noemi well. There are some subtle undertones of a lot of his hopes riding on her.
-The journey south west to XXXX to meet up with the rest of their guard, ISOLDE and Co.
-The party skirts a Disquieted area. Noemi wants to look, but is advised against.
!Random Battle Area!
!Beginner Boss Battle: Disquieted Abomination; Available PCs: Noemi, Kasia, Erastus, Aurel!
-Worn out from their journey, the PCs camp. Noemi talks to Erastus, broaching the subject of their future guards (ISOLDE and Co.) and old friend/soon to be research subject (MIREK).
!!Split Path: ISOLDE Prologue or MIREK Prologue; Optional Sequences or Forced?!!
ISOLDE Prologue
-Begin in the town of XXXX at the docks, with ISOLDE attempting to bargain with a shipmaster.
--We learn that piracy from the nation to the southwest (one of the few remaining independent nations) has been on the rise lately in the face of Imperial attempts to consolidate their lands (introduces both the God hands and the concept of disappearing land). Not many people are willing to travel in the direction ISOLDE wants them to go (the shortest route to NOEMI's destination).
-She returns to FAULHEIT and KATARINE to see if they have had any better successes. Niether has. With no other options, she opts to pay a visit a local noble she knew.
)Minigame?- "Negotiations"(
-The noble is "convinced" to help by a combination of Isolde's infamy and the connection of everything back to Imperial and Military leadership. Isolde is told to watch her back, as she doesn't have many friends in the nobility anymore.
--She is well aware of this fact.
--FAULHEIT and KATARINE are both concerned about their leader's current state, but ISOLDE seems unconcerned by it.
-A short time passes as the boat is contracted. The group investigates the matter and finds that it is a trap when visited.
!Battle: Thugs; Available PCs: Isolde, Faulheit, Katarine!
!Battle: Thugs; Available PCs: Isolde, Faulheit, Katarine!
!Boss Battle: Thug Captain and Thugs; Available PCs: Isolde, Faulheit, Katarine!
-The men defeated by the awesome might of the mercenaries, the captain of the ship is freed. The man is thankful, bot cowed, and basically agrees to anything ISOLDE suggests. The mercenaries opt to move their lodgings to the boat to be on the watch for anymore shenanigans, addressed either to themselves or their soon to be charge.
MIREK Prologue (Debating changing this entirely to better reflect with later events)
-Begin in the town of YYYY (NOEMI's destination), in a small tavern. The place is half full. MIREK moves between, delivering food and drinks to tables, looking a bit awkward and gruff. People similarly seem leery of the Guardian as he moves, and whispers spread throughout the room.
-Watching from the back, ARTUR becomes exasperated, indicating to EIRWEN that he knew this was a terrible idea and that letting him stay there, let alone work there, would drive them out of business.
--Arguing, hurrah.
-MIREK returns in the midst of it, setting his tray down a bit harder then need be as ARTUR becomes more heated. A moment of tension passes between the two, before ARTUR breaks, shrugging as he leaves the argument hanging in the air.
-EIRWEN asks if MIREK is doing okay, and he provides a vague yes.
)Minigame?- Running the tavern.(
-As the day ends, they fall to individual wrapping up tasks/cleaning. Part way through, a window is broken by a couple of drunks, mocking the establishment.
-ARTUR causes the situation to escalate, leading to conflict.
!Battle: Drunks; Available PCs: Mirek, Artur, Eirwen!
-In the wake of the battle, things heat significantly between ARTUR and MIREK. The situation is dissolved by MIREK leaving.
--EIRWEN is upset.
-Walking off, MIREK is jumped by a friend of the drunks.
!Boss Battle: Drunks' Friend and Mean Dog; Avaialable PCs: Mirek!
-Laying off the men, MIREK expresses his disgust as, a bit beaten and bruised, walks off.
!!CHAPTER OPENS: NOEMI 1!!
-Having set out early, NOEMI and Co find themselves standing out over the cliffs overlooking YYYY. Out in the distance, they can see two ships involved in conflict. Pirates, no doubt.
-Kasia expresses some concerns, but is eased by AUREL and ERASTUS, who assure her that their help is more than sufficient.
-The group enters town. Hurrah towns and freeform wandering/shopping.
-Once suitably ready, the group may locate ISOLDE.
-The group's introduce themselves.
--It is discovered that ISOLDE has history with both AUREL and ERASTUS, but the nature of both are left fairly unexplained at this juncture. NOEMI is excited to get going, but is cautioned by ISOLDE, who explains the current situation in brief (re: enemies, pirates, etc). It is decided to spend time in town overnight as the group makes sure everything is prepared for the long trip.
---A little more wandering time is provided.
-The next morning the boat is prepared, flying the Imperial flag and a secondary flag chosen by Erastus to signal their purpose.
--They rode!
-They skirt a disquieted ocean area, that's stormy... apparently a small island that became so corrupted it basically melted.
--As they do so, they are spotted by a ship. The leader, YIU, claims that that's the one and orders pursuit.
---Pirate chase!
-Eventually the pirates faster ship catches up.
--The defenders are ready as YIU and Co. board. He politely asks for things, but is rebuffed. He smiles chivalrously and orders for the group to be taken alive! The group braces but is scattered by the sudden assault of a sea beast, seperating them.
!Battle on the ship; Available PCs: Noemi; The PCs are initially seperated. NOEMI must win a 1 on 1 battle, before AUREL breaks through to bodyguard. From there, you can free up other PCs from their ties or move to engage YIU and Co. Battles consist of groups of barbarian pirates of different flavors!
!Boss Battle: Yiu, Xun, Ru and [Myriam]; Available PCs: Noemi [forced], Kasia, Aurel, Erastus, Isolde, Faulheit, Katarine; TIMED!
-If you manage to win within the time limit, you get a more positively oriented scene. If you lose/run out of time, the storm hits full on. Both ships are thrown into relative chaos by the sudden storm.
--NOEMI is almost pitched over, despite the efforts of AUREL and KASIA, but is kept onboard by YIU.
---Unfortunately, ISOLDE, FAULHEIT and KATARINE are not so lucky as the ships are forced apart. Despite staying on a ship, they get stranded on the God King’s ship, while NOEMI and Co. drift off.
!!Split Path: ISOLDE Chapter 1 or NOEMI Chapter 2!!
ISOLDE CHAPTER 1
-Tensions are high on the God King’s ship as ISOLDE and Co. are squared up against YIU and Co.
-The two group leaders prove to have surprisingly calm heads as they command their respective groups to get to work, knowing that fighting here is suicide for both parties.
--Deadly sailing!
---They manage to weather the worst of matters and manage to reach a temporary truce.
-ISOLDE is curious about YIU, but the man keeps secrets to himself and she is forced to endure for now.
-Landfall is made despite the foul weather, and ISOLDE and Co leave to pursue their original goal.
--“We’re mercenaries, not military.”
-Trek.
!!Random Battle Area!!
-The group is forced to skirt a rather large area of Disquiet.
--They manage to make it to a small town before the storm hits full force again.
-Ruined and mostly deserted. Scant handful of people still eke out a living here.
--The old and the young, people who couldn’t move, etc.
---Under siege from disquieted beasts.
-They are introduced to ILLONA.
--She is a Guardian who, although she did not necessarilly disagree with the revolution, did disagree with the Guardians abandoning the people. The duty of the Guardians is to do battle with the beasts for the Disquiet. That is all there is to it. She will see the people protected and the Disquiet ended.
---ISOLDE makes a decision to inform her of NOEMI (since she's a guardian and a subject of interest), as well as to help the town so far as their willing to be helped by migrating them through the dangerous wilds.
----Convince the people to follow her!
-----Exact results are based on several factors.
-Preparations are made.
NOEMI Chapter 2
-Noemi is concerned about ISOLDE and Co., but with the help of Aurel and Erastus, is convinced that they must continue on and that Isolde can handle herself.
-The group is forced to resupply enroute, which means stopping off at a small island with a single city/plantation.
--The conditions there are bad, as the plantation was never watched over by Guardian's, giving us a look into a world without them.
---Guards are pressed, worker turnover is frequent, food is plentiful though. The plantation mage himself is an unkind and serious man, who has little time to spare for niceties. During their time wandering, the party is attacked by poor worker class folks.
!Battle in the Streets: 4x Desperate Mugger; Available PCs: Noemi, Aurel, Erastus, Kasia!
-The PCs are given the option to explore the state of the slums a little further after the battle. If they do, they are given an opportunity to get some insight into the PCs feelings on the matter, as well as perhaps lend a hand to some folks (good will will be rewarded later in the game).
-In departing, the plantation mage wishes Noemi good luck, perhaps showing some glimmer of hope for the future. That, despite the conditions of seeming abuse, people are looking towards a hopeful future.
ISOLDE CHAPTER 2
-Depending on your success, ISOLDE has rounded up a number of willing villagers to travel with her to the port city on the other side of the island, through the treacherous mountain pass that skirts the Disquieted area that the Black Noise is known to inhabit.
--The journey begins. ISOLDE and Co. serve as the advanced strike force, taking care of anything while the people from the village follow behind.
!!Random Battle Area!!
--As the group progresses, groups of Disquieted beasts swarm out of the area and attack intermittently. On the whole, this should be largely treated as a gauntlet of random battles, plus forced battles.
!Forced Battle 1; Available PCs: Isolde, Katarine, Faulheit, Illona!
!Forced Battle 2; Available PCs: Isolde, Katarine, Faulheit, Illona!
!Forced Battle 3; Available PCs: Isolde, Katarine, Faulheit, Illona!
---Just as things seem to be settling down, the final wave approaches, led by the creature itself. ISOLDE and Co. are given the opportunity to really see what strong Disquiet can do when left uncontrolled.
!Boss Battle: The Black Noise; Available PCs: Isolde, Katarine, Faulheit, Illona!
----With the creature defeated, the group is able to safely pass on through. The port city of BBBB stands on the horizon and the group presses on.
-Arriving, ISOLDE and Co. bid farewell to the villagers who have been safely delivered.
--ILLONA expresses a desire to stay. With the Black Noise defeated, she no longer has a place on the island. ISOLDE consults her companions and they arrive at a conclusion that there might be some value to having the woman around for a time.
---ISOLDE signs her up as a temporary member of the troupe. A boat is chartered and the group heads on to YYYY to, hopefully, catch up to NOEMI.
NOEMI CHAPTER 3
-After having had a week or three at sea, the group arrives in the city of YYYY.
--NOEMI is stuck by a sense of nostalgia, to see her home city once again. Things have definitely changed since she was here last as a child, but, although she wishes time to look around, she realizes there is business to be done.
--ERASTUS, unfortunately, reveals that they will likely have time as he is unsure of the whereabouts of his nephew.
---The group brainstorms for a bit and arrives at the conclusion that they'll have to do some detective work to hunt down the errant Guardian.
----The PCs must go a info gathering.
-Eventually, enough clues can be gathered to place MIREK at a small tavern type deal owned by a young woman named EIRWEN.
--Hurrah, the PCs have a goal.
---To the bar!
-Things here are still in a bit of a middling position, but the scene opens up.
--As per previously as far as work goes, however things grind to a halt with the arrival of NOEMI and Co.
---What should be a heartfelt reunion takes a very sour turn as NOEMI and ERASTUS greet the young man.
----MIREK reacts quite darkly to the presence of his uncle, which is a fair different reaction then what has been built up as the expectation. NOEMI is a bit shocked by the man's changes since she knew him years ago. ERASTUS attempts to bridge the distance, but it backfires as MIREK demands his uncle leave.
-----NOEMI is unhappy with this and protests, growing annoyed at MIREK.
-----EIRWEN and ARTUR interject.
------Conversation occurs, and the group opts to settle down and get a new angle on things.
INTERMISSION
-Back at Military Command HQ, the council is adjourned a resting room, discussing the current state of affairs.
--Emphasis on the Disquiet issues, the Guardian issues, etc
---Mail from ISOLDE is received, which the group reviews (not word for word).
-Some thought is given to the matter
--They opt to have her wait there as a “friend” is being sent to assist Noemi with he research, and they'll get a transport arranged.
---Hopes that Noemi's research comes through soon enough.
MIREK CHAPTER 1
NOEMI CHAPTER 4
-Having convinced MIREK to help, NOEMI is ready to finally enter into a Disquieted plantation.
--ERASTUS states that he cannot come for various reasons, which MIREK explains (the rules of Disquieted areas)
---Into the breach once more.
!!Random Battle Area!!
---Noemi's goal is to observe several locations in the Disquiet and to watch how Mirek functions in them.
----She wants to go deep into it (close to the core), but their progress is halted by a camp of some sort.
-----MIREK suggests they leave because there aren't supposed to be Guardians around here.
------Unfortunately, taking a detour gets them slightly lost and straight into a section quite controlled by monsters.
!Boss Battle: Disquieted Abomination; Available PCs: Noemi, Kasia, Aurel, Mirek!
-Returning to the city, NOEMI establishes a home base, the abandoned Crimson House Oprhanage. The study begins.
And I realize I've been trying to do this in way too much detail for the moment, so lets cut back a bit so I can just get the damn material down.
MIREK CHAPTER 2
-Introduction of CLAIRE. More hints towards another Guardian revolution in the works.
-ARTUR/EI/MIREK dynamic.
ISOLDE CHAPTER 4
-Finally arrives in YYYY, with the addition of SHAO, but is immediately beset by men hired by SELENA.
-Defeats them and locates NOEMI.
-Leaves them to deal with the research, personally looks into the rumors about the Guardians.
NOEMI CHAPTER 5
-NOEMI is getting closer to the solution but gets stuck. ERASTUS suggests perhaps consulting his old notes, but... they're hidden in the Crimson House, which is now buried in the Disquieted. The group must find them, but that means ERASTUS must come.
-Entire group of PCs get to come?
-Into the Disquiet once more
-ERASTUS vs his past
-Notes are found.
THE FESTIVAL
-With so much studying having occurred (and other things having occurred) and NOEMI once again running into a brick wall, the cast decides to take a break for an evening festival celebrating the formation of the country.
-Fun times.
-However, as the evening wears on, all hell breaks loose, as a swarm of Disquieted beasts invade the territory!
MIREK CHAPTER 3
-He attempts to move to aid, but is interrupted by his Ex.
ISOLDE CHAPTER 5
-Cutting a defensive path through the beasts and ensuring the safety of NOEMI, ISOLDE catcbes sight of the leader of the Guardians and is drawn off the defense.
NOEMI CHAPTER 6
-Fighting off some of the big guys with help, NOEMI is beset by some Guardians who are adding to the chaos/interfering with the defense and is forced to fight back.
MIREK CHAPTER 4
-With the city saved (ish), unfortunately, things go south for the defenders: notably those who are affiliated with Guardians (MIREK, ILLONA and CLAIRE). Soon, we're on the verge of mob justice.
-The party concludes it'd be a good time to leave after some drama, unfortunately, sneaking the Guardians out is going to require some effort.
-Ships aren't really apt to be carrying a party like this, and neither AUREL nor ISOLDE has enough leverage at the moment.
-Convenient then that a YIU has just recently set into port.
-He's willing to transport them... if they can give up a better showing then previously.
-Achieving victory, YIU is willing to charter his boat to NOEMI.
-ISOLDE must return to the government, but given thee situation, will hop off at a nearby port.
-MIREK needs a little time to recoup from his encounter.
-NOEMI has put together enough to need more. She wants to see more about the Guardians, and needs to get closer to a source of information. From her combined notes, she has located what is, hopefully, the abandoned bastion of the Guardians from years long past.
ISOLDE CHAPTER 6
-In attempting to return to the government headquarters, ISOLDE is waylaid by enemies. Including the fact that several more violent assaults have risen in the country, and that SELENA is out for blood. She eventually makes it back, though.
NOEMI CHAPTER 7
-NOEMI investigates the ruined Guardian stronghold. While there, however, she encounters a fellow researcher named RAFAEL. Then a dungeon and what not. Here, she finds one final clue and needs to see the Prophecy. Which requires getting into the God King's kingdom. Thankfully SHAO can help here. However, trouble has followed NOEMI and Co to the island and she can't leave things as they are. In the interest of having people ready to meet with ISOLDE and deal with the trouble, MIREK offers to stay behind and handle it himself for her.
MIREK CHAPTER 5
-While things go down in the stronghold (the group has been pursued by the roogue Guardians who have a vested interest in stopping them), things with ARTUR go south very quickly as, finally pushed too far by EIRWEN being injured, he reacts violently. He is defeated and, depending on how the situation is resolved by MIREK, will rejoin the party at a later point. Things are looking bad for the group as they are forced to hold up and keep the area safe.
NOEMI CHAPTER 8
-Getting into the God Kings area in disguise as SHAO's servants, NOEMI and co are introduced to the actual God King lands. Upon arrival though, they are intercepted by YIU and company. YIU doesn't particularly think them going into that area is a good idea and objects. NOEMI opts to prove to him that they can handle it. SHAO seems a bit suspicious of how they just keep running into each other. Defeating them, the group continues on, deep into the God Kings country.
ISOLDE CHAPTER 7
-The news ISOLDE brings back is troubling and the military suspects that, due to her involvement with the Guardians and the God Kings (and ERASTUS), that the girl is a danger and may be being manipulated or, worse, working for them. Thus it is with a heavy heart that they demand she detain a number of NOEMI's companions and bring the girl and her research partners back for discussion. ILONA is included in the number.
MIREK CHAPTER 6
-Pinned against the Guardians and the Disquiet, MIREK and Co manage to strike back and mount a successful defense against the Guardians and push them back (likely with some secretive help from YIU and co), buying the area a pleasant reprieve. The arrival of ISOLDE and her mercenary compatriots seems to double as a boon, but...
NOEMI CHAPTER 8
-With the help of SHAO, the group manages to reach the area where the true prophecy is held. Pulling some strings, he gets them in, but he can't help them deal with the things that guard the place. Pushing their way through, the group is able to get a look at the true prophecy which, conveniently, ERASTUS is capable of reading the language. Helping NOEMI, they manage to put it together: both the secret of getting through the island's dangers and an inkling of what is there. ERASTUS begins to sow doubts in KASIA's mind.
MIREK CHAPTER 7
-The relief the group feels is brought to an abrupt halt when ISOLDE announces her intent to detain MIREK and CLAIRE. She intends to do it peaceably, believing that the matter can be sorted out, but when MIREK intends to resist, she makes a very strong point that, while he may be able to fight her toe to toe, there are other people there who cannot. MIREK concedes and ISOLDE, hearing what has happened, opts to simply wait for NOEMI's return, with the two Guardians under house arrest.
NOEMI CHAPTER 9
-NOEMI's pride is brought up short when she returns to find the conditions of the remainder of the party. She objects heavily and things begin to escalate, but cooler heads prevail. She has the research and can attest to the innocence of her companions, and will gladly come forth to present her findings. The group is agreed, and the return trip occurs. Arriving back, they find a much harsher welcome then expected. Despite ISOLDE's words, the Guardians are fully arrested, NOEMI's other companions are detained and her and ERASTUS are brought before the military council. ISOLDE and AUREL grow suspicious of what is occurring, but are unable to do anything besides observe and speak on behalf of the group. NOEMI, angered by the treatment, is held in check by ERASTUS, who suggests that NOEMI simply comply. When she does, things seem to be back on track, however a major attack on the city puts everything on hold. Things fall into chaos as the Empress is assassinated by apparent Guardian forces.
THE ATTACK
-NOEMI, at the site of the attack, is well aware that the actions taken are by the military and must, with the help of those with her, must escape both the grasp of the military, and get her companions out of there.
-ISOLDE and Co, looking to the military commander for guidance, discover that he has been primarily deposed and his commands have been twisted. With no clear answer available in the chaos, she makes a decision to do what she feels is best for the people. NOEMI's research is invaluable to the people, so, she will help. She grabs the detained allies, and the two groups begin carving a path through the attackers.
-MIREK, taking advantage of the havoc that ISOLDE and Co can wreck, pushes through to NOEMI, who pressured by both the Military.
-With the PCs united in what they plan, they make a decisive strike against the Guardian forces, allowing the guard to get an upper hand. With that done, the PCs attempt to slip out, they are confronted by a couple of military goons and must deal with them. Escaping, the group must use the Guardian's knowledge to escape into the Disquiet and seek refuge.
NOEMI CHAPTER 10
-With the entire group proving to be wanted, they are forced to take refuge. Taking the betrayal in stride, NOEMI still wants to discover the truth of the matter, and to that end, wants to see her research through. ERASTUS encourages her, especially once the group realizes that, in the wake of the attack, both the Guardians and the Military are reaching out to the Great Lord's Throne. Emboldened by this news, NOEMI asks the other PCs if they will side with her. Driven by both their own goals and swept up in the woman's drive, the plan is made. The supplies must be snagged, but with the help of ERASTUS, ISOLDE and MIREK, supplies and a plan can be made.
-Unfortunately, KASIA, driven to the brink by ERASTUS plans a strike against the one “disloyal” to NOEMI. Her plan is foiled, however, by the untimely interjection of AUREL. Although he seems poised to succeed, his body finally gives out midfight, allowing KASIA to take the upper hand. The party is too late to save AUREL, but KASIA is stopped.
-Depending on how NOEMI deals with the situation, something later will change. Strained, but driven by her desires, she chooses to press on.
-The group makes a treacherous sea trip with the gathered supplies and such, landing far from the Guardian/Military sites. To their surprise, they are ambushed by YIU before making it. He claims that they shouldn't past unless they are strong enough, and to prove what they are made of. NOEMI accepts.
-Defeating YIU, the party makes land on the island. Pushing through the Disquiet, the party is confronted by numerous dangers, before arriving at the true throne.
-Following in her wake, the military leaders make a grab for the item of power, forcing the PCs to fend them off and protect it. However, while they are distracted, the Guardian Leader manages to take control of it.
-ERASTUS, seeing his chance, strikes.
-Once more, the PCs are forced to make a break for it as the island itself seems to rebel against the item of power being removed. NOEMI proves, for the first time, useless, as the events of the past month or so finally take their toll on her.
-The party is forced to break down and buy time in an effort to help NOEMI escape, in the hopes that she can make a difference. The Guardians seperate to handle the Disquiet, while ISOLDE seperates to deal with SELENA and her soldiers.
-Despite the heroic efforts of her companions, NOEMI seems in deep trouble when the timely intervention of YIU saves the day.
-NOEMI, troubled by what her ambitions have cost her and her companions, sinks deeper into her stupor and must find her spine again.
-YIU recaps zany adventures.
ISOLDE CHAPTER 8
-ISOLDE and Co must attempt to gather the Imperial survivors to make a break off the island. SELENA, wounded and battered, has other plans, however. Depending on how the situation is resolved, SELENA may be recruited.
MIREK CHAPTER 8
-MIREK and the Guardians must survive their heroic baiting of the abominations and dealing with riff raff. The group must then find a way off the island. (Depending on how the situation is resolved, Mirek may die? I 'unno. Prolly not. Thought was on my mind though, so it gets noted here.)
<There may or may not be a small time jump placed here in which the PCs are regrouped. The Empire has been severely destabalized, allowing the GUARDIAN LEADER to ascend on high in a coup. The country has been largely fragmented, and even the God King lands are in danger due to his reach. He has enacted the persectution of Dissonant magic and put a stop to the platations, which, while slowing the Disquiet problem, has caused others re: starvation/hunger. This isn't OMG END OF WORLD STYLE BAD, just beginning of tyranny style bad.>
<How the game plays out from here largely depends on the length we realistically want to work with. The ideas will basically be the same, but the following chunk could easily be done highly indepth to basically give us two, "full" games. Its worth mentioning that, conceptually, the idea has some merit on a storytelling front, with Episode 1, the preceding material, being "The Journey to Discover What We Want" while Episode 2, the following material, functions as "The Things That We Will Fight For." Honestly, its perfectly doable either way, though. For generalized purposes, I think I'll pretend this is one game, one disk, but if there is interest, this act can be very much fully expanded.>
NOEMI CHAPTER 11
-Over the course of the last year, things have not gone well. Noemi has been a little slow on the mend, leaving the burden of the issue in the hands of SHAO, EIRWEN and RAFAEL. While those three have done their best to try and carry on her research, they suffer from a notable disadvantage in that they aren't NOEMI. Still, in her absence, someone has to try and fill in. The group is pretty withdrawn though, being on the God Kings island, away from the brunt of the action. This chapter should focus in catching us up on what has gone on.
YIU CHAPTER 1
-He has been pirating along the southern coasts to keep the Guardian Forces at bay, but has also been using it as an opportunity to catch news. Things aren't so bad in the southern reaches (where Dissonance was less common anyway) but the news gets around, especially since the Guardians want to make a jab at the God Kings. He manages to catch news of the fact that it appears the movement against the GUARDIAN LEADER has been growing more organized and actually making some strong efforts. His curiosity piqued, he further investigates the matter.
ISOLDE CHAPTER 9
-Entering in at a secretive camp, ISOLDE is found speaking with MILITARY LEADER, the ancient man in charge of leading the strike against the ascended Guardians. However, much like when he was being preempted in the empire, he is fragile and aging. He knows of Isolde's power and wishes for her to take up the mantle of leadership. This effects ISOLDE's finale based on how she addresses it. A sudden attack cuts the conversation short. Although the rebels are skilled, things are looking grim until help from an unexpected source in the form of YIU arriving.
MIREK CHAPTER 9
-MIREK's group has been struggling since the events. Although they survived the initial onslaught, they were trapped on the island when both ISOLDE and NOEMI's groups fled, which has kinda forced them into an awkward position. Nevertheless, they have made the best of it. With some emergency treatment, they've managed to keep Erastus alive, and, in the spirit of Noemi's work, have been trying to learn what they can. Efforts to build an escape boat have been, alas, short lived but are continuing. As each day progresses though, their chances of survival grow slimmer as the Disquieted beasts press in and their supplies run slim. Of course, they've been making progress, but it won't matter if this keeps up.
YIU CHAPTER 2
-Learning that ISOLDE has joined le resistance, he informs the woman of the trouble they've had with NOEMI. She isn't really sure what to say, but she is sure that they need help, and a safer homebase would be great, if YIU and SHAO could manage it. The thought certainly bears merit, given that the Guardians are looking to the God King lands next, but both sides realize the tensions that exist between their people. Still, YIU and SHAO believe it might be possible to manage, especially since there needs to be some unity if the renegade Guardians are to be defeated.
NOEMI CHAPTER 12
As the plot moves and thickens, both EIRWEN and SHAO, pressed into their own duties and fears and what not confront NOEMI head on, refusing to let her wriggle anymore. Pushed by them, and finally managing to regain the spirit that she has lost, NOEMI gets her spine again and desire to act out against the GUARDIAN LEADER. Taking what she knows of what happened at the Great Lord's Throne and what not, she begins to formulate a plan to strike back. NOEMI is back, baby. And her first plan is to return to the Great Lord's Throne to check one final matter.
ISOLDE CHAPTER 10
-Although the Imperials are willing to align with the GKs, they aren't so happy about the idea. ISOLDE must impress upon them the importance of the task and show them the strength of the Imperials to make them realize that the rogue Guardians are a serious threat. With the MILITARY LEADER weakening, more and more burdens begin secretly falling to her shoulders.
MIREK CHAPTER 10
-Slowly, things go grimmer for the Guardians, as those abandoned by the rebels begin to fall. Neverthless, Mirek proves to be a powerful pillar for the others to lean on. The knowledge that they've developed must survive, as must they, for the people they care about or their causes and whatever. The questions of regrets rise as more things press in and the Guardians odds grow slimmer.
THE HUNT
-Arriving at the Great Lord's throne, the groups of NOEMI and YIU begin to scour the island, this time for answers that they missed previously. In the meanwhile, they discover something equally interesting: the signs of the Guardians. The consideration that perhaps they haven't escaped the island becomes a thought and eventually the search is broadened. The Guardian encampments are found, the PCs are reunited and, piecing together the diversive information they have, an understanding of what must be done is formulated. Diving once more into the depths of the ruins, NOEMI receives a greater understanding of the nature of the Flow and the nature of the Macguffin. ERASTUS is pleased by the developments.
NOEMI CHAPTER 13
-The groups return to the GK lands to find things have been progressing. With that in mind, NOEMI officially joins the precedings, backed by ERASTUS, and the final details are hashed out and plans are made. The Guardian Usurper powerbase is unstable and must be destablized further to draw out the GUARDIAN LEADER. Plans are made and the assault begins.
THE WAR
-Broken back into their original groups, the PCs must strike at several targets for a variety of reasons. Depending on how previous events have gone, this is where a lot of stuff will come back to you (including how you've dealt with groups, KASIA, ARTUR, etc). This is kinda short, but that's because this is more generalized.
THE STRIKE
-With the Guardian Usurpers weakened and in a bad position, a final, frontal thrust at the head of the leadership can be made. The goal is simple: to eliminate/capture the Guardian leadership and to retrieve the MacGuffin (the UIM from here on out). Sweeping through the city and reclaiming it, the party at the last moment, is betrayed by certain elements of the Military Leadership who want to use their knowledge to defeat the Guardian leader and back out of the arrangements. This act isn't unexpected, allowing the PCs to counter while the necessary ones move on the the final confrontation. The GUARDIAN LEADER's use of the UIM has allowed him to perfect the Guardian Technique in such a way as to neutralize Dissonance and Disquiet (the power of raw Quieting), making him a dangerous opponent. With Noemi's knowledge, though, the group is able to counteract it enough to make a decisive strike against the man. Just as the PCs are about to finish him off, however, ERASTUS intervenes, vengefully delivering the final blow and taking the UIM. This contingency is well prepared as ERASTUS is able to escape the group, leaving a short state of chaos. Although the loss of the UIM is a great deal, the matter of dealing with the aftermath takes precedence.
THE CALL
-A little time passes as the chaos from everything settles down as things are organized, strained alliances are made and generalized attempts are made to pick up the pieces of things in the aftermath. Each PC has come a long way and done much to try and change or understand themselves and their place in the world. So it comes to pass that, ERASTUS finally calls to the major PCs, asking them to come to him. Unable to either risk his threats (or just show any weakness in the current environment), the call is answered and the PCs travel to the Desert of Red Glass to meet with ERASTUS and see what his plan is.
THE DESERT OF RED GLASS/ENDGAME
-The place wherein ERASTUS release the full force of his power once before in rage over the fall of his family, incinerating friend and foe alike, the Desert of Red Glass is a place of Disquiet only matched by the Great Lord's throne itself. In his madness, ERASTUS has created a sort of fortress of shadow and illusion. He asks the PCs to join him, claiming that, among them are the ones who can understand him and join him in the new world he will create. He just needs their help. He questions the world around them and the fairness and inequality, the suffering, etc. He admires the party's desire to save the world but tries to impress upon the party that it can't be done as is. When they deny him, he retreats, drawing the PCs deeper in and subjugating them to a series of challenges. Depending on the party's actions up to now, these challenges will either be trivial (showing the PCs have overcome these issues already) or challenging (showing that, although they are still troubled by them, they can face them). If the PCs pass perfectly, ERASTUS finally drops his calm and joking demeanor, demonstrating the truth, the petty, bitter and hateful old man below the surface. If the PCs do not, he retains his sense of superiority. Either way, a final battle ensues and, although ERASTUS must perish in the end, exactly what goes down is dependent on how things are done.
THE END
-The End ^_^
Please note that, although the end two arcs are fairly short, they are designed to be easily expandable. Since feelings are still variable about the length of the game, I figured I'd go with the most condensed version and allow us to expand it outwards after. So yeah. Here we have it. The whole shebang. Finally. Let's talk and get moving.