ACT 1 - Chapters 1 - 3 Plot in Aerda | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

ACT 1 - Chapters 1 - 3

Tutorial
The scene opens with a cutscene of Arc Saragas running through the forest, dramatic music (as though he's in danger, being chased) Arc eventually trips, hear footsteps approaching fast and music swells and then goes silent. A man emerges behind him, it's Finn Alpheaus and he runs past Arc, laughs and calls him slow (or a klutz, something to that nature). Location title "The Northern Forest" appears on the middle of the screen, then fades. Arc gets up and continues to run after Finn, switches to the player able to control Arc. Dialogue box opens and explains the controls (how to run, jump, climb, how to use minimap, and that Arc must catch up to Finn) The player then must navigate through this section of the forest where he must run through a path, jump over hurdles (fallen trees, rocks, ledges) and climb (using vines or trees) to reach higher places. Eventually, this scene concludes with Arc either beating Finn to a designated area or being beaten by him. [Slight difference in dialogue depending on whether Arc beats Finn or not] After Finn finishes speaking, some minor forest monsters will show up, Finn wields a greatsword and prepares for battle. A dialogue box opens and explains the combat controls (dodge, attack, defend, roll, combo attacks, party lead switch, etc.). They clear out the monsters in the immediate area and the Finn suggests they continue on to where the woodsman's axe is. Control is given to the player and they continue on through the next portion of the forest until they come upon a clearing where the ax is in a stump. There is some dialogue about the ax and why they are there, Arc grabs the ax and immediately they are attacked by a large forest monster (see Chapter 1 - The Woodsman's Axe). A boss fight starts and Finn talks about the monster while they are in combat. Here he teaches Arc (the player) about enemy weaknesses and how to use party lead swapping as a strategy to defeat monsters. Once the enemy is defeated, Arc says that they should go back to the city and collect their reward. The scene fades to black as they begin to walk away from the clearing.  
Chapter 1
A cutscene shows a beautiful shot of the city, cheerful music, there are some shots of the marketplaces and people walking through the city going about their business, there is a shot of the castle in the distance. The scene fades to Arc and Finn approaching the city gates, "Chapter One" appears in the bottom corner of the screen then fades, Finn casually mentions they need to "check in with Frith Reh'loa at The Takkan's Den". The player assumes control and location title "Frewen City" appears and fades. The minimap appears in the top right corner with a marker on the Takkan's Den (a Merc for Hire Outpost where Arc and Finn both currently work). From here the player can do any number of things, the city is free to roam and explore, can visit all the shops and houses, can visit the open marketplace and talk to the people. Finn will [passively, in the background] remind Arc that they need to visit Frith so that the player remembers what to do. No other quests will be available, nor can the story progress until they see Frith. Once the player enters the Takkan's Den, it will switch to a cutscene of Finn and Arc walking into the Den. They approach the front desk, there will be a couple of shots showing off the Den and its aesthetics. Frith walks in from a back room and greets the boys rather gruffly. There will be a conversation about the ax and Arc brings it out and places it on the table. A man comes to them from somewhere else in the den, he is the woodsman, he is overjoyed and thanks them for retrieving his ax, he pays Frith and leaves. Cutscene ends. Frith tells Arc that there's plenty to do if he wants to make some money. Finn leaves the party and a dialogue box appears and explains how the job board works (quests to do in the city). Arc will have the option of choosing between 5 different jobs to do. Each job is its own sidequest (each job may change as development begins). Job 1 - Courier job - This job is the quickest to complete, yet pays the least. When selected, Frith will hand Arc a scroll and tell him that it needs to be delivered to the headmaster at the local university. Arc takes the scroll and control is given to the player. A mark is placed on the minimap and the player must navigate through the city to the university. Once there, he must find his way to the headmaster's office. He delivers the scroll and there will be a short conversation between the headmaster and Arc. Once finished he can return to the Den and continue the story. Job 2 - Fetch Quest - This job is quick to complete, and pays moderately. When selected Frith will tell you that a famous chef in the city is short some ingredients and needs someone to get them as he doesn't have time to gather them. Arc must then go to the Northern Forest and gather 10 special mushrooms. The player will then navigate Arc out of the city and back into the same sections of forest from the tutorial. Once there, Arc must collect the mushrooms and then return to the city. Upon returning to the city, the player must navigate Arc to the restaurant where the chef is indicated by a mark on the minimap. Once delivered, Arc will collect his money and then can return to the Den and continue the story.   Job 3 - Escort Job - TBD   Job 4 - TBD   Job 5 - TBD   After Arc has finished and completed 2 of the 5 jobs on the job board, a cutscene will occur and a panicked lady will enter the Den saying she needs help. There will be a conversation between her and Frith about how her little girl had wandered into the sewers when she wasn't looking and needs someone to rescue her! It's dangerous and there could be monsters down there! Control is given back to the player and they are given the choice to take on the rescue job now or to do it later. By choosing to do it later, the player can finish the other jobs on the board and gain some more experience from fighting enemies, and gain better items and armor before moving on. By choosing the rescue job now, the player will be forced into the job and continue the story, therefore not being able to finish the other jobs on the board. After selecting the rescue job, Frith will explain to Arc that he should take Finn along because of the potential combat involved and it's safer in numbers. The player must then navigate to the sewer entrance that has been marked on the minimap. Once there, a short cutscene will happen showing a few shots of the sewer, the location title "The Underground Sewer System" will appear in the middle of the screen then fade. Player gains control and must navigate through the sewers while fighting sewer monsters. There will be no marker on the minimap, but instead the player will only be able to see on the map the places they've already been. Eventually they will hear the small girl crying and Finn will say in the background that they should follow the sound. They eventually find her and a short cutscene will show that she is about to be attacked by a larger monster (the sewer boss monster). They will run towards the monster and just as they reach the girl, a hooded woman will appear out of the shadows and offer assistance. Player gains control and the boss fight begins. Once the sewer boss is defeated, a cutscene will occur where Arc will ask who she is. The girl removes her hood and introduces herself as Cara. Arc is immediately enamored by her looks and gets flustered. There will be a conversation where she asks for their assistance for hire and they agree to take her back to the Den in order to set something up with Frith. Scene fades to black and fades in with everyone walking into the Den. The little girl is reunited with her mother and she is happy. Then there will be a scene where Cara and Frith work out a deal to help escort her to the nearest port city with a ship safely. Frith says that Arc, Finn, and himself should accompany her as it sounds really important, and also that she's offering a lot of money. They go to suit up and get the supplies they will need, and then suddenly, the door bursts open and The Frewen Guard storm into the den and immediately arrest them all, including Cara. Camera focuses on Arc who protests but then is knocked to the ground by a guard. A black sack is placed over his head and the scene goes black; all music stops.  
Chapter 2
The scene opens to the viewpoint of Arc opening his eyes. Camera change and the view zooms out from his face as he shakes his head and holds it. He slowly realizes that he is in a prison and the title "Royal Dungeons" will appear in the middle of the screen and then fade. He looks around and sees Frith and Finn is separate cells as him and Frith is yelling at the guards that they've been wrongfully imprisoned, and going on about "do you know who I am?" "This is against the law to keep us here without a trial!" "Are you listening to me?” Arc looks over next to him and sees another man sitting on the ground in the cell next to him, Arc then stands up. Control is given to the player and Arc can walk about the cell. If he goes to the side of his cell where the stranger is, he can start a conversation with him. There will be a dialogue where he informs them that they are on the execution floor and that it's useless to try and talk to the guards because they have orders to ignore everything the prisoners say. After this the four talk among each other as to why they would be set to be executed, they haven't done anything wrong. This leads to the new character, Dyne Redgar, to introduce himself formally and tell his story about how he was thrown in prison. After this Arc can walk around his cell more and talk to other other prisoners. After a couple minutes pass by, a hooded figure will suddenly appear and from the dark and silently render the guards unconscious. They take the keys and free Arc, Frith, and Finn. The hooded figure is revealed to be Cara, rescuing them. Just as they are about to escape, Dyne pleads for his freedom, that they set him free too. In exchange, he promises shelter in a secret location in the woods. They accept and escape with Dyne as well (the player can now use Dyne as a playable character). Control is given to the player and they must navigate the party through the dungeons, following Cara, until reaching the place that is marked on the minimap. Cara shows them a hidden entrance to the sewers and they leave. Upon entering the sewers, there will be a quick montage of shots showing different parts of the sewers. The title "Frewen Sewer System" will appear in the center and then fade as control is given to the player once again. A destination mark will be placed on the minimap and the party must navigate through the sewers, fighting monsters as they go. At this point, the player will also gain control of Cara and can use her as a playable character. There are lots of places and tunnels to explore in the sewers if the player so chooses, however, they can follow the minimap and go straight to where the exit is as well. Upon nearing the exit, a large monster will attack the party from out of the water, a larger version of the monster Arc, Finn, and Cara fought earlier in Chapter 1. Once the monster is defeated, the party will exit the sewers and emerge in the city streets. A quick scene will occur with the party exiting the sewers and gathering around in a circle. There will be some dialogue that they need to escape ASAP before the Frewen Guard discover they're gone and find them. Dyne will tell them of his grandfather's house in the woods and they set off immediately. Control returns to the player and they must navigate the party to the city gates to exit. Upon leaving, the player will be introduced to the world map feature; an explorable, traversable map of the world with scaled down, mini sprites of the characters (similar to other JRPGS like this: https://www.youtube.com/watch?v=ydcRR1S7uBk, https://www.youtube.com/watch?v=hOP4SiZCbGQ). A dialogue box will appear and explain the controls and how the world map works. After this, a mark will appear on the minimap where the forest is and control is given to the player. If the player tries to enter Frewen City again, a message box will appear from Cara saying that they shouldn't go back to the city, but should go to the forest. If they stray too far in the wrong direction, they will be stopped and Dyne will tell them they are going the wrong direction. Eventually, the player must enter the forest north of the city. Upon entering the forest, there will be a short scene montage showing off the forest, during which the title "Northern Forest" will appear and then fade. The camera will show the party entering the forest from a bird's eye view. Then to Dyne who says that his grandfather's cottage is deep in the woods. The player will regain control and a mark on the minimap will be placed where the cottage is. Now the player must navigate the party through the woods. There will be many different monsters and obstacles to face before arriving at the cottage. As they travel, there will be background conversations between characters about mundane things like how beautiful the forest is, or Dyne questioning who Cara is and she will not answer any of the questions. They can also casually discuss how they are now fugitives and probably won't be able to return home for quite some time. When they reach the cottage, a cutscene will occur of them approaching the house and Dyne welcoming them. The title "Dyne's Forest Cottage" will appear and then fade. The cottage will be surprisingly eloquent and grand, considering it's a wood cabin. They are led inside by Dyne, who is greeted by his most worried grandfather, supposing that he had been executed already. Dyne will introduce the rest of the party and then the scene will fade out while they make small talk. The scene returns to later in the day and the party members are scattered throughout the house. The player will gain control and can roam about the house and outside the house if they wish. Throughout the cabin, the player can interact with other characters and even find some hidden items here and there. Once the player is ready to sleep for the night, they must go to the bedroom assigned to him by Dyne. Once Arc says he's ready for bed, a cutscene will occur in the middle of the night where he wakes up and decides to go outside because he can't sleep. The player then leads Arc out to the front deck. On arrival, Arc will find Dyne outside as well, he also can't sleep. There will be some dialogue about why Dyne lives with his grandfather out in the woods and he will explain that his family was exiled in his home country and that they had to flee there. After this, they decide to go for a walk in the woods. The player regains control and can explore a small portion of the woods. Once they reach a certain point, a cutscene will occur in which Arc and Dyne hear something ahead and hide behind some bushes. They will see a few members of the Frewen Guard emerge from the dark and exchange some dialogue. Just then, another man enters. The other guards seem to respect and fear him, dressed much differently than they. Arc hears them address him as Rael, emissary of the King [bad guy music plays]. Rael calmly orders that they be on the lookout and that if they should find them (the party of course), that they are to kill on site. Arc says they need to wake the others and Dyne says he has an escape plan. The player gains control and they return to the house. Once there they wake the others and Dyne's grandfather reveals a hidden entrance under the floor to an abandoned mine shaft. They all climb into the mineshaft and close the door just as there's a knock on the door. The scene goes black.  
CHAPTER 3
The scene opens with a few shots of the area. The title "The Abandoned Iron Mines" appears in the center and then fades. Dyne addresses the party and tells them that he knows his way around the mines and that he can lead them straight to the exit. He urges his grandfather to come with them but he refuses and says that he is going to stay. After a short bit of dialogue, control is given to the player and a mark is placed on the minimap showing the path to the exit. The mines will be filled with different kinds of monsters, and alternate paths to take that deviate from the main path. There will be paths that will lead to party deeper and deeper into the mines. However, the further down the player goes, the harder monsters become to defeat with the payoff of better items and treasures found. At a much deeper level, there will be an optional boss that will give the player access to a treasure room full of amazing equipment and treasure. If the player chooses to follow the highlighted path to the exit, it will be much quicker. Throughout the mines, every once in a while the place will shake a bit and the party will casually talk in the background about how "something big must be close by". At some turns and open places, the party will catch glimpses of a large creature stalking them, they conclude that it is the monster causing the tremors. At the end near the exit, they will encounter a boss fight with the Mines Boss, the large creature that was following them. The fight will start and the party will have to work together in order to bring it down. Once it is defeated, the party will continue on to the exit. Upon exiting they will be brought back to the world map. before being allowed to move on, Dyne will announce that they should go south towards the nearest port town to get onto a ship, but Frith will say that every port in Frewen will be under watch from the Guard by now and they wouldn't stand a chance, he suggests crossing the border into Zarafell by way of Farah' Sol. The party agrees and control is given to the player. If the player attempts to enter Frewen City again, a party member will say that they cannot enter the city and should head west to Farah' Sol. The player can enter the mines again if they choose, in order to fight more monsters and level up the party. If the player attempts to enter the Northern Forest again, a party member will say that "the forest will be overrun with Frewen Guard members by now", and will not be allowed to enter the woods. Eventually, the player must decide to travel west toward the coast and enter the city of Farah' Sol. Upon entering, there will be a montage of different shots of the city, including the marketplaces and docks and busy streets. During the montage, the title "Trade City of Farah' Sol" will appear and then fade. Cut to a shot of the party entering the city and being taken aback by how crowded and busy the city is. There will be a short dialogue between the party members about how the city is a border and attracts a lot of visitors from Zarafell. They also say that they need to cross the border into Zarafell by crossing The Royal Trade Bridge. Control is given to the player and they are free to roam around the city. If the player chooses, they can leave the city and go back to the mines or roam the world map. In Farah' Sol, a marker will be placed on the minimap indicating where the entrance to the Trade Bridge is. Within the city, the party is free to visit all the different shops and houses, finding hidden items and obtaining better equipment and items. Once the party reaches the Trade Bridge, a cutscene will occur where the party will see Rael and some of his guards standing at the entrance to the bridge, inspecting and questioning everyone that goes through. They regroup and discuss how to pass through and eventually decide to disguise themselves and try to pass through unnoticed. Control is given back to the player and they must go about the city to find disguises for each party member.   CARA - Cara will find her disguise in the Marketplace. A local circus troupe will be performing and must convince their makeup artist to paint her face to make her look elderly. To convince her she must throw a knife into a target 3 times in a row perfectly.   ARC - Arc will find his disguise at a tailor for women. Cara will pick out a dress for him and long brunette wig to go with it. He will need to pay for it.   FINN - Finn will find his disguise at a local merc outpost. By agreeing to forge a greatsword for their Master, he will give Finn stolen Frewen Guard armor so that he looks like one of them.   FRITH - Frith will find his disguise just outside of town at a nearby farm. By catching a large fish in the farmer's pond, he will give him a set a fisher's garb to conceal his identity.   DYNE - Dyne will find his disguise with the local circus troupe as well. By performing a tight rope walk, they will also paint his face to look very elderly.   After every member has found their disguises, they go to the Trade Bridge together. Once there they decide to hire a merchant traveler to take them across the bridge in his caravan. After the player decides to ride with the merchant, a cutscene will occur with them crossing the borderline. Rael will stop the cart to inspect everyone inside. After some suspenseful dialogue [with suspenseful music], he will let them through and everyone will give a sigh of relief. The cart will continue on through and then the scene will fade to black.

Remove these ads. Join the Worldbuilders Guild

Guild Feature

Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

Comments

Please Login in order to comment!