I already started to create my first idea. My first game is going to be on the RPG Maker 3 platform. I've bought the second one as well but heard the 3rd is easier so I figured I'd start slow and see what RPG Maker 2 has to offer later.
The Sarillian Saga will takes place in the desert of Sarillian Sands on the planet of Lamere (La-mare taken from the french words "la mere" which means "the mother"). It was once a beautiful land covered with grass and trees. The people of Sarillia were happy and war was not a thing they understood. The land gave all the tribes plenty to live on and disputes between tribes were few and far between and usually solved non-violently. Weapons that did exist were tools of hunting, not tools of war. Sarillia was further protected by a mountain range which surrounded the lands borders. The countries that existed beyond these mountains knew from little to nothing about Sarillia, and the Sarillian's next to nothing of them as well. As far as the other countries of Lamere were concerned, Sarillia did not even exist. Their scouts had never successfully crossed the border lands to report it's existance.
Sarillia was a secluded peaceful land and all seemed well. Then a conflict began to brew between the biggest city and largest tribe. The accusations seemed ludicrous and illogical, born of fear and misunderstandings. No one thought that Sheik Sal et Kalaman, the ruler of the City of Kalaman, and Chief Allam Ashram, the leader of the largest tribe, the Klath, would have anything to quarrell over. The commonly believed story was that Chief Ashram had taken the Shiek's first and most beloved wife. When her mutilated body was found on the border of Ashram's territory, bound to a pole for display, their was no more peaceful talk to be had between the two men. This sparked a 300 year war which consumed the entire lives of several generations. Weapons of war began to be produced as the two fought endlessly. It was not untill 3 heros, Shal Zaire (shaman of the forgotten Salzirri Mystic Tribe), Rath Kaltaren (a mercenary in the employ of Shiek Kalaman) and the unlikely Yesmil Zalamad (a female thief with an unfortunate sense of timing), discovered that a evil mastermind named Mal Kar was behind the entire war that the two sides ceased fighting.
Having uncovered the true threat, the heroes united the tribes to battle Mal Kar in his innersanctum. With the help of the Saphrem Blade, a magical dagger believed to be a shard of the god Ohmet's holy sword that splintered from the main blade when he used it to cleave the skull of the undead dragon god Xantharaxis, the heroes were able to overcome Mal Kar in his castle. As Mal Kar died he uttered a curse upon the land which engulfed it in flames. The survivors of the Great Cataclysm, as it became known, were left with sand and wasteland where they once had fields and foliage. Cities were lain to waste and peolpes homes burned to ruin. Tribal traditions once again became the predominant social order of the land and superstition kept curious tribesman away from the crumbling ruins of their once great cities. The surviving relatives of Yesmil Zalamad recovered the Saphrem Blade from the charred remains of Mal Kar's castle and have vigilantly guarded it untill the day a new hero can prove themselves worthy to wield it in a time of great need.
Your story begins several hundred years after these events. You will play as a young man named Azael who get's himself into alot of mischief. He was abandonned by his parents as a baby and taken in by the nomadic Hassad family of the Saphrem tribe. He's raised along side two brothers, Yarin and Rolph. Rolph and Azael quickly became best friends, though Yarin is more adverse to accepting Azael as he views him to be of inferior blood since he was abandoned. Azael finds alot of ways to get himself in trouble around the Saphrem tribe's settlement. In one such incident he accidently falls through the tarp of the tribal Huntresses tent, who is the highest authority in the tribe, while eavsedropping on a conversation the huntress was having with her heir's mentor, Jazeer. She appears to be ill and dangerously close to death. Jazeer reprimands you for eavsedropping but the Huntress stops him. She beacons you closer and stares into your eyes. She then tells Jazeer to organize a small group with Azael in tow to search out the reason for her illness. And thus the adventure begins.
I'll update this post as I develop the story further and flesh out the details. This is only the set up though. The story will be the main focal point of my game and I hope to develop an engaging one with deep interesting characters who have a real believeability. The Sarillian Saga will be just that, an entire saga. I plan on making the several games for it, each new one being a sequel to the last and tying itself all together in the final chapter. I've decided to spread it over several seperate installments so I can create deeper, more immersive worlds without having to worry about fitting all the content into one game. Wish me luck
The Sarillian Saga will takes place in the desert of Sarillian Sands on the planet of Lamere (La-mare taken from the french words "la mere" which means "the mother"). It was once a beautiful land covered with grass and trees. The people of Sarillia were happy and war was not a thing they understood. The land gave all the tribes plenty to live on and disputes between tribes were few and far between and usually solved non-violently. Weapons that did exist were tools of hunting, not tools of war. Sarillia was further protected by a mountain range which surrounded the lands borders. The countries that existed beyond these mountains knew from little to nothing about Sarillia, and the Sarillian's next to nothing of them as well. As far as the other countries of Lamere were concerned, Sarillia did not even exist. Their scouts had never successfully crossed the border lands to report it's existance.
Sarillia was a secluded peaceful land and all seemed well. Then a conflict began to brew between the biggest city and largest tribe. The accusations seemed ludicrous and illogical, born of fear and misunderstandings. No one thought that Sheik Sal et Kalaman, the ruler of the City of Kalaman, and Chief Allam Ashram, the leader of the largest tribe, the Klath, would have anything to quarrell over. The commonly believed story was that Chief Ashram had taken the Shiek's first and most beloved wife. When her mutilated body was found on the border of Ashram's territory, bound to a pole for display, their was no more peaceful talk to be had between the two men. This sparked a 300 year war which consumed the entire lives of several generations. Weapons of war began to be produced as the two fought endlessly. It was not untill 3 heros, Shal Zaire (shaman of the forgotten Salzirri Mystic Tribe), Rath Kaltaren (a mercenary in the employ of Shiek Kalaman) and the unlikely Yesmil Zalamad (a female thief with an unfortunate sense of timing), discovered that a evil mastermind named Mal Kar was behind the entire war that the two sides ceased fighting.
Having uncovered the true threat, the heroes united the tribes to battle Mal Kar in his innersanctum. With the help of the Saphrem Blade, a magical dagger believed to be a shard of the god Ohmet's holy sword that splintered from the main blade when he used it to cleave the skull of the undead dragon god Xantharaxis, the heroes were able to overcome Mal Kar in his castle. As Mal Kar died he uttered a curse upon the land which engulfed it in flames. The survivors of the Great Cataclysm, as it became known, were left with sand and wasteland where they once had fields and foliage. Cities were lain to waste and peolpes homes burned to ruin. Tribal traditions once again became the predominant social order of the land and superstition kept curious tribesman away from the crumbling ruins of their once great cities. The surviving relatives of Yesmil Zalamad recovered the Saphrem Blade from the charred remains of Mal Kar's castle and have vigilantly guarded it untill the day a new hero can prove themselves worthy to wield it in a time of great need.
Your story begins several hundred years after these events. You will play as a young man named Azael who get's himself into alot of mischief. He was abandonned by his parents as a baby and taken in by the nomadic Hassad family of the Saphrem tribe. He's raised along side two brothers, Yarin and Rolph. Rolph and Azael quickly became best friends, though Yarin is more adverse to accepting Azael as he views him to be of inferior blood since he was abandoned. Azael finds alot of ways to get himself in trouble around the Saphrem tribe's settlement. In one such incident he accidently falls through the tarp of the tribal Huntresses tent, who is the highest authority in the tribe, while eavsedropping on a conversation the huntress was having with her heir's mentor, Jazeer. She appears to be ill and dangerously close to death. Jazeer reprimands you for eavsedropping but the Huntress stops him. She beacons you closer and stares into your eyes. She then tells Jazeer to organize a small group with Azael in tow to search out the reason for her illness. And thus the adventure begins.
I'll update this post as I develop the story further and flesh out the details. This is only the set up though. The story will be the main focal point of my game and I hope to develop an engaging one with deep interesting characters who have a real believeability. The Sarillian Saga will be just that, an entire saga. I plan on making the several games for it, each new one being a sequel to the last and tying itself all together in the final chapter. I've decided to spread it over several seperate installments so I can create deeper, more immersive worlds without having to worry about fitting all the content into one game. Wish me luck

It's a nice little trick I picked up from reading Tolkien. When I finish the entire story and all the installments I expect to have 3 full Era's of history with ties going all the way back to what, to the people of Sarillia, would be considered the beginning of time. The Sarillian Saga itself will take place at the end of the 3rd Era.
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