Misc. Info:



Berton has a rich and unique history which makes itself known very
gradually throughout the game. Though you will have to find most
aspects of it out on your own, the following is a brief documentary
of vital points of it's history:

BERTON- The land created by Goddess Amalya and inhabited her people.
According to legend, Berton did not begin with a bang; rather did it
have any type of beginning. It has been established that the land of
Berton, and its creator, the goddess Amalya, are both entities whose
existences are beyond that of the average mortals comprehension. It
is true that Bertons inhabitants exist and interact within it, but it
is believed that their worlds actual form is shrouded by their own
corporeal senses.

GODDESS AMALYA- The goddess who created Berton, and played the role
of matriarch during the Old World. In correlation with the Amalyan
belief that all things are finite, the goddess dies at the end of
the Old World era, and her essence splits into three forms; giving
birth to the new heirs of Berton. Although she lived the duration
of several hundred millennia, Goddess Amalya has always retained
the same youthful complexion with which she is depicted in many
art pieces. To this day, people still honor and worship her. In The
Book of Times And Ages, she is surnamed The Incorruptible Power.

AZULE- The eldest of the three sons of Amalya, Azule is also the most
stern and dedicated to his duties. He created the proud Azuli race to
reflect upon those traits. Azules primary duties are those of god of
life and death; of the lives and deaths of the living and of new life
derived from death. Simply put, without Azule, new life would cease to
be generated, and the dead would be doomed to walk the earth.

ALEXIS- Alexis is odd in that he is Amalyas middle son, but he
retains an eternally youthful visage, which could be equivalent to
fifteen to eighteen in our years. True to his apparent age, Alexis
is very emotionalwhich often affects his performance as god of
weather and sky. It is believed that it is because of Alexis that the
New Worlds weather is so volatilethe weather of the Old World, as
governed by the more composed Goddess Amalya, is thought to have been
quite stable. It is because of this the inhabitants of Berton hold a
yearly festival in the gods honor in order to lift his spirits, and
promote more pleasurable weather. Alexis is the creator of the Faerie
race.

ARRON- Arron is the youngest of the three sons, and perhaps the most
simple-minded. He is not stupid; rather, he can focus his mind only on
a few things at a given time. This feature may be limiting in ways, but
it aids greatly with his duties; which concern the binding and
governing of the forces which keep the entire world in natural balance.
Arron has labored tirelessly for eons. True to his simplistic nature,
Arron created his race, Humankind, in his own form.

AZULI- The Azulis proud legacy has lasted for as long as humankind
has recorded history. They are a subterranean and nomadic people of
the desert wastelandswhich make up most of the western half of Berton.
They live underground and inside caves not because of fear of sunlight
or predatory animals, but because of a deep-rooted tradition.
Characterized by tough and scaled skin, heavily muscled bodies, fangs,
horns, tails, claws, and black-opaque eyes, they have often been
shunned by the other civilizations, called monsters, or more
commonly, Demons. The Azuli are misunderstood, but truly only
because of their solitary nature. The Azuli have a strong sense of
tradition in their ways of life, which they will often fight to uphold.

FAERIES- The Faeries are a delicate and carefree race, who dedicate
most of their resources towards a hedonistic lifestyle. Because of
this, most complex governments they tempt to build (which isnt often,
as most Faerie communities are led by a single king or magistrate)
inevitably fail due to lackluster management and/or political scandal. In 
addition, their scientific and mechanical progress follows at an extremely 
slow rate. But otherwise, the Faeries are a majestic people; no better songs 
and tales come from any other race than they. No better food or drink can be 
found from any other place in the world. Those outsiders granted the 
privilege to break bread alongside them know of only good things to tell 
about. The Faeries are as well the only specie to wield the power of magic 
without further enlightenment.

HUMANKIND- Humankind is most noted for its predisposition towards
progress. They boast the busiest port towns, and the biggest warships.
They are masters of trade and warfare. However, these high-speed
ventures often lead them to lose sight of their moral rights,leaving
the rest of their people to live in squalor and disrepair for the
higher pursuit for gold. Humankind is not truly evil; rather, they
are more highly susceptible to the overpowering disease that is greed
than the other races. And not all of their people live in the pursuit
of gold. There are artists, musicians, philosophers, scientists, etc.
which contribute to the overall diversity of the specie. For the
greater part of the New World, Humankind holds the highest political
and militant power, overshadowing that of the subterranean Azuli, and
the reclusive Faeries.

OLD WORLD- Little is known of the Old World. All that remains are
religious texts concerning that eras ruler, the Goddess Amalya. It
is thought to have been a very peaceful time, populated by very
different people than the present. A few creatures from that time are
believed to have been dwarves, and perhaps some dragons. There have
been sightings of such creatures in the current age, but they are very
rare.

NEW WORLD- The span of the New World was once thought to have been
from the time the first Azuli/Faerie/Human stepped onto the earth,
but recently acquired knowledge seems to point towards it as having
been only a few thousand years. The New World is the second age of
Berton, ruled by the three sons of Amalya, and populated by their
three races. It is said there is a special balance upheld by the three
racesand that if one would disappear or overpower the other two,
chaos at an apocalyptic level would ensue.






Characters-

Robert Miguelle-
Gender: Male
Age: 29
Birthplace/date: January 1975 in northern Belize
Occupation: Private Eye

Profile: After reaching the age of eighteen, Robert was moved out of
the Twin Isles Childcare Home in northern Belize. Finding little or
no purpose in his life, applied for the Belize Army Reserve, and spent
six years there. Within those six years, he discovered his true
calling in life. Already competent in artillery, and several forms of
unarmed combat, Robert applied for the Belize Police force. He quit
several years after.

Personality: Belize, being such a large and dangerous city, Robert has
seen his share of firefights. This experience, paired along with his
training in the army have strived to make him a great soldier. In spite
of his stern appearance, Robert, is in actuality very sensitive. He
has gained many friendships along the line of duty, most notable are
his relationships with the late Bart Nelson,(former O.C.O.R.P.S. squad
Captain)and his ex-fiance, Alicia Cetty.


Alicia Cetty-
Gender: Female
Age: 26
Birthplace/date: July 1978 Finniago, Feanri
Occupation: Police Officer: current squad Captain of O.C.O.R.P.S
(Officers in Charge Of Residential and Public Safety)

Profile: Alicia has always been an astute scholar. She had passed
through both Belize Central High and Twin Isles University with
high honors. Her great interest in government workings and impressive
resume led her to become an intern at the tender age of 22, and later
a Police Officer.

Personality: Because Alicia has a great belief in laws and ethics,
she makes a model officer. She met Robert Miguelle while in O.C.O.R.P.S.
and soon they were engaged to be married. Later, however, the engagement
was broken. This is partly due to Roberts decision to quit the force.
Whenever these two do meet now, it usually isnt under friendly guise.



Benjamin-
Gender: Male
Age: 38
Birthplace/date: October 1966 Belize
Occupation: Historian; Self proclaimed mage.

Profile: Little is to be said of Benjamins past other than that he is
well known by small guild of magic practitioners. He has also recently
placed himself in deep seclusion for studies.

Personality: Benjamin doesnt get out much. In fact, he spends all of
his free time in deep study of the Magic Arts. Through rigorous study
and training, Benjamin has begun to revive this ancient skill. He has
trained long and hard, but his skills are still at the beginning level.
His novice skills often lead him to mishap. Too bad for Robert


Sophie Harrt-
Gender: Female
Age: 8
Birthplace/date: February 1996 Belize
Occupation: n/a

Profile: A little girl whose entire family was killed in front of her
during the first days of the curse. Her traumatic experiences have
caused her to be unnaturally shy for a girl her age. Her stats and
skills are basically low, but she's not around to fight......

Personality: Sophie sometimes stutters, and is prone to asthma. Shes
not what you would call a valuable asset to battle.


Nasagi-
Gender: Female
Age: Late twenties, early thirties.
Bithplace/date: Dehrmoon, Tetalusk
Occupation: Assassin for hire

Profile: A mysterious woman whose face was partially burnt off during
a domestic despute when she was very young. She wears the mask of the
ninja assasin to cover her scarred face. She is incredibly strong and
agile in battle.

Personality: As accustomed to someone so mysterious, Nasagi is not one
to open up to others. For the first time, a man has caught her
attention


Max-
Gender: Male
Age: Early eighties
Birthplace/date: A June of the 1920s Belize
Occupation: Hobbyist

Profile: Max is a two-time war veteran who now operates and lives in
an arms shop within the slums of Belize. He knows Robert as a regular
customer.

Personality: Max can easily appear vulgar, ornery, and poorly-educated
in the eyes of strangers. That is not essentialy the case. He is wise
in years and experience, enjoys the comapny of others, and is notorious
for his long-winded and one-sided discussions about the Confederate
Government, his years in the service, and life in general.
Gun-collecting is his pride and joy.



Features: MINI GAMES


1. High speed Rush

This mini-game is fairly simple; you drive through a city in a
hotwired sports car over (or into) any obstacles in your way. It
will feature such targets as statues, pillars, parked cars, and
last but not least: zombies that go splat when you hit them. The
main goal is to make it to the finish, but if you decide to smash
targets instead, you can find various useful items. Full version
includes an extra level, and a place where you can finally use your
tokens.



2. "Capture the Flag"

The object of this game is to make it to a specified switch point,
and back. Hordes of zombies will attempt to surround you. If they
manage to, it's all over. If you manage to reach the "flag", GET
THE HELL OUT OF THERE!! The zombies that would normally appear docile
will rush at you, and others will charge at you with more ferocity.
Make it back to the startpoint, and to safety.

3. Tank Attack
The tank is a special vehicle similar to the sports car, but has the
ability to shoot tank rounds at enemies. It has a limited ammunition
source. All parts of this mini-game will demand that you blow up every
zombie in sight, but you'll need enough tank rounds in order to do the
job. Ive gotten some very good press on this puzzle style game. Full
version already includes three more levels.



4. Shootout
This mini-game is somewhat similar to "rock, paper, scissors" in that
you must choose between three spaces to shoot from.
One out of three spaces will result in you getting shot, one will
result in a miss, and one will result in you landing a hit to the
enemy.



5. Good ol fashioned ZOMBIE SHOOTIN
You once again control the tank in this game. The tank is in an
enclosed area in which you can point the tank in any of the four
cardinal directions, and shoot at the zombies. There are exactly
one hundred zombies to killthis isnt exactly challenging, but its
fun, nonetheless.


There are several others worth mentioning.


Features: BATTLES SYSTEM



In accordance with most other "survival" genre type games, there will
be NO shops or money. Players will have to manage with what they find
scattered around maps, and what they win from battles. Thorough
adventurers will be greatly rewarded.

In order to balance out the game, the battles will be fairly easier
(as the true emphasis is for survival).

Now, for the changes in the battles system: magic will be replaced by
the command; "Weapons". With "weapons", characters will choose a
special attack featuring a specific weapon (i.e. flamethrowers, rocket
launcher, incendiary shotgun blast, etc.) the weapons available will
depend upon experiences or side quests the player has accomplished,
rather than after leveling up.

In turn MP has changed to "Ammo". Characters can equip accessories
called "ammo belts" that increase their INT (now renamed AC for ammo
capacity). Players refill their ammunition by using boxes of ammo
(what else?).

Some characters cannot use the "weapons" command.

Lore-
(default name skill) is the only type of magic used in the game. The
only character who can use/learn lore is Ben. To learn lore, Ben must
compose special scrolls called skills(hehe) at his study in the Belize
library using SP, or Spell Points, gained along with EXP after battles,
and then equip the skills at rest points throughout the game
(more about rest points later.) Ben gains a new lore each time he
levels up. Each skill has exactly six lore spells. No more, no less.
Lore is an EXTREMELY powerful command. The downside? It uses up Ben's
stamina, and leaves him low on HP.

Rest points- rest points are areas similar to Inns, but don't cost any
money. Rest points do not restore Ammo, and you may change Bens
equipped skill here. Finally, each contains a save point.

Save Points- There are two types of save points: 1 use, and multiple.
Multiple save points occur in Rest Points and areas near the beginning
of the game. 1 time use save points are normally found by themselves.
Multiple use save points are green, 1 time use are yellow.
