[Fanwork]: An alternate lore for "Das Tal"

Tell us your stories about the world and the people of The Exiled
Sommersang
Posts: 11
Joined: 07 Jan 2016, 03:47

[Fanwork]: An alternate lore for "Das Tal"

Postby Sommersang » 15 Apr 2016, 17:54

0. Preamble

I would like to start this thread with the remark, that nothing posted herein is in any way or form official lore. I would be happy if some of the ideas presented inspire the devs to come up with cool ideas for the world-building, but it is mostly an exercise for myself to see, what I could come up with. The stated goal of this "fan-Lore" is twofold.

First, I tried to create a lore, that is internally consistent and based on functioning rules about magic, it's sources etc.
Second, I'm a big fan of the way EVE integrates it's gameplay and story into each other. As such, it was my goal to write a version of the lore that has an in-story-explanation for most gameplay-elements.

I also split the writing into two main parts. The first details the "history" of the valley in eight small "chapters", where each chapter details an age of time or some important event(s), where one age ends and a new one begins. The second part describes the world of "Das Tal" as it is, when the PC is thrown in there.

1. History
I. The times of old
II. The days of wrath and the longest night
III. The age of wandering
IV. The exodus
V. The age of prosperity
VI. The schism
VII. The cleansing
VIII. The age of the new order

2. The world of "Das Tal"
I. The Valley
II. The City
III. The Veil and the Jailors
IV. The Revenants and the Madness
V. The Valley-Dwellers

3. Notes / Meta

Sommersang
Posts: 11
Joined: 07 Jan 2016, 03:47

Re: [Fanwork]: An alternate lore for "Das Tal"

Postby Sommersang » 15 Apr 2016, 17:57

1. History

I. The times of old
A time mostly forgotten, where nomadic tribes lived in a world, where the valley didn't exist. There is no knowledge about there lifestyle beyond the fact, that it was unsteady and simple.

II. The days of wrath and the longest night
Long ago, there was a tribe of people living south of the river in the plain fields. Blessed with water and plentiful harvest, they led good lives. The tribes of the north with their steppes and mountains and dessert couldn't compare to them and their civilization strived. But, at least that's what the old stories tell, they grew proud and angered the gods.

Over days and weeks a stigma smeared the skies, red like blood and growing and growing. First only seen at night, soon it could be spotted while the sun was shining. But the people of the plains didn't heed the warning of the oracles. Some say it was the wrath of nature, some say, it was divine punishment, some say it was the curse of the jealous people in the dessert, who wished ill upon the people in the south.

But in one fateful night, the people of the steppes and the steppes with them, vanished. The earth itself shook and trembled like a wounded beast. Fire burned from the seas to the horizon in the east and the night was bright as day. The sky was black for weeks, with no sun to see and an unnatural cold cut the summer short. Hunger and freezing reigned. The longest night took as many lives as the fiery wrath itself.

III. The age of wandering
After the longest night was finally over, there were not many people left in this part of the world. Small tribes wandering the desert and steppes, trading with each other, hunting and living in tents. Fearful of the lands beyond the river, which they considered cursed, they lived humble lives in the scarce lands of the north.

As time went by, the devastated population slowly grew up and fights for land, oases and hunting grounds began. As the days of wrath passed from immediate memory to be a story of old man and, finally, to legend, people began to settle around the river, where the unclaimed shores promised water and a easier live than the desert and steppes.

Some brave souls, young warriors as well as grizzled veterans even travelled in the forbidden lands beyond the river in search of unclaimed riches and new horizons. But most didn't come back and those that did told stories of high cliffs and burned ground. Fear and stories of the wrath of the gods kept people away. The river became the southern edge of the known world. Being banished beyond the river was a punishment that was seen as equal to death.

IV. The exodus
But some generations later the lands on the river again proved too small for a growing population and strife and war began anew. Banishments in the lands beyond the river became commonplace when a warring clan lost and the prospect of searching for a future there became more attractive as less and less land was available to take.

As people wandered south they found a valley akin to a giant scar in the land. As if an angry god had struck the ground with a giant axe it extended southwards. Steep cliffs of dark stone, sleek as burnished glass rose up to the sides and water fell down in small streams from the steppes around.
Different biomes, tar filled dessert and swamps and others, existed close to each other in the valley. There was a sense of something strange, something different to it. Within the valley were beasts and vegetation unseen before. Colorful plants and crude beasts of living tar, birds and animals that resembled something known, but changed in subtle or radical ways.

But the different biomes with their respective materials and the strange uses and applications of some of the strange life within the valley proved to be a blessing in disguise and a town was founded on the cliffs around the scars.

V. The age of prosperity
They were peaceful years, in which the town grew and became a place of trade and wonders. There were major breakthroughs in different areas, some would say science, some would call it religion. There were buildings higher than ever seen before, tools that could control fire and earth like clay and wonders that were never seen before.

It was a golden age and it's source was the "substance". It was a strange dust in a grey color, that was only found in the valley. A "substance" that had the ability to enhance and take on different aspects of everything it came into contact with. First it wasn't known, but a great philosopher of nature laid a groundwork of its properties and uses which would become a object of superstition and religious following later.

Mankind tried the "substance". Often it would result in unexpected and detrimental effects, setting things aflame, making them brittle, killing them outright. But through trial and error men could find and use in a ritualistic way the substance to work in ways that were beneficial. Shamans and priests, scientists and alchemists gave different explanations and methods, but in the end, it worked sometimes.

May it have been pigments wrung out of different plants, that were imbued with substance and could be used to enhance human abilities by painting them on your body. May it have been substance, that was ripped from the body of a dead creature and imbued into a bow to enhance its sturdiness or something else entirely.

With these abilities and possibilities the town became a center of the society of the valley and some swathes of land around. It grew and became a city. Founded by banished people in search of a better life it was founded on principles of peace and trade and ruled by a council of the leaders of the different guilds like the wood chippers or hem weavers who controlled the trade and society.

The golden age lasted for over a century and the valley and the city became the dominant power in the lands around without expanding its territory. But its cultural achievements and societal structure in combination with its vast trading power made it an exceptional nation.

VI. The schism
But with time, there developed rifts between the people of the valley and the people of the city above. While the ones down there were naturalistic and more in tune with the substance to the point of founding religious cults around it, the ones above were more interested in trade and the world and saw the substance just as a tool to be used.

Also, the use of substance was not without danger itself. It changed things. Even the humans experimenting with it. Some got abilities, other deformations. And some got estranged, changed beyond recognition. Madness enveloped them and made them something else than human.

This underlying developments where hidden, but expressed themselves in social differences. The city-dwellers looked at the valley-people as "primitive" and "strange" and decidedly "corrupt" with a creeping fear and jealousy of their differences. The people at the bottom of the valley for their part viewed the citizens as haughty and disrespectful, arrogantly abusing their work without giving proper respect to their sacrifices and way of life.

It all came to a head when someone developed the method of "binding", by which someone could give some of his memories and soul to the substance and, by mixing it with the life giving substance-waters of the valley, attaining the ability to be reborn when dying in the valley.

Allegations of "unnatural" practices and "the cheating of the natural order" surfaced. Cults prospered, that worshipped the substance and the waters of the valley, going so far as to claim the substance as embodiment of god itself. Reckless abuse of further enhancement led to a surge in madness and terrible mutated ex-humans.

When the council of the city above decided, that it needed to retain order and outlawed the practice of attaining immortality as "an act of perversion of nature that forsakes the humanity of the user itself", the clans of the valley took up arms in rebellion.

Some of them reluctantly, while others, especially around the substance-cults proclaimed themselves "the future of humanity" and flaunted their own supremacy through change over the "backwards", who were as weak and dumb as the ones who wouldn't take the "gift" for themselves.

The insurgency and infighting raged on for months. The valley clans with their immortality and substance-enhanced weapons won nearly every battle against the citizens from above, but their internal divisions and descend into madness were enough to ensure that they never could scale the cliffs. The fighting settled into an unstable stalemate.

VII. The cleansing
In this time of desperation a radical faction within the military of the city voiced the necessity to fight fire with fire. A unit of specially trained soldiers infiltrated the valley and used a mixture of cruel, merciless guerilla fighting, torture and stealing to acquire enough substance to match the warriors of the clans themselves.

In search of a weapon to solve the conflict they descended in the caves beyond the valley and infiltrated even the mad cults of the fallen. And they found a solution. As substance could take on the very essence of different aspects of reality it could also take on the character of death itself. A new magic was developed that created a deadly mist that could counteract the immortality of the valley dwellers.

Armed with their new techniques of death, the faction returned to the city and promised the council a solution to the war with the inhabitants of the valley. The council agreed and the leader of the specialists was proclaimed as commander of all military forces in the city for the purpose of ending the war and securing a lasting peace.

The end of the insurgency was swift and brutal. Under the command of the Leader and his squad of soldiers with their deadly abilities the military of the city eradicated the clans of the valley. Everyone who resisted was slain a multitude of times till his essence couldn't hold up. Mass executions saw the surviving inhabitants thrown into the pits of tar or driven in the underground.

VIII. The age of the new order
But the Leader and his men had an ulterior motive. As they massacred the inhabitants of the valley they absorbed their essences, took their substance-imbued weapons and armor and painted themselves with their ability-patterns, reaching beyond the capacity of normal humans. Most went mad with the power and needed to be slain by their comrades.

But some retained sanity as the essence made them closer to embodiments of their desires. Embodiments of war, of death and above all, order. As silence fell over the valley, the surviving specialists took an oath to never let the substance be out of control again. Never should madness and war threaten humanity again. The substance needed to be subdued and controlled to bring new prosperity to humanity.

They proclaimed themselves the order of the veil, as they guarded humanity from knowledge and were heralds of death itself. As they returned to the city, they and their commander stood before the council. They were granted high honors and a festival was to be held in their name. But as the council expected the Leader to relish his command over the armed forces of the city, he refused.

There was not much bloodshed, as the power of the veil overwhelmed the loyalists of the council without much resistance. A new order was established as the Leader was crowned the singular Ruler of the City and the valley.

His laws and authority created a system, where the valley was used as a prison and place for adventure, which inhabitants were expected to struggle in desperate hope to flee or overwhelm the city. Invariably they would gather and use substance to enhance themselves, discover new methods and create new weapons.

And invariably they would be slain and their knowledge and crafting would be used to further the cause of the city above. So they would unwillingly serve society (or more specific, the interests of the order) even while struggling against it. With only the mad and fallen left, new prisoners and adventurers would arrive and the process start anew.

Sommersang
Posts: 11
Joined: 07 Jan 2016, 03:47

Re: [Fanwork]: An alternate lore for "Das Tal"

Postby Sommersang » 15 Apr 2016, 17:57

2. The world of "Das Tal"


II. The City

a. Layout / Appearance

High atop the cliffs that oversee the valley lies the City. Grown from a small settlement of refugees and travelers, it is now the capital of the surrounding lands. The most important buildings line the cliffs itself, while the streets and blocks descent the gentle outward slopes until they merge into the plains.

While the City had walls for a long time to deter roaming raiders but under the new order, they were expanded and greatly reinforced. Created from brown stone and substance-enhanced clay the walls and towers herald the glorious rule of the city and the safety of its citizens. The Walls extend up to the cliffs, but the valley side is not walled separately, as the Jailors use the natural height of the cliffs as defensive positions instead.

The main streets in the city are cobbled and wide enough for two carts to easily pass each other. Most of them however are pounded earth and smaller. Most buildings are from wood and clay, in the poorer parts often not even buildings but more holes in the ground that are covered with tents from wood and hemp.

Despite this state, the city is relatively clean and for the standards of its surroundings, rich. One important reason for that are the supreme materials and "supernatural" tools that could be created with substance, like a staff that could start a big fire with nothing more than some sparks or thin branches imbued with the unbreakable sturdiness of stone.

b. Population and sentiment

The populace is mostly happy with their rising standard of living and has no problem with the abusive methods the regime employs in the valley to guarantee this income. But it has also a prive in the city itself.

The founding settlers were refugees and traders, bent on survival in a scarce landscape. They prided themselves on their personal freedom and the law was a fluid construct mostly used to settle trade disputes. As the volume of trade and the populace grew, the different professions banded together as guilds to formulate standards and prices for all their members.

Generally, the wealthiest guilds had the most say in the laws, as they were involved in most of the contracts and had a vested interest in paying for their enforcement. Over the year, a council of the headmasters of the various guilds became the ruling body of the city. Mostly occupied with trade policy and public safety, all other subjects of life were mostly the domain of every individual citizen.

This was brutally changed, when the veil took over the government. Everything had to be remade to find a place in the larger goal of advancing the human civilization and utilization of the world and substance.

The various cults and shamanistic rites were outlawed. The military was strengthened. Public dissent was outlawed and everyone who couldn't afford the raising taxes was pressed into servitude or thrown down in the valley to serve the City, willing or not.

Under the happy facade lie some deep revulsions against the new order, especially from cultural traditionalists and the higher echelons of the guilds, which lost their influence. But for the moment, this sentiment has no way to express itself openly.

c. The order of the veil
This shadowy group is at the heart of the current government of the city and responsible for the treatment and exploitation of the valley-dwellers. Most members were part of the special military force that was tasked with uncovering the secrets of the valley to put an end to the uprising of the valley-tribes, although some ascended at a later time.

What exactly happened on the mission and the chaotic days of the cleansing is not entirely clear, but rumor has it, that the members of the order are not quite human anymore. At the very least every member has a deep understanding of the nature of the substance and its applications. Various tales describe the superhuman feats of the order.

Although small in number, the order is a formidable power on its own, but its true authority comes from the fact, that its members control the disempowered guild council and the upper echelons of the military, effectively handing all the power in the City to the Leader.

Even if the order itself tends to stay out of sight and work through others, its agenda is not secret: Leading humanity in a new, unified future. It works with zeal and unworldly determination to indoctrinate everyone in its new teachings and purges dissent from the ranks.

One of the only times the members of the order take public action is the regular purge of the valley and subsequent repopulation of the zone. In this case the members of the order provide for the deadly mist that disables the immortality of the valley-dwellers.

Aside from that, the order acts as ultimate authority on deserters from the military and takes action to 'correct' events that get out of hand. Extraordinary strong and unruly valley clans as well as incursions of an uncontrolled ancient are events that may necessitate a direct action by agents of the order.

III. The Military and the Jailors

a. The Military

The dominant faction of the City and the valley are the military forces under the command of the Leader and his order of the veil. Their stated mission is to ensure the peace and prosperity of human society. This goal is accomplished officially through two complimentary missions:
First, to acquire and secure the resources of the land, especially substance, for the common good. Second, to defend mankind against any enemy, who threatens to upend the laws and structures guiding this process.

But even this apparatus at the core of the regime is not a monolithic entity. Within its ranks exist different factions and views on the exact priorities and the best way to achieve them. These differences are the result of differing rank, function and personal perspective that mirror those in the city itself.

One important distinction within the military is between the "city-loyalists", which were mostly part of the guard-force of the City before the takeover and have ties to the guilds but accept the Leader as their rightful commander and the "order-loyalists", who have sworn on the Leader personally and are fanatical loyalist to the new order and its plan to recreate humanity. Also, there is a big group of member which are in it for the money and secure position, not for a particular loyalty.

The rank-and-file members of the military are organized in groups of a few dozen members which are assigned to different divisions, which follow specific goals for the administration. The three main divisions are assigned to the following tasks:

The first division, the "Guardians", oversees the security of the city. It acts as a police and guarding force. It cracks down not only on crime like theft and rape but also on political dissent and administers trade with an iron hand of tariffs and bans on imports and exports.

The second division, the "Jailors" is tasked with the administration of the valley. Securing the high cliffs and the elevators, Jailor expeditions in the valley are also a common occurrence. More in the appropriate subsection.

The third division, the "Missionaries" have the mission to enlarge the domain of the city by spreading the word of the new order. While publicly concerned with "spreading the word and securing the borders", it's profile encompasses subjugation of neighboring tribes and "preemptive" strikes against other cities.

b. The Jailors
The second division. The "Jailors" are the most ideological of the three military divisions. Their silver-red banners flutter from every cliff and elevator in the valley and their eyes watch, as civilizations blooms and dies deep down beyond their feet.

Most of the times, the Jailors are actually quite happy to just sit back upon the cliffs and use the advantage of their unassailable position to their full benefit. But often enough the need for reconnaissance or the punishment of some Valley-dwellers leads a group of them down to the bottom of the valley.

Hated by the captives and with respect for their abilities, the Jailors make use of substance-enhancements for their equipment and themselves as well. There is a limit however. No Jailor is allowed to undergo the ritual of binding to attain immortality. Even the attempt leads to immediate excommunication and most likely execution of the offender.

The Jailors are also responsible to collect the tributes* of the valley-dwellers and monitor the activities of the clans and revenants. If there is a situation, where a strong clan or revenant-surge could threaten to unify the valley and create a direct threat to the city, the jailors are expected to strike brutally and hand out punishment. The same goes if a clan is unwilling to give the appropriate amount of tribute to the city.

*Note: In this version of the lore, the "valley defense"-mechanism is a tribute to the city, which extorts the valley. Failure to comply results in punitive invasions and the settlement-owning clan with the least contributions gets punished no matter what.

IV. The Revenants and the Madness

a. The Decline
The nature of substance is to change things, sometimes subtle, sometimes radical. Over years and decades humanity experimented on the substance and learned which applications could be used to enhance materials, tools and, finally, themselves. But it should be noted that for every wonder and every gift, there are many changes, which are useless or detrimental.

In the valley, handling substance just in controlled amounts is not possible. Some substance is in the air, in the water, on every plant and every animal within. It is all but impossible not to change. These changes are slow and accumulate over time. But if someone deliberately uses substance, maybe while trying to craft something from it, to enhance itself or simply by falling into the pits of tar, substance takes over.

When these radical changes occur, the creature that emerges is not human anymore. Even though no revenant is quite like the other, most of them share some features. In many cases they degenerate somewhat into a somewhat more apelike apperance, aggressive, greedy and brutal.

As the substance enhances traits in the things it changes, a popular school of thought is that people, who become revenants are those whose soul and desires were ugly by nature. This is also the official position of the city.

There are other theories however. More common in whispers and in the valley, they see the mutation as an expression of the true, dark and primitive nature of humanity and the human soul itself.

And some go as far as to claim that this state is, what humanity should become. The next step closer to the truth. These last ones are mostly found around the substance cults which claim the substance as god or a gift of god which should be accepted as is and worshipped for its divine property.

b. Revenants in the valley
The life of revenants is one of instability and anarchy. As they are driven by impulse and desire, they mostly cannot form anything resembling a society or coordinated efforts. Revenants are in constant strife against each other and against the jailors and valley-dwellers. Their lives are mostly solitary, poor, nasty, brutish, and short.

But there should be no mistake. Revenants are not all dumb. Some of them display cunning intellect and a degree of control over the substance and its abilities that is only matched by seasoned warriors of the valley. What they lack in refined skills they substitute with ferocity and brutal decision-making. A revenant does decide to fight or to flee. He decides fast and when he does, he executes without second thought.
Even though, some revenants achieve some degree of order. Mostly when one of their ranks subdues others under his authority, the revenants bind together and form small tribes that work together and occupy territory. These tribes can become a serious problem even for the bigger clans in the valley and the Jailors.

Weirder still, revenants seem to have some connection to the substance. When the winds change, when the pits of tar rise or the sky rains fire, the revenants react. Like animals who feel a tremor when humans cannot register a thing, revenants react to slight changes in the flow and nature of substance. At various points they even seem sensitive to the level of power a human has attained through substance and react with aggression or fear when confronted.

V. The Valley-Dwellers

a. Adventurers and convicts
The last faction in the valley are the “free ones” as they like to call themselves. There may be irony in this name, seeing as the valley is some form of prison, but the free ones bear it with pride and defiance. Most of the free ones are recruited from two groups: adventurers and convicts.

The former came to the valley in search of glory and sometimes a better life. They dream about the chance to enhance themselves with substance and be considered worthy to ascend into the ranks of the veil. Others come from the city or the subjugated clans beyond to gather strength and substance to strike down their oppressors when they come to reap the harvest.

The latter are those thrown into the valley through the Jailors above. The reasons for their imprisonment vary wildly. Some are genuine criminals, thieves and murderers alike. Others are prisoners of war, subjugated for resistance against the city and its new order. And some are those who just don’t agree with the goals or methods of the veil. These undesirables all get cast into the valley indiscriminately.

But you are not a free one just because you are in the valley. There is a baptism of sorts. The “ritual of binding”, which forms the bond between a human and the valley at large. Those who undergo the ritual attain immortality within the valley. As they do not need to fear death, they needn’t fear hunger or thirst, not violence or threats. They are free.

A free one has no law but those he decides to obey. Some strike out alone, many form clans to further their common goals. Be it to become the strongest of all. Be it to become rich and craft a truly unique artifact. Be it to explore the valley and unveil its secrets. Be it to make war or to make peace. They are free.

They are the free ones and they are free. Until the mists arise.

b. Shamans and valley culture
Will be added with Part 2.I. The valley. Right now I'm tweaking it a bit to accommodate the reset-question.

c. The Echos / Lingering presence
But there is more. When the wind is silent and nothing else around, faint whispers can be heard in the valley. Encouraging, raging or incoherently speaking. The Jailors call them echoes and treat them as a superstition of sorts. But the revenants seem familiar with the voices, seeking them out or repeating after them. Especially those who were cultists, seeking out the transformation themselves.

The truth however is only known to the shamans and those ones who undergo the ritual of binding themselves. When forging your bond with the valley, you give part of your essence to the waters, where it stays behind, disconnected from your body. This connection of essence and life-energy is what allows the reincarnation in the first place. You are no longer simply human but part of the valley itself.

The echoes started to be heard after the first cleansing and have been around ever since. As the dark magic of the veil shatters the bond between the valley and the ones bound to it, something is left behind. A small part of the essence that once was a person that is dead and gone now. This essence is known as a presence. Nearly unable to act, unable to sense, but with lingering memories, desires - a painful existence, missing most of what it once was.

Over time, these essences, as they float in the water, can be consumed by those who bind themselves. If they are, their memory-fragments become part of the new hosts memories. Sometimes the host even loses his own identity to the presence, taking on another name and behavior. Over time, they fuse together, and when the host is shattered again, the presence returns to its bodyless, floating state of agony, a little bit more experienced, a little bit more knowledgeable about the valley and its enemies.

Some whisper of presences who are bound even to several people at once. These ones are connected, sharing knowledge and a common agenda. But they have to be careful as even other free ones look at them with mistrust, as their soul is not their own anymore, so most prefer to keep silent about their condition and just play along.

The true intentions of an old presence is hard to gauge. Some seem to be driven by a desire to overwhelm their captors, using everything learned before to try to defy fate again. Some are driven to add more renown to their name, taking it up again to ensure their lasting legacy. Some seem to just revel in the slaughter of everything and everyone, without conscience and no agenda but the joy of it alone.
Last edited by Sommersang on 13 May 2016, 15:25, edited 2 times in total.

Sommersang
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Re: [Fanwork]: An alternate lore for "Das Tal"

Postby Sommersang » 15 Apr 2016, 17:57

3. Notes / Meta

<Placeholder>

ManuKuma
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Re: [Fanwork]: An alternate lore for "Das Tal"

Postby ManuKuma » 15 Apr 2016, 21:28

Sommersang wrote: It was my goal to write a version of the lore that has an in-story-explanation for most gameplay-elements.


That's what I would like to see, too ...
I think lore and theme can be great to explain game mechanics and make the game more readable.

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hagish
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Re: [Fanwork]: An alternate lore for "Das Tal"

Postby hagish » 17 Apr 2016, 18:07

Really nice. Eager to read more :)

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dbltnk
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Re: [Fanwork]: An alternate lore for "Das Tal"

Postby dbltnk » 18 Apr 2016, 12:19

It's a nice spin on our story. Would like to read more. Generally enjoy an emphasis of "geo-political reasons" for why the valley is now so war-torn and as an explanation of the rise of faschism in the city above.

ManuKuma
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Re: [Fanwork]: An alternate lore for "Das Tal"

Postby ManuKuma » 19 Apr 2016, 10:54

Nice read!

I still cannot decide if I like the repeat of events embedded in the lore or on a meta layer better - I tend toward embedded repeats like in Crowfall, but it maybe needs some more lore around it - also explaining different layouts of the valley (different parts? magical changes of the land ?).

Das Tal has some very non-standard story seeds in it - I think that it can have a really great background story!
Some aspects remember me of
- Elantris (imprisonment region x magic x surrounding city) https://books.google.de/books?id=73CcCgAAQBAJ
- Nexus (establishment fights against posthumans and uses same powers) https://books.google.de/books?id=AUyzBgAAQBAJ
- Annihilation (living landscape, contamination) https://books.google.de/books?id=qUo0AQAAQBAJ

Would very much like to read more of it!

Sommersang
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Re: [Fanwork]: An alternate lore for "Das Tal"

Postby Sommersang » 19 Apr 2016, 15:43

Hey everyone,

i added the II. The City and III. the military and the Jailors in the second entry.

@ManuKuma:

I think it is better for the story-engagement of the player, if the repetition is part of the lore. After all, everything that remains from your character/clan, when the server ends is the story and fame that they got. I personally would like it more for my character to be "one of those, that really derailed the fifth valley-deathmatch and slaughtered a hundred agents of the Leader before going down/getting away" than simply winning the iteration just to be retconned out of existance with the next server-start.

But it is also not really hard to remove this part from the lore, if you do not like it. Just make everything I wrote to the setup for the first and only iteration of the war and their is no logical problem.

Best regards,

Sommersang

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dbltnk
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Re: [Fanwork]: An alternate lore for "Das Tal"

Postby dbltnk » 19 Apr 2016, 21:47

Whoever finds a great explanation for why the game worlds repeat / change and why there are at all times multiple valleys will get my undying gratitude and play the game for free forever - promised. We've never fully figured this out until today.


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