Erde Nona Information Thread

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Android XVII

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Overview/Notable Features​ (top)


Erde Nona, often just called 'Erde' and occasionally just 'Nona' by travelers and inhabitants, is a lovely blue-green sphere with pretty rings and a single moon. Based on the old ruins you can occasionally find, it appears there was a much large civilization there at some point, but all that has faded into history. The draw to the planet tends to be Arcadia, a glimmering star on an otherwise pastoral (some may say podunck) landscape, although there are various cultures and communities that decorate the planet. Some trace their lineage back to the old empire, others have been founded by new arrivals to the planet. It's also not strange to find someone living by themselves, in a small house by the ocean, hoping to escape from the lunacy of the Crossroads.

Terrain/Climate​ (top)

Erde is best described as a 'temperate' world. You'll find a variety of ecoystems present, and a general lack of any extreme weather or seasonality. Forests, prairies (commonly used as farmland), and low-lying mountains adorn most of the planet surface. The oceans are mostly calm, and there are some lovely beaches and coral reefs. Regions near the northern and southern extreme of Nona tend to be colder year-round, and regions near the 'middle' of the planet tend to be more arid.

Wildlife​ (top)

Erde, given its variety of ecoystems, is home to an immense diversity of flora and fauna. It's forests, plains, oceans, and skies are home to all sorts of things, mundane or otherwise. You could pet a house cat near a farmstead and then travel a few miles to a dark forest inhabited by wood elves and coatls. Even magic-based creatures like elementals or abandoned constructs/golems could be found, as forgotten relics of the old civilization. Space travelers sometimes 'dump' their abandoned projects on Erde Nona, so be ready for anything.

Points of Interest​ (top)


Arcadia
The Hinterlands
Mond

Factions and NPCs(top)


Kingdom of Arcadia
--King Tyree VI
--Liara T'Soni
--Executor Selendis
--Principal Feeny

Errata​ (top)

  • Erde is roughly 40% larger than our Earth, has one moon, two rings, and 'normal' gravity and time cycles
  • Most transactions on Erde are done in some sort of real world currency/Coin-derivative like 'gold' or 'platinum' pieces, although Arcadia uses a form of digital Coin as well.
  • Referred to during dev as 'Americana' planet, Erde is a blend of high fantasy, fantasy-scifi, and of course, escapism. Once you're outside the confines of Arcadia, this world likely has whatever you could dream about.
 

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Android XVII

Thrice-told Tale
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World Quests
(Quests below can, unless marked 'Y', only be done once-per-character)​

“Just Wing It”
Quest Giver: Arcadian Royal Chocobo Society (‘the ARCS’)
Quest Length: 5,000 words
Quest Location: Arcadia, Erde (throughout the city and its ‘burbs)
Quest Prerequisites: Not Hostile with Arcadia, must purchase Master Skill (Riding) prior to Quest completion
Quest Description: The racing season for chocobos has just recently started, and already, there are jockeys who have been injured, either through their own hubris or ineptitude. While traditionally, the jockeys are members of the extended royal family, there are a variety of bylaws that permit the use of ‘alternates’ to participate in the races. Times are desperate for the Royal Chocobo Society, which fears that its inability to field a complete roster for competitions could cause it to lose to some upstart organization like ‘the Pont North Chocobo Racing Club.’ Can you imagine the horror?

One day, while in Arcadia, you stumble upon a flyer (or maybe you find something posted online) requesting ‘trained equestrians’ to serve as jockey alternates. With nothing better to do with your time, you volunteer. Whether you’re good with riding chocobos (or anything at all) is up to you. The people at the ARCS want to see how you handle the reins of one of their feistier birds, but after enduring that trial, you are matched with one of their actual racing birds. From there, you must stand out among a pool of fellow alternates, eventually defeating them in a race and earning your spot on the team. Congratulations, you are now an alternate member of the ARCS, and they will even allow you to keep your chocobo, with the expectation that the bird and you will be ready and in racing shape if called into action.

Specialized Quest Reward: Instead of the normal Quest Coin payout, his quest grants the following item, which may not be further upgraded/customized/etc. Players may not pool word counts

Mobile Base (1000) – ‘No Extra Charge’
“Royal (Yellow) Chocobo”​
--Speed 4​
--Agility 3​
--Endurance 3​
--Flying 1​
--Movement (Walk on Water)​
“Sturdy Bird”​
--Protection 2​
---Ongoing​
“Claws n’ Beak!”​
--Damage 2​

Repeatable? N

“Introduction to Arcadian High Society”
Quest Giver: Various
Quest Length: 5,000 words
Quest Location: Arcadia, Erde
Quest Prerequisites: Not Hostile with Arcadia
Quest Description: As a stranger in Arcadia, it’s on you to acclimate yourself to this bizarre new culture. You arrive at the thriving heart of the city, either as a visitor arriving at the spaceport or someone who has been taxied downtown in some manner. Whatever brought you here, you should take some time to acquaint yourself to your surroundings. There’s a lot of … limelight and bright colors in Arcadia. How would your character respond to these new environs? Will they visit a theater? Eat lunch at a fine restaurant? Or will they lend a hand at a soup kitchen? Perhaps your character will try to take advantage of another tourist, or maybe they’ll realize there’s a lot of money to be made off the ‘suckers’ they live and breathe by the billions in this place. Or will they be entirely mortified by the life of this enormous city?

Repeatable? N

"Lost but Not Forgotten" (Faction Quest)
Quest Giver: A member of the lower nobility in Arcadia
Quest Length: 10,000 words
Quest Location: Arcadia (Erde Nona)
Quest Prerequisites: Must have a Master Skill that is in some manner relevant, must have a clean record in Arcadia, must have done 'Introduction to Arcadian High Society'
Quest Description: The attempted coup left its mark on many more than King Tyree, and even though the events were nearly three years past, the trauma still feels fresh for many of the nobility. There was much 'collateral damage,' both in the initial violence and the swift bloodletting ('hunt for justice') that followed. Several parents had to bury their children, others became orphans, widowers or widows and some lost a good friend. While the higher nobility is well cared for, the smaller fish have widely been left alone to deal with their loss, and not all of them are taking it well. Some seek out therapists while others turn to occultism to speak with the deceased, yet others try to distract themselves with a hobby. It is not just a commercial opportunity but also one to rapidly climb the social ladder in Arcadia, if one plays their cards right.

Whatever the case, your goal is simple. Use your special skills to convince a member of the lower or medium nobility of the Arcadian court to enlist you in a manner that'll help them with their loss. Whether this is as a friend, a trusted worker, a secret weapon, or even a jester ... it's up to you.

Rewards: Standard Coin reward + the friendship/trust of your befriended royal + 3 Influence with 'Kingdom of Arcadia'

Repeatable: N

“Clockwork Banditry (… for Science?)” (Faction Quest)
Quest Giver: Representative of the Clockworld Revenant
Quest Length: 5000 words
Quest Location: Tinkerdrift, then Various
Quest Prerequisites: Cannot be hated by Arcadia or the Clockworld Revenant
Quest Description: While it serves as a haven for the wayward souls displaced by the death and defilement of the gear World, Tinkerdrift is more than just a reimagination of a quirky, clockwork and steampunk haven. The Clockworld Revenant is not a secret society by any means—their insignia, literature, and members are very visible throughout the platform. They do not lie about their mission, nor do they pull punches when detailing what they’d be willing to do in order to fulfill the mission.

Despite this, there is yet more darkness nestled in the hearts of these clockwork ‘men and women’. They innovate, as they always have. They tinker and toil, as they always have, but there will be no satiation for them. Not until they’ve destroyed Jenova and silenced the screams of the dying that still haunt most survivors of the calamity.

Just because they are geniuses does not mean that the Clockworld Revenant believes themselves above others. They know that the Crossroads is a magical (and often terrifying) place filled with mysteries and secrets. Whether you know it or not, you are a known entity to the cabal that is the Clockworld Revenant. They want you to leverage whatever skillset you have to travel away from Erde and ‘acquire’ either new materials, trade secrets, or anything else that they can leverage in their crusade.

Clarifying Note: For this mission, you will have to travel away from Erde and steal from another Faction or Settlement (something of value – be creative or ask for help). Regardless of how covert you may be, you’ll acquire a bounty from whomever you rob. If you use a lot of violence, you may accumulate multiple bounties. The ends justify the means, do they not?

Reward: Standard Coin Reward, +2 Influence with the Clockworld Revenant, 1+ Bounties (Varies)

Repeatable? Y

"In the Shadow of the Old Empire"
Quest Giver: Public Gossip
Quest Length: 5,000 words
Quest Location: The Hinterlands (Various)
Quest Prerequisites: None
Quest Description: Erde Nona is dotted with the old remnants of the planet-sprawling civilization founded by the original Emperor. Some of these archaeological remains are preserved as dig sites. Others have been lost to time or warfare between indignant tribes. Others are pillaged by tomb raiders.

Through some manner, you hear that some archaeologists have recently uncovered an old armory that dates back to the earliest generations of the Empire. Fools with loose lips mention old weapons and countless treasures. They call them ‘historical treasures’ but the let’s be real… $$$

Figure out where this dig site is and deal with it appropriately. Slaughter? A nighttime heist? Infiltration? Maybe you work with them and get your own cut? You do you.

Repeatable? Y

"Two of each Pokémon"
Quest Giver: Day-Care Couple
Quest Length: 5,000 words
Quest Location: Erde Nona
Quest Prerequisites: None
Quest Description: Maybe they listened to too many "Prof. Oak's Pokémon Talk" broadcasts on the radio, or they believe that a great flood will one day turn Erde Nona into a second Opealon and they're preparing for that. Either way, the two elderly Pokémon Breeders Harold and Martha, known as the "Day-Care Couple", are enlisting promising individuals who come by their home at the outskirts of Arcadia to collect Pokémon for them - they want one pair of each species out there, one male and one female. Leaving aside the ethics of hoarding numerous animals in tiny Pokéballs, the reward for each pair turned in is very nice, and they supply the Pokéballs. Plus, you might convince them to teach you the basics of Pokémon combat and catching, if you're so inclined.
Quest Special Rewards: If you spend all of your Coin reward for this WQ on a pair of Pokémon Minions, you can boost the Quest reward to 3000 Coin

Repeatable? N

“Monster Hunter World”
Quest Giver: Various
Quest Length: 5,000 or 10,000 words
Question Location: Various
Quest Prerequisites: Master Skill (Tracking/Hunting/etc...)
Quest Description: Are you bored? Are you an impoverished yet sapient entity with a need to enrich yourself materially? If that’s you, then do I have a quest for YOU!

Erde Nona is, like every World in the Crossroads, home to its own unique assortments of monsters. Some of these may be titanic fantasy beasts, while others might be centuries-old machina who have been willed to life by the deeds of some errant tomb raider. Whatever the case may be, such a monster has made life difficult for … some place.

Do you want this quest? Go accept it, and it will be on you (the writer) to craft the monster you are slaying and the people you’re intended to help. Want an extra challenge? Ask a staff member to generate the monster and the settlement for you. That won’t get you an extra Coin, but I know that I personally sometimes like to have plot tossed in my face.

Repeatable? Y

One-Time/Unique World Quests
(Once these Quests are claimed and finished, they'll vanish forever)​

“Carrying the Banner”
Quest Giver: Racetrack Higgins
Quest Length: 10,000 words
Quest Location: Erde Nona
Quest Prerequisities: None
Quest Description: In one of the more unsavory parts of Arcadia, local “entrepreneurs” have begun peddling misinformation to the populace through the pages of a newly established newspaper, The Arcadian Butterfly. Run by a particularly thorny personality, Jozef Pushitzer, the paper has started using down-on-their-luck orphans to deliver their newest issues.

Recently, however, some of the more courageous of the newsboys have started to bite back against Pushitzer’s long work hours and low wages. How can they possibly rise above their station if they are stuck working in such poor conditions? At the behest of Jacques Calamity, their fearless leader, the newsboys staged a strike to try and fight back against these injustices.

However, Pushitzer’s might and his connections with the Arcadian police force were too strong, and now, a bunch of the kids have been captured and taken to a workhouse called the Refuge, where they are being held against their will and forced into grueling labor. One of the newsies who escaped the ensuing riot, Racetrack Higgins, now posts up at a local tavern draining his sorrows on alcohol and women. He seeks help in getting his friends out of the refuge. Are you the hero destined for the task?

Repeatable? N, but this quest can be Chained

“An Unsettling Remnant”
Quest Giver: Abbess Oriole
Quest Length: 5,000 - 10,000 words
Quest Location: The Hinterlands, Haven Abbey
Quest Prerequisites: Must have participated in the Haven Hauntings event, ideally 3+ player characters.
Quest Description: Following your encounter with the Lich beneath Haven Abbey, the once-unbearable nightmares that tormented its residents have come to an abrupt end. Abbess Oriole, thankful for your help in the past, greets you with relief. As you wander the serene grounds, you will see that the gaping hole left by the fleeing Lich has been filled in using the abbey's... rather medieval techniques, a large amount of freshly-churned earth still evident.

Abbess Oriole mentions Brother Douglas, the devoted gardener at Haven Abbey, who has stumbled upon an unnerving discovery. Mysterious symbols have been unearthed in different areas of the abbey's grounds, alongside eerie inscriptions on scattered bones. These findings mirror those previously uncovered by the investigative team, of which you were a member. It appears that the Lich's magic was... more deeply rooted than originally expected.

Oriole is worried about the possible consequences of these dark remnants and the strange energy they have left behind.

You can seek out the abbey's gatekeeper, Mr. Krotgrim, who possesses records about arcane symbols and magic. He may be able to provide insight into the nature of the symbols and any potential indications of where they might originate from in the Hinterlands... or beyond. This may assist you in tracking the Lich.

EXTRA: For those worried about the magical remnants scattered throughout Haven Abbey, Brother Samuel, a visiting cleric, is the man to seek out. His expertise lies in divine rituals and he suggests conducting a sacred cleansing ceremony in three key areas of the abbey to rid it of any lingering dark magic; three is a holy number, after all. You can find Brother Samuel in the abbey's main hall, where he devotes most of his time to meditation.

Repeatable? N

“Lich Hunt”
Quest Giver: Mr. Krotgrim/Sister Josephine
Quest Length: 10,000 - 20,000 words
Quest Location: The Hinterlands
Quest Prerequisites: Must Complete “An Unsettling Remnant”, 3+ player characters REQUIRED.
Quest Description: As you proceed to uncover the whereabouts of the Lich, all signs point towards the desolate and frigid northern region of the Hinterlands. Further research by Mr. Krotgrim has revealed old texts that suggest a connection between the foreboding symbols found at Haven Abbey and the ruins of an ancient kingdom hidden among the snowy mountains.

Haven will, of course, send you off on your quest with generous provisions and vittles.

Brave the harsh frost as you trek through the perilous Hinterlands, where you will stumble upon Sister Josephine, the psychic nun, rendering aid to a troubled individual with some form of supernatural woe. She will accompany you on your quest, joining you through vast tundras and thick forests covered in layers of snow. Be prepared to confront the obstacles presented by the region, such as unexpected snowstorms, frozen waterways, jutting cliffs, and unfriendly wildlife.

As you climb higher into the mountainous terrain, you will come across a gang of merciless Lycan bandits who have seized upon the inhospitable surroundings to create their own stronghold. These bandits, lured by stories of ancient artifacts hidden in the ruins, will invite you in and act generally welcoming... at first. You'll need to navigate the situation somehow to emerge unscathed.

Upon reaching the ruins amid the mountains, you will be harassed by various undead foes, ranging from spirits to actual zombified grave-robbers. You must work around these dangers to uncover the entrance to the Lich's lair, which appears to be a very, very lofty tower that is impervious to damage.

Repeatable? N

“Mageslayer”
Quest Giver: N/A
Quest Length: 10,000 - 20,000+ words
Quest Location: The Hinterlands
Quest Prerequisites: Must Complete “Lich Hunt”, 3+ player characters REQUIRED.
Quest Description: As you face the imposing tower, the frigid winds howling through the alpine peaks and the eerie atmosphere of the Lich's stronghold fill your group with a sense of dread. The entrance to the tower is decorated with threatening markings that signify the Unmaking, each symbol emitting an otherworldly, sinister aura. Sister Josephine, using her psychic abilities, detects an intense amount of magical energy and many evil entities guarding the interior.

By referencing the research Mr. Krotgrim provided to you, you should be able to open the ancient door.

You will enter the colossal lair, where each floor is guarded by mystical barriers and monstrous Unmade creatures willingly serving or enslaved by the Lich. The Lich's dark presence has warped the structure of the tower, making it shadowy, dank, and filled with much peril, both arcane and mundane in nature. You must maneuver through the twisted, winding halls, avoiding sorcerous traps and fending off undead sentries along the way.

As you make your way up the stronghold, be cautious of the toxic yellow mold that lurks within. The spores emitted by this mold may not harm the undead, but they can be deadly to living explorers; when inhaled, they have the potential to mutate your character—warping their state of mind into a vicious, cannibalistic terror. Use your good sense and cunning to avoid, mitigate, or eliminate the mold's spores.

Ascending to the uppermost levels of the tower, you can feel the Lich's grim presence growing stronger, more oppressive. The air itself seems to chill, and the malicious influence of tortured spirits and dark entities brought about by the Unmaking surrounds you. Your mind is not immune to the psychological challenges imposed by the Lich's aura, pushing you and your allies to the very brink of madness...

Until at last, you reach the pinnacle of the tower, where the Lich's inner sanctum awaits. Fight or die.

Reward: Standard Coin Reward + Limited-Use Trinkets worth 3000 Coin.

Repeatable? N
 

Arbiter

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Unmaking Status

Refugees fleeing in droves...pitiful cultists exalting my name. These things are pleasing to Darkseid. But as is often the case, one doomed soul has chosen to defy my Will. Ashikaga Shinku will be eradicated in time. My Parademons will see to that...but in the mean time, perhaps my attention is best focused elsewhere on this verdant, lush world.

There is always a forgotten room, a shuttered house, or a darkened soul ready to accept my dire succor. The sun is rising over Erde Nona, but just as surely, Darkseid will see it set again...

Level Change since last Cycle: +1
Unmaking Quests Completed: 2
Current Unmaking Level: 0
Negative Effects: None
 

Arbiter

Level 1
Joined
Jul 26, 2018
Messages
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Essence
€152
Coin
₡1,500
Tokens
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Unmaking Status

My parademons slain, and Ashikaga the soul eater still taunting me at large. Others follow his example. This shall not stand.

But perhaps I have...miscalculated my approach towards this world so infested with questing heroes. Noble souls are drawn like valiant moths to the dark flame of my works.

Perhaps I shall have to use this meddling persuasions against them, like I did on Opealon. For now, though, the shadows must fester in quiescence.

Level Change since last Cycle: +1
Unmaking Quests Completed: 5
Current Unmaking Level: -4
Negative Effects: None
 
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