Zion - Light of the New Moon (Pre-Start 2/3)

Story by comidacomida on SoFurry

, , , ,


Zion - Light of the New Moon Pre-Start Story Generation Part 2/3 Miscellanea copyright 2011 comidacomida

With all of the many nuances (both plotwise and number-based) of the upcoming reader-contribution story, knowing more about how everything is going to work becomes increasingly important. What follows is a basic outline of what to expect from the Zion story as well as a description of the elements that will be involved.

Narration

To begin I'd like to offer my thanks to all voters who helped set the themes and tones for each of the parties traveling to Zion. After counting up all of your votes, it's time to unveil the Narrators for each party. These Narrators will be providing the story of Zion for each of the five parties for the first two Milestones (more on Milestones later). If something unexpected or particularly "unpleasant" should happen to keep them from completing their duties as narrator (ie: dying), then the task will be taken over by the narrator with the next-highest number of votes.

Bannihar: Jules Quickblade. Originally contributed by Damaged of So Furry, Jules unfortunately did not make the cut as a main character. Thanks to your votes she will be the contributing narrator instead, providing viewpoint and context for the party's trip. Bannihar's journey will be accentuated by attention to the grit and blood involved with traveling through the Wild Lands. The gruesome nature of what the travelers will have to face will be highlighted by the narrator along with certain you-should-know elements about any Wild Land encounters. As Jules is not listed in the main party there should be no reason why she won't be able to do her duty.

Doen: Priest Zachary. As the main organizer of Doen's second expedition to Zion for the year, it only makes sense that the young rabbit would be keeping a journal of the trip. Thanks to your votes, Doen's story will be told from the wide-eyed, astounded, shut-in viewpoint of the innocent and well-meaning priest. Just as all of the readers are getting their first taste of the Wild Lands, so too will the narrator. In the unfortunate event that some horrible disaster should befall Zachary, Daliah Three-Veils will take over in the telling.

Myre: Private Leijh Telone. Something about the young female guard must have called to readers because she is going to be the narrator for Myre. The human woman will be providing first-hand accounts of events from the viewpoint of an inexperienced warrior seeing the horrors of the Wild Lands for the first time. Untested and green, Leijh will be making some very poweful observations that will hopefully grab readers' deep inside and not let go. Even though Pvt Telone is not a main character it is certainly possible as a Wildcard that something could happen to her. If that is the case, Philip Lightfeather will take over as narrator.

Myrh: The Unknown Narrator. The siren call of an unsolved mystery obviously got enough readers interested in voting for the Unknown Narrator to tell Myrh's story. With little-to-nothing known about this character it will be up to the readers to come up with their own assumptions as to who this individual is and what s/he is doing on the trip to Zion. Even though the story is going to be told from first person viewpoint, the Unknown Narrator will assuredly be light on anything that might be able to identify who s/he is. The Unknown Narrator will not die before the second Milestone so there's no concern about getting a replacement.

Shrad: Majh Blackpaw. You asked for it, and you got it. Although the narration is going to be done in third person I'm sure a lot of Majh's unique personality will show through. Despite her embellishments, Majh is nothing if not through and she'll certainly capture all of the important details pertaining to the trip. Based on her focus of the story there will certainly be a lot of opportunities to admire the hardships the party will face on their journey to Zion. In the event that Majh meets an untimely end the story will be taken over by Taulesiev the Black who will then complete the project up to the second Milestone.

Event Arcs

Numerous events will add action, drama, and plenty of danger for the parties as they make their way from their respective cities to Zion. Some of these events are benign while others are very very hostile. Since Zion is a reader-driven story, it's going to be up to you as the readers to determine the direction each party takes. Each Event Arc has an overriding theme or challenge to be met and/or overcome. Most will hopefully end with success... some may end in failure. Either way, the journey must continue.

The five story lines of Zion will involve many of these Event Arcs, some being full of action while others involve more cerebral and/or emotional content. Most Event Arcs will consist of three posts: the Introduction, the Struggle, and the Resolution. Occasionally an Event Arc will have 2 posts (Introduction and Resolution), but these will usually be relegated to low action events.

Some Event Arcs will involve combat while others can present obstacles to overcome, riddles to answered, or puzzles to be solved. In most cases, characters involved in the storyline can and will provide solutions, but in some cases, contributing readers will have the opportunity to provide additional bonuses to their party by handling it themselves! Event Arcs of this variety will always come with a disclaimer included in their overview when readers get to choose which goes to what party.

Event Arcs will be presented in groups of 6. Included with the presentation is brief overview of what the Event involves, what benefit may be gained by a group successfully completing it, and what risk the group may face if they do not succeed. Each Event Arc will also come with a listing of which Story Seeds will be modified for the group that completes it as well as a danger/difficulty rating known as Complexity that ranges from 0-5 (0 being no problem whatsoever and 5 being a truly problematic scenario).

Finally, any special notices such as the above referenced disclaimer, abnormal modifiers, or possible story-line twists will be explained at this time. Non-contributing readers will have the opportunity to select which group gets which Event Arc. As there are 5 groups, one Event Arc out of each presentation will go unused. What follows is a sample Event Arc:

Fallen From Grace Deep in the Wild Lands the party encounters the remnants of a once-fine covered wagon, long since overgrown with weeds and vines. Despite the fact that it appears to have been there for some time there are signs indicating that it may have been used for shelter recently. Whomever took cover by the wagon appeared to have moved off further into the woods but fresher tracks indicate that something was following them... something horrible. Complexity: 3 Success: Willpower, Favor, Treasure Failure: Luck, Favor Story Seeds: - Mist, + New Moon, + Wild Modifier: Reader Contribution (a challenge will be posed to contributing readers-- if successful, the party will earn the party bonus Luck).

There will be six Event Arcs in the first story Milestone (Milestones will be explained shortly). The initial Event Arcs will be of an exceedingly low Complexity but the difficulty will increase as the story progresses. Almost all groupings of Event Arcs will have a variety of Complexity levels available with higher Complexity. The higher the Complexity the harder to succeed but the greater the reward if you do!

Milestones

If normal stories are measured in chapters, Zion: Light of the New Moon will be measured in Event Arcs. If normal chronicles are measured in stories, then Zion: Light of the New Moon will be measured in Milestones. A Milestone is a listing of progression for the story lines to gauge how far along a group is toward the completion of their tale. There will be 4 Milestones in Zion; the first two Milestones will involve the parties traveling to Zion; the third Milestone for those who survive will involve Zion itself; the fourth Milestone will depend upon the story lines as they are presented.

Milestone One will be presented from the chosen narrator's point of view for each party. This first Milestone is to introduce readers to the world of the Empire of the Moon as well as to give them a taste of what they will face. It will be a relatively low-key time in the story where characters will be presented and given some depth. Once everyone has settled into the expectations of how things work, we will move onto the next Milestone.

Milestone Two will start with a ban and present a solid amount of conflict, action, and challenge to the five groups. Building onto what readers learn about the world and combining that with the Story Seed totals from the first Milestone (more on Story Seeds later), the second Milestone will be flavored for each party based on the steps they took (or were told to take by readers). This Milestone will come to a close upon the groups reaching Zion... assuming they all make it.

Milestone Three is heavily dependent upon what happened to/with/for each of the five groups in the first two Milestones. It will predominantly involve Zion as well as the activities going on therein. Here, the Story Seeds will be counted and the full premise of Zion: Light of the New Moon will become known. Do you want to know what's really going on? Are you curious as to why the other delegates never returned? I know in my case the answer is "yes", but even I don't know the answers because they aren't set in stone-- that's where the readers come in-- you guys help direct the plot so these answers may be discovered!

Milestone Four is the final step on the Path of the Moon Mother and it will finalize the (hopeful) resolution to the problems at hand. Wil the Empire of the Moon be saved? Will peace once again visit the land? Will the horrible curse afflicting the Wild Lands finally be lifted? This is still unknown, and will depend on the activities and events that take place throughout the story lines. With any luck, we'll have a conclusion that'll satisfy even the most ravid fan of dark fantasy... that is... as long as everyone doesn't die.

Injuries

Physical injuries take the form of wounds. Although most wounds heal in time, having a healer, doctor, medic, or at least someone trained in first-aid on hand makes the recupreation go that much faster. Anyone capable of administering aid is able to do so at the end of each Event Arc. For the sake of health care, any such individual will be able to contribute a bonus to healing for only one patient, and they may not administer aid to themselves. Physical injuries are grouped into three categories: minor, severe, and lethal.

Minor Wounds are usually taken by a character when they fail significantly at a casual physical action such as trying to jump a shallow pit or trying to keep a heavy door from swinging shut. All minor wounds can be erased at the end of any Event Arc if there is some form of healer or first aid available. Without such aid, a character can spend 1 Willpower Point to remove all Minor Wounds. Any time a character takes a minor wound there is an increasing chance that their Minor Wound (and all prior ones taken) will become a Severe Wound instead. When this happens, all Minor Wounds are removed and the Severe Wound takes its place.

Severe Wounds are sustained in combat or at any time significant injury would result from a failed physical action (falling down a deep pit or failing to keep a section of rubble from collapsing into a passage). Characters suffering from at least 1 Severe wound receive negatives to any actions they take until the wounds are healed. With a skilled healer or with first aid available a character may spend 1 Willpower Point to remove all Severe Wounds at the end of any Event Arc; without such aid a character may only remove 1 Severe Wound per Event Arc through use of a Willpower Point. Any time a character takes a Severe Wound there is an increasing chance that their Severe Wound (and all prior wounds taken) will become a Lethal Wound instead. Like Minor Wounds becoming Severe Wounds, all prior wounds are removed when this happens.

Lethal Wounds are the worst possible kind of injury a character can sustain. Only the most horrific events or taking numerous Severe Wounds can result in a Lethal Wound. A character's first Lethal Wound results in significant negatives to any action they attempt. A second Lethal Wound reduces a character to an incapacitated status; they are unable to contribute significantly to any activity. Characters thus incapacitated will take 1 Severe Wound per Event Arc if their status does not improve. Characters with three Lethal Wounds die. Powerful divine prayer is required to remove a Lethal Wound. This can only be done once per Event arc per patient as the energy required for a body to heal itself is significant even with magical aid. Such healing drains the recipient of 3 Willpower Points and the caster gains 1 Major Fatigue (see below).

Mental injuries, known as Fatigue take the form of weariness, frustration, and lethargy. Different from physical injuries, these states are not as easy to see, but, unfortunately they can affect characters just as powerfully. Mental injuries, like physical injuries heal with time, but are less benefited by professional aid (at least for a short term fix). Thankfully, most mental injuries can be cleared through Willpower expenditure or via positive events in the storyline. Mental injuries are grouped into two categories: Minor and Major.

Minor Fatigue is handed out at the end of every physical action (climbing, swimming, or an entire Story Arc involving travel) and any prolonged mental action (an afternoon of studying ancient texts or being forced to solve a significantly difficult puzzle without success). After any significant success, positive event, or even a truly good night's rest a character can remove all Minor Fatigue. Some magics are also able to refresh characters, removing some or all Minor Fatigue from them. Every 5 points of Minor Fatigue require a character to check for Major Fatigue; unlike with physical wounds, Minor Fatigue does not disappear if a Major Fatigue point is earned in this way. If a character reaches 10 points of Minor Fatigue they must check TWICE for Major Fatigue-- 3 times at 15, and so forth. Other than contributing to Major Fatigue, Minor Fatigue has no other adverse effects.

Major Fatigue is usually earned only through excessive Minor Fatigue. Some extenuating circumstances can also contribute to Major Fatigue, such as the touch of most undead, being the target of some kinds of magic, or casting significantly powerful magic or prayers. Major Fatigue is also given to characters if a Willpower Point must be spent when they have none left. Like Severe Wounds, characters suffering from Major Fatigue receive negatives to any actions until the fatigue is resolved. Each point of Major Fatigue also counts as a point of Minor or Severe Wounds when determining the likelihood of physical wound levels increasing.

If ever a character's Major Fatigue exceeds his or her Mettle sub-trait they collapse, faint, or otherwise stop trying, unable to further contribute until their situation improves. Characters recover from 1 Major Fatigue at the end of every Story Arc and they can also remove 1 Major Fatigue per 1 Willpower Point spent at the end of any Story Arc. There are also some spells that can remove or transfer fatigue, which come in particularly handy for any group that needs all of their characters working at peak efficiency.

Character Progression

Bordering on roleplaying style, Zion: Light of the New Moon will involve characters that evolve and upgrade as the story lines play out. To this end, characters may find treasures, special equipment, and enchantments to increase their chances of success. Furthermore, they are capable of gaining attributes, sub-traits, and other number-based benefits. While some Event Arcs may provide opportunities for characters to improve, all characters will have an opportunity to reap the benefits of character progression at the end of each Milestone.

Depending on the combined Complexity Rating of all of the group's Event Arcs, surviving characters will have the opportunity to increase one or more of their abilities; attributes and subtraits may both be increased in this way, as well as purchasing extra Favor and/or Luck for the party. Any of these bonus points not spent will automatically transfer over to extra Willpower for the character in question, which is a good thing because much will be needed.

The cost for increasing an attribute for a character is 4 points, while increasing a sub-trait only requires 1 point. No attribute or sub-trait may be increased more than 1 in this way per Milestone. No attribute or sub-trait may go higher than 10 in this matter... but who knows what might be possible with the right Event Arc. Barring that, just stick to 10.

Story Seeds

There are seven Story Seeds involved in Zion: Light of the New Moon, and all are referred to as Paths. Each of the Paths hold a different theme and, therefore, a different story line. Just like a garden, what blooms depends on what you plant. In the case of this reader-contributed story, the Story Seeds with the greatest amount of focus are the ones that will tend to rule the overall story line. That is to say, the more points are gained for a given Path, the more likely that it will be the one that has the greatest bearing on Zion: Light of the New Moon.

Without divulging too much information about each Story Seed, they will each be given a brief overview. At the end of each Milestone the Story Seeds for each party will be added up and that Path will influence the party's next Milestone. Once the parties arrive (or fail to arrive) at Zion, all of their Story Seeds will be added together to further determine the direction the story takes. Did demons conquer Zion? Did one of the Temple Cities launch a surprise attack in an attempt to usurp the holy city's control over the uneasy peace? Did a ruthless barbarian army from Dehamin lay siege to Zion? Anything is possible.

Path of the Dawn It was only a matter of time before the activites of the Moon Worshipers attracted attention. Now, after several decades of preparation, a rival viewpoint is coming to the forefront and it will not be denied.

Path of the Earth Tah'aveen and Tah'alia, despite their differences in the past, forged a common ground with the loss of their brother, Tah'enar... but how long can the two goddesses remain at peace without their brother to keep them in check?

Path of the Mist There are many throughout the Empire of the Moon who would seek power. Sometimes the best way to gain power is to knock the throne out from beneath the one in charge. What would happen to the uneasy peace if this is what someone had in mind?

Path of the New Moon Tah'aveen, Moon Mother and benevolent goddess has watched over the Empire of the Moon since it first sprang into being... but how long will it last? It is said that her faith would remain in her followers for as long as their faith remained in her... but is that enough?

Path of the Serpent There are forces at work in the world greater than most could imagine. What might happen if the games mortals play suddenly become trumped by something much more earth-shattering than measly politics and diplomacy?

Path of the Sun Nothing mortals create last forever; there are plenty of immortals willing and able to teach them the error of their pride... the folly of their hubris. If what happened in Zion was just the beginning, imagine what might happen if those beings are truly ready to start class?

Path of the Wild The Wild Lands have been a place of horror for several generations. The curse of the elves, its severity lessened since their destruction, is nonetheless still present, and continues to harm and hamper the loyal followers of the Moon Goddess. Perhaps there's a reason why it still defiles the land long-after the elven people were purged from the world?

Conclusion

As before, this part 2 of the Pre-Start will end with a call to the readers, both contributing and otherwise. If you've prepared art or a prologue before: EXCELLENT! If not, you have another chance! Between now and 11:50pm (PST), Saturday May 14th, post your contributions then provide a link under the comments section below. If you've already posted a contribution link it here, and feel free to do more!

Contributing readers are welcome to post for their own character but they may also contribute for any other characters they'd like to cheer on. Non-contributing readers may contribute for any of the characters. Any reader may also choose to contribute to a specific group as a whole-- more power to you! All contributions will further aid in the advancement and survival of said character/group.

A Contributing Reader may gain up to +2 bonus for contributing a prewrite (prologue) and picture-- 1 a piece. If a Contributing Reader has already submitted a prewrite and/or a picture, they are welcome to do more, for a maximum of +4 bonus. Any non-contributing reader may provide fan art of any characters they would like-- maximum of 2 pieces for any given character, and a maximum of another 2 for any group(s). The objective here is to spur on creativity among my readers-- now get to it! (Note: no character may gain more than a total of +5 in this way to start, or +7 if the contributing reader submitted work during the first call for creativity... but you'll have a chance to contribute again later in either case!).

With that said, keep an eye out for the final prestart story generating post, and make sure you have your contributions ready. This is the final pre-start call for artwork, background stories, and the like from contributing and non-contributing readers alike, so make sure that's good to go! Contribution deadlines for Milestone One close as of midnight on the 14th-- and the story will begin with Chapter 0-- the first Event Arcs will be posted then.

The Path of the Moon Mother is set out before us and we'll be embarking soon. Good fortune to you all!