User Tools

Site Tools


projects:eremidia_an_empty_tome

Eremidia: An Empty Tome

This is a wiki to document everything about Eremidia: An Empty Tome.

Set in AE994, roughly ten centuries after the First Hero defeated the Devourer and halted the doomsday of Noneiffica, the story revolves around the Scout tasked to find the missing expedition team at Herald of World's End, who later plays an integral part in the unraveling the dark history of Noneiffica's origin and deciding the future of his/her home realm.

Eremidia: An Empty Tome banner

As a secret mission unbeknownst to the civilians, Kingdom sent expedition teams to the Herald of World's End with one objective: to investigate the nature of such anomaly that mentioned in the Prophecy of the Five Races. Risking the Kingdom's best individuals—including King Dnas XIII himself—and most lucrative assets against the unknown, the main objective of such expedition is to find a way to prevent such prophecy from happening. Meanwhile, the Great Library is facing the uprising of Pars Mythos after the schism shattered the harbor of knowledge a long time ago.

The The Scout's tasks are filled with dangers. The Rift and its inhabitants are not the only danger he/she will face against; as the Librarians are trying to reassemble the Great Library into its former glory, the Mad Queen emerges back from her imprisonment and is on her way reclaiming such prize she had won back in the archaic era. To rescue the lost king and fulfill the task, a band of Survivors, Companions as well as the Makers will help the Scout in various ways. Not to mention the Riftwalkers—with their own twisted ways—will also aid the Scout in the perilous Rift.

And so, the outcome of the mission will decide the fate of the shunned realm.

Synopsis

The story revolves around the Scout who's been hired by the Queen of the soon-to-be-ended Kingdom. The mission is quite simple: search and rescue the missing King when he's embarking the expedition towards a mysterious island in the sky. The Scout then embarks the journey into the island with an Airship full of skillful crews and a Farsight Amulet in hand
Long story short, the Scout finds himself/herself stranded in euclidean chambers. In the middle of the void which connects the inner part of the island and the outer world, called the Rift. The Scout is not alone; he/she's in there along with the crew mates of former and latter Airships, yet the King was alleged lost in the Rift.
Along with the Guardian Duo–Richter and Theo, who was also part of the Airship crewmates–the Scout has to find the King and save him at all costs. Little they know the Rift has surprises for those brave and foolish enough to explore the seemingly endless masses of land in the middle of void, and even lesser they realize that the island hides such a threat to the Kingdom.
It is called Herald of the World's End for reasons…

Quest Information

  • Main Quest—Information regarding the main quest throughout the story.
  • Side Quests—List of all the sidequests available throughout the Rift.

Character Information

  • Companions—Those who will help Scout exploring the Rift, either from home realm or Book Realm.
    • Recruiting—How to find and recruit the Companions.
    • List—Comprehensive list of playable Companions.
    • NPCs—List of non-playable characters throughout the Rift, from friendly to neutral.
  • Enemies—Hostile entities Scout may encounter in the Rift
    • Monsters—List of non-humanoid hostile entities.
    • Bosses—List of either humanoid or non-humanoid major enemies.
  • Riftwalkers—The wanderers in their pilgrimage across the ways.

World Information

  • The Rift—Also known as “realm between the planes”, the Rift is the traversable void between known major places and sites, reeks of hostiles and hazards.
    • The Ways—“Most of the Ways direct one to Great Library.”
    • Obelisks—Major landmarks built by unknown entities commonly found throughout the Rift.​
    • ​​​​​​Sanctuary—The safe haven, rarely inhabited by sentient beings, yet the Riftwalkers tend to pay visit.
    • Serpent Tunnels—The mysterious hidden network of tunnels often utilized by few Riftwalkers.
    • Noneiffica—The area where the gate to Runemilenia is supposed to be located.
    • Numidium—The shattered pieces of realm where Makers lived and thrived.
    • Helena—The gateway to the oceanic realm is rumored to be around this Rift area.
    • Kytheros—Legends have it that the Broken God emerged from this area.
    • Alexylva—The antiquities of civilization long gone harbored here before being sundered back into nothingness.
    • Great Library—The hub of all realms, located at the center of the Rift. Harbors the entire knowledge from the realms; known, unknown and distorted.
    • Book Realm—Recent Rift's anomaly spawned numerous realms out of tomes and books.​​​​​​​
    • The Abyss—The deepest place in the Rift, where void originates.
  • Shops—Notable merchants and trade posts in the Rift. Strange, ain't it?
  • Well of Fortune—“Do you feel lucky? Well, do you, wanderer?”
    • Shards—A common currency among Riftwalkers, preferred by the merchants across the Rift
    • Dimes—An exquisite currency with limited uses.
    • Equips—List of equippable gears and accessories.
    • Consumables—List of usable items.
    • Relics—Outstanding items that don't fall into other categories, mostly serve as key items.
  • Artifacts—List of unique items can be found throughout the Rift

Gameplay Information

projects/eremidia_an_empty_tome.txt · Last modified: 2022/09/09 09:00 by 2600:6c50:5b3f:e20f:1475:2eb8:1e74:7599