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Original Concepts




King Ascia Calma
(1571 NE - 1794 NE)
The Forth King of the Frenz Kingdom. A stoic man, King Ascia Calma lead his kingdom to a new age of prosperity and peace.
As a child he saw his father, King Aslo Calma rule as a warlord with an iron fist. His father had an insatiable thirst for power and would stop at nothing for more. Every attempt at rebellion was immediately squashed by his rule. King Aslo wanted prince Ascia to be every bit as dictorial as he was. However, his mother had other plans for him. As a child, she would read to him stories of heroes and villains. How villains took advantage of those weaker than them because they believed that they had divine right of strength to do so. It was heroes who had to became strong through their journey that they were able to defeat the treachery that within their land. She planted the seeds to be a hero within young Ascia.
When prince Ascia grew to be a teenager, he went with the soldiers to put down a rebellion in a small village thinking it was going to be easy. What Ascia saw horrified him. They had kids working in dangerous mines and he witnessed first hand how the soldiers mistreated his peoples and their resources. The stories of villains and their misuse of power rang through his head. Prince Ascia demanded the soldiers to stop attacking the villagers. With the soldiers being on the King's orders and not the Prince's, they ignored him. Then Ascia did the only thing he thought he could do, he turned his sword towards the soldiers and demanded again that they stop.
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Young Prince Ascia was subsequently exiled. During his exile, he made companions, telling him stories of his father's tyrannical rule and how his army damaged their livelihood. The former prince then decided to join the rebellion.
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He became known as "The Exiled Prince," who fought to free the land from his harsh father. Village by village, he removed the King's forces and gave the people hope. He became known as a hero and a symbol for the common people of the land. Eventually his own rebellion forces grew so large he was able to storm the Kingdom's capital and challenged his father to combat for rule of the land.
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The exiled Prince took the crown and became the respected ruler of the Frenz Kingdom. With his new power, he immediately dismantled this father's old army and replaced it with soldiers from the rebellion. He reinstated relations with neighboring kingdoms, extending a friendly hand dedicated to cleaning the Frenz Kingdom's reputation.
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Solas
(1293 NE - 1467 NE)
Primary form of attack: Black Magic
Born in the kingdom of Magra, Solas was a prodigy with black magic. Her story begins with one day as a child she went to her town's nearby lake to collect water for her family. When she came back, forces of the RAID was upon the village, igniting it in flames that were killing the townspeople. She ran back to her house to try to save her family, however she was too late. She came back right as the Raid was killing her mother, with her father already being dead. She let out a scream of agony and a veil of dark magic consumed the entire village. She woke to no signs of life to be seen. It was a complete wasteland.​
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For the next few years of her life, she wandered alone, traveling through towns and getting whatever she could to survive. She never stayed in one place for too long. She been described at that time as highly defensive, not letting anyone get to close to her.​ Her journey compromised of coming to terms with who she was and what her powers were. She started scared of her own power and unable to control it; she often ended up inadvertently hurting the people around her. As she made progress into accepting the person that she was, she grew into her powers tremendously. She became a self taught master of dark magic. She passed on her magic to every village she went to. Eventually, she became a hero throughout the continent known for chasing down the Raid and stopping their pillages.
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It was her who created the Raid Defense System (RDS) so no village would ever have to suffer as she did again. She developed a detection ward to warn villages if the Raid is coming towards them. Since then, we have implemented warping magic to RDS, so once the alarm is sounded, Defenders may come and give any extra hands the village may need.
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Throughout her lifetime, she saved a plethora of towns from the Raid and even more today.
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D.A.V.E
(Unknown-current)
Primary form of attack: Stone Axes and Pure Strength
Defender of Villages Everywhere, otherwise known as DAVE. A benevolent being found deep in the volcanic region of what we call today, Gerra. As the stories go, adventurers were traveling in Gerra to find new resources to bring back home. After an eruption, the adventurers were sure that their fates were sealed with their backs pressed against a wall. That is when giant boulders were thrown from far away in-between the adventurers and the approaching lava. This gave them the room and time that they needed to climb out of harms way. They found DAVE there, stoicly moving across the harsh wastelands. This was the first known instance of DAVE's altruism.
Eventually as both DAVE's and peoples' natural curiosity to one another grew, it was found out DAVE was not just one pile of rocks that made a form, but rather a unique type of Elemental Spirit. The spirit posses power over several heavy objects and uses its power to apply pressure to the objects which reshapes them into what he wants (which is usually a pair of stone axes). It was also found that while DAVE was able to understand us, he could not make any sort of noise nor expression to communicate.
As the RAID were attacking villages on the outskirts of Gerra, people were witnessing a giant form of rocks fighting the RAID off. It was DAVE who saved the village and many on from there. With the help of experienced magic handlers, DAVE was able to travel further, and eventually became implemented into the RDS (Raid Defense System). Whenever an alarm goes off, DAVE's spirit is transported to the village for him to defend.
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The leading theory of why DAVE altruism exist is because he is one of the first victims of the RAID and the spirit is trapped in our world. Perhaps DAVE believes we are the key to defeating the RAID and bringing his spirit to rest.

Magic Shop Keeper
Appears to a hero to provide items in exchange for currency. The door to it's shop will show itself to a hero in an unlikely spot. That is the full extent of what is known about this entity. Much of the information from this point forward is just speculation and rumors, as it seems this entity only shows itself to those it deems worthy.
The magical door to it's shop will disappear once its hero has moved on from the area. It's thought that if the hero returns to the same site again, the door will reappear.
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The magic shop keeper is also a shop keeper in it's own realm and acts as an exchange service for entities of its realm and ours. Is it the entity's job? Is it cursed? Or perhaps maybe it is blessed? Or perhaps it is an entity whose sole purpose is commerce. Reports from heroes are vague, as if to show respect for the Keeper by maintaining its secrecy.
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Perhaps the reason why the Keeper is so selective is because it understands the nature of humans. It understands our hunger for more and it realizes that the wrong people can use the items from the shop for the wrong reasons. Or perhaps it doesn't have any morals at all, and is simply a chaotic entity that wishes to see the world change and seeks those out who want to change it. We may never truly understand the nature of this being, but what we do know is that it appears to those who its deems worthy in times of crisis.


Tenectas
The result of the fusion of negative energy and pollution. It rises from the accumulations of waste to extract revenge on the humans responsible for it's creation. Anyone who gets in its way is subject to its sharp claws and appendages.
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It is able to seamlessly blend into the dark and waits for the opportune moment to strike it's prey. Its primary form of attack is stealth; if one happens to sneak up on it, it will escape, only to come back later to hunt the one responsible for surprising it.
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In combat the body moves slow, however the sharp appendages on its back allow it to dart around quickly and strike fast. The amount of appendages it is able to conjure is unknown as it is able to summon them at will. Once it's prey is skewered, the prey is drawn towards it's claws where it is then cut and absorbed into its body.
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The best tactic known to defeat this enemy is to use its target as bait. Watch for moving shadows and as it approaches surround it and attack. This must be done quickly however, as if one is too slow or too hesitant, the Tenectas will summon a multitude of spikes and skewer all of its opponents.
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avarite
A spirit of darkness, an Avarite will hone in on the negative thoughts of children and feed off of it. The Avarite will haunt the child's dreams and psychologically torture the child in its sleep. The longer it stays with the child, the stronger it becomes and the worse off the child is.
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They target children because a child's dreams are the most easy to manipulate.
Signs that your child has gotten the attention of an Avarite: continuously tossing and turning in their sleep, waking up and screaming abruptly, child is continuously tired and quick to anger.
If the Avarite continuously feeds off of the child, the child will grow to be an empty husk. However, thankfully this is extremely rare, as it is fairly easy to ward off these creatures. Once you start noticing the signs of infection with your child, have them sleep in the same room as a trusted adult. By doing so, it makes the area secure for the child , thus eliminate the negative energy that attracts the Avarite which in turn causes it to leave.
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As one gets older, their mental fortitude naturally gets stronger, so adults are safe from an Avarite attack.

Morem
A being that reaps from death, it makes it's victims' final moments torturous. It is able to smell a dying soul from up to 10 miles away and once it is sensed, it will do everything in its power to devour that soul.
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It is able to manipulate the visuals of its surroundings. Once agitated, it transforms its environment by making it appear unrecognizable to its opponent. In this state of confusion it strikes with its pincer appendages. Though its pincers are skinny, the Morem attacks with such ferocity it is easily able to pierce through ones body. If this happens, it is unfortunately it is too late for the victim. Once the Morem pierces though the body its absorbs the energy from each cell within the body. This causes the person to slowly die in pain as they feel their life force slip away.
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It is ill advised to fight these creatures solo, as the Morem will take advantage of the slightest opening. It is best to use its own tactics against it. Confuse the Morem by surrounding it and constantly move in random directions while making loud noises. Though it may look foolish, it is the best known way to counter the Morem's intense speed. Watch it's eye movement, and once it is not looking at you, you strike.
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Thankfully, magic that can ward them away has been created. The red cross at every hospital is a symbol that keeps all soul starved creatures away. Prior to this discovery, hospitals were partly battlegrounds for bouts between hired hunters and Morem. The power of the ward was discovered by Host Veninichi. Using a combination of other wards, magic, and ingredients, he was able to discover a power that was able to deter soul starved creatures.

Malge
Born from the amaglation of tortured souls the Malge is a terrifying being of malice. It took an extreme amount of effort to just take the picture by itself. It is a being that enjoys torturing its prey before it breaks them. The theory that is commonly accepted as to why the Malge acts this way is because it sees the pain it inflicts as justice for the atrocities the souls of the Malge has experienced.
These monsters make even seasoned hunters question their abilities. Because they are all tortured souls in one, the Malge has all of their strength, speed, and intelligence combined making them a truly fearsome foe. The more souls that were affected by the torture during their life, the more powerful the Malge is.
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If it senses anyone entering it's territory it immediately begins the mind games. It can make the trespassers hear voices coming from every direction, make them see visuals that would paralyze them out of fear on the spot, and make them believe things that aren't true.
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Once one is distracted by the illusions created by the Malge, it does a quick strike to kill the intruder, devours their energy, and waits for the next victim. It has taken centuries to gather this information so no more needless deaths have to happen .
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If one is skilled enough to avoid this mental attack, then the true fight begins. This creature is extremely fast, strong, and intelligent. It uses loud screams to paralyze it's opponents and bright flashes to blind them. There are no known weakness to this being, as only a literal handful of people have faced this creature and lived to tell the tale. The only way to stand a chance against this being is to face it in a team and use superior maneuvers to take it down. My best advice for hunting this thing is: don't.
Forth Coming Danger - Enemy/Weapon/Tile Design







Killer Robot:
Standard enemy Robot.
Shoots and rushes the player.
Robot Dog:
Charges at the player
with reckless abandonment
Exploding Robot Dog:
Charges at the player and then
explodes for more damage.
Sentry:
Powerful end of the wave
enemy. Has a one hit kill attack and is invincible.




Pistol
Shotgun
Assault Rifile