UPDATE 6/12: The first game of Chrono Genesis will be made in RPG Maker, but will most likely be remade in C++ down the road. I have yet to think up a title.Basically, Chrono Genesis is to Chrono what Wind Waker is to Zelda or Mega Man Legends is to Mega Man.
In the mid-29th century, a massive asteroid plunged deep into the earth. The impact was so great that the world began to flood greatly. The few who knew of the parasitic entity Lavos knew that this new asteroid held another evil presence and that it now slept deep beneath the ocean floor. Now, more than a century later, as the new millennium nears, evidence has risen hinting that there may be an entity higher up than Lavos or the new entity, the few who know of the past threat. For now though, plenty of trouble engulfs the world. Adventure awaits those who seek it: pirates on the seas seeking to exploit ancient legacies for unfair profit, the cursed lands of Medina, and the remnants of antiquity seek to obliterate those who dwell the surface.
LOCATIONSArctic NorthThe "Arctic North" is a name referring to the massive icy continent at the world's roof. The Arctic North has been desolate for several thousand years. Since the Second Impact, the snow has built up so much that it is believed that the actual land itself is buried miles under the snow. Only a handful of camps dot the continent, and frequent snowstorms make travel virtually impossible. Resources are scarce, but mining expeditions from around the world have set up base, carving deep mining tunnels in search of history dating back to the ice age circa 10,000 BC.
- Toma's Encampment
Once the beacon of power in the Zeal kingdom, Zeal Palace housed the royal family until a disaster sent the magical kingdom plummeting toward the earth. One member of the most prestigious exploration families, Toma CCIV, ventured into the Arctic North and after years of digging uncovered the palace's ruins. With a bit of cleaning up, the underground palace ruins now serve as an encampment for the celebrity explorer. The palace structure has remained strong enough to withstand snowy cave-ins, though the exit tunnels are volatile and constantly maintained for safety. Toma also has a research team to study the magical artifacts left behind here.
Beneath the Great Sea- Halls of Antiquity
Within the deep forgotten bastions of the Great Sea of the 30th century lies many sunken ruins washed away with the coming of the Second Impact a century earlier. Though some ruins have sealed away artifacts of a much earlier era. The Halls of Antiquity are the eternal keep of relics dating back thousands of years before the now-long forgotten Guardia kingdom. Ancient magical constructs stand watch to ensure no mortal dare touch the relics of the past. Though, with the impending threat, heroes must venture within to awake a powerful being if life is to go on. Bridges to the past lie waiting for the Descendants of the Six to open them.
ChorasFor nearly 2000 years, Choras has had a thriving marketing and entertainment economy, with their stance on alliances in war having always been neutral. Despite the Second Impact devastating and flooding most of the world, Choras is the one spot to go for luxury needs and sating your greeds. Though, Choras has a wide underground black market controlled by international pirate guilds such as the Giru and Southsea Raiders. Choras also maintains a trade alliance with Termina in the west El Nido deserts.
El NidoOnce a cluster of islands on the other side of the world from Zenan, nearly 2000 years of seismic activity as well as the Second Impact have turned this once-tropical location into a barren desert where sandstorms rage and there is nary any vegetation. Unlike most deserts though, El Nido does not exhibit scorching heat from the sun. The desert is rather decent, steadying at approximately 70-80 degrees, with the evenings dropping it to 40-50 degrees. Civilization is scarce, but a vast amount of ruins dot the desert that appear to be of reptite origin.
- Southsea Compound
This compound is located at the southern shores of El Nido and serves as the Southsea Raiders' worldwide base, with s small population of Giru traders taking up residence within.
- Termina
Termina remains the one of two cities left in all of El Nido. It serves as El Nido's only trade settlement to commoners. The harbor usually has ships from Choras trading goods. Though, the Southsea Raiders are known to infiltrate the city to swipe goods for their own kind.
Great Sea- Atlantic Gate
Standing guard to vast magical undersea ruins is the Atlantic Gate, a heavily defended series of ramparts and fortress-gate inhabited by massive magical constructs. General Marric leads the defense squads against any surface dweller who would dare venture into undersea civilization. Since the fall of Zeal, many who were cut off from the surface world have rebuilt their civilization underwater and hold a large hatred for the surface dwellers. Marric will use everything in his arsenal to maintain that separation.
- Dark Moon Isle
Between the Zenan Sea and El Nido Sea lies the volcanic Dark Moon Isle. It has been confirmed that this location holds a vital secret behind the Second Impact. Weather patterns around the Isle seem to constantly remain a chaotic thunder storm, with violent sea activity. A rather unique species of reptile reside throughout the Isle as well.
- Giru Cove
Southeast of the Guardia Sea sits Giru Cove, domain of the Giru gang, a large family of pirates that hold dominance over the entire northern seas and secretly govern the underground black market of Choras. The Cove holds a harbor of submarines, diving equipment, and a small makeshift town to house the Giru gang and those favored by them. Also held in this settlement are stolen goods, such as artifacts recovered from the sunken ruins of Guardia Kingdom.
GuardiaOnce the dominant human kingdom, Guardia had lasted just over 1000 years before Porrean forces, along with foreign forces, murdered its King in 1005 AD. Guardia had then become a province of Porre until the Second Impact in 2852 AD. Now, with the world flooded and Porre's diminishing control of the outer landmasses, Guardia is now an island with a handful of towns. However, the denizens of Guardia find themselves locked in conflict against the threat of the Giru gang and are often forced to aid them in securing stolen valuables as well as made example of for the Giru gang to keep them under control through fear.
MedinaEast of Porre and north of Choras lies the small continent of Medina. Over 2000 years ago, Medina was home to many humanoid magic wielders called Mystics. However, shortly after the fall of Guardia's ancient kingdom, Porre sought to conquer them as well. Despite full resistance to merge with Porre, the Mystics were defeated and Porre soon succeeded in the Mystics' genocide, acquiring the land for human settlement. Though, they did not stay there long. Those who lived in Porre-acquired Medina soon became deranged and whole settlements fell to madness and fear. By 1028 AD, Porre evacuated its people from the cursed land. Medina, in the 30th century, stands a gloomy, dark, misty land populated by forests. The few who reside in Medina are mostly hardcore adventurers or seasoned combatants from around the world looking to quell the horrors that lie within Medina's terrifying dark mysterious forestlands.
PorrePorre remains the last bastion of human capital in the 30th century. Once a heavy militaristic nation, its leaders soon subjugated all human nations to its control, forming the only human government to rule all governments. With the Second Impact, much of Porre's influence has withered. Prime Minister Montcrief, whose family has always held a high position in the goverment for nearly 2000 years, persists in upholding control to ensure mankind's survival into the upcoming millennium. Porre is a very tidy communist nation, with children raised to become great intellectuals. Healthcare, education, and media is all orchestrated by the government to ensure no one is left at an unfair advantage in society. However, this international government is hardly enforced beyond the city limits.