Mappers: Sandopan, DarkGrave
The following screenshots were taken before our new sprites were fully integrated into the game. We no longer use these character sets.
Screenshots, some in-progress maps included were now polished or re-done:
The following was a summoned combat stress test:
Combat Video, using our Old Graphics. This demonstrates the Particle Engine, as well as Guard NPC's, Spellcaster NPC's, Ranged NPC's, and the Summoned Mage, Fighter and Cleric.
This is the first release of Drasil. Consider this BETA. We will be testing features, sorting out bugs and playing with social core systems. When all these features are complete and the graphics are put in completely seamlessly we will release.
-In-Game Books (Opens Large Texts)
-Paperdoll Integrated Graphics
-Player Interaction Ring
-NPC AI: Guard, Summoned Mage, Summoned Healer, Summoned Ranged
-Improved Player Summons
The first game download is very much an Alpha. Please understand this is not a finished or polished game. You can, however, roam through maps, PvP, explore the first dungeon and listen to the SFX ambience. The game does have occasional bugs we're tweaking out, do remember this is an Alpha release, there will be bugs. Our users were eager to play though, and we saw no harm in an Open BETA. There is no music as of yet, we have decided against using anything but custom music in Drasil. We are trying VERY hard to take this entire game into the custom-resources realm! If you can help, contact us!
We'll be constantly patching the game with new maps and content from now on until Drasil v1.0.0! During which I will consider Drasil complete, feature and content-wise. Until then, join in the game, find a bug or two to help us out. Don't worry about there being not much to do, that will change in the following patches. Because of the nature of the release, there is expected downtime, lots of it actually, as we patch new things within the game. Check the stickies in the Announcements forum for server information as well as patch information. If the server is down, check if it was announced there before posting about it, please.
Most of the game's items/NPCs/quest content will be added in Drasil 0.0.6.
-Nation vs Nation War
-Economic Functions (Taxes, Player Shops)
Nation Vs. Nation is a concept not many people have heard of, and I'm sure, have question upon it's mechanics. I will dedicate a small paragraph to explaining roughly how this game mechanic works.Nation vs Nation
War will be available after Athena is mapped, which is the large 100x100 capital city of Olorun that will house government offices among shops and citizens. Players seeking citizenship should emigrate to Athena and check with the Citizenship Committee. After Athena is mapped and released NvN war will be available and players will be given a choice between political systems to instill in the Nation. This would mark the beginning of the political system. After a government type is chosen (Communist, Monarchy, Democracy, etc) we will code the rest for the players. Nation vs Nation War will work when a general selects a map as a battleground. A capture point will be placed on the map, whoever holds that point holds the map. When all opposing forces are destroyed whoever holds the flag has won the map for their Nation. Player Soldiers will be able to summon 4 NPC Soldiers to form a Squad. A Lieutenant will summon one NPC Squad Leader, with four soldiers, that will act among his own squad. The General can summon two squad leaders in addition to his squad. More on NvN will be released as we develop further mechanics.
If there is one thing that separates Drasil from the rest of the ORPG's it is that Drasil has a completable storyline.
Yes, there is an end to Drasil. Three, actually. Positive, Neutral and Negative. Players will work to achieve the end of Drasil, which will be discovered as more Storyline quests are completed. Each town holds a storyline quest, and you can find some in various places in the world. When the story has been finished we will work on releasing the next Drasil expansion, which features the Nation of Arokur (http://www.arokur.com
for our Online Version of Drasil done in PHP). When Arokur is released NvN will be truly possible. It's political system will be determined by how Drasil: Awakening, ends. I believe that when players have a goal to actually work to the game has a lot more meaning. Our staff will play as RPG Actors in weekly game events, which could involve murder, theft, assault and enlightenment of players. We offer each player the opportunity to become completely unique, by working with our staff actors and participating in the storyline quests, YOU can become the famous champion or murderer you can never play in another game. Along with the player housing (done manually by staff, no automation here, and each house has a build time based on its size) characters can create anything from a shack to a fortress. This opens numerous possibilities for player-run events and quests, which we encourage.
The story is tailored towards RPG players, if you do not enjoy long storyline's you actually have to take more than a minute to read, forget it!
In the times before the Great Thunder Wars, it is said the land was one continent. One massive land, of mountains and fields so vast that even the eyes of the Old Gods had trouble watching them all. This continent, pure and unravaged by war, was home to many races of creatures, all living in total ignorance of one another. But after the Great Thunder Wars, when the Old Gods became enraged with their children, who had gained favour amongst mortals, and fought them with earthquakes and tidal waves all across the world, it is said the world split into two continents. Mountains plunged into the seas, plains became deserts, and land became scarce. The New Gods, having defeated their parents in the end, set about to save as many of their mortal wards as they could. Islands were raised up out of the depths the Old Gods had created, and new homes were established. There was room enough for all those who lived upon the surface of the world. The New Gods protected their lessers and helped them expand and propogate. But time wore on, and the New Gods became tired and no longer watched over the mortals. Soon thereafter, the Many Wars began. Elves warred with Humans, Dwarves warred with Orcs, and the known world fell into chaos. After two centuries of warfare, the Humans finally were able to break the Elvish armies in the Dying Fields, and turned them to rout. A decade of slaughter followed. No longer able to resist the Humans, the Elves were nearly exterminated- their only refuge the deepest of their forest sanctums. The Dwarves, defeated by the Orcs, dug deep into the stone and never again came forth. Orc and Human met many time during the years after the wars, and eventually the Humans again used their numerical superiority to break their foes. Forced into the most desolate lands in the West, the Orcs fell from power and were no longer considered enemies. The Humans had established hegemony over all the Western Continent. But what of the Eastern Continent? Did it suffer a similar fate? The Humans of the West could not help but dream greedily of the riches of the East. But no ship had ever sailed deep into the East and returned. Dreams faded, and the West focused on domestic matters, seemingly forgetting all about the unknown continent.
Drasil. The Eastern Continent. Forgotten by the New Gods, Drasil had been left to fend for itself in the chaos following the Great Thunder Wars. Unlike in the West, the races of Drasil did not band together. Instead, great nations were formed by like-minded leaders of all races. Drasil saw its own wars, but its jagged mountain peaks and lush forests kept the new nations at bay. Four major nations were born: Vagharast in the far East, a great Empire rules by the Twin Emperors. Primarily occupied by Elves and Orcs, Vagharast is a massive nation of sparse population, kept together mainly by the force of the Twin Emperors. In the West of Drasil, three nations stand above all others. Olorun sits in the South, it's mighty navy patrolling the seaways of its island empire. A proud people, Olorunii are mostly Orcs and Dwarves. They love money and trade, and they are reknowned for their advanced science. Renolus and Matharia lay to the North, constantly at each other's throats. Although predominantly Human, both kingdoms are home to all four of the major races, though Matharia is known for its thriving Elven population while Renolus is famed for its ties with the Dwarves of the High Mountain. Peace does not grace these two nations for long, and war is no stranger to either of them.
Olorun, Renolus, Matharia. These three nations sit on the brink of something monumental. Something none of them had ever dreamed of. Drasil. The Eastern Continent. Forgotten by the New Gods, but not forgotten by all.
If you had fun with that and want to read more, here is an addition to the Story:
The Great Fleet
General Escalar stood upon the walls of Orthir Bael, an old Dwarven lowland fortress that stood at the tip of the Orthira mountains, on the border between Matharia and Renolus. Though it had been quiet for weeks now, Escalar had moved his command post forward from the capital in order to ensure accurate intelligence reports. But still, it seemed quiet. Matharia's army stood a few dozen miles away from the front, and his spies informed him they were far from mobilized. Escalar has been a fighting man his whole life, and this new, uneasy peace disturbed him for reasons he could not place. All signs showed that his foil, General Amurta of Matharia, had no intention of attacking, and he had left his armies barely ready to fight if war should break out. But still, Escalar felt as though some danger was impending, despite what his intelligence showed. It was to this end that he kept his loyal Hand of Crimson infantry fully equipped and ready to move at a moment's notice.
Weeks of peace turns into months, and months turned into years. Never before had the border between Renolus and Matharia been so quiet for so long. Most people gathered it was because of the new king in Matharia and the new archon of Renolus, his steady temper guiding Renolus' king unceasingly. Whatever the reason, it had proven a massive boon to both nations. Most soldiers had set off for the East, to the Outer Plateau of Vagharast, where almost constant civil wars kept them employed and well-paid. The Hand of Crimson stayed behind, and kept their wits and skills honed by endless drilling and the perpetual hunting of bandits. This led, of course, to a massive drop in crime, to a point where almost every large-scale criminal organization had been completely destroyed. Petty criminals still carried on, but the fear of the Hand of Crimson, who would appear at random to wreak havoc on criminals, kept them in check. As a result, trade flourished and, unhindered by serious corruption, the peoples of both Matharia and Renolus became more and more wealthy.
The wealth of the people kept the Hand of Crimson well paid. Their numbers grew, until they were ten times the size they had been a year before. Escalar, fearing the large size of his infantry unit would turn them to corruption and sloth, devised new means to keep their minds and bodies busy. To this end, he gathered his finest men and travelled to the port city of Oelus, where he purchased a small, fast ship in the King's name. In his stead he left General Gando in command of the remaining bulk of the Hand of Crimson. Setting sail, he made course for the great islands of the Arboris, which lay deep in the Sea of Wailing. Long ago, it was said that a wealthy civilization had made it's home in the Arboris. Rich beyond belief, this civlization had grown fat and corpulent on its wealth, until, finally, it was struck suddenly by a mass of pirates from another island. In its ignorance, the civilization was devoured by these pirates, and their wealth dissapeared with them.
The pirates, however, had lingered. Leaving nothing to steal, the pirates turned to legitimate concerns, fishing the great waters and mining the mountains of the Arboris. Homa, the largest island in the chain, was now host to a great city of the descendants of these pirates. While the Homans themselves were not pirates and had not been for ten generations, the outlying islands still housed a few factions, loosely held together by the Pirate's Law, a charter of non-interference all captains had signed willingly. No one dared to stand up against the pirates who infested Homa, and they had the run of the entire city, keeping them in check with random acts of violence. Escalar had heard tell of these pirates, and now sought to end their reign, and, in time, their very being.
He arrived in Homa just over a month after he left Oelus. His men, all cloaked and disguised as poor refugees from another, distant island of vague description, were paid little heed by the sullen Homans, and even less heed by their cruel overlords. Escalar quickly assembled a large group of men from the now defunct Homan Guards to form a new militia. Training them in small-unit tactics and Escalar's personal philosophy of single-minded combat, whereby all his soldiers acted towards one goal, or in unison on several related goals, he rapidly whipped them into an able fighting force. Combined with his own Hand of Crimson, who had been fighting brigands similar to the pirates almost non-stop for the last year, he felt he was ready to face the pirates head on. The group he was facing, the Broken Skulls, were a large, unorganized group of raiders who had set up shop in Homa when most of their fleet was destroyed in a storm which had ravaged the entire Arbori chain two years ago.
Escalar struck first at the fringe groups who supported the Broken Skulls. Pimps, den owners, and other such criminals quickly vanished from Homa, one handful at a time. The Broken Skulls, who felt sure the Homan people would never raise up against them, were not overly alarmed, until it became painfully clear that all the dens were now closed, permanantly. Next, Escalar took all the ships the Broken Skulls still had; eight in all, with six of those eight being man'o'wars, complete with seven catapults a piece, and two being nothing more than sloops with catapults affixed to their bows. After this, the Broken Skulls retreated in hiding to decide what to do. Having both appropriated a navy for himself and cut off the Broken Skulls only means of escape, he issued a proclamation to the people of Homa. It stated that all Broken Skulls would come forward and be arrested and exiled, or they would be hunted and killed. Escalar hoped they would attempt to stay in hiding.
And stay in hiding, they did. Escalar did not waste any time in setting large militia patrols out to safegaurd he streets. With the Broken Skulls all but broken without a fight, the people of Homa began to come forward en masse to help Escalar, as informers or as militiamen. One of the Broken Skulls, a leader in his own way, came forward to Escalar with a list of all Broken Skull members and their whereabouts in return for his full pardon. Escalar, disgusted by his cowardice, had him crucified near Homa Harbour. However, the list he had provided allowed the Homan militia to quickly round up the remaining members, who went without much bloodshed. Escalar exiled them to a nearby island, and then set about reestablishing a working political system in Homa.
Having gone without a leader for many years, the Homans were at a loss for candidates. The overwhelming majority of the Homan people called for Escalar to be established as Duke of Homa- a totally superflous title dating back to the days of the Great Invasion, but a distinct honour nonetheless. Realising that Homa was still a ripe target, and would feel reprisals from other pirate factions, Escalar accepted, and began shaping the city into his vision. After two years of rule, Escalar had accomplished more than most leaders did in their whole lives. He had protected Homa from eight major pirate attacks, which left the various fleets of the Andoris scattered and without any real power. He had expanded his own navy greatly, as his enemies surrendered to him and as his newly built Homa Shipyards produced a mighty fleet.
Escalar had been in direct correspondance with his homeland of Renolus for most of his rule, and it seemed that peace was the new status quo on the mainland. This pleased Escalar, as it meant he could continue to reform the islands without worrying about protecting his homeland from invasion. Though the people of Homa had granted themselves freedom the day Escalar was put into office, Renolus' king had, after Escalar had been Duke of Homa for a year, recognized them as an odal Dukedom, under the rule of no king. Shortly thereafter, Matharia and Olorun did the same, and on the two year anniversary, Vagharast also sent their recognition. Trade between the Andoris and the mainland boomed, as pirates no longer interfered with trade routes. Homa became rich, but Escalar, aware of the old proverbs, made sure not to become complacent.
Great towers and fortresses sprang up all over the islands, Escalar's personal redoubts against anyone who dared challenge him. Minor factions of pirates still occasionally attempted to attack Escalar's troops, which kept the army and navy of Homa sharp and ready for combat. Nearing the third anniversary of Escalar's rule, he received terrible news. His scouts, which he had been routinely sending farther and farther into the unknown Western sea, had reported seeing a massive fleet in the fog. Escalar, for the first time in ten years, was caught off guard. He wondered where such a mighty fleet could have come from, but wasted no time in preparing everything he could to repel any aggression they may have brought with them.
The first meeting was two days before Homa's third anniversary as a free state. Homan outrunners attempted to make parley, the ancient right of naval diplomacy, but were fired upon by the mysterious ships almost immediately. Few Homans survived the initial meeting. Though Escalar was no naval commander at heart, he had learned much in three years. The ships he faced were massive- perhaps three or even four times the size of his flagship, and were more numerous than the combined might of his entire fleet. He realised a direct confrontation would be devastating to the Homan military, and decided upon a new tactic. He used his navy to harass the sides of the great fleet, leading it slowly towards Cova, a small town which sat upon an island just West of Homa. He evacuated the town and moved his army onto the island, readying them to repel an invasion force. Sure enough, the Great Fleet, guided by his navy, made landfall on Cova Island. A great mass of people flooded forth from the Great Fleet, and Escalar ordered his men into action, killing many of the people coming ashore and even destroying several of the large ships which had weighed anchor near the coast. Several more of the ships of the Great Fleet had attempted to sail into the only harbour on the Western coast of Cova, nothing more than a small break in the cliffs, and were eaten whole by the reefs as the tide lowered. Escalar had chosen his spot well.
The second group of men from the Great Fleet, the first having been annihilated either on the water or shortly after they made landfall by Escalar's Crimson Guard, was well over twice the size of the first. A great number of ships had sailed in to escort them in high tide, bombarding Escalar's positions along the clifftops with their shipboard catapults. Many more men made it ashore this time, and Escalar ordered his men further landward, towards several fortresses and fortification complexes he had his men build hastily after learning of the fleet. Though his plan had certainly been a gamble, it had so far paid off in spades. The men of the Great Fleet had gained purchase to the land, but at a great and terrible cost to their numbers. More men landed, and a great surge washed over Cova Island. Escalar's men held their fortifications for a time against incredible odds, but eventually were forced into full retreat by the great swarm of men from the ships which, despite staggering losses, still thrust onward. Escalar's forces, on the other hand, were taking very few casualites in the battle, relying on their superior discipline, training and position rather than numbers to see them through to victory. In the week it had taken the Fleetmen to break through the initial line of fortifications Escalar had erected another line a few miles East of it. His men retreated quickly during a lull in combat to these positions, which they held for another week, killing thousands of their enemies as they were slowly but surely overwhelmed. Finally, they broke, and retreated to the channel in which the Homan navy waited.
For nearly three weeks the Homan Army had fought on Cova, incuring incredible casualties upon the Fleetmen. They finally retreated back to the walls that surrounded Homa, the fortresses which lay nestled in the mountains, watching every valley and pass, making the entire island into a citadel. Escalar could not protect the other islands of the Andoris, but for every inch of land his enemies took, he would make them pay as dearly as he had on Cova. And if they tried to take Homa, they would find themselves unable to continue over the sheer wall of corpses of their kinsmen he would pile before them. This vow, Escalar made. Like a vice grip slowly tighteningly, the Great Fleet surrounded Homa, blockading every port and harbour. Escalar knew his troops on the other islands were as good as dead, but that they would bring fifty enemies a piece to their graves with them. Cut off from aid from his errant navy, Escalar and his Homan people settled in for a siege unlike the isles had ever seen before.
Drasil will play host to ten dark artifacts. Equipped items that grant the player vast amounts of power and influence in the world. Either found by a Positive, Negative or Neutral player, the Dark Artifacts will play an overcasting roll on the fate of the storyline. Their use will be one-time and they cannot be traded. I will let it up to you how you will either find or hide these artifacts. Due to the nature of the artifacts, I will include more information on them at a later date.
utilizes RMXP tilesets, for versatility and ease of use. Our use of RMXP has been questioned in the past, and the flat out answer is that we do not have a pixel artist, or have been able to get a pixel artist, in seven months time. We slowly realized nobody wanted to do it, so we use RMXP to this day. If you are an interested pixel artist, please do contact me! We would love very much to be free of RMXP.
Our characters are developed by Nex666 as part of the vbGore community sprite project.
Q: Why don't you have flashy graphics and nice promotional graphics?!
A: Because I personally cannot generate them, and nobody is available to us that is willing to do so.
Q: But graphics are THE MOST IMPORTANT THING IN A GAME!!
A: If you think graphics are the most important aspect of a game and that you need little to no gameplay, go watch a movie with cool CG. But this is Drasil. And this is Gameplay.
If you want to help with this game, please PM me and we'll see if you can join staff! We're currently looking for:
-Pixel Artist (1-2)
-Content Developer (2)
The game is highly ambitious and I know we can achieve our goals!
Also, if you would like to help support Drasil's funding you can always make a donation to: email@example.com
via paypal! So far we have used $216.75 on Drasil, ouch!
If you like the game I hope you will all join the forums, where we will release information on upcoming game patches, content and game news!
See you in Drasil!