St. Petersburg

St. Petersburg

Firecly independent trade city located on the site of St. Petersburg.

Serves as the Trade hub of all northeastern Europe.

Declared independence from what remained of the Russian government following the general collapse of world order and stability.

**Status of the Gifted:** Much wealth is made from the trade in 'Disenchanters'. Through an overflow of these substances in St. Petersburg, the city has become extremely wealthy and was able to create a large cadre of subservient 'Gifted' who are referred to as 'The Sanctioned' and must register with the Ministry of Sanctions. All those who refuse government orders to consume Disenchanters and register with the city authorities are referred to (venomously) as 'Nonregs' (Short for 'The Non Regulated')

The city is ruled by a central council that is headed by the wealthiest members of the Trade Guilds.

## **Character Design: Aleksandr Stepanychev - 'The Tzar of St. Petersburg' - Brentton White (1704009)**

(This character would serve as a central figure in quests and story line threads whenever a player operates in St. Petersburg.)
Aleksandr Stepanychev, head of the Stepanov Mercantile Conglomerate, is the de-facto power behind the mercantile council of St. Petersburg. His trade consortium is unquestionably the wealthiest, and he is frequently seen as one of the few men whose ear is worth having when dealing in the city’s politics.

The Stepanov Mercantile Conglomerate was formed by his father just after the ‘Re-enchantment’. Yet fate was not kind to the fledgling organization as it suffered a rash of setbacks. Aleksandr was not the intended heir to the family, yet after a decade of middling results and the deaths of several members of his family, Aleksandr took control of the family’s dealings.

Though the transition was rough at first, Aleksandr proved a highly competent administrator and swiftly took control of a majority stake in the Disenchanter trade in the northern European sector. With this wealth at his command, he has settled the SMC in St. Petersburg, the birthplace of his late father, and has steadily increased his influence over the past decade. Many of those entrenched in politics associated with St. Petersburg call Aleksandr the ‘Tzar of St. Petersburg’, a title he gently rebuffs but does not outright deny. His word is all but law to most that would call themselves an authority both within
the city and within its ever expanding international reach.

Though he has previously come into conflict with the Monarchists, a faction led by a supposed heir of the Romanov dynasty of yore, Aleksandr tends to prefer a form of coexistence with this particular branch of the city’s elite. In the past, the Monarchists have derided the SMC, including Aleksandr, as a “bunch of up-jumped serfs deluding themselves with false authority and relevance”. Yet when Aleksandr successfully outwitted and exiled one of their most prominent members, the insufferably arrogant Count Dmitri, from the city through a well-executed corruption sting, it served as a shot across the bow to the Monarchists. Nowadays, the relationship between Aleksandr and the Monarchists has been one of venomous animosity interlaced with a begrudging respect. He and their leader, Prince Vitaly Romanov, frequently spar on issues of diplomacy and city management, and their forces often violently clash in the city streets despite the official neutrality between the SMC and the Monarchists.

Yet one issue has served to align their
interests in recent years. Aleksandr and Prince Vitaly both share a burning
hatred for the rising power that is the Petrograd 88. Not only is there a
lingering resentment from the past muddying the waters given the immense damage
that was wrought upon Russian society by Stalinist Russia, there is
 also no significant overlap between Aleksandr and the Petrograd’s objectives,
whereas Aleksandr can and does frequently cooperate with the Monarchists when

it suits his long term objectives.

Aleksandr has gone out of his way to attempt to thwart the Petrograd 88 at every possible turn, as he recognizes that any return to communism would almost certainly see him swiftly into a shallow grave. To that end, he has shadowed their movements with a wide network of agents and traitors, although his attempts to breach their inner circles have been heavily interrupted through their recent development of the “Clear Speech”, as his agents of malicious intent have been almost universally purged through the informational gathering capabilities of “Clear Speech”. He has since begun using their development of “Clear Speech” against the Petrograd, as even in this desolate world, nothing unsettles the public more than the belief that a group is capable of ripping away their innermost thoughts without their consent, whether or not such a thing is even possible.

Although not overly concerned with the ‘Gifted’ at first, the frequency with which accidents and tragedies began to
accumulate forced Aleksandr to act. He instituted what has come to be known
among the ‘Gifted’ communities as ‘The Shackling’, as he forged a system of mandatory registration and consumption of ‘Disenchanters’ to be overseen by a branch of government now called the ‘Ministry of Supernatural Regulation’. It is not a coincidence that after instituting these policies, Aleksandr’s stake in the ‘Disenchanter’ trade nearly doubled over the next few months.

In response, the Nonregs who had been
sheltered by the Petrograd 88 began to strike out at both SCM and civilian
targets, leading to several massacres within the city. Although this served to deeply trouble the city, it did not trouble Aleksandr. Whether they realized it or not, the Petrograd was playing into his hands. By taking such a violent approach, he was able to successfully propagandize the citizenry into fully
accepting his intended view on the status of the ‘Gifted’, implementing
regulations on their movements and freedoms, as well as heavily ingrained
discrimination and prejudice towards ‘Nonregs’, those among the ‘Gifted’ who
refuse to register with the authorities or consume ‘Disenchanters’.

This ultimately culminated in a far more personal crusade on his part when his wife and young son were obliterated in a cataclysmic explosion caused by a suicidal Nonreg. Now deeply invested in what
was once simply a propaganda tool to increase his own power, Aleksandr has become a feared name among the ‘Gifted’ community, frequently giving
impassioned speeches on the benefits of order, stability, and obedience to the social norms that he has instilled within St. Petersburg. Those who do not submit to the will of the ‘Ministry of Supernatural Regulation’ are frequently refused service at any law abiding establishment, subject to fear and ridicule in the streets, and are frequently hunted down and butchered by fearful citizenry.

To say that Aleksandr Stepanychev is a complicated man is an understatement. Many argue that he is little more than a petty despot seeking to destroy all threats to his power, yet that limited
perception does a disservice to his ruthless cunning and moral flexibility. To presume that Aleksandr is a small minded man obsessed only with himself is to fatally underestimate his ability to play the masses into doing his bidding without ever explicitly commanding them. A great many of his opponents have found themselves on the opposite end of an unruly mob after a conflict with Stepanychev took a turn for the worse. Many within the city see him as a hero, a paragon of justice in the dark times that have recently befallen the world, and his many philanthropic efforts, regardless of his actual reasons for engaging in them, only serve to strengthen this image.

Regardless of what occurs in the coming months within St. Petersburg, one thing is absolutely certain: Aleksandr Stepanychev will be playing a central role in them, and more than likely finding some way in which he can turn whatever comes to his benefit.

## **Cinematic Design: Aleksandr Stepanychev - Brentton White (1704009)**

**Cinematic 1: Conversation with Prince Vitaly Romanov of the Monarchists**

Aleksandr is sitting in his chair, an exquisite wheeled
swivel chair covered in fine leather, as the phone on his desk begins to ring.

He grins slightly, as he lets the phone ring a few times
before picking it up.

“Aleksander Stepanychev speaking. Who is this?”

A voice, clearly irate at having to engage in conversation,
comes through on the other line:

“You know damned well who it is.”

Aleksander leans back in his chair still smirking,

“Ah, Prince Vitaly Romanov himself graces me with his
angelic voice. What can I do for you my prince?”

“You can explain to me why my men have been held up at the
Southern Gate. I thought you of all people knew not to interfere in my
business?”

Aleksandr begins casually wrapping the telephone cord around
one of his fingers,

“Ah, I see… they must have failed their inspection then?”

“Inspection? What need is there for an inspection of crates
of foods and other goods that were…”

Aleksandr finishes Vitaly’s sentence: “…packed with
specialized incendiary ordinance that you intended to use against the
Petrograd?”

There is a long pause as Aleksandr’s smirk gets ever wider.
It is Vitaly who breaks the silence,

“How do you know about that…?”

“It’s quite simple my dear Prince. When everyone is loyal to
you, then tend to talk rather openly about many things. It really does bring my
espionage costs down on the North Side, I must say…”

“Enough! You’ve made your point. What is your price?”

“The Westside Salt Warehouse. I want it put to the torch. No
survivors.”

“The Westside…. Isn’t that one of your own bases?”

“Indeed, but you see… I’ve been reliably informed that my
men are engaged in some rather undesirable activities with the Petrograd on the
side. An example must be taught…”

“But you’d rather not have to teach it yourself…”

“Indeed. Once I see the smoke, your crates will conveniently
pass their customs check no more than 6 hours after.”

“I will remember this Aleksandr…”

“As I’m sure you remember all of our previous conversations Vitaly.
Do svidanya my Prince.”

With that, Aleksandr swiftly hangs up the phone, and leans
back contentedly.

**Cinematic 2: Conversation with Aslan Ivankov of Kapotnya Bratva.**

Aleksandr is hunched over some large military installation
maps on a round table in his office near his main desk. The phone on his desk
rings, and he smirks.

“Right on time I see. The Kapotnya Bratva is nothing if not
punctual.”

Aleksandr casually takes a seat at his desk before picking
up the phone.

“Stepanychev speaking. Who is this?”

A gregarious deep male voice reverberates over the receiver,

“Aleksandr, my good friend. How are you?”

“Ah, Mr. Ivankov. How are… “

Aleksandr scowls briefly as the other man on the line
quickly cut him off,

“No, no, that won’t do. Feel free to call me Aslan, Aleksandr
my friend.”

Aleksandr pauses briefly, knowing full well that Aslan is
trying to put him at ease before he asks for something.

“Very well Aslan. Let’s get down to business then. Is this
call about my previous request?”

“It is indeed Aleksandr, and I must say I am very intrigued.
But before I commit my people to this… acquisition, I do have a question for
you.”

“Oh? I wasn’t aware the Kapotnya Bratva was in the habit of
asking questions of paying customers.”

The voice on the other line quiets down considerably,

“Yes, and that’s the thing. Your offer is incredibly
generous and certainly more than enough. But I must ask… what precisely does a
man like you need a functional Nuclear ICBM for?”

Aleksandr relaxes somewhat. This is information he knows
Aslan will eagerly keep to himself.

“Ah, yes… Let’s just say my ‘friends’ in the Petrograd 88
have a pet dragon for which normal means of extermination have proven…
inadequate.”

“Ah… and now it becomes clear. Where larges guns fail, large
bombs may prove more effective?”

Aleksandr smirks,

“Precisely. I trust you’ll be able to provide what I seek?

Alsan brightens considerably,

“Absolutely. You will have your missile my friend. Be
certain your gold is ready for the exchange.”

Aleksandr leans back in his chair,

“Of course Aslan, We’ll speak again soon.”

With that, Aleksandr hangs up the phone.

“If a nuclear missile cannot kill that thing, nothing will.”

**Cinematic 3: Aleksandr speaks with a Director from the Ministry of Supernatural Regulation.**

Aleksandr is at his desk, looking over a distressingly large
set of files that appear to be medical in nature. A knock is heard on his door,
and his eyes briefly shift upward.

“Enter”, he nonchalantly calls out.

A balding older man in a lab coat enters uncertainly, as
though he feels he’s entering the den of a lion.

Aleksandr does not look up from his papers, as the nervous
man approaches his desk. Aleksandr does not look up at him and continues to
read the documents in front of him.

What feels like an eternity passes before the man has the
courage to speak up,

“You wanted to see me sir?”

Aleksandr waits a few moments before looking up at the man.
He then gives him a reassuring smile.

“Ah, Director Piotr. Yes, I did ask for someone from the
Ministry of Supernatural Regulation.”

Aleksandr looks the nervous man directly in the eyes,

“I wanted to inquire as to how the search for the fugitive
is progressing.”

The man looks puzzled and stutters,

“Was… was the debriefing file not sufficient sir?”

Aleksandr’s smile quickly vanishes, and an audible gulp can
be heard,

It is Aleksandr who breaks the silence,

“It was not as thorough as I had hoped.”

An audible quiver enters the man’s voice,

“We… we will find him sir, you can rest assured of that.”

Aleksandr scowls at the man yet never raises his voice,

“It. Director. Nonregs are not human.”

“Sir?”

Aleksandr lets out a deep sigh, and his hands slowly pass
over the papers he was reading earlier.

“Do you know what I’ve been looking over Director?”

The man remains silent.

“These are the updated medical reports from the victims of
the Konushennaya Square incident.”

The man looks away, as though shamed by association.

“These reports detail the most recent deaths from the
supernatural fire bomb that was set off there. Of the 93 who were hospitalized,
11 more died just this morning.”

Aleksandr pauses for effect,

“3 of them were children under the age of 10. 1 of them was
an infant of 9 months.”

The man looks down at the floor in shame. Aleksandr looks
directly at him as he emphasizes this last point.

“So as you continue your search, remember director. It. Not
he. You are dismissed”

The man leaves the office as Aleksandr returns to looking over
the documents.

## **Faction Design: The Monarchist Party of St. Petersburg**

### Euan Gaul 1702897

***The Primorsky Tsarists***

**Background:**

While many highly confrontational factions exist within the
streets of post-apocalyptic St. Petersburg, vying for control of the great
trade city of the north, there are some that conduct themselves in a more
subtle and conniving approach. They seek a reclamation for the old ways,
through any means necessary, while saving public face of course.

The Tsarists of the Primorsky district avoid a violent
approach as much as possible. Looking to bribe and blackmail their way up the
economic ladder of the trade conglomerates and to gain a foothold in the
political realm of the city.

To the public they have a noble claim of restoring the Russian
monarchy and bringing the concept and identity of Russian culture to the world
after enchantment and flooding. Behind closed doors however, things are more
militaristic than one may assume. Much like tyrants of old the Tsarists will use
stealthy violence and emotional intimidation to influence other politicians and
important figureheads of the city to put their wealth and power in service to
the monarchy.

**Goals as a**
**faction:**

The overall goal of the Primorsky Tsarists is first and foremost,
to bring about the rule of their perceived true heir to the Russian Monarchy in
St. Petersburg. The cultural capital of the old country deserves a more
suitable ruler than the selfish network of greedy capitalists that make of the
trading conglomerations that have seen fit to try and erase the history of a
time before enchantment and degeneracy.

**Ideology:**

Naturally, the Monarchist Party of St. Petersburg aims to
reform and bring about the resurgence of Russian identity in the post-apocalypse
through reintroducing the noble oligarchy of the Romanov line of succession and
doing away with what they perceive to be more anarchic forms of societies under
rampant unmonitored capitalism that benefits the greedy, or the foolish system
of communism that divides the wealth from the worthy to undeserving serfs.

While others less informed may label the party critically
under the banner of Plutocracy, Prince Vitaly and his supporters refuse this
definition and seek to bring about a fair and just form of Oligarchy, defined
not just by the Romanov family nobility but also the inherent merit of this
family that has lasted through hardships time and again. No enchantment of the
earth will get in the way of the true Russian people.

**Key**
**Figures:**

Prince Vitaly Romanov, alleged heir to the throne and leader
of the Monarchist Party of St. Petersburg is a man rarely seen in public.
Little is exactly known of the man’s background or its authenticity,
particularly when it comes to the claim for nobility and the Romanov family
lineage.

What is most definitely known of Vitaly is that his reach is
vast among the north end of the city in the district of Primorsky. Here is
where his supporters have mustered in number, including some mid-level
figureheads in the trade network that speak on his behalf and gather wealth in
order for him to live a life of luxury, a lavishly furnished villa looking out
to the gulf of Finland in which he and his most trusted advisers and political
allies live and conduct the operations of the Monarchist Party.

**Rival**
**Factions:**

Above all other political groups and the status quo of the
city, there is none the Tsarists detest more than their long historical rival,
the communists. While they may have succeeded long in the past in overthrowing
the rightful monarchs and bringing about a plague of socialism to Russia,
Prince Vitaly is more than determined to stamp out any presence of a communist
sentiment within the city of St.Petersburg, far and wide across all districts. Ensuring
this goal is one of the few times the party will openly commit to violence in
the streets as the more militant among the party’s supporters bludgeon and put
stop to communist events and protests held across the city.

## **Quest Design: Westside Salt Warehouse Raid**

The Monarchist Party of St. Petersburg Quest Line. Euan Gaul 1702897.

**Concept**
**Hook:**

Sneak in or Break into the Westside Salt Warehouse with the
help of Prince Romanov’s lieutenant to dispose of Stepanov Mercantile
Conglomerate thugs, allowing access to the west of St. Petersburg for the
Primosrky Tsarists.

**Locations**
**Involved:**

Prince Vitaly Romanov’s villa, Primorsky District, St.
Petersburg.

Westside Salt Warehouse, St. Petersburg.

**Factions**
**Involved:**

The Monarchist Party of St. Petersburg.

The Stepanov Mercantile Conglomerate.

**NPC**
**Involved:**

**Monarchist NPCs.**

Prince Vitaly Romanov: Quest Giver.

Artyom Stugatsky: NPC Helper, Player Guide & Mission
Companion.

Oleg: NPC Helper.

Nameless Monarchist supporters: Instance assistance.

**SMC NPCs.**

Ivan Leskov: SMC Warehouse Leader.

Nameless Stepanov Mercantile Conglomerate (SMC) supporters:
Instance opposition.

**Quest Story**
**Summary:**

This quest takes place after the initial introductory quest sequence
once the player chooses The Monarchist Party of St. Petersburg as their faction
to support and represent for reputation.

The player upon returning to the exquisite villa of Prince
Vitaly Romanov is met by the sound of a phone being slammed to the table.
“Artyom!” the royals voice calls out sternly, summoning his right-hand man and
‘field lieutenant’ to the room. A tall imposing man of middle age enters the
room in a uniform reminiscent of 19th century military dress, a long
grey winter trench coat layered over armour. A fine crafted nagant revolver
holstered to his hip. “There is work to be done, my liege?” Stugatsky inquires.

“Oleg and his men have been barred from continuing past the
Southern Gate by those wretched merchants. Stepanychev, indolent fool, wont
discipline his own men for being in bed with the Petrograd rats. You will do it
in exchange for passage through that gate.” The young prince walks over and
hands Stugatsky a set of keys.

“And the whereabouts of these productive, promiscuous
capitalists, Vitaly?”

“The Salt Warehouses on the west side, take him with you. He shall prove his
worth to me this day; torch the building and ensure they burn with it.” Vitaly
lazily points his finger across toward the player as Artyom gives a subservient
nod.

“Gladly, my liege. You there, we have work to do. To my car.”
Stugatsky orders, however in a friendlier tone than the monarch.

The player is led by Artyom through the back of the villa,
using the key provided by Prince Romanov to unlock a cabinet storing pristine
rifles and some incendiary grenades giving the player a portion of this
equipment for the upcoming mission. They then get into Stugatsky’s car and
travel down to the southern gate while elaborating on the political
relationship between Prince Romanov and Stepanychev and their tentative
‘alliance’ of sorts.

Arriving at the southern gate, they meet with Oleg, another
field lieutenant for The Monarchist Party. Artyom explains the situation subtly
to Oleg and in return is given some of the incendiary ordnance disguised as
common goods, along with a few henchmen in case the situation at the warehouse
turns sour. Artyom and the player begin their journey to the salt warehouse
from this point.

“Alright, I don’t know your style yet, but the man we’re
likely looking to punish is an Ivan Leskov. Word is he runs the warehouses on
the west side here, if there’s anyone we must fry it is him. We can go in
loud, or with a bit more class if that’s your thing.”

The player, Artyom, and the small group of Tsarists get out
of the vehicle a street across from the suspect warehouse. From this point
onward as the dialogue suggests, the player can now choose two paths to
completing this quest.

***Option A: The Loud Approach***

Option A is the more simplistic but action-packed option of
completing the quest. Artyom and Oleg’s men along with the player slowly and
carefully encircle the entire warehouse and once everyone is in an advantageous
position be it adequate cover on the ground or a position of superiority on the
rooftops of neighbouring buildings. Once the player takes up their own position
Artyom signals the attack and the Tsarists open fire, taking the SMC thugs in
the warehouse by surprise and quickly killing or subduing them after some
firefighting between the groups.

Entering the warehouse, the player tracks down Ivan Leskov in
his office. Artyom briefly interrogates him for any additional information that
may be of interest to Prince Romanov and then executes him with his revolver.
The quest ends with Olegs men setting up the borrowed incendiary ordnance
around the warehouse and blowing up the building as they all drive away in
Artyoms car.

***Option B: The Quiet Approach***

Option B is a slower but more involved approach to the quest.
Oleg’s men do not engage in direct conflict or directly aid the player
infiltrate the warehouse, instead Artyom orders them to guard the incendiary
ordnance as well as keeping a watchful eye of additional SMC enemies entering
and exiting the warehouse in case Ivan leaves at any time.

The player and Artyom walk down the street to some
neighbouring buildings next to the warehouse and scale them to reach the roof.
From here the pair climb across the industrial vents and chimneys of the
buildings until arriving on the roof of the westside salt warehouse.  Quietly dispatching guards stationed on the
roof, the two Tsarists break into one of the vents that leads into Leskovs
office.

Ambushing him from the vents, Artyom forces him to his chair
as the player is instructed to block the door to the office with stacks of
supplies and cabinets strewn around the office. As Artyom interrogates Leskov
at length, the player must keep watch for any SMC guards approaching near the
office giving warning to Artyom, so they can keep Leskov quiet and not alert
any guards.

With all the important additional information gained after
the lengthy process, the player is tasked with spreading all the papers and
flammable materials around the office, and they drag Leskov along with them up
through the vents and back onto the roof. Carefully, they guide Ivan to
Artyom’s car and keep him there while Olegs men take care of the guards outside
the warehouse. For the final step of the quest the player must lock the exits
to the warehouse as the SMC guards are unawares. Then lighting a fire from the
vent on the roof the building is slowly consumed by flames bolstered by the
borrowed incendiary ordnance placed in the office and vents on their way out.

The screams of the burning people inside are a reminder to
the player of the harsh consequences of going against the monarchists, or
stepanychevs wishes.

**Special**
**Content/Reward:**

The
reward upon completion of this quest is that players who have chosen to align
with the Monarchist Party of St. Petersburg are given access to the north
western districts of the city, thus unlocking further quest chains.

## **Faction Design: Petrograd 88**

[Scott Adamson - 1603378]

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### **People**

#### **FOUNDED BY :**

Lensk

Marakesh

Petra

Vorczech

#### **LEADERS :**

Lensk ( Re-Enchantment – 9,RE )

Petra ( Re-Enchantment – 12,RE )

Mastaz ( 10,RE – 15,RE )

Dari’am ( 12,RE – Present )

Vantra ( 15,RE – Present )

#### **NOTABLE MEMBERS:**

Marakesh

Vorczech

Ulius

Royal

Titus

Bollor

### **Locations**

#### **HEADQUARTERS :**

Vasilyevsky Island ( Old Administrative District )

#### **LOCATIONS :**

Vasileostrovaskaya Station ( ‘Free Passage’ Bunker )

Primorskaya Station ( ‘The Pipe’ Bunker )

Flood Water Canals

St. Andrew’s Cathedral Ruins ( ‘Flame Neck Throne’ )

Menshikov Palace Ruins

Saint Petersburg University Remains

The Old Metro Network

The Gun Battery of Peter 1st

Soviet Apartment System

> **“**
>
>

> **Work not on plans, but on goals**
>
>

> **“**
>
>

=== **PT88** ===

Petrograd 88 (Often abbreviated to PT88) is the largest rebel group within Saint Petersburg. They are a neo-communist militia of guerrilla fighters formed of the poorest members of the city, Nonregs, and other groups seen as non-desirables to the city’s merchant cabal of leaders and their Tsarist rulers.

Based out of the Island of Vasilyevsky’s remains they have waged a long and bloody guerrilla campaign against the new establishment in the city. For almost two decades they have fought for a ‘Fair for All’ city and an end to the rule of the trading guilds and their backers.

PT88 emphasizes and claims to support the old Soviet values of the city’s past, dating back over 100 years. They propagate communism, freedom from a ruling elite, equal treatment for the masses, and a strong militaristic stance towards neighbouring hub cities and regions.

Despite their claims to equality under their rule and promises of freedom, the tales of old-world attempts at communism resulting in wide spread corruption, and cults of personality have not died out even after the re-enchantment. Some of these cracks are already beginning to surface in the current leadership.

#### **Background**

PT88 was born from the ashes of its precursor group, “Children of L”. “Children of L” grew out of the coincidental discovery of a box of old soviet literature within the dormitories of the Saint Petersburg University. Four scavengers (Lensk, Petra, Marakesh, and Vorczech) uncovered these works, and poured over them in their entirety. They started a small movement off the back of these ideals, “The Children of Lenin”. For years they grew and grew in peaceful self-sustenance. Eventually they outgrew what their neighbouring merchant brothers' rulers, The Tsarists, were comfortable with. The merchant cabal torched the public image of the “Children of L” as a mad cult, dedicated to the most problematic time in the city’s history. This created a civilian outcry to have them removed from the city entirely. Refusing to up their roots after building a life and
home in their portion of the ruins, some of the group took to the deepest parts of their territory (the train stations and metro tunnels), whilst the bravest 88 members stood in line at the bridge to meet the angry mob head on. All 88 died. With new anger towards their merchant neighbours the remains of the Children of L were reborn as Petrograd 88, naming themselves after what their city once was, not what it currently had become. Since their rebranding and rapid militarisation into a guerrilla militia they have waged bloody raids, terrorist attacks, kidnappings, and full-scale battles in the city streets, all in the name of taking down their oppressors and Tsarist puppet masters.

#### **Society**

The majority of PT88’s population is made up of the poor and downtrodden who are then re-educated into neo-soviet guerrilla fighters. Within their ranks is also a high presence of the cities Nonreg community and magical beings of non-human origin. The militia accepts all who are willing to learn their beliefs, pick up a weapon in the name of the cause, or tend to the wounded if unable to fight. Life out with the field of battle for PT88 members is not easy work by any means. If you’re not a fighter you must still put in work equal to that of a fighter, be it scavenging, farming, fishing, medical work, tactical planning, or building, all must provide equally for the cause.

For the gifted Nonreg members of PT88, life consists of either becoming a battle mage with the militia, or an arcanist for the civilian population. Arcanists certainly at first glance have the safer role although not without its challenges, many were lost to magical backfire when trying to perform feats on a trial and error basis. The most daring and perhaps beneficial of all these feats was the creation of “Clear Speech”. A universal telepathic language network between gifted, ungifted, myths, and monsters. It was through Clear Speech that PT88 managed to create a peace between themselves and Krostok, a huge dragon that made its lair in St. Andrews Cathedral which was originally a safe house for PT88 guerrillas. Now all magic used by a PT88 Arcanist must be approved, resulting in an almost identical system to that of the merchant cabal’s “regulating” of gifted.

Battlemages on the other hand roll dice with death every day. At any moment a superior could order a battle mage on a “M.I.S.T. mission”. M.I.S.T meaning “Magically Infused Self Termination”. Considered a great honour the task is at its core a suicide bombing in the name of freedom for the perpetrators fellow fighters. The gifted at hand casts powerful spell after powerful spell until there is an explosive backfire from this, causing a huge blast in the process. For the mages not lucky enough to be granted this final glory life is no safer, every day involves violent dispute with the well-funded and never ending ranks of soldiers paid for by the merchant cabal, or the military prowess of the Tsarists and Prince Vitaly.

#### **Structure**

The leadership structure of PT88 works through a shared balance of power between two leaders at all times. Named the “War on Two Fronts” system it always places one leader at the civilian hub of their train tunnel housing system, and one leader in the field of battle, each carrying equal power and command over the rest of the group. Beneath this the body of the snake is formed from various notable names who have proven themselves exceptional in combat or their chosen field. The power division is linear and de-facto, orders are to be followed precisely and any chance to excel is to be done so within the parameters set by superiors.

## Quest Chain -

[Scott Adamson - 1603378]

After working for the group for some time and gaining the trust of the two leaders…

### Political Dissidence

#### - The leaders are divided, to move forward the militia must remove those not fully committed to the cause.

1.   Dari’am will summon the player and tell them Vantra must be removed as he only cares about his personal fame.

2.   Vantra will then summon the player andtell them Dari’am is only concerned with her personal wealth.

3.   The player must now choose to eliminate one leader, they will be summoned to the next meeting of officers at the ruins of Menshikov palace.

4.   All the officers of PT88 will be present at the table, it will be headed at either end by Vantra on one side and Dari’am the other. They will begin a speech that appears co-written where each one follows the point of the last in unison, they only divert at the end of the speech. Their final point is the removal of enemies to the cause,then at the same time call for the removal of one another.

e.g. Both in unison – “…None who are enemies to the cause can be permitted asylum within our ranks, when we have grown so close to our goal of a Petrograd free of oppression and equal for all we cannot allow enemies hidden within our ranks to destroy us, can we--“

- Vantra “--Dari’am?”

- Dari’Am “--Vantra?”

5.   There is a huge commotion then it is silenced by Vorczech, an original from the Children of L. He says the player should make the choice for their recent support.

The player now chooses who must leave the group.

6.  The chosen leader will refuse. Players can either talk them down with high speech, influence them if they have a high magic statistic, or failing these have to kill them in a battle. The fight will take place on the palace wall, it will be very rainy and dark with lightning in the background to make the fight feel dramatic and sincere. The wall setting is to restrict movement and symbolize these two powers (the player and the leader) clashing.

7. Upon their success in making the leader leave the player will be rewarded by being promoted to Grand People's Hero of St Petersburg rank, which is clearly made up on the spot by the new leader. They will be told that they are now the beacon all of St Petersburg will look to in the coming battles. This title makes players feel they are becoming their own urban legend through their exploits.

### Paint the town red

#### - after selecting a new leader and doing some prep work the player and PT88 will be ready to move on the leadership of the merchants, Aleksandr Stepanychev.

1.    The player will be summoned to the old sewerage network that PT88 have been excavating with the help of Karzelek miner guardians and Indrik beasts that were drafted to the cause through clear speech and taken away from the wastes of rural Russia. The player will be informed that it is time to take the city back from the mercantile conglomerate who are strong-arming the people with enforcement of disenchanters.

2.    The sewers will take them underneath the entrance to Aleksandr’s stronghold, the group misjudge what sewer point they are exiting at due to the damage the old city networks have suffered and appear in the middle of the gardens in front of the stronghold. Two arcanists will run straight out and M.I.S.T. themselves to create an opening for the main force to emerge. These two mages will have been conversing with the player along the sewerage tunnel about their families and dreams after the fighting is over. The player will feel an emotional response to fight from this once the two aforementioned mages kill themselves for the cause.

3.    The player and the PT88 forces will fight their way through the grounds and main building and fight their way to Aleksandr’s office. The large battle against the strongest foe of the city will make players feel empowered and as if they have risen to their new title, even if it is

    a fake one.

4.    At the door the Aleksandr's office two guards will be taking down multiple members of PT88 with ease. This will be framed as the player heads up the stiars a body will be thrown into their view and followed by one of the guards who will go for the chosen leader. At this point the second guard will attack the player. They will be large brutish tech user enemies.

5.    The player must now battle the guards.

6.    After killing the guard the player and their leader now enter Aleksandr's office. He will be looking out over the battle field that was his mansion stronghold and turn to face the player. He will make comment on how romanticized rebellions always end up worse than the so called villains they set out to conquer and he hopes the city burns the player and their allies at the stake.

7.    A dialogue will ensue as he is marched outisde. He will be walked through his family mansion as it is ablaze. With his men being executed all around him and his lineage being torched before his eyes. He will comment on the weak will of the masses and how easy it is for the desperate members of the population to turn on the people who gave them everything then warns the player and their chosen leader that their time will come to walk in his shoes soon.

8.    He will be walked out to the main gate and in front of a crowd of St Petersburg pedestrians he will be put to his knees.

9.    The player must choose to either:

-Exile him to the wastes 100 Miles from the city with one day’s food and told to make his own way elsewhere and that he is marked as wanted, dead or alive, within the city. (He can be found dead not far from here when exploring, upon finding him the player will make a comment about the irony of how St Petersburg’s greatest business man died on the Silk Road)

-Or, the player can allow the leader to publicly dispose of him, but they will ask the player to do the honors. The player will stab him through the chest from back to front, killing him instantly. (The same Silk Road dialogue is now made as previous choice offered.)

### Red dawn

#### - Establish trade links with the Moscow Workers and Peasants Militia.

1.    The player will be asked to travel to Moscow to seek an alliance with the WPM. They are told to offer them supplies in exchange for man power if ever needed.

2.    The WPM will offer slim amounts back but request man power in advance as an upfront payment to show good faith.

3.    A series of back and forth messages between the cities take place and each comes with speak checks, influence checks, and intimidation checks.

4.    The player will eventually establish a supplies for supplies deal with no manpower exchange.

5.    The deal will be revealed by the chosen leader to benefit the St Petersburg side greater as they can export the Moscow items out to the southern Silk Road quickly and cheaply via their connection to the sea.

6. Each time the player returns to St Petersburg there will be more and more pictures of the leader's face on posters on walls and abnners, the leader will be in a new location each time and the final one will be outside the winter palace, they will have fancy new clothes and be well groomed now too.

### One for all

#### - Raid the Silk Road supply chains from Moscow to benefit the many poor and wounded of the battle in St Petersburg.

1.   The chosen leader will invite the player to the newly refurbished Winter Palace and tell them how it was a key point in Lenin’s revolution over 100 years ago, and talk about how Lensk would be proud to see what had been achieved. They will tell them how money was also a key point in Lenin’s revolution though and ask the player to raid a huge supply shipment headed for Moscow's Russian Mafia sect, so that the proceeds can be given to the wounded and poor of St Petersburg who fought so hard for freedom.

2.   The player will have to head out of the city and assault the caravan.

3.   Taking the supplies back the route will showcase the continued poverty of the people of St Petersburg to the player.

### And all for one

#### - see the new leader distribute the raid supplies to only fortify their position of power.

1.   Be re-summoned after delivering the supplies and asked on a repeat raid a few days later on a bigger caravan headed for Moscow from the Far East.

2.   Witness how the new leader has spent the proceeds of your last raid on more propaganda with their face on it and further improvements to their palace and its defenses.

3. Player will discover that they actually raided a WPM supply convoy and that the leader only made the deal to see what they had. The betrayal of a group with similar beliefs destroys any idea that the chosen leader ever cared for anyone other than themselves.

4.   All PT88 posters in the city will be replaced with the poster for the leader that they player chose. The city will
= be renamed on the player map to either Dariamagrad, or Vantrangrad.

### Cult of personality

#### - return to the city and find it in riots, the new leader has been seen through, the player is asked by the remaining officers of PT88 to help them seize power in a coup and disband PT88 after.

1.    Complete skill check based objectives to help the people of the city move their riot forward.

2.    Reach the winter palace and battle to the court yard.

3.    Krostok (The Dragon) will be decimating the rioters, his eyes will be glazed blue and a group of arcanists will have him under the full control of the reworked clear speech which can now be used to control the minds of the masses. You discover the revelation of this mind control caused the riot before it could be perfected to work on humans too.

4.    Fight and kill the dragon. As the dragon dies it will breath fire which will engulf the palace within which the chosen leader is bunkered in. The arcanists on the roof and balconies will be caught in the flames and accidentally blow themselves up trying to magically extinguish dragon fire on their body. You will see a huge explosion erupt from the leader's office when an arcanist runs in screaming for help whilst ablaze.

5.    You will meet with the last of PT88 and the civilian rioters in the courtyard. Just as you begin to celebrate the victory over the old leader they will make it out of the winter palace covered in blood and ashes. There will be so much blood they will appear symbolically red, they start shouting at the player and ranting about revenge and how the people will never betray them.

6.    Whilst still shouting at the player NPC city dwellers move around them and drag them away and throw them back in the burning building.

7.    Returning to the ruins a day later will reveal the vault with charred beams around it and the corpse of the dead leader.  Clearing this will give players access to the stolen PT88 funds, the last of the Moscow raid funds, the leaders personal inventory of supplies and EXP booster items, and the leaders mythical revolutionary sword; The Bol-SHIV-ik.

# Before St. Petersburg

Ivan was a wondering gun
for hire who moved from city to city with no real purpose to life. He was an
orphan who never knew his real family he was born into the service of a wealthy
family who treated him fairly but Ivan always understood that he was not part
of their family. When Ivan thought he was old enough to fend for him self he
demanded that he be allowed to leave and serve the family no more. The family
allowed him to leave telling him that he was in no way forced to stay in
service of the family and gave him money to insure that he could survive out in
the harsh new world. They made it clear to Ivan that he could return when ever
he wanted as they owed a lot of their success to Ivan's parents and that is why
they raised him. After this Ivan began wondering the wastes realsing quickly
that the world was a lot more dangerous than he previously thought. He pushed
on no matter how hard things got all in the search of purpose until one day he
met a women who promised him that she knew his true purpose but that if he was
told there would be no escaping it.

# Ivan's Purpose

Ivan's purpose was to die but in death he would
inspire the people around him to become better and make the world a better
place. Ivan initially laughed at this so called "prophecy"
disregarding it as a mere fairy tail. The women told Ivan that he come believe
what he wanted about her visions but no matter what he done or how he tired to
live his life he would always be drawn into violence and that the only real
purpose that Ivan would be able to find would be a cause to die for. Ivan asked
what this "cause" would be, if theses great visions could show Ivan
where to find it. The woman told him that he would have to find out what his
cause would be for him self and that when he found it he would have to give
everything to it. Then and only then would he fulfil his purpose. She pointed
him to St Petersburg telling Ivan that a great evil was consuming the city and
she told Ivan that he had the power to change it for the better he could laugh
it off all he wanted but he wanted purpose. He could wander until the end of
time but this was his path the path to make great change in the world.

# Initial arrival

Ivan thought about the woman's speech for a while
before heading to the city. He knew nothing of it he expected to find a great
monster,a dragon, a despicable tyrant or find the city engulfed in a war. But
to somewhat disappointment he found none of this. There was elements of evil
but no more than you would find in any other city. He heard stories of a great
dragon but it didn't harm anyone unless provoked. It did have an extreme view
on the gifted of the world and how it controlled them but although a harsh
solution it was still a solution that kept people safe. The rich ruled over the
poor but that was a story as old as time and knew he was power less to change
anything about that alone.

# Contact With Pt88

He
stayed in the city for some time before he met the Pt88 they were recruiting in
a run down area of the city they spoke of change, of empowerment and of
revolution. They offered a future where every man with live as an equal to the
other, a world where the rich would not turn there back and let the poor rot
below them. Ivan began attending a number of the Pt88 speeches, he started to
believe in there ideals and so he signed up to help them in there fight. He
kept the prophecy of his life in his mind and fully committed himself to the
cause. Ivan began to preach that he could not be killed until the promise of
the Pt88 had been fulfilled. Some laughed at him, others thought he was simply
mad but there was a few of believed in him and began to put faith in that
nothing could kill him. This belief in Ivan began to worry some of the higher
ups seeing that their soldier where recklessly following Ivan into some
battles believing that they too could not die. The leaders choose to harness this belief using Ivan as a poster boy for the PT88.

# The monarchist deal with Ivan

If the player sides with the Monarchist the
opposing faction to the Pt88 they will hear certain NPC talking about him some
viewing him as crazy man who has the belief that he cannot be killed and other
being afraid of him for being seemingly unstoppable with the ability to inspire
a new wave of radical Pt88 soldiers. As the player progresses further into the
story a bounty is placed on Ivan and the player is tasked with apprehending him
so that he can be dealt to try and stop him from being used a poster boy for
the Pt88 to rally more citizens to their cause. The player will assault a
suspect Pt88 hide out and arrest Ivan. The player will have to fight through an
old hospital with standard and some elite Pt88 soldiers before reaching Ivan.
Fighting Ivan will consist of a three stage boss fight.

## Stage 1

The player will be cut off from their allies and
locked in a ward with Ivan. Ivan will use hit and run tactics against the
player attacking for a small time until running away from the player. The
player will have to act quickly in order to damage Ivan during theses engages
and can also leave traps to stop Ivan from being able to attack the
player.

## Stage 2

Once the player has damaged Ivan enough the
monarchist will break though to the ward and force Ivan to surrender. Ivan will
simply laugh and declare that he cannot die here but that they all will. The
player will be informed that the other monarchists soldiers are having
breaching the final floor of the hospital. While the soldiers are securing Ivan
a radio call comes through warning of Pt88
reinforcements approaching with explosive ordnance. The hospital will shake as the
building is bombarded causing some of the ceiling
and floor
to collapse in the ward allowing Ivan to break free
and escape the now unstable hospital the player will give chase throughout the
hospital with more explosions going off which begins to cause the hospital to
collapse. The only two survivors from this will be Ivan and the player after
the two have been thrown back from the building by an explosion.

## Stage 3

Both inured the player and Ivan will have one final
fight in the rubble of the building this will be a very quick encounter playing
out the same way as their first encounter but Ivan will have much less health.
The player will end the
fight standing over Ivan with their weapon raised ready to kill Ivan. Ivan will
beckon the player to kill him stating that its what "they" planed
for. The player will be left with the choice to kill or arrest Ivan

### Kill Ivan

The player simply executes Ivan and leaves the
hospital area. A view days later Pt88 propaganda spreads throughout the city
showcasing the monarchists attacking a building that the Pt88 was using to help
the sick and the poor. The Pt88 frame it as the monarchists cracking down on
the poor and destroying shelter for the sick. There is also an image of the
player executing a defenseless Ivan. This causes a major riot in the city and
Ivan becomes immortalised as hero to the poor.

### Ivan is arrested

The player takes Ivan to the monarchist chain of command so they can
decide what is the best way to deal with the situation. The monarchist trying
to gain favour with the Ministry of Sanctions while also showing that they have
dealt with Ivan plan to make a very public hand over to the Ministry branding
Ivan as a dangerous nonreg that was drawing power from the death and
destruction that the PT88 was creating. The player along with members of the
monarchist faction and the ministry would have to escort Ivan through the city.
The streets will be packed with citizens of the city some praising the player
for helping to crack down on the PT88 and other condemning the player for
arresting a hero of the people. If the player has high enough speech the player
can disperse some of the crowd allowing for faster travel and eliminating
potential threats before they start. When the group gets into view of the
ministry the PT88 will attack the convey causing casualties to both the guards
and the citizens. Seeing the chaos that has consumed the city streets the
player is ordered to kill Ivan as getting him to the ministry will be
impossible. Ivan warns the player that his death will only further add more
fuel to the fire and that the PT88 is becoming increasingly  desperate due to the players actions to the
point where they are almost unrecognisable to Ivan especially with this last
attack. Ivan asks the player to let him go free promising the player that he
will no longer fight for the PT88 and will now help the player in taking them
down stating that he does not want his death to incite more pointless conflict
for a dying cause. The player is again faced with the choice to kill Ivan or
allow him to escape.

#### Kill Ivan

Ivan is seen to be killed by the people who are supposed to be
protecting him rallying more support to the Pt88 and creating a large riot in
the district of the city that although is eventually crushed by the combined
forces of the monarchist and the ministry allows the PT88 to use Ivan death as
a rallying call to the poor and oppressed giving further support to the PT88.

#### Ivan is set free

Ivan disappears into the crowd and signals the PT88 forces to disengage
from the battle. Which limits the damage to the city district and allows for
the inured to be seen to immediately causing fewer deaths. The player is
scolded for allowing Ivan to escape but the benefit of ending the conflict
before it escalated is still acknowledged and the player is rewarded for that.
Days later reports start to flow through the city that Ivan is now preaching
against the PT88 giving speeches encouraging people to leave the group before
they die for a corrupted group who stopped caring about the people of the city
as soon as they started to lose the war and are now only worried about losing
the power that they have gained. The player is tasked with attending one of theses
speeches to confirm the reports and to if possible bring Ivan into monarchist
protection. The player arrives before Ivan gives his speech but Ivan refuses to
accept the aid of the monarchist claiming that he no longer wants to be a pawn
to those who control the city and will instead accept his fate humble with the
knowledge that if the PT88 strike against him they will show the city what
monsters they have becoming more than Ivan could ever do with these speeches.
Ivan continues to give theses speeches throughout the city until he is gunned
down by the PT88. This would become the catalyst to unite the poor to reject the PT88.

## **Environment Design: Old Sapyorny [Rhys Duff - 1702713]**

This document focuses on the environment of a zone on the outskirts of the city St. Petersburg.

**High Concept: After the player completes the quest “The russian way” they travel to the exit of the city through Old Saypyorny were they come across a group of chinese investors who are looking to create a direct link between Hong Kong and St. Petersburg. After a brief conversation with the leader of the group, Chen Gao, the player is then sent to talk to the head guard on duty, Warrant Officer Sasha**

The small settlement post re-enchantment is now a major gateway into the city of St. Petersburg. It is home to a small population, around a few hundred of manual labour workers as well as a small port handling imports in addition to farm lands. Despite home to few, the settlement sees hundreds of travelers and merchants alike pass through each day carrying out business and other transactions.

After the collapse of the primary trading route that linked St. Petersburg to Moscow, caused by a rogue dragon shortly after the re-enchantment had occurred, most couriers and merchants detoured around the general area of the attack. Not long after St. Petersburg became a wealthy city, major traders began to set routes through Sapyorny which was soon followed by officials decalring Sapyorny a main gateway into city.

Overall Sapyorny is comprised of four smaller sub-zones, The gateway, neva river, the collapsed road and the farmlands.

The Gateway

Old Sapyyorny is comprised of 3 areas in total. Firstly, the gateway. The gateway is marks the first step into St. Petersburg. The gateway represents the new robustness and wealth of St. Petersburg comprised from a clean cut stone archway, two towering steel gates and several watch turrets along the outer border of the city.

The Gateway is notably well kept in comparison to the structures and civilians on the outside of the gates, such as the presentation of the farm and result of the collapse of the main road. Construction of new Sapyorny is a markum of efficiency and wealth as the council of St. Petersburg spent little time sitting around wondering what had to be done. Aleksandr Stepanychev issued the order of the construction of a new gateway into the city and tightened security on the borders.

The gateway contains several side quests ranging from short introductory quests to mechanics such as fishing through to quests initiating the main quest in the area “The long Stretch”.

The long stretch entails an adventure across the plains of europe to china and is primarily to develop a chain between Hong Kong and St. Petersburg. However the first stages of the quest begin at the gateway to the city. The player is introduced to a character and their group of investors from Hong Kong whom are trying to gain access to the city.

Notable Npcs

Blacksmith Igor

Level: 32

Occupation: weapons and armour manufacturer

Private Nikoli

Level: 13

Occupation: Guardsman of the Gateway

**Lieutenant Alyosha**

Level: 38

Occupation: Leads the Sapyorny Comapny

**The Collapsed Road**
Collapsed road is the name given to the area east of the gateway where the original path paved the old fortunes and opportunities from the city. Now a barren wasteland, only few structures remain alongside the obliterated path, the area is home to a family of emigrated wyverns born to the ancient wyvern responsible for the collateral damage.

The area is considerably harder and is for higher leveled players due to the difficulty in enemies as well as home to the ten 12 player raid.

The player can find a few side quests in this sub-zone, such as the short side quest running the player through the plot behind the subzone “A wyvern's tale” which consists of the player clearing out old structures that the beasts have occupied and made their new home.

### Neva River

The Neva river sees hundreds of newly imported goods, foods and weaponry. This area is located west to the gateway and serves as a hub for fisherman and goods arriving via transport boats. The river runs north connecting other settlements and countries encouraging business and investment to St. Petersburg neighboring countries.

Players can expect quests introducing new skill lines such as fishing where they are introduced to the mechanic and how it can be used to progress the player’s fishing tree. In addition, the player is challenged with assisting local civilians. A notable figure is Shipmaster Anton-Arkasha who issues quests to the player retrieving equipment for the Navy and classified weapons which some say is uses similar powers the gifted wield.

Other quests include clearing out nests that corrupted rodents have initiated close to the river bank posing a threat to the integrity of nearby crops and incoming shipments. The player is rewarded with experience points with the additional item piece.

#### Notable Npcs

Shipmaster Anton-Arkasha

Level: 44

Occupation: Captain of the

Fisherman Feliks

Level: 16

Occupation: Fisherman

Captain 3rd class Adelaida

Level: 48

Occupation:

### Farm Lands

**Home to St. Petersburg’s agriculture, the farm lands is where a great sum of the city’s crops are grown then passed along to the buyers and consumers. The player is introduced to a few new characters such as the likes of farmer Grigory who handles the maintenance and development of his wheat farm.**

**The player learns through short quests how the re-enchantment affected the crops and foods and how some processes are no longer viable post event. Quests include defeating corrupted rodents from stealing and damaging crops to delivering orders to customers for experience points and other rewards.**

Notable Npcs

Farmer Grigory

Level: 32

Occupation: Herbalist and farm maintenance

Farmer Agrafena

Level: 36

Occupation: Wheat manufacturer

### Enemies

**Most of the enemies the player will encounter in and around Old Sapyrony are home to the Farm Lands and The path to the collapsed road.**

**Farm land Enemies**

Name: Corrupted Rodent

Level Range: 6-8

Description: Visually, the corrupted rodent resembles a rat with an exposed rib cage, lacking of fur and considerably sharp teeth.

**Name: Enchanted Rodent**

Level Range 8-10

Description: Similarly to the corrupted rodent, the enchanted rodent resembles a rat like figure however is larger the the corrupted counterpart and is able to perform ranged abilities such as firing a beam of energy from its mouth. Furthermore this rodent is capable of fortifying itself  and other rodents around it.

**Name: Starved Worm**

Level Range: 6-8

Description: An alternative worm considerably larger than a earth worm, the starved worm consumes large quantities of fruit, various plants as well as organic matter and resides deep beneath the earth scavenging for food. The starved worm is another byproduct of the re-enchantment event and poses great danger to passerbys, farms and other creatures.

**The path to the Collapsed Road**

**Name: Wyvern**

Level Range: 52

Description: Born to the ancient wyvern responsible for the collapse of the road to St. Petersburg, these smaller versions still remain a major threat and are able to inflict a great deal of damage. These beasts can perform ranged attacks using the fire the breath as well as tail whips amongst other close encounter combat.

Name: Crippled Wyvern

Level Range: 49-51

Description: These Wyverns lack wings yet still display behaviours just like typical wyverns as well as resemble the same anatomy. Despite being unable to fly, these beast variants hit a lot harder but are not as accurate at ranged attacks hence are more likely to utilise a close combat style.

## Character Design [Rhys Duff, 1702713]

Character Design Eleanor and K-O, Underground Railroad - [Rhys Duff 1702713]

Following the quest “How the sausage is made", the player is approached by a mysterious character named Eleanor who identifies herself as a unofficial leader assisting non-regs escape St. Petersburg to a new life in Hong Kong. Eleanor is a strong and independent character who breathes hope into non-regs across the city assisting those who have been violently mistreated by city authorities as well as leading small resisting groups in resistance ops against the council.

Name: Eleanor

Age: 34

Race: Human

Appearance: Eleanor is 5ft 9”, Usually she wears a Rusted, in colour, shroud rendering her lower face nin visible. She carries a small chesnaught satchel withholding first aid, poisons and mysterious documents. Eleanor carries a small dagger with a notably detailed handle, resembling a Wyverns head, it is not known to the player why exactly Eleanor is in possession of such a unique weapon.

Abilities and Statistics

Level: 49

In combat, Eleanor displays excellent combat skills showing little sign of weakness and exceptional knowledge in self defense as well as offence. Primarily she wields her trustworthy dagger, opting for close combat encounters, dealing with enemies an eyelash away. In addition, it is clear to the player at points Eleanor uses gifted magic as a secondary form of attack, she makes use of offensensive gifted capabilities such as the ability “whirlwind” as an area of effect tool. Defensive gifted abilities are also noted such as self buffs to output increasingly greater damage as well as small healing area of effect abilities such as “Mend Ally”.

Backstory

Eleanor is a St. Petersburg native who descends from a complicated background. Her father was a wealthy banker in the heart of the city, handling high priority clients worth millions of russian rubles and her mother was a housewife who detested her life and developed depression. Eleanor loved her mother and spent her time listening to her mother’s stories of when she met Eleanor’s father as well as the many stories of them both growing up together. However the happy radiant mother became a reserved quiet women once her husband became apart of the St. Petersburg council as the chancellor of the exchequer. Eleanor’s father was responsible for the city’s budget and devoted a fair amount of the budget the financing of anti-gifted, non regs which involved general mistreatment and further violence.

As Eleanor matured, she became aware of particular phenomenons that would occur around her. Short bursts of energy would periodically fire from her hands, during strong emotional episodes she would display a noticeable aura. As she became older she managed to control her outbursts and even kept them hidden from those who were close around her. She knew if her father were to learn of her abilities she would be exposed to disenchanters and hatred from her family.

As her abilities grew to be more difficult to control she escaped through St Petersburg’s abandoned underground railway, running through the endless tunnels with the constant abyss ahead of her that seemed to go on indefinitely. After what seemed like hours of non stop running Eleanor smelt burning followed by a distant glow. Her sight was hazy, weakened both physically and emotionally she stopped her panicked run and proceeded to follow the faint glow with a cautioned approach. As the glow grew in intensity so did the space around her. She had unintentionally discovered an abandoned station home to a dozen gifted individuals seeking shelter and refuge.

Eleanor spent her time learning of the horrific stories and experiences the gifted had endured and offered to help them in any way she could. Amongst the gifted bunch Eleanor met a considerable intellectual engineer named K-O who was of great importance to the group. K-O informed Eleanor of the difficulty in leaving the city’s gates without proper documentation, so as a solution K-O forges authentic IDs allowing those who seek the safe haven, the city of Hong Kong, able to proceed on the passage.

Eleanor and K-O developed a strong bond as both knew the extent of the mistreatment of the non-regs. Eleanor vowed to assist K-O any way she could. The task required to hone her combat skills to an exceptional degree. Knowing the city like the back of her hand, she was able to draw up escape routes to transport without being spotted by the authorities. The duo plan to evacuate as many non-regs from the city with the combined engineering skills and stealthy finesse.

Character Design - K-O

Name: K-O

Age: ??

Race: Human

Appearance: After spending many years beneath the surface of St. Petersburg in an abandoned train station, K-O developed a thin layer of suit over his apparel. K-O wears an old buttoned shirt, sleeves rolled up, with a torn checkered top unbuttoned reflecting the time spent underground. He has poorly kept hair that has overgrown slightly becoming mop like in nature and fairly clumpy. He constantly holds onto various pieces of technology that overflows his satchel and pockets. He is never seen without his tool kit which he holds within an old fashioned laptop satchel.

Abilities and Statistics

Level: ??

Not the first person you want covering your back in a fight, with very little experience in fighting K-O prefers to use his man made technology to support others and inflict a slight amount of damage. Primarily he built a modified drug utilising reversed disenchanter technology that empowers the users offensive capabilities instead of negating said powers. In addition, K-O has built fairly advance ai that runs on a home built power source and machinery. The AI, named K-O2, is a statistical and analytical piece of technology supporting the user understanding great quantities of information and data efficiently and quickly. K-O is a unique combat character as he is only available on the quest line “underground railway”.

Backstory

Information regarding K-O’s education, age to general information is scarce. He is very reserved about his personal life pre-re-enchantment as well as after. Some amongst the gifted say he was part of a secret team of the best engineers studying and applying technology utilising the magical phenomenon. K-O’s background is mostly rumours and whispers, nothing is concrete. However it is well known that he is an engineer and he is exceptionally good at what he does, developing small pieces of technology that runs on generators also built by K-O beneath the surface of St. Petersburg.

Some say he worked alongside the council, initially against the gifted developing other means to crunch the numbers of non-regs. Then he left due to an overwhelming amount of the sympathy and guilt, others however are sure that betrayal drove him to leave, the council withheld payments and reduced funding on his classified projects so in turn he left and rebelled against them. The rumours are wild and most don’t have foundation.

What is curious though, within K-Os personal space within the station, an old overcoat can be found with the St. Petersburg’s council emblem can be seen, perhaps he was part of the council and is evading capture. Amongst the rest of his personal belongings are books, papers and various computer parts. Suspiciously, within K-O’s living quarters there is a cabinet that seems to be locked by a padlock. When queried about this, K-O shrugs it off and plays it down. No one has ever seen inside the cabinet nor seen K-O open the doors.

Printed on the scattered papers across the room is recurring emblem of the St. Petersburg science and engineering division. This is where most of the conspiracies are drawn upon, sparking doubt and paranoia. K-O however has helped many non-regs escape the oppressive city and to many he is their only ticket to Hong Kong. Hence majority keep quiet and leave the processes to K-O and Eleanor.

(Referenced with Quest Design by Elliot Gray - 1704178)

## Nemesis System (Ryan Goward, 1704020)

The Nemesis System is a faction/Mechanic design for combat encounters in the game. Full article here.

## **Faction Design [Isobel Kelly - 1703199]**

**‘The Dark/Black Circle’**

***Overview/Background-***

A very anonymous and underground faction which either goes by ‘The Black Circle or The Dark Circle’. Which is a purist club which was formed by Erik Pyotr in an effort to track down and find any gifted, supernatural and most importantly, any “Non Regs”. ‘The Black Circle’ see the mass destruction that the supernaturals and gifted create due to them having their powers and either just unfairly fighting with them or not understanding how to harness their powers. The main drive for the leader Erik to make this faction was very personal to him because one day when his daughter and wife were out shopping, there was a wanted ‘Non Reg’ being chased down by the police. A fight broke out and this was when his daughter was tragically killed in crossfire and his wife seriously wounded (wounds she never fully recovered from), the person to blame for both killing his daughter and deforming his wife was the ‘Non Reg’. So ever since that day Erik Pyotr swore to avenge his lost daughter and The Black Circle was just the way to do that.

This is when Erik Pyotr took it upon himself to organize a group of other just as wealthy men and women who had the same views as he did and become what is ‘The Red Circle’. Erik Pyotr made this group since the newly formed central council wasn’t going to do anything about all the damage and people being killed by the misuse of these powers

***Affiliates-***

**Owner/Leader-**

Erik Pyotr

**Co-Leaders-**

Cyril Abram

Eva Klara

**Members-**

Olga Daria

Inga Daria

Pavlo Viktor

Anton Bogdan

Sofia Lena

***Rules-***

The rules for The Black Circle were simple,

1- If ever any member is ever alerted to the existence of any ‘Non Reg’ they have to immediately report their name and place of sighting to either the leader or co-leader.

2- In the event of capturing any Gifted/Supernaturals/No Regs absolute secrecy must be upheld by every member in The Black Circle.

3- Finally no member is ever permitted to talk about either The Black Circle nor any of their affairs.

If any of these rules are broken and found out about the member who broke their vows and the rules will be permanently exiled from the group and lose all their money which they have invested into the faction, without a trial.

***Beliefs-***

The common beliefs among all members is that absolutely none of the Gifted/Supernaturals/No Regs are to be trusted and must be alerted to the group so there can be a plan in place to take care of them.

Another common belief is also that the Gifted/Supernaturals/No Regs are dangerous and have disturbed the peace in this world and need to be further regulated then just being weakly instructed to consume ‘Disenchanters’ and register with the city authorities.

And finally each and every member strongly agrees and tries to work towards turning the world back to how it was before the ‘Re-enchantment’ and their end goal is to have working internet across the world and the Gifted/Supernaturals/No Regs be stripped of their powers and be the same as every other normal human.

## **Mission Design [Isobel Kelly - 1703199]**

***Quest Title-***

A Forced Disenchantment

***Concept Hook-*** The player has to join forces with another rebel anti-gifted group to go on a raid to a nearby gifted hideout.

***Summary-***

Two factions are fusing together to fight in a small battle against a group of gifted who are hiding out in a factory just on the outskirts of St. Petersburg, they need more people to help and fight with their cause.

***Locations-***

The Black Circle’s main underground headquarters, St. Petersburg, Russia

Gifted hideout, Abandoned factory, Edge of St. Petersburg, Russia

***Factions involved-***

The Black Circle (Also known as The Dark Circle)

The Anti-Gifted Association (AGA)

***Background-***

The Black Circle and The Anti-Gifted Association’s leaders, Erik Pyotr and Abram Cyril both had been communicating about an upcoming raid they both were interested in doing on a known group of gifted. Abram Cyril had a spy on the inside who was feeding both factions direct information about the whereabouts of this group of gifted, it had finally come to both factions attention the location of the hideout and this is when both factions agree they need more manpower to fight and get rid of the gifted in their hideout, so this is where the player comes into it and can chose to help The Black Circle and The Anti-Gifted Association.

***Description-***

The player will start off meeting with the NPC called “Eva Klara” who is the co-leader of The Black Circle, in The Black Circle’s main underground headquarters there she will give you your instructions and brief you on what’s already been written in the summary, she will then instruct you on either talking to Pavlo Viktor (Black Circle Member who is handing out equipment and if you choose him then you receive a Black Circle Longsword and some Black Circle Boots). Or alternatively talking to Gennady Lev (Anti-Gifted member who is handing out the other set of equipment which is available for the character to choose, which is a Anti-Gifted Crossbow and a Anti-Gifted Helmet). The stats are similar for all pieces of equipment it’s just there to give the player a visual choice and a mechanical choice on what they would prefer.

***Items-***

The player has a choice at the start of the mission to pick either-

Black Circle Longsword,

or an

Anti-Gifted Crossbow.

The player also has another choice whether they want either-

Black Circle Boots

Or a

Anti-Gifted Helmet

***NPC’S involved-***

Eva Klara (Black Circle, Co-Leader)

Pavlo Viktor (Black Circle, Member)

Gennady Lev (Anti-Gifted, Member)

***Unlock Condition-***

The unlock condition for this quest is to have met and talked to either Erik Pyotr or Abram Cyril, or subsequently another of the co-leaders from The Black Circle. This is available through the cutscene which would play if the player went to one of the various anti-gifted marches around St.Petersburg.

***Experience points-***

The experience points gained through finishing this mission is quite a hefty amount due to the fact of how long the lead up to the quest was (having to meet one of the leaders at a march), and how there are no mini quests, it’s just one long quest, so the amount of experience points the player gets at the end is 25’000 XP.

***Rewards-***

Other than the 25’000 XP the player also gets to keep whatever equipment they picked from either Pavlo Viktor or Gennady Lev, and an additional membership to either The Black Circle or The Anti-Gifted Association.