THE EXPLORERS OF THE AEON RUINS DESCEND...
Many have travelled from the surface world into the shadows. These Explorers are the only company in the Aeon Ruins, save for the Shades. Everything else has long died off.
Most all of them belong to one of the Kingdoms that thrived in the days before the Phantasm, and now work to make the Ruins their new home. Though, some claim loyalty to no Kingdom at all.
But in this nightmare, trust no one readily... not all of them have your best interests at heart.
THE NINE KINGDOMS
The path of solitude is a difficult one. And so, Explorers who enter the Ruins may find it expedient to ally themselves with one of the nine Kingdoms, via a Kingdom Representative, most of whom are found at the Lighthouse Dock.
However, no matter what Kingdom you choose, or even if you decide to go alone, you are bound to interact with members of the Kingdoms, or perform actions that attract attention, be it negative or positive.
There are six main components to interactions between the Kingdoms:
1. Kingdom Tendency: Each individual Kingdom has a seperate opinion of your character, called your Kingdom Tendency. As you interact with other Explorers and explore the Ruins, your decisions will invariably influence what the Kingdoms think of you. (More details below)
2. Member Perks: Just by being a member of a Kingdom, you are afforded certain special benefits. As long as you remain associated with this Kingdom, you will retain these perks no matter how far your Kingdom's opinion of you drops.
3. Opposing Kingdoms: Some Kingdoms are opposed to one another. In joining one Kingdom, you upset any Kingdoms that oppose it. There are methods to dispell (or create) grudges between Kingdoms, but some Kingdoms are so entrenched in their hatred for one another that they are completely incompatible.
NOTE: Making/breaking peace between Kingdoms only applies in your version of the Aeon Ruins. Other Explorers will be unaffected.
4. Ally Benefits/Enemy Penalties: You have a Kingdom Tendency for all nine Kingdoms, not just for the one you are aligned with. So if you keep the other Kingdoms happy, you may gain Member Perks for Kingdoms that you are not a member of. However, if you anger them, you may lose access to certain functions altogether.
5. Kingdom Tasks: Each Kingdom serves a specific purpose, tailored to the playstyle of those who are most suited for it. As a member, you can complete these tasks to gain Rewards and Kingdom Tendency.
6. Switching Kingdoms: Besides angering opposing Kingdoms, there is only a small penalty for leaving one Kingdom and joining another (-1 Kingdom Tendency in the abandoned Kingdom, and will never reduce your Tendency past -4). Everything else, including Kingdom Task progress, is retained. So, feel free to alter your playstyle as you see fit, and collect all the Kingdom Rewards!
MANIPULATING KINGDOM TENDENCY
One can't expect to keep everyone happy all the time, but it never hurts to try. Certain specific actions affect your Kingdom Tendency, depending on what Kingdom you belong to, and the Kingdoms you are interacting with.
The Kingdom you belong to will require you to adhere to a strict code of conduct: violating it will reduce your Tendency, while complying will increase your Tendency.
The Kingdom-specific methods are listed in the Kingdom list below, but here are the generalized methods of affecting Kingdom Tendency:
GENERAL TENDENCY INFLUENCING ACTIONS:
1. Present a Proof Of Survival to a Representative: +1 in their Kingdom
2. Defeat a Boss in your own world: +1 in your Kingdom
3. Helping a fellow Explorer defeat a Boss: +1 in their Kingdom
4. Obtaining a Kingdom Reward: +2 in your Kingdom (+1 if your Kingdom is Yannia)
5. Killing a fellow Explorer as an Invader (Black Phantom) or Wanderer (Blue Phantom): -1 in their Kingdom
6. Leaving a Kingdom: -1 in the abandoned Kingdom (Cannot reduce your Tendency below -4)
7. Killing an NPC: -1 in the NPC's Kingdom
8. Joining a Kingdom: -1 in any and all Kingdoms opposed to the one you join
9. Killing a Vital NPC: -2 in the NPC's Kingdom
10. Killing a Kingdom Representative: Immediately become a Nemesis of that Kingdom
CHAMPION/NEMESIS STATUS
Once all Kingdom Tasks are completed in your Kingdom, you gain the capacity to rise to +8 Kingdom Tendency, also known as the Champion level.
Once a Champion, you gain a powerful Kingdom-specific bonus, and your Tendency cannot fall, except by leaving the Kingdom (which you can rejoin and become Champion again later) or by becoming a Nemesis to that Kingdom.
There are only a few actions one can perform that can cause you to be labeled a Nemesis (-8 Tendency), and only one action that can instantly reduce you to that level: slaying a Kingdom Representative.
From then on, all members of that Kingdom will attack you on sight, and you cannot raise your Tendency in that Kingdom until the next NG+ cycle.
Additionally, your current Kingdom (if you have one) and the Kingdom you became a Nemesis in will now oppose each other.
KINGDOM LIST
- Charging into danger, these brave warriors fight the shadows with determination...
This Kingdom would likely appeal to those who seek to lend their strength to those in need.
As such, this Kingdom rewards members who let themselves be summoned into the worlds of others, and aid in the defeat of the Ruin's mighty denizens.
GAMEPLAY FUNCTION
Tiolez is the CO-OP KINGDOM. They exist for those who want to brave the challenges of the Aeon Ruins with friends, or gain new friends by lending their aid.
Their job is to make sure that you are never trapped behind an insurmountable challenge: if you are ever stuck, rely on their strength, which lies in honor... and of course, in numbers.
Expect invasions against adherents of Tiolez to either be difficult or fruitless, as it is rare to find one of them alone.
TENDENCY INFLUENCING ACTIONS
-For Everyone:
1. Defeat a Boss in your world alongside a Tiolez White Phantom: +1 in Tiolez (In addition to the normal +1 for defeating a Boss)
2. Helping a fellow Explorer defeat a Boss: +1 in Tiolez (In addition to the +1 in their Kingdom)
3. Sending a Tiolez White Phantom home with a Separation Crystal: -1 in Tiolez
-For Members Only:
4. Killing a fellow Explorer as an Invader (Black Phantom): -1 in Tiolez (In addition to the -1 in their Kingdom)
5. Killing a fellow Explorer as a Wanderer (Blue Phantom): -2 in Tiolez (In addition to the -1 in their Kingdom)
RELATIONS
Member Perks: The level restrictions between you and other online players are relaxed, allowing for more interaction.
Ally Benefit (+4): Member Perks
Enemy Penalty (-6): Tiolez Summon Signs can no longer be seen.
Champion Bonus: Tiolez Timeless Valor: Can refight any Boss by returning to their boss room. However, they will only gain a quarter of the Souls for winning, and no Boss Soul.
This Kingdom is opposed to Motus and Vestum.
REWARDS
Entry Gift: None.
First Reward (5 Bosses Killed in other worlds): Linen Wrap
Second Reward (10 Bosses Killed in other worlds): Friend's Charm
Final Reward (20 Bosses Killed in other worlds): Lux Gel
- Demanding perfection, these crusaders hunt down and exterminate heretics of all kinds...
This Kingdom would likely appeal to those who wish to punish the cruel.
As such, this Kingdom rewards members who chase Invaders (and enemies of Doraine) into myriad worlds, to smite them before they can spread chaos and pain.
GAMEPLAY FUNCTION
Doraine is the ANTI-INVADER KINGDOM. Whenever an Invasion occurs against a helpless target, it is only a matter of time until a Crusader (Green Phantom) of Doraine appears to level the playing field with bombastic Miracles.
Their job is to protect the weak, though they have a mean streak of offing innocent Wanderers, as well as Explorers who have gotten on Doraine's bad side...
Whenever a member of Doraine invades, you must always wonder whether they mean to smite your foe... or you.
TENDENCY INFLUENCING ACTIONS
-For Everyone:
1. Killing an Invader (Black Phantom), Assassin (Red Phantom), Wanderer (Blue Phantom), or Enemy of Doraine: +1 in Doraine
2. Killing a fellow Explorer as an Invader (Black Phantom): -1 in Doraine
3. Killing a Crusader (Green Phantom): -1 in Doraine
RELATIONS
Member Perks: Learn Dorainian Miracles, Aid from Dorainian Phantoms, quicker Crusader Protection.
Ally Benefit (+4): Learn Dorainian Miracles. (+6): Aid from Dorainian Phantoms, quicker Crusader Protection.
Enemy Penalty (-4): Branded as a Heretic: get Invaded by Crusaders.
Champion Bonus: Doraine's Book of Judgement: For a high Soul cost, you may reduce the Kingdom Tendency of another player down by -2 in any Kingdom. You may only ever use this ability once on any given person.
This Kingdom is opposed to Yannia and Yuho.
REWARDS
-Entry Gift: Crusader's Charm
-First Reward (5 Heretics Killed): [Unlocked Soul Synthesis: Doraine Miracles]
-Second Reward (10 Heretics Killed): Retribution (Miracle), Crusader's Crystal
-Final Reward (20 Heretics Killed): Memory of Saintbone
- Craving knowledge, these seekers of lore walk the deepest depths...
This Kingdom would likely appeal to those who learn for the sake of learning.
As such, this Kingdom rewards members who scour every inch of the Aeon Ruins for their most hidden lore, and bring back proof of their travels.
GAMEPLAY FUNCTION
Yannia is the EXPLORATION KINGDOM. It exists for those who are unconcerned with the complexities of Kingdom interaction and simply wish to focus on experiencing the majesty of the Aeon Ruins to the fullest.
Though you'd do well not to underestimate them: Yannia is also the home of powerful Sorcerers, and their explorations only serve to grant them powerful boons.
TENDENCY INFLUENCING ACTIONS
-For Members Only:
1. Obtaining a Kingdom Reward: +1 in Yannia (Instead of the normal +2)
RELATIONS
Member Perks: Aid from Yannite Phantoms.
Ally Benefit (+2): Member Perks
Enemy Penalty (-6): Cannot buy from Yannite NPCs
Champion Bonus: Yannia's Aeonic Map: A map of the Aeon Ruins, visible at Beacons
This Kingdom is opposed to Doraine and Lencoter.
REWARDS
-Entry Gift: Binoculars
-Forsaken Reward (Explored the Forsaken Metropolis Completely): Soul Syphon
-Aqueducts Reward (Explored the Aqueducts Completely): Soul Gravity (Sorcery)
-Monument Reward (Explored the Monument Completely): Linen Wrap
-Mirage Reward (Explored the Mirage of Strife Completely): Conductor's Baton (Unique Weapon)
-Rotting Reward (Explored the Rotting Stones Completely): [Unlocked Soul Synthesis: Ancient Sorcery]
-Special Reward (Explored the Optional Regions Completely): Blank Ring
-Final Reward (Explored the Aeon Ruins Completely): Underworld Catalyst
- For the right price, these heartless assassins would kill even their own kin...
This Kingdom would likely appeal to those who find pleasure in the terror of others.
As such, this Kingdom rewards members who become Assassins, and invade those who are marked for death until their blood is spilt upon the stone.
GAMEPLAY FUNCTION
Motus is the HITMAN KINGDOM. By giving a certain amount of Souls to Diplomat Malachi of Motus (or through other methods), one can name any hated Explorer to be Marked for Death, a bounty on their head.
From that moment, members of Motus will become Assassins (Red Phantoms), and chase down their Marks to the ends of the earth, even into the worlds of others.
Only when an Assassin (Red Phantom) finally takes their life will the Mark be removed.
Such is the cruel nature of revenge... Members of Motus should always be armed to the teeth, ready for a fight with other Explorers.
TENDENCY INFLUENCING ACTIONS
-For Everyone:
1. Killing a fellow Explorer: +1 in Motus
2. Killing an Assassin while Marked for Death: +2 in Motus
3. Foiling an Assassination: -2 in Motus
-For Members Only:
1. Killing a fellow Explorer as an Assassin (Red Phantom): +1 in Motus
RELATIONS
Member Perks: Can buy from Motus Merchants.
Ally Benefit (+2): Member Perks
Enemy Penalty (-6): Always Marked for Death.
Champion Bonus: Motus's Looming Threat: For a steep price, you may threaten another Kingdom, causing your Kingdom Tendency in that Kingdom to reset to 0, even if you are a Nemesis of that Kingdom, allowing you to rejoin it if you wish. However, until the next New Game+, you can gain no Ally Benefit from that Kingdom.
This Kingdom is opposed to Tiolez and can never make ammends with Qero.
REWARDS
-Entry Gift: Assassin's Charm
-First Reward (5 Targets killed): Thief's Ring
-Second Reward (10 Targets killed): Pure Cocytus Ore
-Final Reward (20 Targets killed): Ring of the Scoundrel
- Stubborn to the end, these honest merchants sell their wares to desperate Explorers...
This Kingdom would likely appeal to those who improve themselves and others through calm trade and hard work.
As such, this Kingdom rewards members who become Merchants, and sell valuable materials and services to their fellow Explorers in order to earn Lencoter Signets.
GAMEPLAY FUNCTION
Lencoter is the COMMERCE KINGDOM. Their silver signs act as islands of commerce and civilization in the chaos of the Aeon Ruins.
When touched, members of Lencoter are summoned as Merchants (Silver Phantoms), and Explorers can give them their Souls in order to replenish their Light Gels, repair equipment, or buy valuable materials.
Of course, one can also choose to steal from a Merchant (Silver Phantom)... but such things only end in pain, as members of Lencoter have high priority to powerful weapon upgrades.
TENDENCY INFLUENCING ACTIONS
-For Everyone:
1. Buying From a Merchant (Silver Phantom): +1 in Lencoter
2. Killing a Merchant (Silver Phantom): -1 in Lencoter
3. Stealing from a Merchant (Silver Phantom): -2 in Lencoter
-For Members Only:
1. Selling as a Merchant: +1 in Lencoter
RELATIONS
Member Perks: Access to Ringsmithing and Demon Blacksmithing from James. Also, able to use the Demonic Hammer, the Ring Mold, and the Bellow Holder.
Ally Benefit (+4): Access to Ringsmithing from James. (+6): Access to Demon Blacksmithing from James.
Enemy Penalty (-6): Cannot encounter Silver Phantoms, or receive any services from Lencoter Blacksmiths.
Champion Bonus: Lencoter's Finest Creation: Allows creation of the Phantom Cleaver from James.
This Kingdom is opposed to Qero and Yannia.
REWARDS
-Entry Gift: Merchant's Soapstone, Smith's Anvil
-First Reward (8 Signets): Bellow Holder, Merchant's Charm
-Second Reward (16 Signets): Demonic Hammer, Ring Mold
-Final Reward (30 Signets): Giant's Bellows
- With ambitious dreams, these scavenging inventors filch materials from Lencoter smiths...
This Kingdom would likely appeal to those who enjoy versatile experiences.
As such, this Kingdom rewards members who buy (or steal) hard-earned Lencoter Signets from Merchants, and provides a unique method of teleportation through the Ruins.
GAMEPLAY FUNCTION
Qero is the WILDCARD KINGDOM. Qero is a strange place, with stranger inhabitants, though you're unlikely to see anyone who proudly proclaims they're from Qero.
With their trusty Disguise Charm, they can appear as if they hailed from any Kingdom, and you'd be none the wiser.
Their Kingdom Task revolves around swindling Merchants (Silver Phantoms), but their greatest strength lies in the Teleportation system, which allows Qerans to quickly traverse the Aeon Ruins by using the Beacons as waypoints.
TENDENCY INFLUENCING ACTIONS
None.
RELATIONS
Member Perks: Beacon Teleportation, buy cheap items from Qero NPCs.
Ally Benefit (+4): Member Perks
Enemy Penalty (-6): Haven Flares cease to work. (-8): Lighthouse Flares cease to work.
Champion Bonus: Qero's Flawless Teleportation: Teleport to any Beacon
This Kingdom is opposed to Lencoter and can never make ammends with Motus.
REWARDS
-Entry Gift: Disguise Charm, Lighthouse Flare
-First Reward (5 Signets): Phantasmic Eye X3
-Second Reward (10 Signets): Free Beacon
-Final Reward (20 Signets): Peace Treaty
- These calm nature priests have a singular mission: to banish the shadow and purge its corruption from the living...
This Kingdom would likely appeal to those who find joy in spreading relief and hope.
As such, this Kingdom rewards members who ressurect the unfortunate dead, and break vile Curses before they are allowed to spread.
GAMEPLAY FUNCTION
Yuho is the MENDING KINGDOM. Armed with spiritual Miracles, powerful enchantments, and the means to reveal and dispell evil intentions, Yuhoic adherents are bastions against death and darkness.
With two special healing items, the Waters of Yuho and the Light of Yuho, they can break Curses and revive the dead effortlessly.
The strongest of them can shrug off Curses entirely, foiling the efforts of Vestum.
Consider yourself lucky if you meet one of them while you're in a bind, as they live to aid.
TENDENCY INFLUENCING ACTIONS
-For Everyone:
1. Breaking a Curse: +1 in Yuho
2. Cursing a fellow Explorer: -2 in Yuho
-For Members Only:
1. Resurrecting a fellow Explorer: +1 in Yuho
2. Breaking a Curse: +2 in Yuho (Instead of the normal +1)
3. Killing a fellow Explorer as an Invader (Black Phantom) or a Wanderer (Blue Phantom): -1 in Yuho
4. Cursing a fellow Explorer: -4 in Yuho, expelled from the Kingdom
RELATIONS
Member Perks: Able to buy and use Yuho Integral Items, and access to Yuho Soul Synthesis.
Ally Benefit (+6): Member Perks, except cannot use Yuho Integral Items
Enemy Penalty (-6): Members of Yuho will no longer associate with you.
Champion Bonus: Yuho's Shining Star: You cannot be Cursed.
This Kingdom is opposed to Doraine and is the sworn enemy of Vestum.
REWARDS
Entry Gift: Light of Yuho X3 and Waters of Yuho X3
First Reward (5 Healings): [Unlocked Soul Synthesis: Yuho Miracles]
Second Reward (10 Healings): Incense of the True Nature (Unique Weapon)
Final Reward (20 Healings): Blade of Peace (Miracle)
- When the dark arts of Demonica left Wuuheim, they found a new home...
This Kingdom would likely appeal to scoundrels who find nothing funnier than the frustration of another.
As such, this Kingdom rewards members who propagate Curses through the use of foul Demonica, locking hapless Explorers in Soul Form.
GAMEPLAY FUNCTION
Vestum is the CURSING KINGDOM. When you meet an 'Accursed One' in your travels, you must tread carefully... for if they kill you, their Curse will become yours, and must either be broken or passed on.
The members of Vestum are nearly all users of the powerful art of Demonica, and can uniquely build up Corruption in their bodies, which eventually evolves into a powerful Curse.
The Curse obscures the name of their Kingdom, and serves as an extra penalty to falling in battle against their Demon Magic.
From a Kingdom focused entirely on killing others for fun, expect no honor. Expect no mercy...
TENDENCY INFLUENCING ACTIONS
-For Everyone:
1. Killing a fellow Explorer as a Wanderer (Blue Phantom): +1 in Vestum
2. Cursing a fellow Explorer: +2 in Vestum
3. Breaking a Curse via Yuhoic Aid: -2 in Vestum
RELATIONS
Member Perks: Learn Demonica from Vestum Teachers. Additionally, access Wuuheim and Vestum Soul Synthesis.
Ally Benefit (+4): Learn Demonica (+6): Access Wuuheim and Vestum Soul Synthesis.
Enemy Penalty (-6): Extra Enemies Appear Randomly
Champion Bonus: Vestum's Demonization Stone: Transform yourself into a powerful Demon. An item.
This Kingdom is opposed to: Tiolez and is the sworn enemy of Yuho.
REWARDS
-Entry Gift: Evil Eye
-First Reward (3 Curses): Foe's Charm
-Second Reward (5 Curses): [Unlocked Soul Synthesis: Vestum Demonica]
-Third Reward (8 Curses): Heretic's Charm
-Final Reward (15 Curses): [Unlocked Soul Synthesis: Wuuheim Demonica]
- Souls ablaze, these warriors wish for no more than battle...
This Kingdom would likely appeal to those whose spirit of competition never wavers.
As such, this Kingdom rewards members who best fellow Explorers in honorable duels, or else triumph over impossible odds.
GAMEPLAY FUNCTION
Addol is the DUELIST KINGDOM. Members of Addol are in it for the challenge, the competition, the thrill of the hunt and the fight, the clash and the death.
Underhanded tricks go against their nature, so face them with dignity and confidence.
Additionally, the Kingdom of Addol has created a battle arena for Explorers to duke it out, free of consequence.
Why not give it a try? Why not lose yourself in a thrill of battle for a lifetime or two?
TENDENCY INFLUENCING ACTIONS
-For Everyone:
1. Killing a fellow Explorer or Invader in a one-on-one Duel: +2 in Addol
2. Finishing a one-on-one Duel with a Critical Attack: +1 in Addol (Instead of the above +2)
3. Winning against the odds (Defeating a Gank Squad): +3 in Addol
4. Killing an Invader with White Phantom aid: -1 in Addol
RELATIONS
Member Perks: Battle Arena Access, aid from Addol Phantoms
Ally Benefit (+2): Member Perks
Enemy Penalty (-6): None, except the crushing regret.
Champion Bonus: Addol's Indomitable Spirit: You always have an increased chance of being Invaded, or having your world be Wandered into.
This Kingdom is opposed to no one.
REWARDS
-Entry Gift: Distortion Soapstone
-First Reward (5 Worthy Foes defeated): [Unlocked Soul Synthesis: Pyromancy]
-Second Reward (10 Worthy Foes defeated): Addol Bellows
-Final Reward (Defeat all NPC Foes in the Battle Arena): Ring of the Inner Fire
- When Wuuheim shattered, a single hero survived...
No one can swear loyalty to a destroyed Kingdom. The memory of Wuuheim stands as a testament to both peace and war, and Lady Skarun, its last surviving champion, presides over inter-Kingdom relations.
- The influence of the Kingdoms is far-reaching, but not inescapable...
It is difficult, but not impossible to walk the road of the nomad. But will you be known as anonymous hero or sinister bandit? The choice is yours, but it is far easier to sow despair than hope...
While members of Kingdoms appear to other Explorers as [Name] of [Kingdom], those who lack a Kingdom will appear according to their total Kingdom Tendency:
Extremely Positive "[Name] the Hero" (+45)-(+63)
Positive: "[Name] the Traveler" (+18)-(+44)
Neutral: "[Name] of the Badlands" (+17)-(-17)
Negative: "[Name] the Renegade" (-18)-(-44)
Extremely Negative: "[Name] the Outcast"(-45)-(-63)