Nekorathalax is the most notorious dragon in Aenteroph. Named the dragon of hatred for good reason. He watched for many centuries as mankind fought and killed each other and brought destruction upon the land. Things changed when Cruxix, another dragon was hunted down and killed. Nekorathalax arose from his slumber and began to wreak havoc upon the cities of man. He fought many human kingdoms for several decades before falling. He left a huge scar on the land of Estand in his path of vengance for the death of Cruxix. His anger ultimately left him blind to the plot against him and he was struck down during his moment of weakness.
A few years ago, I had made an android app which ended up being a flop. Scoundrel’s Cross.
The artwork was great, no problems there. I had hired that work out, as even of this post, I don’t consider myself to be a good artist. I had spent all I could on one.
The code was solid as far as I know, no bugs. I think there might be bugs with the new version of android, but I’ve long since refunded everyone and abandoned it. I even uploaded the source code on google code, which is also discontinued.
I had even had someone improve my writing. It was my story, but I didn’t do well in English class. So how could I get these stories out of my head and onto paper but having them sound good? I got a writer who took my initial story outline and improved it where needed. I could still tell my story.
The big issue with the app was that I was trying to tell a linear story in a choose your own adventure style. Plenty of games out there give you “choices” which in the end change the major story arc very little. I wanted to give a taste of a choice in the story without deviating too much from the main path I wanted the characters to take. My limited budget for the artwork meant I had little room to create alternate paths to give a good sense of freedom to the reader. In the end, it flopped.
What did I attempt to create if I had a bigger budget? Many paths where you influence the main character as if you were Fate. You did not control the character, but simply gave the character choices. So instead of coming to a cross roads where you can either go to the beach to relax or go into a cave to explore treasure, you could open doors or reveal a hidden weapon for the character to use. Why is this different? Because the character has their own thief like personality and will stay in character throughout the story. You could influence them to take advantage of a situation and make the story darker (revealing a weapon where they use it to kill a guard), or have the wind blow to reveal a secret passage that lets them avoid an ambush. Each path, should it be a 100% linear story, should be believable in that the characters are acting the way you expect them to. In any sense, there were not enough paths and better games were already being released. I could have done well if I had made it a few years earlier, even with my own crappy artwork. But that’s for another timeline to discover.
All in all, I plan to return to that story and reboot it as a comic. That's the purpose of this site. The story of Vanya Thenideil, Joniathin the Justicar and Saro the criminal will be told.