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Vale of Narrative Bible (Full) Page 1 of 185

Res Judicata: Vale of Myth Narrative Bible Michael Morris, Portfolio Examples

Contents Story Brief ...... 6 Pitch ...... 6 One-Line Comparison ...... 6 One-Line Description ...... 6 Genre ...... 6 Platforms ...... 6 Setting ...... 6 Target Audience ...... 6 Gameplay Summary ...... 6 Gameplay Innovations / KSPs ...... 6 Story ...... 6 Setting and World ...... 7 Setting...... 7 Physical Realm ...... 7 Spirit Realm...... 7 Magic and Technology ...... 8 Magic ...... 8 Mana ...... 8 Spirits...... 8 Souls ...... 8 Greater Spirits ...... 8 Nephilim ...... 9 Avatars ...... 9 Focus Orbs ...... 9 Casting Magic ...... 9 Schools of Magic ...... 10 Conjuring ...... 10 Channeling ...... 10 Methods of Channeling ...... 10 Songs of Power ...... 10 Runes ...... 10 Dance ...... 11 Prayer ...... 11 Imbuement...... 11 Technology ...... 11 Restoratives ...... 12

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Common Restoratives ...... 12 Branwen Soup ...... 12 World-Altering Events ...... 12 The Great Flood ...... 12 The First Trial ...... 13 The Second Trial ...... 13 The Templar Purge ...... 14 Siegfried Warns the Fleet ...... 14 Siegfried’s Petition ...... 14 The Battle of Bannockburn ...... 15 The Third Trial...... 15 Major Landmarks / Locations ...... 16 Physical Realm ...... 16 Holy Circles ...... 16 ...... 16 Crossroads ...... 16 Toledo ...... 16 Toledo Mines ...... 16 Toledo Prison...... 17 Spanish Cliffs ...... 17 Old Fort (Bandit Camp) ...... 18 ...... 18 Old Monastery ...... 18 Cave of the Dead ...... 18 Whispering Falls ...... 19 Whispering Falls Arena ...... 19 Kornikaned Lair ...... 19 Valle dei Setti Morti ...... 20 Paris ...... 20 The Catacombs ...... 20 Germany ...... 20 Devil’s Cemetery ...... 20 Italy ...... 21 Venice ...... 21 Amé Morte ...... 21 Spirit Realm...... 22 Golgotha...... 22 The Great Necropolis ...... 23 Summary of Conflict in the World ...... 23 Characters ...... 24 Player-Characters ...... 24

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Garbhan “The Great” MacCallum ...... 24 Francis “Bard” De La Fleur ...... 27 Daron “The Stalwart” Underwood ...... 30 Misako “Eve” Masamune ...... 33 Siegfried “The Lion” Morgenstern...... 36 Major NPCs ...... 39 Bosque ...... 39 Captain Marduk ...... 40 Death...... 41 Gaea ...... 42 God ...... 43 Hibiki ...... 44 Satan ...... 45 Sienna ...... 46 Minor NPCs...... 47 Old Man Benjamin ...... 47 Louis De La Fleur ...... 48 Elizabeth De La Fleur ...... 48 Lorik II...... 49 Amalia Songstress ...... 50 Pope Clement V ...... 51 Mr. S. (Salvatore) ...... 52 Aristotle Sunseri ...... 53 King Edward II ...... 54 Isabella of France ...... 55 Robert the Bruce ...... 56 Father Pierre ...... 57 Aonghus One-Eye ...... 58 Playable Character Summary ...... 59 Expanded Story Breakout ...... 59 Mission Breakdown ...... 61 Critical Path ...... 61 Slay the Cuélebre ...... 61 Jailbreak ...... 62 Boar Slaying ...... 63 Mine in Need ...... 64 Crimson Tide ...... 65 Monastery Aflame ...... 66 Cheating Death ...... 67 The Town of Whispers ...... 68 Kill the Kornikaned ...... 69

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Homecoming ...... 70 Chasing Shadows ...... 71 The Seven Dead ...... 72 Murder in Venice...... 74 Finding Eve...... 76 Pitched Battle ...... 77 Between Worlds ...... 78 Seeking the Seer ...... 79 Escaping Golgotha ...... 80 Side-Quests (optional) ...... 81 Lost and Found ...... 81 One Size Fits All ...... 82 Kill the Peluda ...... 83 Old Shackles ...... 84 The Pit of Bones ...... 85 Exorcist Needed ...... 87 Inspire Me ...... 88 Giving Back ...... 89 Greengrocer ...... 90 Big City Hermit ...... 91 Sleeping on The Job ...... 92 Every Rose Has Its Thorns ...... 93 Game Systems ...... 94 Titles ...... 94 Enemy Encounters ...... 95 Combat Systems ...... 96 Turn Order ...... 96 Rage ...... 96 Status Ailments ...... 97 Ailment Spread ...... 97 Elements ...... 97 Great Auras ...... 97 Reinforcements ...... 97 World Event System...... 98 Appendix ...... 99 Titles/Achievements Guide ...... 99 Banter (Skit) Listing ...... 102 Bestiary ...... 105 Character Classes ...... 119 Highlander ...... 119 Bard ...... 119

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Knight ...... 119 Ronin ...... 119 Templar ...... 119 Elements ...... 120 Equipment Types ...... 121 Item Listing ...... 123 Key Items ...... 123 Consumables ...... 124 Weapons ...... 127 Armor ...... 130 Shields ...... 132 Keepsakes ...... 134 Relics ...... 135 Relic Rarities...... 136 Skill Listing ...... 137 Auras ...... 146 Rages ...... 146 Passives and Learnable Skills ...... 148 Stat Breakdown ...... 152 Attributes ...... 152 Secondary Attributes ...... 152 Status Ailments ...... 153 Rumor Listing ...... 156 World Event Listing ...... 161 Glossary of Terms ...... 168 Index ...... 172

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Story Brief Pitch One-Line Comparison A Japanese-style RPG like Final Fantasy but in an alternate-history setting rich with magical spirits and real-world locations. One-Line Description Journey into a dark alternate-history low-fantasy RPG as a Scotsman and his allies and battle brutal mythological creatures across the old world. Genre JRPG Platforms Windows PC Setting Stylized alternate-history low-fantasy Earth in 1315 AD Target Audience University students and adults (20s – 30s) with an interest in Japanese-style RPGs or in the humanities. Gameplay Summary • Final Fantasy-like turn-based combat system o Strong focus on status ailments, positioning, and delay tactics • Explore historical and fantastical worlds filled with hidden secrets • Dialogue with options allowing players to influence dialogue outcomes o Selections affect availability of NPCs, side-quests, and locations o All dialogue will acknowledge relevant player actions Gameplay Innovations / KSPs • A world with real world locations where player actions are narratively interwoven • Accessible experience that does not compromise depth • Decisions have visual and narrative short and long-term consequences • Focus on world exploration and hunting • Strategic combat system highlighting complex battles with unique mythological creatures Story Garbhan MacCallum is a gruff 28-year-old giant of a Scotsman who travels to shame those abusing their hero status for personal gain. He loses his temper during a payment dispute and guards arrest him. In jail, he meets Francis de la Fleur, a bard who sings terribly.

After meeting a mysterious spirit named Gaea, both find themselves the focus of a divine contest affecting the entire old world. Together with allies, they battle fiends that distort reality itself.

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Setting and World Setting The game takes place in an alternate-history low-fantasy Earth in the time 1315 AD. This date is analogous to the same date in history, albeit with spirits and magic which form the backbone of fantasy elements in the game. The world includes two abstract realms; the Physical Realm, and the Spiritual Realm, which coincide with and interact with one another. This interaction results in both the spirits and magic in the game world. The barrier between these two realms is “The Veil.”

In general, spiritual phenomena are strongest in places where The Veil is thin. These sites can take the form of Holy Places, Cursed Places, or even as areas with an overabundance of plant and animal life.

Physical Realm The Physical Realm is the world as non-spirits know it. Most of the game and the entirety of human history take place in the Physical Realm, and the Spiritual Realm influences the Physical Realm. Put simply, the Spiritual Realm is like an invisible overlay on top of the Physical Realm, split into many different areas. While not tangible, humans and other non-spirits feel a presence, aura, or emotional gravitas when in the presence of strong spirits. Spirits may choose to speak with humans telepathically, through dreams or visions, or through an avatar.

Acts in the Physical Realm may also influence the Spirit Realm. For example, battlefields and areas of mass executions draw large numbers of deathly spirits. These spirits come both from the newly deceased, who remain bound to the area by regrets, and from spirits traveling to areas similar in affiliation to themselves. Humans worship spirits they believe intervene in human events. Humans erect temples, statues, and other buildings and in doing so, these spirits grow in power.

Spirit Realm All spirits dwell in the Spirit Realm. Particularly powerful spirits called Greater Spirits shape areas of the Spirit Realm in the shape of their own affiliations. To give an example, the world of the dead would be a location inside the Spirit Realm shaped by Death, and Heaven an area in the Spirit Realm shaped by the Monotheistic God. Shifts in power and conflict reshape the Spirit Realm as drastically as they do the Physical Realm. Souls and spirits without bodies in the Spirit Realm must be careful; without a body to protect them, harm in the Spirit Realm damages the soul/spirit directly.

For spirits of the Spirit Realm, both the Spirit Realm and Physical Realm are tangible realities. Spirits can freely cross to the Physical Realm and back. Since spirits require mana to survive, and creatures in the Physical Realm provide mana through worship and supplement to Spirits, it is in spirits best interests to remain engaged with the Physical Realm.

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Magic and Technology Magic Mana In theory, mana is the intangible energy of a non-spirit to assign value to a spirit. All creatures have mana, and this mana regenerates when resting. When a non-spirit runs out of mana, it feels mentally exhausted and sluggish; drinking restorative draughts or eating food restores mana. As creatures (especially humans) become more powerful, and so more influential in their community, their mana increases.

In practice, mana is the energy used by non-spirits to request magic from spirits. To give examples, praying to a spirit and performing for a spirit both consume mana.

For spirits, mana is a source of energy and the belief beings have in that spirit. Naturally, the more mana a spirit has, the more powerful it becomes.

Spirits Spirits are non-corporeal beings similar in substance to a soul. They live in the Spirit Realm and may cross freely between the Physical Realm and Spirit Realm. To spirits, however, the Spirit Realm is physical and reality. In the Spirit Realm spirits perceive and interact with their surroundings directly – without the need of a physical body. Should a spirit exhaust its mana supply, the spirit itself dwindles away. The more mana a spirit has, the more powerful magic it can cast, and the more powerful the spirit itself becomes. Any spirit that gains enough mana becomes a Greater Spirit.

Souls Humans and other physical creatures have a spirit in the form of the soul. Souls are analogous to lesser, lesser spirits (spirits that cannot travel freely between realms, cannot use avatars, and can only conjure limited changes in self). The soul reacts to Songs of Power and other magic, and the soul is how non- spirits detect spiritual presence. Souls hold the personality, memory, and “self” of a physical creature. Once in the Spirit Realm, souls perceive and interact with their surroundings like spirits do. All souls in the Spirit Realm appear as small balls of blue fire called “Soul Fire.”

When physical creatures die, their soul journeys from the body across The Veil to the Spirit Realm, where it arrives in Golgotha (the land of the dead). From Golgotha, souls are sent to a domain under the rule of the Greater Spirit those creatures served most in life. This process is slow, and many souls end up crafting makeshift residences in Golgotha while awaiting judgement.

The name Chosen One refers to souls under the protection of a Greater Spirit. Without the protection of a Greater Spirit, souls must manage mana to avoid dwindling. Dwindled souls reduce to a ball of barely sentient Soul Fire called Shades.

Greater Spirits Greater Spirits are particularly powerful spirits. They shape areas of the Spirit Realm in the shape of their own affiliations and may war to gain influence in the Spirit Realm. The power of a Greater Spirit is

Copyright © Michael Morris-O’Connor, 2017 – 2021 Portfolio Samples Vale of Myth Narrative Bible (Full) Page 9 of 185 equivalent to the size of its domain. The domains of Greater Spirits attract lesser spirits with the same element or affiliation. Lesser spirits in the territory of a Greater Spirit respond to the Greater Spirit as a sort of ruler or king. Any Greater Spirit that loses enough Mana dwindles to a (lesser) spirit.

All deities across world faiths are depicted here as Spirits, and those most prominent among world faiths are treated as Greater Spirits (including the Monotheistic God, and the Pagan spirit Gaea). Areas of afterlife in world faith appear here as areas of the Spirit Realm (including Heaven and Hell).

Nephilim Nephilim were unique in that they were physical humans with spirits infused into their very souls in an imbuement process. This allowed them to conjure magic without petitioning an external spirit. All Nephilim died during the biblical great flood.

Siegfried, one of the game antagonists, becomes the first Nephilim in thousands of years. To combat him effectively, the player characters also become Nephilim while stranded in Golgotha.

Avatars All but the most powerful spirits cannot physically interact with the Physical Realm unless they have an avatar in said realm. Avatars range from animals to human hosts to demons to abstract physical constructs. Killing an avatar (Dispersing) makes the spirit using that avatar unable to physically engage with the Physical Realm until it gets a new avatar.

Focus Orbs Focus Orbs are notorious magic stone stakes as tall as a man is high. They pin together a small area of the Physical Realm and the Spirit Realm and impale against the ground any spirits in the area. These orbs are the work of the most forbidden and intricate dark magic, and trap spirits in a state of eternal agony to draw in other spirits attracted to the magical energy. This artificially magnifies the strength of spirits in the area. Naturally, these Focus Orbs - while potent – have limitations in power; Focus Orbs cannot trap Greater Spirits. These orbs are rare, and exceedingly difficult and time-consuming to make. Monster Hunter Guild law states they must destroy any such orbs they come across on sight, to prove the guild does not use such orbs to artificially increase business. Since these orbs can threaten entire regions, not destroying a Focus Orb can result in the offending Monster Hunter Guild being barred from operation by the regional authorities.

Casting Magic Casting magic is a process in which a spirit consumes an intangible magical energy called mana to physically manifest a form of magical energy. Generally, the more powerful the manifested energy will be, the more mana it requires to cast.

By non-spirits spending mana in song, dance, prayer, or other supplication, they give the expended mana to the spirit they entreat. The entreated spirit conjures the magic asked of it, which the non-spirits

Copyright © Michael Morris-O’Connor, 2017 – 2021 Portfolio Samples Vale of Myth Narrative Bible (Full) Page 10 of 185 channel into physical reality. By completing this exchange, the spirit’s mana grows as non-spirits believe more strongly in it. Likewise, spirits may refuse requests to conjure magic but lose mana.

Schools of Magic All magic in Res Judicata breaks down into two schools of magic: conjuring magic and channeling magic. The first, conjuring, is the more powerful of the schools, but is not usable by non-spirits.

Conjuring Conjuring is a self-sufficient magic that consumes magical energy called mana to physically manifest a form of magical energy. Even though all beings have mana, only spirits may conjure. Please see Casting Magic for details on how this conversion of energy takes place.

Channeling Channeling magic requires an attunement to a spirit affiliation (most often an element). Creatures may only have attunement to a single affiliation. The channeling act itself includes two logistically separate events. The first event is the request for magic or supplication and can take many different forms including singing, dancing, praying, or even writing runes. The second event is the response, where the non-spirit acts as a conduit through which conjured energy from the Spiritual Realm channels into the Physical Realm. The more powerful the magic channeled, the more dangerous acting as a conduit for it is.

As a final note, spirits will not grant any magical request that goes against the spirit’s values or affiliation.

Methods of Channeling Songs of Power Songs of Power are songs that motivate or otherwise influence non-spirits. These songs rely on the power of voice and melody to beseech the soul of the listener. The listener acts as channeler, and the listener’s soul acts as conjurer. Such songs are therefore not about flinging fireballs, but about bringing forth a magical change in the listener (for example, filling them with fighting spirit or healing wounds).

Runes Runes function as the authoritative name of a spirit. Rune crafters carve Weapons, armor, items, or even buildings with runes to bring about desired effects. Rune crafters petition Spirits with a request for an item to bear its name before the runes are carved, and spirits can refuse to bless an item. If the spirit agrees, it then acts to ensure that desired effect comes about, to improve its own reputation. Rune usage is basic and does not require much from spirits. As a result, the effects tend to be simple. Runes of water spirits on armor protect the bearer from water damage, and fire runes on a weapon cause the edge of the weapon to be aflame when unsheathed.

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Dance Rain dances and the like are requests for good fortune broadcast to nearby spirits of the same affiliation as the dance. The spirit receives mana and pleasure from the dance, and if pleased, brings about the desired effect through the weather or fields. Dance magic is community-focused, and most such magic is not harmful to others. Adventuring parties rarely request magic in this way.

Prayer Prayer is an intimate dialogue with a spirit, through which the channeler directly asks for the magic they need. While praying still sends mana to the spirit, the amount of mana sent is directly correlated to the quality of relationship between channeler and spirit. Successful prayer requires building a relationship with a spirit over time; channelers with a close relationship to the spirit can channel incredible magic. Developing such a relationship requires regular and earnest communication, adherence to a spirit’s values, and may include performing favors for the spirit. Prayer has the potential to yield the most powerful of channeled magic, but it takes significant investment.

While intimate, those who have never contacted a spirit before may still channel successfully if the spirit is making a gesture of good will or desire to start a relationship. A particularly emotional request may also move a spirit to grant it. Such cases are particularly poignant, as the spirit grants the request at a loss of mana. Spirits refuse all requests that go against their values and/or affinity.

Imbuement Imbuement is a dangerous method of channeling and conjuring wherein a spirit infuses a fragment of its spirit into a creature’s soul. Imbuing a soul too many times causes permanent damage to the soul, and results in a complete identity loss. Those who lose their identity in this way inevitably go mad.

Imbuement is valuable because it elevates non-spirits to spirits, allowing the caster to cast magic of the affiliation of the imbued spirit in a much more controlled fashion than channeling allows. In such cases, the caster becomes both channeler and conjurer. Imbuements become more powerful over time, as the caster becomes more experienced and as the caster develops relationship with the imbued spirit. There exists no means of forcing imbuement from a spirit, nor can a soul remove an imbued spirit.

Imbuement raises moral dilemmas over the humanity of the imbued and the fate of their souls because it allows for tampering with the soul itself. Technology Going with the low-fantasy setting, technology is largely unchanged from 1315 AD, except for added healing items, armor, and weapons made possible by spirits and mythological creatures. Horse and ships are still the dominant modes of transportation.

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Restoratives Healing agents work by both accelerating and magnifying the body's self-repair systems to unprecedented degrees - healing in seconds injuries that would take months or years to heal naturally. Due to their potency, despite the incredible pain they put patients in, healing agents are highly addictive.

Healing agents have several components that stabilize and block pain. Despite this, accelerated healing still puts a great strain on the patient. The strains of accelerated healing are very painful; some describe it as an unbearable itching sensation covering the entire body. According to in world documented records, restoratives do not re-grow lost limbs and/or organs. This makes sense as the body cannot recover limbs or organs naturally.

Healing agents are also risky for treating the elderly. Using restoratives on them often results in organ failure, causing death. The reason for this is due to bodies that are no longer able to sustain the demands such healing places upon them. Because of these deaths, there is a growing in-world concern that repeated use of such restoratives degrades the body, effectively reducing the patient's lifespan.

Common Restoratives Most game restoratives take the form of bandages, healing compounds such as poultices, food, and drinks to reinvigorate body and mind. Potions are rare.

Branwen Soup During events prior to the game (1242AD), a group of adventurers defeat Branwen the Witch. Branwen had a black cauldron full of a strange brew, and she used that brew to an army of undead. After killing Branwen, the adventurers take some of the cauldron brew back with them and exchange it with the London branch of the Guild of Pepperers (an Apothecary Guild) in return for coin.

After years of study, the Guild of Pepperers becomes the largest player in the field in 1288AD. They achieve a breakthrough; using Branwen’s Soup on a dying person will restore them to life, using it on a dead person results in a zombie. Using it on the living results in temporary blindness, nausea, cramping, and vomiting. Over two dozen staff die because of the experiments. They then reverse-engineer the brew to get a recipe for producing more and guard the recipe zealously. To get hold of the rare ingredients needed, the Guild of Pepperers set up guild relationships with the Monster Hunters Guild and offer lucrative contracts for obtaining items. The Guild of Pepperers delivers a part of Branwen Soup to the Monster Hunter Guilds in exchange for services. It has been rumored - but never proven - that the Guild of Pepperers assassinate anyone who tries to reveal the recipe.

Due to manufacturing costs, Branwen’s Soup is prohibitively expensive. Yet, adventurers, Monster Hunters, and the social elite most certainly buy it. World-Altering Events The Great Flood In the Bible, people who lived before The Great Flood are called Nephilim – though they did not share any of the powers that Nephilim in the game world had. At God’s command, Noah builds an ark to safeguard a fraction of all life on Earth from the flood. Biblically speaking, the impetus for The Great Flood is the full and open corruption of the people of Sodom.

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In the game world, the Nephilim imbued themselves with many spirits, and in doing so, becoming powerful enough to challenge the Spirit Realm. In their hubris, they try to reach Heaven, incurring the wrath of God, and the resulting Great Flood wipes out all Nephilim. Thanks to Noah’s Ark (unchanged from the biblical depiction), humanity and life survives. The flood destroys all documented knowledge of Nephilim and Imbuement.

The First Trial Unchanged from the Biblical story of Joab: Lucifer brings about the First Trial by suggesting God’s favored person, Joab, only loves God because God has showered Joab with good fortune. Lucifer can bring bad fortune to Joab to evaluate this hypothesis, but Lucifer cannot kill Joab directly or indirectly. Things get very unpleasant for Joab, but ultimately, God is correct, and God casts Lucifer down from Heaven. Lucifer then takes on the name Satan.

The Second Trial Unchanged from the Biblical story of Jesus Christ; the Second Trial is the biblical events of the life and resurrection of Jesus Christ. In short, Jesus Christ is born to Mary and Joseph, and lives a life preaching the Gospel, fulfilling the Jewish prophecies, and performing miracles. Satan tempts Jesus in the desert, but Satan loses again. Jesus ultimately sacrifices Himself by death on the cross, and through this, breaks the power of Death to claim all souls through sin.

Expanding on this in-game, these events severely weaken Satan. So much so that it only gains enough strength to propose a challenge to God once every thousand years. Death also loses out, as it can no longer claim souls eternally, and Death must now follow a covenant set up between God and other Greater Spirits. As a result, every soul coming into Golgotha is judged and sent to Heaven, Hell, or the domain of whatever Greater Spirit that soul served most in life (including Death). Death is no longer able to permanently destroy souls dispersed in Golgotha, and so The Great Necropolis is built, along with the Well of Souls. A teleporter sends Chosen Souls directly to The Great Necropolis. Those considered unworthy may find haven in The Great Necropolis if they can reach it. To do so, they must travel the lands of Golgotha, which remain unchanged.

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The Templar Purge Pope Clement the Fifth orders The Templar Purge in 1307AD. The Templar Order was disbanded across Europe, and Templar leaders were burnt as traitors. The action was largely political, as many kings and rulers owed the Templars debts, they were unable (and unwilling) to pay. Instead, they manufactured claims of heresy and idol worship in the Templar Order.

In the game world, the souls of Templars executed have flocked to aid Siegfried, who views this event as an unimaginable injustice. To Siegfried, who begged his parents to join, and who rose from the lowest ranks to become a prestigious Master of the Order, the Templar Purge is an attack on his family, his home, and his very way of life. He then warns the Templar Fleet and with it, goes into hiding.

Siegfried Warns the Fleet From popular conspiracy theory: After hearing of the Templar Purge, Siegfried warns the Templar Fleet of eighteen ships docked at La Rochelle, France just before October 1307AD. The fleet leaves in heavy fog and appoints Siegfried - the highest ranked officer aboard - as leader. As leader, he becomes captain of the Amé Morte.

Siegfried’s Petition In 1314AD, Siegfried confronts Pope Clement the Fifth directly and asks him to end the Templar Purge and allow the Templars to reform. Despite being very against the idea, Pope Clement the Fifth finds himself swayed by Siegfried’s enthusiastic petition. Even so, the Templar Purge was not about punishing heretics, but about money. All the allies Pope Clement the Fifth earned himself through the purge had no interest in having their debts reinstated. So, Pope Clement issues an impossible request. If Siegfried can raise enough support to rebuild the Templar Order - from the same nobles who profit from its dissolution – within three years time, then he will reinstate the Templar Order. Even then, he would reinstate the Templar Order with little authority and resources. Siegfried, not realizing the odds against him, happily agrees.

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The Battle of Bannockburn A battle in which a Scottish force, led by Robert the Bruce, defeat an English force three times their size. Daron Underwood loses his right eye during the battle. Afterwards, he wears an eyepatch to hide the milky, white eye.

The Third Trial The Third Trial is the final trial between God, man, and Satan, and takes place over the events of Res Judicata. The player characters are God’s chosen for the trial, and Gaea’s role is to bring them all together. The phenomena around the world; including the Cursed Places, Increased Monster Activity, and Sudden Animal Hostility, are all due to Satan’s increasing influence over the Earth. The Food Shortages are partly due to these phenomena, and due to The Great Famine (1315AD – 1317AD), which becomes more prominent over the course of Res Judicata.

Satan, aware that things aren’t going to go well for it, then hatches a plan to skew the trial in its favor. It reaches out to Siegfried, luring him with the power of the Nephilim, which Satan claims is necessary to rebuild the Templar Order after the Templar Purge. It tells Siegfried of God’s chosen but portrays them as false heroes who will bring about a great calamity. Siegfried reluctantly accepts but plans to kill Satan the moment he gets what he needs. Unbeknownst to Siegfried however, Satan is feeding him these murderous thoughts. Satan, surmising it will suffer Eternal Death if it loses this third trial, imbues itself into Siegfried, granting Siegfried the power of the Nephilim. By coercing Siegfried to kill Satan, it can then absorb its power into Siegfried, and take over Siegfried. In doing all this, Satan circumvents destruction – as Siegfried destroys its original form – and the limitations of The Second Trial, becoming more powerful in the process.

These actions completely derail the Third Trial, and things become so desperate that Gaea intervenes by tearing a portal open to their Spirit Realm, destroying Siegfried’s galleon, the Amé Morte. The heroes then battle their way out of Golgotha, and realize in the process they can access Golgotha through Spirit Gates around the world. In the second chapter, they use this network of gates to overcome their past failings, rally spirits to support them, and gather an army with which to take Siegfried down.

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Major Landmarks / Locations Physical Realm Holy Circles Glowing Holy Circles mark the site of holy events. They make travel much easier, as camping in a Holy Circle prevents and demons from entering the camp. People build towns near Holy Circles for the same reason. Trailblazers take advantage of any nearby Holy Places. Holy Circles also double as Save Points.

Holy Circles output a holy energy (appearing as mild white light) in a centered sphere, ten paces in radius, and evil creatures disperse on contact with this radius. This light does not dim or weaken over time. Wild animals and other humans are not inherently evil however, so it is still necessary to keep watch at night.

Spain Crossroads The crossroads connect Toledo with Western Spain, house the Royal Miners Guild, and are the site where the Cuélebre attacks caravans for food.

Toledo Toledo is a moderately sized well-fortified mining town, built on a hill and bounded by river. Workers refine ore from the mines into Toledan Steel, within the town outskirts. This alloy is first employed by Hannibal and his armies, and their success led to recognition of the city as an important strategic location. The town is ruled by mayor, and Captain Marduk (a retired Templar) leads the City Guard. The Royal Miners Guild also holds strong influence over city politics due to the importance of mining in the city. The dominant faith in Toledo is Catholic. Islam is not openly practiced here, as the largely Catholic Castile region and the Islamic Moors are at war (see: Cultures: Physical Realm: Spain).

Toledo suffers many problems when the player first arrives. The Cuélebre terrorizes trade routes, preventing food supplies from reaching the city occupants. As a result, residents are starving. The City Guard is unable to fight The Cuélebre and has petitioned the Monster Hunters Guild for help, but the guild has not responded. The Mines are under attack by monsters, and bandits pillage caravans leaving Toledo.

Toledo Mines The Toledo Mines stretch across the mountains just north of Toledo. They are in active use and support the economy of the city almost single-handedly. The mines split into west and east halves, but the east half is not in use.

The mines are full of danger as well; the week prior to Garbhan’s arrival, miners broke through to an old tomb containing the Jack O’ Lantern, unleashing a horde of monsters within the mines. Captain Marduk orders miners to continue working, and dispatches some of the local guard to protect active parts of the mines. The guards, to hold the monster swarm at bay, collapse veins of the Level 2 Mines. This is partially

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Toledo Prison The local prison is at the city end of the heavily fortified west bridge leading into Toledo. The bridge, prison, watch tower, southern gate, and mayor’s manor are all part of the fort structure serving as the bulk of the city’s defenses. As a result, the prison is well-made and sturdy. So much so, in fact, that the City Guard, led by Captain Marduk, has barracks within the prison itself (one floor above the prison’s right wing). Captain Marduk keeps an office within the barracks. Most prisoners are held in the left wing, important prisoners in the right wing (as they are closer to the barracks), and the north wing of the prison has been converted into a kennel for researching hostile animal phenomena. Gallows are just outside the prison proper.

Spanish Cliffs The Spanish Cliffs are shoreline cliffs along the South of Spain, connecting Spain and France, along with runs an old trade route. The trade route receives regular traffic but is in bad condition and dangerous. At the French end of the cliffs nestles The Old Monastery, which supplies haven for travellers and merchants.

Reports of monster sightings have increased dramatically within the past decade along the cliffs. Within the month prior to the start of the game, The Garguiem has moved to the Spanish Cliffs, in the process destroying the bridge leading east out of Toledo.

A group of bandits (Bosque's Bunch) robs caravans in the area despite repeated attempts by Toledo’s City Guard to route the brigandines.

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Old Fort (Bandit Camp) Numerous abandoned forts and castles litter Spain. This old stone fort is atop the Singing Cliffs, and originally served to protect from French invasion. Spanish soldiers unintentionally build the fort atop the nest of Níðhöggr in 1100AD. When it awoke after a centuries slumber (1290 AD,) it went on a rampage, slaughtering the entire garrison. Due to the size of the creature, it caused significant structural damage to the fort, and the entrance collapsed in the chaos. After the carnage, the Níðhöggr returns to its den with plenty to eat and resumes its slumber. Since the fort was mostly self-sufficient, running on a skeleton crew, and isolated, the fate of the fort is undiscovered.

Bosque's Bunch while mapping out the Singing Cliffs, come across the fort (1310 AD,). Ignorant as to the fort’s history, they make camp within the outer walls of the fort and begin excavating the fort to entrench their camp. From this well-hidden position, they make a fortune ambushing caravans travelling along the Spanish Cliffs over the next five years. With the sudden arrival of the Garguiem and The Cuélebre, however, trade along the Spanish Cliff halts.

Bosque's Bunch spends a month with no one to rob, and food becomes hard to find. This quickly turns to infighting, and Bosque settles on a desperate plan to attack the Old Monastery to replenish supplies. The only thing preventing him from doing so is the Garguiem.

France Old Monastery The Old Monastery is an old stone monastery long past its prime. Monks and scribes inside the monastery keep the building and grounds to the best of their ability, but they lack masonry training and materials. The monastery is a haven for travellers and merchants navigating the Spanish Cliffs, as it stands directly along the route. It is situated roughly halfway between Toledo and Paris, and while the route is important, it is by no means a primary trade artery.

Father Pierre has led the monks for decades, and his gentle but firm hand has won him friends in all occupations. In 1312AD, He takes Daron Underwood under his wing, after Daron appears outside the monastery late one night. Daron for his part is fleeing from a dishonorable past. After seeing the monk’s kindness, he decides to stay and protect the monks from bandit attacks.

When the Garguiem makes a lair in the Spanish Cliffs, the lack of caravans coming through put the monastery in a dangerous position. Food is not easy to come by near the monastery, and so merchants often exchange supplies in exchange for shelter within the monastery walls. By the time the game begins, monastery supplies are running low.

Cave of the Dead The Cave of the Dead is a cave cutting through mountains bounding western France. Strange happenings are common at the cave; The Veil is very thin at the caves. The Cave connects the Old Monastery to Whispering Falls and saves roughly a fortnight in travel time. After reports of Reaper sightings in the caves in 1300AD, Monks boarded the cave up to protect unaware travellers.

The cave has a long and dark past. A group of villagers from Whispering Falls split off into a cult worshipping the death spirit Legion(1100AD), and in its name, they lured travellers in and sacrificed them

Copyright © Michael Morris-O’Connor, 2017 – 2021 Portfolio Samples Vale of Myth Narrative Bible (Full) Page 19 of 185 to the spirit. The cultists then discarded the bodies of the sacrifices into a mass grave in the cave. A group of Templars and an angry mob from Whispering Falls put the evil cult to the sword within the caves in 1130AD. Templars imprison the surviving cultists and the cities public execute the cultists within the year.

Unfortunately, bodies within the mass grave did not receive burial rites, and as a result, deathly spirits gather in the caves to this day.

Whispering Falls Whispering Falls disappeared from maps in 1130AD, sadly, the year that a mob from Whispering Falls helped Templar kill off the cult in the Cave of the Dead. Without its followers, Legion bides its time in the mass grave, regaining strength until it could create an Avatar from the bodies. Realizing opportunity, three Kornikaned, with a lair close to the town of Whispering Falls, made their move.

The Kornikaned are master-class illusionists, able to create false reality that is indistinguishable from true reality. Able to possess people, the Kornikaned possess leaders of the town. Using the superstitious roots in the town that saw the Legion Cult rise to prominence, the Kornikaned create a new cult centered around themselves. To this end, they decree that in exchange for their continued “benevolence,” the town will choose one person to sacrifice to them each year in a ceremony they refer to as the Hacinas Festival. With reality itself in question, and unable to effectively combat the Kornikaned themselves, the villagers have little choice but to comply. The Kornikaned then isolate the town by taking all visitors as sacrifices.

The Kornikaned, through this new arrangement, gain power quickly. While the Kornikaned are tied to the area near the town, the most powerful of the three takes over the body of a bandit named Bosque in 1308AD. With his followers none-the-wiser, Bosque journeys west to the Spanish Cliffs, and begins raiding caravans. Even so, the most powerful Kornikaned cannot remain away from its powerbase for long. The bandits bring survivors to Whispering Falls to sacrifice in exchange for coin. With recent activities, sacrifices have become hard to find.

Whispering Falls Arena Hidden away in a large cave secretly connected to the Whispering Falls lumber mill, an old arena sits. This cave system runs the entire distance between the town and the Kornikaned Lair. The reasoning behind the construction of the arena is unknown. In this arena, the yearly Hacinas Festival takes place, in which during ceremony, a live sacrifice is tied to a stake for the Tarasque to devour. The whole village must attend; those who refuse to attend became sacrifices themselves.

Kornikaned Lair Deeper in the caves, where light struggles to reach, lies the Kornikaned Lair. At the center of the lair, where the dark spirits are at their strongest, stands a Focus Orb. This orb is undiscovered by the Monster Hunters Guild and has made the Kornikaned inhabiting the cave much more dangerous.

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Valle dei Setti Morti The Valle dei Setti Morti (Valley of the Seven Dead) is a lush swamp stretching between France and Italy. Travelers avoid the swamps due to a high density of monsters and restless spirits. Of particular note are the Will O’ Wisps, some guide travellers to sure footing, others guide travellers to their death. The Setti Valle Brewery was operated here by swamp locals, and produced Alligator Mead. The mead proved remarkably successful, but the brewery fell silent three years later. The Setti Valle Brewery workers were killed by a mercenary group hunting alligators as the unfortunate result of a dispute involving the brewery alligators.

Things did not go well for the mercenaries either. The angry souls of the brewery workers found sympathy in the swamp spirits, and the brewers returned to life as Swamp Creatures. With their new forms, they took revenge on the mercenaries, wiping them out in their entirety. Due to a lack of witnesses, the fate of the brewery is still unknown.

Paris The well-fortified capital of France, Paris, is a large city. The city has lower and upper districts, the lower districts hold the inn, shops, and stables. The upper districts house the palace and the social elite. Francis de la Fleur grew up in the de la Fleur manor here. Guards in the lower district are looking into the tragic death of a stable hand killed by horse. Guards have also received many complaints about unsettling noises coming from The Catacombs. The upper district is not without trouble either; the King is arguing with other nobles, and The Chapelle’s have put out requests for an exorcism.

Notre Dame Cathedral is set to put on a public art show at the time of the players arrival.

The Catacombs The Catacombs underneath Paris stretch for miles. Originally used by Christians to bury their dead in secret, the Catacombs are overrun by monsters. Crypt builder hide tombs within the Catacombs, or set them with traps to deter grave robbers, and areas of the Catacombs are in danger of collapse.

Germany Devil’s Cemetery The Devil’s Cemetery is a long-abandoned graveyard in Germany. The graveyard has a long history of hauntings, being in an area where The Veil is thinnest. So much so that it is rumored to be a gateway to Hell itself. Grave robbers avoid the area as well – traps riddle the crypts and each crypt lays behind thick stone doors. An unexplored network of caves runs near the crypts, and in some places, crumbled crypt walls offer entrance to the caves.

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Italy Venice Venice is a large trade city bridging one hundred and seventeen islands and is famous for its innumerable waterways in place of roads. Gondoliers offer a quick way to get around the city. The city is known for its ship building; building takes place inside a large ship docks called The Arsenal. Citizens paint buildings in bright colors. The Doge runs the city-state and Venice has strong Catholic ties.

Rumors abound about a Succubus killing people at night, local shops are being extorted, and the Guard is struggling to arrest a local smuggling ring. If that wasn’t enough to deal with, a Strix has taken up roost in The Clock Tower.

Amé Morte The Templar flagship captained by Siegfried Morgenstern. Though a flagship, it looks old and worn. When it docks at Venice, it really sticks out. Siegfried Morgenstern is given the Amé Morte after warning the Templar fleet that Pope Clement the Fifth had begun the Templar Purge. Despite its tattered appearance, the ship is ready for war. The Amé Morte has starboard, port, and aft cannon batteries, and a brig for securing unruly prisoners.

The spirit of the Amé Morte, attuned to a destructive desire for success, draws to it the souls of Templars unjustly executed. Souls who agree to serve it are bound to the ship until the completion of the captain’s mission, Siegfried Morgenstern’s quest to revive the Templar Order. After the quest ends, those serving the ship go to Golgotha.

This Soul Binding gives the Amé Morte unique powers. All Templar are immortal while on board the ship, though they can still take injury and become tired. The galleon travels at twice the speed it could otherwise reach and can disappear in thick fog to hide.

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Spirit Realm Golgotha Golgotha, meaning “place of the skull,” is also known as the Land of the Dead. Located within Death’s domain within the Spirit Realm, it is best summarized as an enormous ossuary (amalgamated from the bones of all deceased life), meets Limbo, meets the Disney depiction of Hades. It is completely hostile to life; any living creature or external spirit that somehow reaches Golgotha slowly chokes to death on the Black Mist, a stagnant poisonous air. As such, the sand in Golgotha is ash, the ground is layers upon layers of bone, the water is lethal – full of tormented souls - the air is still, and the mountains Obsidian (no minerals can grow in Obsidian). The only respite is Holy Circles, around which life blooms and a small dome of protection wards off the Black Mist. Another item, called the Herald Marrow also protects against the mist. This item and Holy Circles are concessions to messenger spirits which need to survive the trek through Golgotha to fulfill their duty.

Golgotha itself includes several distinct regions. Souls first arrive on outside the massive bone Gates of the Dead. A long queue of souls waiting in line winds its way up to the gates. The gates are flanked on both sides by sheer Obsidian cliffs, which along with the Soulsea, isolate the entrance peninsula from the rest of Golgotha. North of the entrance lay the Dying Wastes, the Path of Ascension, The Great Necropolis, and the Hill of Despair.

The Judge sorts the souls at the front of the line. The Chosen Ones pass through the thick gates and take a leisurely stroll up to the teleporter, which sends them straight to The Great Necropolis (haven). This teleporter sends those not chosen to the Dying Wastes. Souls suffering this fate must make the hard and perilous journey up to The Great Necropolis, or wither into Shades.

The Dying Wastes are a vast expanse of bone and stone remnants of old temples. The Soulsea eats into the wastes, and ultimately will consume it entirely (hence the name). Souls braving the Dying Wastes must avoid Skulleaters (colossal sentient bone collections that devour hills, structures, souls, and spirits) and vengeful spirits, and then must climb to the very top of the Path of Ascension (an obsidian mountain range), at the pinnacle of which The Great Necropolis sits. Rarely, a Skulleater will try to climb up the Path of Ascension to feed on those cowering in The Great Necropolis, but vigilant souls (often warriors from a past life) defend the necropolis by hurtling boulders and throwing made from sharpened bone. These defenses easily unbalance Skulleaters (already heavy, clumsy, and misshapen) and the Skulleaters fall to their death.

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The Great Necropolis The Great Necropolis is the safest place in all of Golgotha. The blessings of Greater Spirits, constant patrols, and services are provided by the Luminaires fortify the necropolis. The Luminaires are spirits tied to The Great Necropolis, and ultimately, when Golgotha perishes, The Luminaires will die an Eternal Death as well. In the center of the town stands an old spire, which all residents avoid. At the apex of the tower is an old soul called The Seer, who bears an Eternal Curse.

At the heart of The Great Necropolis lies the Well of Souls. This massive cistern is where all souls in the Soulsea return once every thousand years. Souls are under the authority of a Greater Spirit, and so no soul can die an Eternal Death before judgement by that spirit. Yet souls and spirits in Golgotha do disperse if they spend too long away from the necropolis or a Skulleater eats them. In such cases, these souls regenerate in the Soulsea, an agonizing process that lasts until they return to the Well of Souls and finish reforming into their soul or spirit form. Since non-chosen souls can enter The Great Necropolis (if they can survive the trip), crimes can happen. Any soul stupid enough to commit a crime in The Great Necropolis disperses – sending it back to the Soulsea. As one can well imagine, there are very few crimes that could possibly be worth a millennium of blinding pain. Luminaires banish souls that repeatedly commit crimes to The Hill of Despair, an isolated area from which it is impossible to return to The Great Necropolis.

Summary of Conflict in the World Given the setting, world conflict is analogous to how it was in 1315 AD, with the inclusion of all conflict described in the Major Landmarks / Locations section.

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Characters Player-Characters Garbhan “The Great” MacCallum

Function Bruiser (high dmg, high HP) Type ISFP-A Extraversion 05 Class Highlander Agreeableness 01 Openness 02 Starting Level 04 Conscientiousness 05ꭞ Neuroticism 08

Traits Adjective Rough Governing Trait Pride Conflicting Trait Compassion Secondary Traits Impatience Character Sin Pride Element Fire

Physical Characteristics Gender Male Race Human

Education Middle Class Age 28 Size 7’0” Weight 250 lbs. Build Muscular build, many scars Skin color Medium Hair color Red Eye color Green Hair style Unkempt mane pulled into rat tail, beard, no moustache

Social Characteristics Nationality Scottish Love life Garbhan and Eve develop a romantic relationship

Family Simple large family, part of the MacCallum clan Career Aspiration Become a great hero Current job Monster-hunting Adventurer Behavior toward Strangers Wary Religious / Spiritual Beliefs Gaelic Christian Belongs to Subculture(s) MacCallum Clan, Scottish Separatists

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Additional Psychological Characteristics Love Language Touch Strongest Dream To become a great hero Strongest Fear Garbhan does not have fears; things fear Garbhan Favored Food Beef Stew Favored Drink Ales and Lagers Favored Cloth MacCallum clan kilt What makes him laugh? Francis’ misfortune, threats from the weak, and physical humor What makes him cry? Frustration and loss Motivation Fame and fortune

Bio Story / Plot Involvement Protagonist player-character, involved in all missions Character Development Slowly develops into an actual hero, despite his selfish intentions. His personality never fully changes, but his harsher aspects become softer over the course of the game. He comes to respect Francis, despite initially viewing him as effeminate and weak, and Gaea, who he views with distrust.

Bio Born into a large MacCallum family in Scotland, Garbhan had a childhood full of troublemaking and fighting. Garbhan’s love of fighting continued into adulthood, where it was joined by a love for drinking. After a group of adventurers exploited the hospitality of Garbhan’s hometown, he embarked on a journey. He seeks to become a legend among legends and return to Scotland to shame those who abuse their titles for personal gain. While Garbhan cost many villagers their hair and money, the village misses him in his absence. Garbhan set sail from Scotland and landed in Spain, where he heard rumors of a town beset by trouble. Garbhan recognized their plight and set out for Toledo. After arriving in Toledo, Garbhan grabbed a drink at the bar, which is where and when the game begins.

Garbhan enjoys boasting of his exploits, and thanks to his incredible talent in battle, has much to boast about.

Additional Characteristics Attitude toward Religion Gaelic Christian but does not attend religious ceremonies Attitude toward Art Values art, but doesn’t understand it Attitude toward Armor Considers heavy armor and shields cowardly Attitude toward Magic Does not trust magic Attitude toward Law Will ignore the law when it suits him, values respectful behavior Attitude toward Government Strongly supportive of Scottish independence Attitude toward Life Favors deaths of criminals, usually protects non-criminal life Attitude toward Animals Likely to pet dogs or cats when no one is watching Attitude toward Others Respects those who fight well regardless of sex, race, or creed

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Relationships with Other Characters • Francis De La Fleur hires Garbhan to escort him safely home to Paris. o Garbhan does not like Francis initially and does not care for his singing. o Garbhan does express appreciation for Francis’ cooking ability • Fights with Daron Underwood when it slips that Daron Underwood used to be the King’s right-hand man, and that Daron fought at The Battle of Bannockburn against the Scots • Romantically attracted towards Eve’s strength • Feels an almost familial fondness for Father Pierre • Old Man Benjamin asks Garbhan for help personally • Captain Guerino and Garbhan share a special friendship due to his bold actions • Sympathetic towards Lorik II • Shares a bond of kinship with Aonghus One-Eye • Despises Connard Chapelle after meeting him • Dislikes King Edward II and Isabella of France • Loyal to Robert the Bruce

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Francis “Bard” De La Fleur

Function Healer (low dmg, low HP) Type ENFP-A Extraversion 09 Class Bard Agreeableness 08 Openness 07 Starting Level 03 Conscientiousness 07 Neuroticism 06

Traits Adjective Effeminate Governing Trait Persistent

Conflicting Trait Cowardly Secondary Traits Compassionate Character Sin Envy Element Water

Physical Characteristics

Gender Male Race Human Education Upper Class Age 23 Size 5’5” Weight 160 lbs. Build Acrobats build, no scars Skin color Fair Hair color Blonde Eye color Blue Hair style Long ponytail with bangs framing the face, no beard or moustache

Social Characteristics Nationality French Love life None, devotion to craft has left little time for romance Family The De La Fleurs, talented and prominent musicians, educated Career Aspiration Become a great bard Current job Traveling Bard Behavior toward Strangers Open and friendly Religious / Spiritual Beliefs Catholic Belongs to Subculture(s) De La Fleur Family, French Loyalists, Bardic Order

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Additional Psychological Characteristics Love Language Words of Affirmation Strongest Dream To become a great bard like Amelia Songstress Strongest Fear Arachnids Favored Food Wild boar with a cheese spread Favored Drink White wines and sweet drinks like Little Jeremy’s Lemon Drop Favored Cloth Silky, soft fabrics What makes him laugh? Puns, wordplay, and high-brow humor What makes him cry? Frustration, pain, fear, loss Motivation Recognition

Additional Characteristics Attitude toward Religion Roman Catholic, practices at home and at camp Attitude toward Art Understands art, and believes it worth dying for Attitude toward Armor Lacks strength to use heavy armors and shields Attitude toward Magic Knowledgeable about and trusts magic Attitude toward Law Follows the law as best an unpopular traveling bard can Attitude toward Government Seeks stronger support for the humanities and artistic guilds Attitude toward Life Tries to protect life Attitude toward Animals Personality attracts animals, but his music repels them Attitude toward Others Sympathetic and kind; respects perseverance

Bio Story / Plot Involvement Protagonist player-character, involved in almost all missions Character Development Francis and Garbhan are close to opposites. From Francis, Garbhan learns to respect other forms of masculinity, and from Garbhan Francis learns courage. Near the end of the game, Francis has overcome his fear and learns to assert himself. Along with the countless hours of practice Francis pours into his craft, these realizations enable him to become a successful Bard.

Bio Born into the Nuevo Riche De La Fleur family in Paris, Francis had a hard but happy childhood. Openly looked down upon for his musical inability, Francis nonetheless dedicated himself admirably to his craft. He struggled during his studies when it came to musical instruments, and spent many late nights practicing and studying early into the morning. After finishing his studies, Francis left home to follow in his parent’s footsteps, to become a great performer abroad. Parisians do miss Francis and his gentle, cheery nature, but they don’t miss his music. From Paris, Francis headed west to Spain. After two years of touring his travels led him to Toledo. He enters the bar with aching feet just in time for Garbhan to confront the barkeep about payment. Talk about bad timing.

Francis is quick to perform and refuses to let his constant setbacks define his career as a Bard.

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Relationships with Other Characters • Francis De La Fleur hires Garbhan to escort him safely home to Paris. o Garbhan declaring he killed the Cuélebre rouses Francis’ interest in him. Francis persistently reaches out to Garbhan, despite the latter’s hostility, and slowly the two become friends. o Francis is happy that Garbhan appreciates his cooking ability and knowledge • Becomes fast friends with Gaea due to his calm, cheery manner. She hides on his shoulder in her bird form while in public • Acts as the party peacekeeper, mediates and tries to smooth over conflict between the other party members • Unable to comfort Daron Underwood while he grieves the death of Father Pierre • Grieves the loss of Father Pierre • Looks up to Amalia Songstress and is starstruck with when meeting with her • Son of Louis De La Fleur and Elizabeth De La Fleur o Maid Fatimah helped raise him, and secretly adores his pet rabbit Cuddles. • Despises Connard Chapelle after meeting him • Reassures Abaloth that it is okay to like “girly” things. Surprised by his reassurance, Abaloth takes a liking to Francis • Dislikes King Edward II but likes Isabella of France • Loyal to King Louis X

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Daron “The Stalwart” Underwood Function Defender Class Knight Starting Level 16 Gender Male Age 31 years old Height 6’0” Weight 190 lbs. Build Athletic build, right eye is blind Race Human Skin Color Medium-Light Nationality English Hair Short, Brown hair Eye Color Brown Nicknames Daron the Stalwart Personality Calm, composed, and honest Governing Trait Honorable Conflicting Trait Lustful Secondary Traits Reserved, polite Character Sin Lust Element Earth Love Language Acts of Service Strongest Dream To become a Paladin, to realize his values in full, and to atone Strongest Fear Failing to uphold the ideals of his faith What Makes Them Laugh Joy, disbelief, the dynamic between Garbhan and Francis What Makes Them Cry Frustration and loss Dark Secret Shortly after the Battle of Bannockburn, he shares a consensual year-long secret affair with Isabella of France. Daron is torn between his desire for her and his loyalty to King Edward II. At the end of the year, Daron Underwood confesses to Isabella of France that he feels he has failed in his duty to the king. He leaves England during the night, vowing never to return. Intrigued by Isabella’s descriptions of her home country, he goes to France. He hears about the Old Monastery, an isolated but not too remote monk community, and he heads there, intending to seek reconciliation and the strength to overcome his womanizing ways. He meets Father Pierre at the gates, and Father Pierre welcomes him to the monastery. Religious / Spiritual Beliefs Catholic Attitude toward Religion Practices at home and at camp but struggles to uphold religious values Position to Art Understands art, but does not value it Attitude toward Armor Prefers heavier armors and shields Attitude toward Government Fiercely loyal to King Edward II Attitude toward Law Prefers meticulous adherence to the law Attitude toward Cultural Norms Upholds cultural norms as best he is able Attitude toward Magic Does not understand magic outside of prayer and runes Belongs to Subculture(s) Orphan, Nobles, Monks Education Upper Class Economic Status Middle Class Current Job/Career Knight Family Orphan, taken in by King Edward I and knighted by King Edward II Behavior toward Strangers Wary Favorite Food Roast with potatoes Favorite Drink Red Wine

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Story / Plot Involvement Protagonist player-character, involved in most missions Character Development Daron Underwood, like Siegfried Morgenstern, struggles to find a family and home. To make matters worse, the ones Daron finds he loses. Where Siegfried Morgenstern fights against fate to bring his family and home back, Daron Underwood grimly accepts his change in circumstances. The two, in this way, serve as contrasts to one another, and learn from one another. Siegfried Morgenstern learns to accept some things won’t change, and Daron learns to stand up for his home and family.

Daron is orphaned early on and is raised by the local parish. In 1290AD, King Edward I is devastated by the death of his beloved wife, Eleanor of Castile, and, by chance, comes to Daron’s parish. He takes an instant liking to Daron and adopts him, raising him to become a Knight. Looking to bring closure to his disjointed childhood, Daron looks to become a Paladin, an exemplar that embodies the values of his Catholic beliefs and his military upbringing. This ideal proves exceedingly difficult for him.

Daron struggles with lust. Having skill at becoming close to others but having difficulty with long term relationships (due to his upbringing), Daron’s skillset sets him up for failure. He becomes notorious as a skirt chaser and his detractors use this weakness to strain Daron’s relationships in the court. More than these barbs, Daron’s strong catholic upbringing causes him internal pain as well. He is keenly aware that he cannot become a Paladin while so far from upholding the values of his faith, and yet his lack of female mentorship in his youth continues to attract him to women of all walks in life.

After a consensual affair with Queen Isabella of France, Daron is overcome by shame, feeling that he has taken advantage of the king’s trust in him. He leaves England in the dead of night, and heads to France. There he is taken in by Father Pierre, and dedicates himself to protecting the monastery, intent on mastering his struggles with sexual desire. Unfortunately, after three years arduous work, Daron still struggles with his lust. At his mentor’s dying request, Daron begins traveling with Garbhan and Francis.

During that travel, Sienna (a human Succubus hybrid), approaches Daron in Venice for what seems to be a casual sexual encounter. Daron comes to realize that like him, Sienna also struggles with desire, and she also comes from a religious background that causes her guilt. With these realizations and his painful past combined, Daron resists Sienna’s advances, showing his growth in self-control. More so, it provides a chance for dialogue Sienna herself needs. The player does not determine whether Daron is able to refuse Sienna, but they do determine the outcome of the encounter. If the player succeeds, Daron gains Sienna’s romantic interest. The two have a much deeper romantic encounter instead, leading to a long-term relationship between the two. If the player fails, this relationship does not happen.

Bio Daron became an orphan in his early childhood, when both his parents died in battle during the Welsh Wars in 1287AD. The local parish took him in, and he became a devout Catholic. In 1290AD, King Edward I is devastated by the death of his beloved wife, Eleanor of Castile, to whom he was faithful for the duration of their marriage. In his grief, he traveled to the countryside and, by chance, came to Daron’s parish. He took an instant liking to Daron and quickly learnt that both Daron’s parents died serving him during the Welsh Wars. Feeling connected to Daron through sorrow, he took the boy with him and raised him to become a Knight. Since King Edward did not take another wife, Daron was raised without a mother and had no family model to base his future relationships on. Eager to make his adopted father proud, Daron threw himself into his studies, particularly into matters of battle, strategy, and Chivalry. He proved a natural at all these studies, displaying skill in manners of etiquette and courtship. While his elevated status made him no small number of enemies, Daron’s wit and charm kept his detractors at bay.

Daron grieved when King Edward I died in 1307AD, but his successor, King Edward II, saw potential in Daron Underwood and formally knighted him. Daron Underwood continued to rise through the ranks as he proved himself in battle against the Scots, and during the Battle of Bannockburn (here shifted to 1311AD), he stalled the Scots long enough for King Edward II to retreat from the battlefield. In the process, Daron lost his right eye and lost

Copyright © Michael Morris-O’Connor, 2017 – 2021 Portfolio Samples Vale of Myth Narrative Bible (Full) Page 32 of 185 consciousness. He was left for dead as the Scots routed the English and pursued King Edward II. He woke after the battle and returned to the king.

Aware of Daron’s role in saving his life, King Edward II welcomed Daron back with open arms. With the king now courting Hugh Despenser the Younger, Isabella of France approached Daron Underwood in secret. Herself feeling hurt, rejected, and angry, she and Daron Underwood began an affair. While feeling some guilt, Daron did not refuse the affair. After a year’s time, however, Daron’s guilt overcame him. Feeling he had failed both his family and himself, and unable to deal with his guilt, Daron left England entirely, going by boat to France. Eventually he came to live at the Old Monastery. Father Pierre took him in and taught him in the ways of the faith.

Relationships with Other Characters

• Orphan since age 3, his biological parents are unknown to him • Taken in and raised by King Edward I • Knighted and favored by King Edward II • Loyal to King Edward II • Has a year long affair with Isabella of France throughout 1312AD • Leaves his life and home behind to become a monk after Father Pierre takes him in • Views both King Edward I and Father Pierre as father figures • Initially distrustful of both Garbhan MacCallum and Francis De La Fleur • Hates Bosque the Bandit, hunts him down, and kills him along with his allies • Takes a liking to both Gaea and Francis De La Fleur, especially after the latter attempts to comfort him • If the player woos Sienna, Daron begins a romantic relationship with her • Does not trust Siegfried Morgenstern • Views Robert the Bruce as an enemy • Strongly dislikes Connard Chapelle

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Misako “Eve” Masamune Function Thief Class Ronin Starting Level 25 Gender Female Age 27 years old Height 6’1” Weight 160 lbs. Build Acrobatic build, many scars Race Human Skin Color Medium-Dark Nationality Japanese Hair Short black hair held with a hairpin Eye Color Black Nicknames Eve Personality Cordial, polite, reserved, compassionate Governing Trait Persistent, warm Conflicting Trait Reserved Secondary Traits Wary, loves comedy Character Sin Wrath Element Wind Love Language Quality Time Extroverted or Introverted Introvert Strongest Dream Recognition for her abilities Strongest Fear Losing her family What Makes Them Laugh Laughs easily, loves comedy What Makes Them Cry Frustration, anger, and loss Religious / Spiritual Beliefs Shinto Attitude toward Religion Practices at home and at camp Position to Art Understands art, and values it, but not above human life Attitude toward Armor Favors heavier armors Attitude toward Government Strongly favors Liberal policies, but loyal to The Emperor Attitude toward Law Follows the law loosely Attitude toward Cultural Norms Does not follow most gender cultural norms Attitude toward Magic Intrigued by magic, but has limited understanding of it Belongs to Subculture(s) Samurai Education Middle Class Economic Status Upper Class Current Job/Career Mercenary Family Daughter of the famed Blacksmith Okazaki Masamune and his wife Nadeshiko Masamune Behavior toward Strangers Wary Favorite Food Fish with rice Favorite Drink Spiced Mead Favorite Clothes Mother’s Hairpin Story / Plot Involvement Protagonist player-character, involved in later missions Character Development Misako, like Garbhan, values strength. This shared value draws the two together, as Misako takes interest in a man who recognizes her strength and capability. He stands in sharp contrast to her suitors, who sought her only for her beauty, and who expected her to become a house-bound wife. This rejection of her warrior self fuels her dislike of Daron Underwood, who, in following the code of Chivalry, tries to protect her and keep her away from the field of battle.

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Misako struggles to reconcile love and relationships as parts of her life. Misako thinks relationships are for the weak. She feels that entering a relationship means giving up her devotion to the sword. As she grows, she struggles to accept her more feminine aspects, which she rejects because of her mother. Her journey is learning that relationships and love do not make us weak, but rather, in exposing and trusting ourselves to another, make us stronger. Likewise, accepting her feminine side requires strength, not weakness. She also struggles to accept that a loving relationship could encourage and grow her career, rather than stifle it. Through these realizations, Misako grows closer to understanding her mother. Misako grows tremendously, and as their relationship deepens, Garbhan grows tremendously as well.

Bio Born into the most prestigious blacksmithing family in Japan, Misako Masamune spent her life around weapons. Even as a young child, Misako took keen interest in her father’s work and devoted herself to the sword. She practiced daily with whatever spare weapon she could find around the shop. Her father was happy to share his trade, and to support his daughter’s interests. He taught her how to forge and wield all manner of weapons effectively. Her mother, being much more conservative, couldn’t stand Misako training for a generally male profession, and tension between Misako’s studies with her mother and sword lessons with her father developed quickly. Sadly, this tension became her new norm, as Misako rejected the conservative role of women in feudal Japan and embraced the sword. By the age of twelve, Misako had years of practice under her belt and astounded one of her father’s clients, a Samurai named Kusunoki Masashige. Kusunoki offered to teach young Misako in the ways of the Samurai, in recognition of her talents, and as thanks for her father’s work. Okazaki Masamune accepted and Misako began regular tutelage under this Samurai. Her mother was livid. Her father had reasoning behind his decision; Misako’s devotion to the sword had only become stronger over the past eight years and her talents best prepared her for battle. As a warrior, Misako’s career prospects were poor. However, as a Samurai, Misako would have a chance to serve a lord, and live amidst the upper class.

By 20, Misako was a legend. While Misako clearly inherited her mother’s beauty, she is sought for her political value. Misako comes from a highly influential family, one favored by the Emperor. All manner of suitors looking to make political power plays flocked from miles around to see the blacksmith’s daughter. Misako though, simply wasn’t interested. Unfortunately, some suitors were not so accepting of a Samurai woman, and even less so when she rejected their advances. Misako made several dangerous enemies, one of whom is a Wokou (Japanese pirate) by the name of Neikan Kotarou. He returned with a dozen men to take his revenge on the Masamune family. Misako cut him down and killed his allies to protect her family. That night, her father gifted her with a sword of his own making to protect her as a samurai. Her mother gifted her with a hairpin, a small concession she insists Misako make for her feminine side. Despite her warring feelings about the role of her femininity, Misako accepted the hairpin. Keenly aware that Neikan’s death will not go unanswered, all agreed that Misako and her family will be safer if she left Japan.

With a heavy heart, Misako adopted the alias “Eve” and paid for passage aboard a local trading vessel to China. From there, she made her way west, finding work as a mercenary. By the age of 27, Eve arrives in Paris, and after several years of travel and battle, stays there a while to rest. Like Garbhan, she now bears many burns and scars from all the combat she has seen. While recuperating here, she meets Garbhan MacCallum and company. She also meets Hibiki, an assassin from her home country, who she assumes is after her.

Her father’s sword is always at her side, and her mother’s hairpin, always in her hair.

Relationships with Other Characters

• Daughter of Blacksmith Okazaki Masamune and his wife Nadeshiko Masamune • Develops a long-term romantic relationship with Garbhan MacCallum • Struggles to understand Francis De La Fleur • Strongly dislikes Daron Underwood, as his attempts at Chivalry come across as attacks on her warrior-self

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• Becomes quick friends with Gaea

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Siegfried “The Lion” Morgenstern Function Bruiser Class Templar Starting Level 30 Gender Male Age 33 Height 6’5” Weight 210 lbs. Build Athletic build Race Human Skin Color Medium-Light Nationality Germanic Hair Spikey blonde hair, beard, no moustache Eye Color Brown Nicknames Siegfried the Lion Personality Determined, fatherly, comfortable in most social circles Governing Trait Enthusiastic Conflicting Trait Stubborn Secondary Traits Fierce but kind, almost fatherly to his men Character Sin Pride Element Earth Breaking Point Realizing that all he has done to revive the Templar Order has failed Love Language Gift Giving Strongest Dream Returning the Templar Order to its full glory Strongest Fear Failing to re-instate the Templar Order What Makes Them Laugh Disbelief, wordplay, physical humor What Makes Them Cry Frustration and loss Dark Secret Siegfried cares so much about reviving the Templar Order that he makes a deal with Satan to do so. Aware that Satan is not known for keeping his word, Siegfried plans to double-cross Satan as soon as the opportunity arises. Religious / Spiritual Beliefs Catholic Attitude toward Religion Practices at home and at camp Attitude toward Art Understands art, and believes it worth dying for Attitude toward Armor Favors heavier armors and shields Attitude toward Government Adamant that the Templar Order return by any means necessary Attitude toward Law Since the Templar Purge, only follows the law when it suits him Attitude toward Cultural Norms Well-trained in etiquette, follows cultural norms Attitude toward Magic Wary, but embraces Nephilim magic to save his people Belongs to Subculture(s) Knights Templar Education Elite Economic Status Upper Class Current Job/Career Templar, Master of the Order Family Sent to the Templar Order as a young child and raised there Behavior toward Strangers Cordial Favorite Food Meat and potatoes Favorite Drink White Wine Story / Plot Involvement Antagonist player-character, involved in later missions Character Development Siegfried is both made and undone by his governing trait. His is a negative character arc, as Satan drives Siegfried to madness, and his attempts to re-establish the Templar Order end in disgrace.

Bio

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Siegfried Morgenstern’s story is a tragic one. Siegfried is born into the Morgenstern noble family, and after witnessing Knights Templar marching through the streets became fascinated with them. After he became old enough to join their ranks, he discarded his noble privilege to join. He insisted that he not receive benefits due to his lineage and started at the lowest rank in the order. He developed into adulthood fighting for the Church wherever conflict arose, and his ferocity in battle earned him the nickname “The Lion.” Captain Marduk was impressed by Siegfried and approached him. The two became quick friends. Captain Marduk brought Siegfried forward to his superiors, and Siegfried rose quickly through the ranks, continually impressing his peers and superiors alike with his passion, skill, and ironclad sense of justice.

In the proudest moment of his life, Siegfried is appointed the youngest Master of the Order in Templar history. Shortly afterwards, he is blindsided by the Templar Purge. Captain Marduk left the order and took up the role of Captain of the Guard in Toledo. Unable to accept the injustice of this chain of events, Siegfried put himself at risk to broker a deal with the Pope. Pope Clement the Fifth, concealing his own agenda in the Templar Purge and looking to put himself in the best light, agreed to restore the Templar Knights on the condition that Siegfried gather enough allies to his cause. While Pope Clement the Fifth was aware that many of the allies Siegfried requires helped arrange the Templar Purge, Siegfried was not. Unaware that the task given to him was all but impossible, he happily accepted the deal, and spent two years travelling between kingdoms to gather allies to his cause.

At the end of these two years, Siegfried is traveling from Paris to Venice when he finds himself in a fierce storm. Forced to seek shelter, he and his allies escape the rain in a nearby church. Siegfried brooded over his lack of success in finding a single ally to his cause. His aides – significantly less distracted - quickly realized they are in a cursed place, the Devil’s Graveyard. Undeterred by such superstitions, Siegfried sent the protesting guards to secure the church and to set up camp. Siegfried ordered Templar Otto to stand first watch. Siegfried and Templar Nigel sleep.

Nightmares plagued Siegfried, and he woke with a start. Otto was gone. He woke the other Templar, Nigel, informed him of the situation, and ordered him to remain in the church until Siegfried returned with Otto. With no sign of Otto in the church, Siegfried headed out into the storm, where he heard faint cries for help. These cries led him to a large crypt, with large doors now ajar. Siegfried headed inside and followed Otto’s voice to a back passage in the crypt. Siegfried rushed to the prone Otto, and after examining him, came to the disturbing realization that Otto had been dead for hours. In examining Otto, Siegfried shifted Otto’s body off a pressure plate, and with a loud clang the iron door locked itself behind Siegfried. With no other options open to him, Siegfried headed deeper into the crypt intent on finding an exit. After walking through a mass grave of servants, Siegfried found what seemed to be another chamber of the crypt. While not shown to the player, Siegfried here encountered Satan, who called out to him as if a friend. Siegfried was naturally hostile to the encounter, but Satan offered him the help he needed most, leverage over the kingdoms he needed as allies. Unable to refuse the offer, Siegfried agreed. Satan gave Siegfried the power of the Nephilim, and the authority to pass that power to others. In exchange, Satan demanded Siegfried kill four people, who he warned will bring about a great calamity. If this calamity comes about, then the Templar Order will never reform. Satan then teleported Siegfried outside the crypt and sealed the crypt’s thick stone doors behind him. Siegfried returned to the church, consoled his remaining aide, and began making immediate plans to use this new power to his advantage. Realizing Satan will characteristically betray him, Siegfried plotted to use this new power as a bargaining tool and the means to kill Satan.

On the road once more, Siegfried ordered preparations for Otto’s funeral and paid for it, out of regret for his failure to protect Otto and to recover Otto’s body, or as he would put it a failure “to properly care for the men under his command.” Putting his plans in Venice on hold, Siegfried returned to England, where, with his new power, he convinced King Edward II to back the Templar Order in exchange for the power of the Nephilim. King Edward II, facing a crisis in public confidence, saw this new power as the means to decisively crush Robert the Bruce. Before leaving England, Siegfried hired the assassin Hibiki to kill the most vocal of his opposition Aristotle Sunseri.

Relationships with Other Characters

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• Makes a bargain with Satan, but hates Satan and plans to double-cross him • Worships God and believes he is doing God’s will • Believes Gaea is untrustworthy • Brokers an end to the Templar Purge with Pope Clement V • Fought together and became friends with Captain Marduk while a Templar • Hires Hibiki to assassinate his most vocal opposition – including Aristotle Sunseri - and later to assassinate the protagonists • Allies with Alfonso the Avenger and gifts him the power of Nephilim • Allies with King Edward II and gifts him the power of Nephilim • Allies with King Louis X and gifts him the power of Nephilim • Defeats Garbhan MacCallum, Francis De La Fleur, Daron Underwood, and Misako Masamune aboard the Amé Morte, but they escape before he can kill them

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Major NPCs Bosque Gender Male Age 300 (disguise: 31) Height 3’0” (disguise: 5’3” ) Weight 40 lbs (disguise: 160 lbs) Build Average build (disguise: slightly gaunt muscular build) Race Kornikaned (disguise: human) Skin Color Green (disguise: Dark) Nationality Spanish Hair None (disguise: short unkempt black hair) Eye Color Black (disguise: black) Nicknames Bosque the Bandit Personality Domineering Governing Trait Natural leader Conflicting Trait Cruel and impatient Secondary Traits Strategic and cunning Extroverted or Introverted Introvert Strongest Dream To build a bandit empire using the Old Fort Strongest Fear Seeing his bandit empire collapse Dark Secret A Kornikaned possesses the body of the bandit Bosque and uses him and his henchmen to bring captives to Whispering Falls for use in sacrificial rituals Religious / Spiritual Beliefs Atheist Attitude toward Armor Favors lighter weight and less restrictive armors Attitude toward Government Sees government as unnecessary, a nuisance Attitude toward Law Sees law as a shield for the weak Attitude toward Cultural Norms Indifferent Attitude toward Magic Being magical himself, knowledgeable and in favor of magic Belongs to Subculture(s) Bosque’s Bunch, Kornikaned Loyalists Education Poor Economic Status Wealthy for a bandit Current Job/Career Bandit Family Other Kornikaned in Whispering Falls Behavior toward Strangers Predatory Favorite Food Human flesh (Disguise: meat cooked rare) Favorite Drink Cheap dark beer Story / Plot Involvement Bosque motivates Daron to leave the Old Monastery by killing Father Pierre. Through his banditry he serves as an antagonist near Toledo, the Spanish Cliffs, Old Monastery, Cave of the Dead, and Whispering Falls, where the party exposes him as a Kornikaned, and kills him along with his “family.” Character Development Of middling success before possessed, Bosque becomes a legend due to the illusion-warping abilities he gains as a Kornikaned. He becomes crueler and more aggressive, leading him to attack the Old Monastery. As a result, the player party hunts him down and kills him. Relationships with Other Characters

• Kills Father Pierre, making him the enemy of the player party, especially Daron, to whom Father Pierre was a father figure • One of three Kornikaned ruling over Whispering Falls • The Tarasque, on orders from Bosque, kills Old Man Benjamin’s son as a sacrifice at the last Hacinas Festival • Captain Marduk hates Bosque because of frequent bandit raids Toledo caravans suffer from • Captain Marduk tries to hunt Bosque down several times, but has no success in finding him

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Captain Marduk Gender Male Age 36 years old Height 6’0” Weight 180 lbs Build Muscular build Race Human Skin Color Medium-Dark Nationality Spanish Hair Black messy hair, braided into a ponytail off the right shoulder, moustache Eye Color Red Personality Harsh but fair, competent in most situations Governing Trait Just Conflicting Trait At times, a little sadistic Secondary Traits Stern Extroverted or Introverted Extrovert Strongest Dream To see the Templar Order, vindicated Dark Secret Formerly a Templar Knight, resigned during the Templar Purge Religious / Spiritual Beliefs Catholic Attitude toward Religion Practices and attends mass whenever work allows Attitude toward Armor Favors heavier armors Attitude toward Government Favors government that protects the people Attitude toward Law Fully supports and upholds the law Attitude toward Cultural Norms Supports cultural norms Attitude toward Magic Witnesses magic, but is not comfortable with it Attitude toward Life Protects all life, supports death penalty for serious crimes Attitude toward Animals Fond of animals Belongs to Subculture(s) City Guard, Former Templar, Education Middle Class Economic Status Middle Class Current Job/Career Captain of the Guard Family Orphan, raised by the Templar Order, Behavior toward Strangers Cautious Favorite Drink Lagers Favorite Clothing An old cloak bearing a secret Templar symbol Story/Plot Involvement Imprisons and later frees Garbhan MacCallum and Francis De La Fleur. Captain of the Guard in Toledo, he divides resources to address the bandit problem, the Cuélebre, the monsters in the mines, and the miner strike. Siegfried Morgenstern approaches him to help rebuild the Templar Order, but Marduk refuses. Captain Marduk believes his new duties are more important than chasing pipe dreams. Relationships with Other Characters

• Fought together and became friends with Siegfried Morgenstern while a Templar • Imprisons and frees both Garbhan MacCallum and Francis De La Fleur • Hates Bosque and wants to see him hanged • Loyal to Alfonso the Avenger

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Death Gender N/A Height 12’0” Race Greater Spirit (Reaper) Age 13,772,000,000 years old Skin Color N/A Hair No hair Eye Color Green lights (no pupils or eyeballs) Nicknames Grim Reaper Real-Life or Fictional Inspiration Grim Reaper Personality Cold, calculating, territorial Governing Trait Loves a challenge Conflicting Trait Quick to anger Secondary Traits Views no life as above another Breaking Point Hates losing Extroverted or Introverted Introvert What Makes Them Laugh Cruel humor Attitude toward Religion Believes all religions will die Attitude toward Government All civilizations (including government, law, and cultural norms) will die Attitude toward Magic Being magical itself, knowledgeable and in favor of magic Attitude toward Life All life dies and must come to Golgotha Story / Plot Involvement Direct antagonist in Golgotha, indirect antagonist when evading Reapers Relationships with Other Characters

• Cannot disobey an order from God • Aware of Gaea, God, and Satan. • Attempts to kill the player party when they trespass in Golgotha

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Gaea Gender Female Age 4,500,000,000 years old Height 5’9” Weight 150 lbs Build Thin build, minor scars Race Greater Spirit (Shapeshifter) Skin Color Dark Hair Long, flowing green hair Eye Color Sky blue Nicknames Mother Earth, the Goddess Real-Life or Fictional Inspiration Gaia / Gaea / Mother Earth pagan spirit Appearance Gaea’s true form has no physical appearance Personality Kind but aloof, fond of teasing the party Governing Trait Motherly, nurturing Conflicting Trait Does not mourn death Secondary Traits Wise but does not trust others Love Language Touch Breaking Point Will break any and every law to prevent Satan from winning the third contest Extroverted or Introverted Introvert Strongest Dream Satan’s Eternal Death Strongest Fear Satan gaining leverage over her What Makes Them Laugh Jokes, physical humor What Makes Them Cry Gaea cries after teleporting the party to Golgotha as she fears them all dead Dark Secret Gaea acts well outside her role as guide and influences the Third Trial. She tries to hide her involvement by disguising herself as a bird Attitude toward Government Indifferent Attitude toward Law Follows laws she thinks beneficial Attitude toward Cultural Norms Indifferent Attitude toward Magic Being magical herself, knowledgeable and in favor of magic Behavior toward Strangers Wary Story / Plot Involvement She starts by bringing the party together, but later imbues a fragment of herself in them. She joins the party in battle for the first time while fighting Death, and later goes from simply helping the party to an essential team member. Character Development Though she starts out unimpressed by the player characters, she grows fond enough of them to risk her life to protect them. In doing so, she develops an affection for life which leaves her unable to detach her affections from the cycle of life. Given her role, this might not be a positive change for her. Relationships with Other Characters

• Under orders from God to bring the party together and to watch the third contest as referee. She must not interfere with the contest, which thanks to the influence of Satan., she feels compelled to do. • Views Satan. as an enemy, a disturber of the natural cycle of life, and a threat to her existence • Saves Garbhan and Francis from a final desperate attack by the Garguiem • Becomes fast friends with Francis, riding on his shoulder (in bird form) • Brings Garbhan and Francis together with Daron and Eve • Siegfried is aware of her and Satan. incorrectly tells him that she is “bringing about a great calamity” • Reveals herself to Siegfried and his crew, risking her life to evacuate the player party before they die

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God Gender N/A Race Greater Spirit (Greater Deity) Age Infinite Appearance No physical appearance Real-Life or Fictional Inspiration Monotheistic deity Governing Trait Loving Conflicting Trait Just Secondary Traits Merciful Love Language Perfectly fluent in all love languages Attitude toward Magic Being magical itself, knowledgeable and in favor of magic Attitude toward Religion Followers may not worship other deities Attitude toward Law Encourages followers to obey law and government Attitude toward Life Life is holy Attitude toward Animals All creation is good, animals included Behavior toward Strangers Welcoming Relationships with Other Characters

• Creator of the universe and father to all humanity • In third divine contest against Satan, God has won the prior two divine contests • Banishes Lucifer from Heaven after the First Trial • Chooses the player characters for the divine contest • Tasks Gaea with assembling the player characters • Has power and authority over Death

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Hibiki Gender Male Age 34 years old Height 5’8” Weight 170 lbs Build Acrobats build Race Human Skin Color Medium-Dark Nationality Japanese Hair Black Eye Color Red Personality Cold but strong Governing Trait Grandstander Conflicting Trait Mass murderer Secondary Traits Overly polite Breaking Point Put to shame in front of a crowd Extroverted or Introverted Extrovert Love Language Quality time Strongest Dream To make his assassinations into shows with public viewings Strongest Fear Dying in obscurity, forgotten within a decade Religious / Spiritual Beliefs Shinto Attitude toward Religion Practices regularly at inns, campsites, and home Attitude toward Armor Anything more than light-weight protection is for cowards Attitude toward Government Favors strict government Attitude toward Law As an assassin, Hibiki does not concern himself with the law Attitude toward Cultural Norms Understands them to better appeal to audiences Attitude toward Magic Ignorant of magic, views magic as a tool for the inexperienced Attitude toward Life Does not consider life to have value Attitude toward Animals Animals are food Belongs to Subculture(s) Black Hand Assassin’s Guild Education Lower Class Economic Status Upper Class due to professional ability Current Job/Career Professional assassin Behavior toward Strangers Quiet, avoids contact Favorite Food Rice Balls Favorite Drink Sake Story / Plot Involvement Unites the player party and Siegfried Relationships with Other Characters

• Under contract by Siegfried to bring the player characters to Siegfried dead or alive • Attempts to kill the player characters in Paris but Eve prevents him from doing so • Kills those opposed towards the return of the Templar Order • Kidnaps Eve • Eve and the player party defeat Hibiki aboard the Amé Morte, but the party is unable to kill him due to the Amé Morte’s curse • Hibiki feels a need to kill the player party due to his failures to do so previously

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Satan Gender N/A Height 9’0” Weight 400 lbs Build Muscular, little to no fat, winged (but wings are torn, twisted, and burnt) Race Greater Spirit (Greater Devil) Skin Color Dark red Age Infinite Hair Unbridled black hair, like a mane, bestial Eye Color Red Real-Life or Fictional Inspiration Monotheistic great corrupter, antithesis of Monotheistic God Governing Trait Cruel Conflicting Trait Charismatic Secondary Traits Cunning Extroverted or Introverted Introvert Strongest Dream To corrupt the universe and subjugate God Strongest Fear To cease existing What Makes Them Laugh Delights in the suffering of others Dark Secret Plans to manipulate Siegfried into killing his current form, then completely taking over Siegfried’s body to avoid the penalty for losing the Third Trial Attitude toward Religion Seeks to corrupt souls and religions Attitude toward Government Contempt, primarily values self-indulgence Attitude toward Law Contempt Attitude toward Cultural Norms Contempt Attitude toward Magic Being magical itself, knowledgeable and in favor of magic Attitude toward Life Life is cheap and lacks value Behavior toward Strangers Predatory Story / Plot Involvement Responsible directly and indirectly for all conflict in the story Relationships with Other Characters

• In third divine contest against God, Satan has lost the prior two divine contests • Satan is aware of Gaea and her role as referee • Makes a pact with Siegfried, claiming Satan will revive the Templar Order for Siegfried. Satan does this but brings fallen Knights Templar back as empty husks. • Tricks Siegfried into thinking he can kill Satan. uses this to possess Siegfried’s body. Satan then torments Siegfried to wear his will down to the point where Satan can take Siegfried over completely. • Turns Siegfried against the party by claiming that they and Gaea will “bring about a great calamity” and that Siegfried will not be able to restore the Templar Order if this occurs. Siegfried must kill the player party to prevent this from happening. o This leads to Siegfried hiring Hibiki to track down and either kill or retrieve the player party o Encourages Siegfried to use Hibiki to kill off prominent figures opposing the return of the Templar Order • Magically breaks open all locks inside Toledo Prison to try and kill the player party, leading to the deaths of guards and prisoners when the wolves escape the kennels • Plants the suggestion inside Bosque’s head to attack the Old Monastery for food, with the goal of killing Daron in the process • Indirectly breaks the Seal on the Santa Compaña inside the Cave of the Dead years prior to the party’s entry • Tempts the party to take the “easy” route through the Cave of the Dead in another attempt to kill them off • Indirectly plants the Focus Orb inside the Kornikaned Lair through mortal hands, which leads to the Kornikaned in that cave taking over Whispering Falls • Tempts mercenaries to kill the Valle dei Setti Morte Brewery staff • Satan’s increasing presence causes sudden animal hostility, increased monster activity, broken seals, cursed places, and other phenomena

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Sienna Gender Female Age 27 years old Height 5’4” Weight 150 lbs Build Acrobats build Race Human / Succubus hybrid Skin Color Medium Nationality Italian Hair Long, braided red hair, trailing off the right shoulder Eye Color Red Personality Warm Governing Trait Compassionate Conflicting Trait Flirtatious Secondary Traits Swears often, has a short temper Extroverted or Introverted Extrovert Love Language Quality Time Strongest Dream To be human again Strongest Fear Being unjustly and eternally damned due to her Succubus transformation Religious / Spiritual Beliefs Originally Catholic, but she feels cut off from her religion Attitude toward Religion Angry, as those of her faith now look to kill her Attitude toward Government Favors rule by the Doge Attitude toward Law Law-abiding where possible Attitude toward Cultural Norms Sienna follows cultural norms Attitude toward Magic Sienna fears magic due to her horrific Succubus transformation Attitude toward Life Sienna believes life is sacred, but her Succubus self kills while feeding Attitude toward Animals Sienna loves animals Education Middle Class Economic Status Poor Current Job/Career Tavern Dancer Behavior toward Strangers Distant Favorite Food Candied Lamb Favorite Drink White Moscato Favorite Clothes Black noblewoman’s dress Character Growth Daron provides a catalyst to reawaken Sienna’s human self, a self she loses after her first agonizing transformation into a Succubus (through no fault of her own). With this awakening, Sienna, seeking to regain herself and hoping to meet Daron again, she, through her own volition, seeks help from a wise woman to control her Succubus side. For Sienna, learning to control her Succubus side is a means to regain control of her life after a terrible incident. Story / Plot Involvement Relationships with Other Characters

• Sienna’s family does not report her transformation to the church, but sets her up in an abandoned home • Sienna witnesses Garbhan MacCallum, Francis De La Fleur, and Daron Underwood talking • She feels a strong attraction towards Daron o Both Daron and Sienna struggle with desire and the guilt their religious backgrounds cause them • Sienna may develop a romantic relationship with Daron if he passes the dating sim parody with excellence o Sienna’s human self takes control and she confesses to him that she is a Succubus o While her human self is still dominant, she seeks help – in secret – to control her Succubus side o Sienna learns to control her Succubus side but is never able to destroy it o Sienna and Daron’s relationship deepens over the rest of the game

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Minor NPCs Old Man Benjamin Gender Male Age 60 years old Height 5’0” Weight 150 lbs Build Lanky build (left leg lame) Race Human Skin Color Fair Nationality French Hair Bald with grey moustache and beard Eye Color Grey Personality Polite, kind, and cunning Governing Trait Kind Conflicting Trait Cunning Secondary Traits Natural strategist, insomniac Strongest Dream To rid Whispering Falls of the Kornikaned permanently Attitude toward Government Liberal, becomes new town mayor Belongs to Subculture(s) Anti-Kornikaned Rebels Education Middle Class Economic Status Lower Class Family Watches the Tarasque eat his son alive during the last Hacinas Festival Story/Plot Involvement During the Hacinas Festival, the current mayor tells Old Man Benjamin to take the party’s equipment and valuables. While doing so, he loosens the bonds of each PC, and tells Garbhan his plan. After the party defeats the Tarasque and the Kornikaned, Old Man Benjamin and the other civilians violently drive the Kornikaned Loyalists out of town. Old Man Benjamin then becomes the new mayor of Whispering Falls. Old Man Benjamin is a core part of most Whispering Falls side-quests. Relationships with Other Characters

• Hates the Kornikaned – including Bosque – for what they did to his son • The Tarasque ate his son alive during the last Hacinas Festival • Pledges to give whatever help he can to the player party

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Louis De La Fleur Gender Male Age 45 years old Height & Weight 5’5”, 160 lbs Build Thin build Race Human Skin Color Fair Nationality French Hair & Eye Color Short black hair, blue eyes Governing Trait Gentle, effeminate Conflicting Trait Pessimistic Secondary Traits Romantic Strongest Dream To sing with Elizabeth De La Fleur for as long as he can Religious / Spiritual Beliefs Catholic Attitude toward Government Supports liberal policies and those favoring the arts Attitude toward Cultural Norms Follows most cultural norms. Does not follow gender norms. Attitude toward Life Believes strongly in the sanctity of life Belongs to Subculture(s) Bardic Order, Nobles Education Bard College Economic Status Middle Class Current Job/Career Bard Family Elizabeth De La Fleur (wife), Francis De La Fleur (son) Story/Plot Involvement World-, writes a song about Garbhan MacCallum to be performed by his wife

Elizabeth De La Fleur Gender Female Age 42 years old Height & Weight 5’11”, 170 lbs Build Acrobats build Race Human Skin Color Medium-Light Nationality French Hair & Eye Color Long red hair, brown eyes Governing Trait Warm Conflicting Trait Short-tempered Strongest Dream Francis to thrive as a musician Religious / Spiritual Beliefs Catholic Attitude toward Government Supports liberal policies and those favoring the arts Attitude toward Cultural Norms As a member of the social elite, Elizabeth meticulously follows cultural norms Attitude toward Life Believes in sanctity of life for everyone except violent criminals Belongs to Subculture(s) Bardic Order, Nobles Education Bard College Economic Status Upper Class Current Job/Career Bard Family Louis De La Fleur (husband), Francis De La Fleur (son) Story/Plot Involvement World-lore sings a song about Garbhan MacCallum and is accosted by Hibiki the assassin. After this incident she loses her muse, which the player can restore in a side-quest. She employs Fatimah as the family maid, to take care of the manor while she and Louis are away touring.

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Lorik II Gender Male Age 47 years old Height & Weight 5’8”, 220 lbs Build Overweight Race Human Skin Color Medium Nationality French Hair & Eye Color Short spiky blue hair, brown eyes Personality Talkative, honest, upfront, kind, insightful, prone to depression Strongest Dream To become a great merchant like his brother Strongest Fear Bandits, a phobia developed after his brother’s death Religious / Spiritual Beliefs Protestant Attitude toward Religion Returns to his faith to deal with his brother’s untimely passing Attitude toward Government Conservative Attitude toward Law Follows law to the best of his ability Attitude toward Cultural Norms Follows cultural norms Belongs to Subculture(s) Merchants Guild Education Middle Class Economic Status Middle Class Current Job/Career Merchant Love Life Happily married Family Lorik I (older brother), killed by Bosque’s Bunch, Lorik III (son), deceased Behavior toward Strangers Boisterous, always introduces himself as “Lorik the Second, traveling merchant and womanizer extraordinaire!” (An introduction he takes from his more-successful older brother) Story/Plot Involvement Lorik II is the player’s contact for the Old Monastery relief effort Relationships with Other Characters

• Loses his older brother, Lorik I to bandits • Risks life and limb to help Father Pierre, after Father Pierre consoled him following the death of his son

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Amalia Songstress Gender Female Age 29 years old Height & Weight 5’8”, 160 lbs Build Acrobats build Race Human Skin Color Light-Medium Nationality French Hair & Eye Color Long braided red hair and red eyes Personality Kind, charismatic, witty, and easy-going Governing Trait Warm, humorous Conflicting Trait Has difficulty opening up to people Secondary Traits Gentle, almost teasing in her humor, laidback, speaks with an intelligent air Strongest Dream To perform across Europe Strongest Fear Being forgotten (legacy) Religious / Spiritual Beliefs Catholic Attitude toward Religion Practices irregularly Attitude toward Cultural Norms Gladly follows cultural norms Attitude toward Magic Exceptionally talented at performing Songs of Power and Visions Attitude toward Animals Loves animals from a distance Belongs to Subculture(s) Bardic Order, Adventurers Guild Education Upper Class Economic Status Middle Class Current Job/Career Bard (Adventurer) Love Life Develops a gradual romantic crush on Francis after having a vision of him Family Comes from a loving noble family where she was doted on and supported in her musical endeavors Behavior toward Strangers Cordial Favorite Food Rack of lamb (due to its messy nature she only eats it in private) Favorite Drink Dry red wine Favorite Clothing A simple black dress Story/Plot Involvement Amalia Songstress is a legendary bard despite her lineage never having been bards. She travels across Europe, seeking adventure and fame, and performs at each town she comes across. While initially modest, Amalia has become the bardic success story. As her singing develops, so too does her magical aptitude, and Amalia begins having frequent visions. Her visions begin to focus on Francis, and she meets up with him to share her visions and offer advice. Over time, their relationship becomes romantic.

Character Development Amalia develops a romantic relationship with Francis over their meetings. As their relationship becomes more serious, Amalia struggles with communication issues and must overcome her fear toward being vulnerable with her partner.

Relationships with Other Characters

• Has visions about Francis, seeks him out, and meets up with him several times, developing a relationship as she does so • Often works alongside the Adventurers Guild

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Pope Clement V Gender Male Age 51 years old Height & Weight 5’2”, 150 lbs Build Thin Race Human Skin Color Fair Nationality French Hair & Eye Color Short brown hair and brown eyes Real-Life or Fictional Inspiration Pope Clement the Fifth Personality Kind on the surface, but deeply diplomatic, a skilled politician Governing Trait Political, shrewd Conflicting Trait Oddly violent, inciting two crusades and forcibly repressing the Dulcinian Movement Secondary Traits Unpopular Religious / Spiritual Beliefs Catholic Attitude toward Religion Devout, believes retaking Jerusalem is a religious priority Attitude toward Government Willing to make very unpopular decisions and defy the council Belongs to Subculture(s) Vatican City Education Clerical Elite Economic Status Wealthy Current Job/Career Pope Story/Plot Involvement Accelerates the marriage of King Edward II and Isabella of France. He later initiates the Templar Purge, setting off a chain of events that drive Siegfried Morgenstern’s actions throughout the game, and his (Pope Clement V’s) death drives Siegfried to accept a deal with Satan in desperation. The latter leads to the return of the Nephilim, providing a means for Satan to disrupt the Third Trial and bring about Siegfried’s downfall.

Relationships with Other Characters

• Makes an agreement with Siegfried Morgenstern to reinstate the Templar Order with the intent that Siegfried will never fulfill the conditions of the agreement • Has spoken with King Edward II, Isabella of France, and Louis X in person • Respected due to his position, but his policies are very unpopular

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Mr. S. (Salvatore) Gender Male Age 41 years old Height & Weight 5’6”, 210 lbs Build Muscular Race Human Skin Color Medium Nationality Italian Hair & Eye Color Short spikey blue hair, brown eyes, left eye scarred and blind Personality Cunning and cruel, an “ends justify the means” type Governing Trait Detail-obsessed Conflicting Trait Short-tempered Secondary Traits Favors extortion, violence, and murder for “negotiation,” very influential Religious / Spiritual Beliefs Agnostic Attitude toward Armor Views all armor as cowardly Belongs to Subculture(s) Venetian Smugglers Education Middle Class Economic Status Wealthy Current Job/Career Head of the Smuggling Ring Behavior toward Strangers Predatory Story/Plot Involvement Runs a very successful smuggling ring out of Venice, bribing the Watch and politicians alike. An over-thinker, he takes to complicated methods, smuggling gold and jewels out of Venice by hiding them in the carcasses of fish. All members of his smuggling ring are referred to only by the first letter of their first name. He is the primary antagonist of two side-quests in Venice.

Relationships with Other Characters

• Boss of named NPCs: A, J, M, Q, R, and W. • Orders Mr. Nibbles the cat kidnapped and tied to a chair to extort money from Enzo the item shop keeper • If the player helps Adela, then he orders Q to “convince” Adela to stop investigating the smuggling ring • Orders thugs to attack Captain Guerino’s patrol

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Aristotle Sunseri Gender Male Age 45 years of age Height & Weight 5’1”, 190 lbs Build Thin Race Human Skin Color Dark Nationality Italian Hair & Eye Color Neat black hair, moustache, black eyes Personality Reserved and dignified Governing Trait Dignified Conflicting Trait Excited to meet famous knights and adventurers Secondary Traits Reserved Religious / Spiritual Beliefs Muslim, practices regularly Attitude toward Government Conservative, leads a campaign vocally opposing the Templar Order Attitude toward Law Pristine legal record, knows and abides by all laws Attitude toward Cultural Norms Will not cooperate with anyone who does not follow cultural norms Belongs to Subculture(s) Merchants Guild, Templar Separatists Education Upper Class Economic Status Wealthy Current Job/Career Merchant Behavior toward Strangers Reserved Story/Plot Involvement Organizes opposition to Siegfried Morgenstern reinstating the Templar Order, stating that the order is no longer necessary. He bares no ill will towards the Templar Order, but believes such action to be financially infeasible after two recent crusades, and that a return to the old would only impede trade.

Relationships with Other Characters

• Despite disagreeing about the Templar Order, Aristotle has a great respect for Siegfried Morgenstern, referring to him as an honorable man who “would never stoop to assassination” • Several of his allies are murdered by Hibiki on Siegfried Morgenstern’s orders • Murdered by Hibiki on Siegfried Morgenstern’s orders • Hibiki leaves Aristotle’s body in the Strix nest in the Venetian Clock Tower so that evidence of the murder will be destroyed, but the body becomes lodged partway out the top window as the Strix eats. In doing so, it draws the attention of the Watch • His body is recovered from the Venetian Clock Tower by Garbhan MacCallum, Francis De La Fleur, and Daron Underwood • Happy to meet with Daron Underwood, whose deeds he is well-versed in • Hostile towards Garbhan MacCallum’s lack of decorum • Knows Hibiki by reputation

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King Edward II Gender Male Age 31 years old Height & Weight 6’2”, 210 lbs Build Muscular Skin Color Medium-Light Nationality English Hair & Eye Color Brown, curly hair, thin moustache, thick beard. Brown eyes Real-Life or Fictional Inspiration King Edward the Second Personality Generous, quirky sense of humor, enjoys talking with lower classes Dark Secret King Edward II is gay in this depiction. King Edward II marries Isabella of France, but something feels missing. He then starts a long-term affair with Piers Gaveston, with whom he shares a special bond. After Piers Gaveston is killed, King Edward II begins an affair with Hugh Despenser the Younger which is disastrous for his marriage. Religious / Spiritual Beliefs Catholic Belongs to Subculture(s) English Royalty Education Royalty Economic Status Very Wealthy Current Job/Career King Love Life Married to Isabella of France, had an affair with Piers Gaveston, having an affair with Hugh Despenser the Younger Story/Plot Involvement King Edward I takes Daron in from an orphanage and raises him as his own. His son, King Edward II, recognizes Daron’s potential and formally knights him. Daron distinguishes himself in battle and becomes the king’s right-hand man after the Battle of Bannockburn. The two share a deep sense of kinship.

King Edward’s affections toward Piers Gaveston prove problematic in the court, and Piers Gaveston is killed by a group of barons. After mourning his passing, King Edward II begins a second affair with Hugh Despenser the Younger. While supportive despite his first affair, this Hugh Despenser creates a rift between him and his wife Isabella, which leads to her affair with Daron. After a year, Daron is overcome by guilt, and leaves his country in the night, vowing never to return.

Relationships with Other Characters

• Married to Isabella of France • Loves to speak with the lower classes • Has a four-year affair with Piers Gaveston, which ends in 1312AD when Piers Gaveston is murdered • Has an affair with Hugh Despenser the Younger • At odds with several barons in the court • Knights Daron Underwood • At war with Robert the Bruce • Agrees to ally with Siegfried Morgenstern in exchange for Nephilim magic • Favors Pope Clement V, who accelerates his (King Edward’s) marriage to Isabella of France • Son of Edward I

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Isabella of France Gender Female Age 20 years old Height & Weight 5’5”, 140 lbs Build Thin Skin Color Fair Nationality French Hair & Eye Color Blonde hair, blue eyes Real-Life or Fictional Inspiration Isabella of France Nicknames Isabella the Fair, the She-Wolf of France Personality Charismatic, quick-tempered, diplomatic, highly intelligent Dark Secret While King Edward II marries Isabella of France, he has a long-term affair with Piers Gaveston. While upset by his disloyalty, Isabella of France does her best to be supportive of her husband and forms a working relationship with Piers Gaveston. After the death of Piers Gaveston, things take a turn for the worse. King Edward II begins a second affair with Hugh Despenser the Younger, who Isabella loathes. While the first affair was a strain, this second affair leaves Isabella feeling hurt, rejected, and angry. When Daron Underwood returns from the Battle of Bannockburn, he catches Isabella’s eye. Isabella and Daron start an affair in secret, in which they find a mutual comfort. Religious / Spiritual Beliefs Catholic Attitude toward Government Well-versed and competent in governance Attitude toward Cultural Norms Meticulously follows cultural norms Belongs to Subculture(s) English Royalty, French Royalty, Education Royalty Economic Status Very Wealthy Current Job/Career Queen Love Life Married to King Edward II, had a year long affair with Daron Underwood before he vanished from England Behavior toward Strangers Cordial Favorite Clothing Fine dresses Story/Plot Involvement Impetus for Daron Underwood to leave England and begin his character arc. Relationships with Other Characters

• Shares a consensual year-long secret affair with Daron Underwood. Daron is torn between his desire for her and his loyalty to King Edward II. At the end of the year, Daron Underwood confesses to Isabella of France his guilt, and he leaves England during the night, vowing never to return. • Unhappily married to King Edward II • Forms a working relationship with Piers Gaveston • Abhors Hugh Despenser the Younger. Hugh Despenser the Younger made enemies in every stratum of English society, and was accused of murder, coercion, extortion, and piracy. • Daughter of Philip IV of France and Joan I of Navarre

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Robert the Bruce Gender Male Age 41 years old Height & Weight 6’1”, 230 lbs Build Muscular Race Human Skin Color Medium Nationality Scottish Hair & Eye Color Brown hair, long beard, and green eyes Real-Life or Fictional Inspiration Robert the Bruce Personality A fierce academic and strategist Governing Trait Fierce and strategically minded Conflicting Trait Pious, unhealthy eater Secondary Traits Loves to learn and read aloud Religious / Spiritual Beliefs Catholic Attitude toward Religion Adheres to with surprising piety, considering he was excommunicated after killing John Comyn inside the Chapel of Greyfriars Monastery Attitude toward Armor Depicted wearing plate armor Attitude toward Government Wars for years for Scottish and Irish independence from English rule Attitude toward Law Follows the law when it suits him Attitude toward Cultural Norms Follows cultural norms Attitude toward Magic Eager to explore tactical applications of magic Belongs to Subculture(s) Scottish Separatists Education Upper Class, trilingual Economic Status Upper Class Current Job/Career King of Scotland Relationships with Other Characters

• Seen by many as a Scottish hero and their best bet for Scottish independence • Garbhan is loyal to Robert the Bruce • Robert the Bruce is at war with King Edward II, and his father before him (King Edward I) • Leads the Scots to route the English at the Battle of Bannockburn, where Daron Underwood loses an eye

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Father Pierre Gender Male Age 64 years old Height & Weight 5’3”, 140 lbs Build Frail Race Human Skin Color Light Nationality French Hair & Eye Color White hair and long beard, gentle blue eyes Nicknames Old Monk Personality Kind, wise, and fatherly Governing Trait Fatherly Conflicting Trait Serene Secondary Traits Insightful, wise, forgiving Strongest Dream To see Daron find peace with himself and with God Religious / Spiritual Beliefs Catholic Attitude toward Religion Deeply devout Attitude toward Law Follows Christian law above all other laws Attitude toward Magic Strong practitioner of Prayer and visions Attitude toward Life Believes all life to be sacred Attitude toward Animals Cares for wounded animals near the monastery Belongs to Subculture(s) Monk Education Clergy Economic Status Lower Class Current Job/Career Monk Behavior toward Strangers Warm and open Favorite Food Vegetables, berries, and fish Favorite Drink Clean water Favorite Clothing Simple robes Story/Plot Involvement Father Pierre takes Daron in when Daron shows up at the Old Monastery late at night. He quickly becomes a father figure to Daron, helping him to learn and grow in faith. When Garbhan and Francis show up at the monastery asking for shelter, Father Pierre takes them in against Daron’s protests. His insistence on Daron leaving with Garbhan and Francis and his death push Daron to accept the call to adventure, and he leaves with them to avenge Father Pierre’s death.

Relationships with Other Characters

• A father figure to Daron Underwood • Consoles Lorik II after the death of his son, Lorik III • Receives a vision where he sees Garbhan MacCallum and Francis De La Fleur • Known and loved by everyone he meets • Can see Gaea’s identity • Killed by Bosque the Bandit during a bandit raid on the Old Monastery

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Aonghus One-Eye Gender Male Age 33 years old Height & Weight 4’7”, 200 lbs Build Stocky, muscular build Race Human Skin Color Medium Nationality Scottish Hair & Eye Color Thick red hair, moustache, and beard, left green eye, blind right eye Nicknames One-Eye Personality Gruff but kind Strongest Fear Death Religious / Spiritual Beliefs Protestant Attitude toward Armor Wears medium armors, forgoes shields Attitude toward Law Law-abiding Attitude toward Magic Views magic with suspicion Belongs to Subculture(s) Monster Hunters Guild Education Middle Class Economic Status Moderate Current Job/Career Monster Hunter Behavior toward Strangers Wary Love Life In a romantic relationship with Nala the Adventuress Story/Plot Involvement Aonghus One-Eye forges a reputation in the Monster Hunters Guild through blood, sweat, and tears. Now one of the more famous members, he finds love with Nala the Adventuress, an ally with whom he has undertaken many an adventure. Both he and Nala volunteer to help Whispering Falls from the Bone Pit Curse, but sadly, in putting an end to the curse, Aonghus One-Eye is mortally wounded. Despite his fear, he uses the last of his energy to kill his attacker. Nala is left to mourn, and the town erects a stone memorial in honor of Aonghus One-Eye’s sacrifice.

Relationships with Other Characters

• Has heard of Garbhan MacCallum, Francis De La Fleur, and Daron Underwood by reputation and is eager to meet them • Romantically involved with Nala the Adventuress • Killed fighting alongside Garbhan MacCallum, Francis De La Fleur, and Daron Underwood against Legion

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Playable Character Summary • Garbhan MacCallum is a 28-year-old Scotsman who travels to shame those abusing their hero status for personal gain. He is blind to his own hubris. • Francis de la Fleur is a 24-year-old traveling French bard who is of the mistaken impression that he does not play terrible music. • Daron Underwood is a 31-year-old former English knight with a weakness for women. He joins the group at the behest of his mentor. • Eve is a 27-year-old Japanese Ronin who leaves her family and home to live a warrior’s life. • Siegfried Morgenstern is a 33-year-old Germanic Templar who makes a deal with the devil to re-establish the Templar Order. He views the Templar Order as both home and family.

Expanded Story Breakout The game begins with Garbhan drinking at a tavern in Toledo, Spain. After hearing about a bounty for killing the Cuélebre, which is destroying food caravans needed by the city, Garbhan loudly boasts that he will kill the monster. He leaves town, heads to the last sighting of the monster, lures it out of its den, and kills the Cuélebre. Garbhan returns to town, but the barkeep is unable to pay the reward and swindles Garbhan out of the prize money. Just as a fight is about to break out, Francis De La Fleur walks in. Sensing the mood, he tries to sing to bring a peaceful end to the altercation. His singing drives all the patrons from the tavern, and guards arrest Garbhan and Francis for disturbing the peace.

While the protagonists are in prison, Satan magically unlocks all cell doors – including those on the kennels – in a bid to kill Garbhan and Francis to prevent them taking part in the Third Trial (a divine contest). Wolves from the prison start killing guards and prisoners alike. Garbhan and Francis kill the wolves, rescue the prisoners, and the captain of the guard lets the protagonists free for their efforts. Francis, tired from his travels, asks Garbhan to escort him back to Paris in exchange for fame. Elsewhere, the Garguiem isolates Bosque’s Bunch (bandits) to the Spanish Cliffs by destroying the east bridge out of Toledo and by making a den near the Old Monastery. Since the east bridge is down, Garbhan and Francis fight their way through an alternate route in the Toledo Mines to reach the Spanish Cliffs. While traveling the cliffs, Garbhan and Francis fight and kill the Garguiem. Gaea then appears to them in human form and explains she is here to guide them. To avoid arousing suspicion, she travels on Francis’ shoulder in bird form. Tired from the long day, the party seeks refuge in the Old Monastery, guarded by Daron Underwood. Despite Daron’s reluctance, Father Pierre allows the two to spend the night inside the monastery. Bosque’s Bunch (bandits) no longer trapped by the Garguiem and desperate for food, attack the monastery early the next day. Garbhan, Francis, and Daron fight the bandits off, but Father Pierre (Daron’s father figure) dies during the attack. Honoring his last wish, Daron leaves the monastery to travel with Garbhan and Francis.

The party makes their way to Whispering Falls, which they are unaware is a cult town dedicated to the Kornikaned, master illusionist that feed on human flesh. Garbhan and company stop at the tavern for a drink. The barkeep here drugs the drinks without the party noticing, and the protagonists wake up to find themselves part of a sacrificial offering. With some sly help from Old Man Benjamin, whose son was last sacrificed, the heroes kill the Kornikaned and free the town.

Garbhan and Daron safely escort Francis back to Paris. He invites them to meet his family, and the trio attend a local art event, where Francis’ parents will sing a song in the party’s honor. There they meet Eve, who rescues the party from an assassination attempt by Hibiki. Eve chases off after the assassin, and the trio follow suit. Hibiki ambushes Eve in the winding tunnels of the Catacombs and incapacitates her. Garbhan and company confront Hibiki in the Catacombs, but Hibiki escapes by causing a cave-in. In the process, Hibiki drops a note explaining that he must return to Venice. Wisely assuming Hibiki will head that way, the party trek across the Valle dei Setti Morti swamp and reach Venice.

Garbhan and co. meet at the pub and devise a plan to canvas the town for information on Hibiki and Eve. Despite it being late, time is of the essence, and Garbhan and Francis leave to begin their search. Once alone, a woman Sienna approaches Daron. If Daron woos her successfully, then after reaching her room, Sienna reveals that she is a

Copyright © Michael Morris-O’Connor, 2017 – 2021 Portfolio Samples Vale of Myth Narrative Bible (Full) Page 60 of 185 succubus, and that Daron has made her feel human again. She presents him with a gift out of genuine affection, and when asked about Hibiki, she tells him about a murder at the Clock Tower. With her human aspect reawakened, she says she’ll see Daron again and goes on a journey to find less violent ways to deal with her half-demon nature. If Daron does not woo her, then the above scene does not happen. Either way, Daron leaves the pub.

Garbhan and Francis notice a body hanging out of the clock tower window while waiting for Daron. One Daron rejoins the group, they knock out the guard protecting the clock tower and enter it. After fighting their way to the top, they investigate the body. Clues on the body lead the party to conclude that Hibiki was in some way involved, and a ticket dropped nearby clues them in to investigate the Amé Morte. After finding the Amé Morte in the docks, they board under the comical false pretense of being the new janitorial staff. Once the ship leaves port, they begin to search for Eve. They find her in the brig, where Hibiki and two guards are surprised to see Eve has escaped her bindings. Eve drops unnoticed from the rafters and strikes all three with lethal blows. Eve, Garbhan, Francis, and Daron all meet, and Eve joins the party. With all four party members together, the divine contest can finally begin, or at least it can begin after they escape from the Amé Morte. Hibiki taunts the party by claiming they will never escape the Amé Morte, as a “curse” on the ship prevents Templars aboard it from dying. He and the two guards then raise to their feet and battle the party.

Running through the ship to the deck, Garbhan and company find themselves surrounded by Templars. Siegfried walks forward from between the ranks and exclaims with delight his good fortune that all four of the people he claims will bring about calamity are here on his ship, and after a brief battle, the party loses. Gaea, in a desperate attempt to save the party uses her power to rip open a gate to the Spirit Realm, and the party dives through. The resulting magical storm shreds the Amé Morte, but Siegfried and many of the Templars survive.

Garbhan and company awake to find themselves in Golgotha (the land of the dead). Furious and disheartened at losing a battle so easily, it takes a reality check and Francis to get them out of their slump. After looking around, the party realizes things are looking even worse than before, and a weakened Gaea explains she didn’t have enough power to get the party to a haven. If the heroes can reach The Great Necropolis, they will be safe there. To do this, the party must journey across Golgotha, fighting their way through the Dying Wastes, climbing the Path of Ascension, through the obsidian mountains, and then, finally, reaching The Great Necropolis.

Once at The Great Necropolis, Gaea takes Garbhan and company to the Well of Souls. There she explains that her role is to bring Garbhan, Francis, Daron, and Eve together so that they could compete in a divine contest. Unfortunately, due to the actions of Siegfried and the devil, the contest is now impossible. Seeking wisdom, the party then visits The Seer, a spirit atop a spire in the middle of The Great Necropolis. The Seer explains who Siegfried is and mentions that Siegfried has become imbued. The Seer and Gaea then imbue a fragment of their essence into the soul of each party member, elevating each of them to Nephilim. This, they clarify, should even the odds enough that victory might be possible. The Seer explains how the party might escape Golgotha, and the party follows his advice. Death stops the party mere feet from escape. Francis challenges Death to a quiz show, and after the party passes the show, Death becomes furious. Death attacks the party, and thanks to the help of Gaea, Garbhan and company stun Death and escape. They reach a thin point in the Veil and return to the Physical Realm through it.

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Mission Breakdown Critical Path Slay the Cuélebre

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Jailbreak

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Boar Slaying

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Mine in Need

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Crimson Tide

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Monastery Aflame

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Cheating Death

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The Town of Whispers

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Kill the Kornikaned

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Homecoming

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Chasing Shadows

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The Seven Dead

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Murder in Venice

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Finding Eve

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Pitched Battle

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Between Worlds

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Seeking the Seer

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Escaping Golgotha

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Side-Quests (optional) Lost and Found

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One Size Fits All

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Kill the Peluda

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Old Shackles

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The Pit of Bones

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Exorcist Needed

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Inspire Me

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Giving Back

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Greengrocer

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Big City Hermit

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Sleeping on The Job

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Every Rose Has Its Thorns

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Game Systems Titles Titles synchronize with Achievements. Titles are in-game titles and honorifics earned by adventurers by completing heroic deeds. Each accolade earned strengthens the heroes so that they might achieve even greater feats. If new heroes join the party after earning titles, those new heroes will automatically gain all the benefits of the titles already unlocked. In short, there is no benefit to delay earning titles until the hero party is full.

Titles, like achievements, carry over across playthroughs. Once earned, titles are permanent. As with preferences, titles are universal across all save files.

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Enemy Encounters All battles have visible enemies on maps. Enemies will stay still or wander aimlessly until they see a hero and will then chase after the player. Most enemies appear on maps as dark silhouettes surrounded by black fog. While a little hard to see, these silhouettes show how strong an enemy is.

A. Servlings are weak monsters that cause minimal casualties. B. Banes are stronger monsters that can easily kill armed guards. C. Lords (Elites) are monsters can destroy small settlements. D. Arch-Lords (Bosses) are the strongest monsters. They can destroy entire cities. Only heroes, armies, or groups of Monster Hunters can put a stop to these nightmare creatures.

Four other monster types are worth noting:

• Bat (left, second row) indices flying monsters. Flying monsters are resilient to physical attacks. • Blob (middle, second row) means slime monsters. These are not common. • Eye (right, second row) is a monster that calls repeatedly for reinforcements. • Wolves, boars, and other large animals are wild animal enemies driven mad.

Small animals like Rabbits, squirrels, and frogs are wild but non-hostile. They will run when approached.

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Combat Systems Battle in Vale of Myth plays out like traditional turn-based battle systems with some significant differences.

Turn Order Turns in Vale of Myth occur instantly. In other words, there is no ATB system or time system in place. This is a conscious choice to keep combat fast paced and engaging. A rubber-banding system is in place to prevent monsters and heroes from turn starvation due to high Speeds and turn-delay effects.

The Turn Order displays at the top-right of the screen. Combatants move from the right to the left. When they reach the left-most position, they have the current turn.

Rage Rage builds based on different events for hero characters (see each Hero section for more information) and rage builds for all monsters. Once a rage bar is full the hero - or monster - it belongs to can use a super-attack. In general, these rage attacks hurt. Each hero has different rage attacks, and monsters have different rages depending on their build and weapons.

Since most monsters build rage when hit and when attacking, it might seem like monster rage attacks are inevitable, however, Status Ailments come to the rescue here! Status Ailments can increase or decrease a target’s Rage. Managing the rage of both heroes and monsters is an important tactical element in Vale of Myth.

Curse Rage charges at half of normal rate

Fear Rage charges at quarter of normal rate

Confuse Rage drops by 10

Infatuate Rage drops by 20

Sleep Rage does not charge, rage reduced by 20

Status Ailment interaction is on the next page.

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Status Ailments Status Ailments in Vale of Myth are powerful, able to affect heroes, monsters, and bosses alike. Domains segregate these ailments. In general, no two levels of Status Ailments in one domain can be active at once (except for Blessing and Curse domains). The higher the level an ailment has in a domain, the more debilitating it is. Higher-level Status Ailments remove lower-level Status Ailments. For example, if a target receives the Aflame status ailment while already suffering with the Bleed status ailment, then the Bleed status ends.

Likewise, Status Ailments that are logical opposites cancel each other out. If a target receives the Attack Up status ailment while suffering from the Attack Down status ailment, Attack Up and Attack Down ailments will cancel each other out, resulting in the removal of both ailments from the target.

Ailment Spread A few ailments, Aflame and Plague, both spread every round to the nearest party member without the Status Ailment. This makes Aflame and Plague much more dangerous, as they can bypass the front row and damage the whole party. This effect mimics the effect of disease and fire spreading and makes the highest levels of the Life Drain Domain nastier problems.

Elements Elements are either Primary or Secondary elements. Most elements have a corresponding weakness, and like most games, attacking an weakness does more damage.

Great Auras There exist monsters so odious, so foul, that even being near them will cause Physical and Mental Ailments. Such things are “Great Auras.” A Great Aura inflicts Status Ailments at the start of every round of battle (once all combatants have taken their turn).

As such, trying to remove the Ailment is a futile endeavour. Status immunities can be ineffective against Great Auras. Take care to create strategies against foes with Great Auras that consider these ailments.

As a rule, if the enemy is a Lord or Arch-Lord, they are likely to have a Great Aura.

Reinforcements Enemies can call in reinforcements. Most such enemies call strong allies into play. It is important to dispatch these enemies as quickly as possible.

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World Event System Vale of Myth makes use of a World Event system. This system tracks significant changes to the state of the game world – for example, whether the Cuélebre is alive or dead. These events can change a few things or many and can be small or large. These events can change NPC dialogue, music, area appearance, new stores, new quests, new shortcuts, and more! The World Event system adds a large degree of player involvement in the game world and recognition of player accomplishments. We hope you enjoy it as much as we enjoyed putting it together.

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Appendix Titles/Achievements Guide Title Description Party Bonus Unlock Requirement Lose the tutorial battle. It has -10% Drunk Lose to the Cuélebre in the opening Drunkard been a bad day. battle Put an end to the Cuélebre +1 P. ATK. Complete the Slay the Cuélebre Great terrorizing Toledo! story quest Defeat Olaf in the Toledo +1% ACC. Defeat Olaf in the Drunk Duck Brawler tavern in one try. battle. Can try again in New Game+ Get robbed of the prize -1 Luck Achieved during play (story unlock) Pauper money. Help a Spanish prisoner get a +1 Luck Rescue Adela in the prison Benefactor fresh start in life. sequence and give her 5 gold Win 50 battles. +1 P. ATK. Win 50 battles Butcher Win 125 battles. +1 P. ATK. Win 125 battles Warrior Win 250 battles. +1 P. ATK. Win 250 battles Hero Win 500 battles +1 P. ATK. Win 500 battles Exemplar Giant Kill 5 elite monsters +1 M. DEF. Win 5 battles against elite monsters Slayer Demon Stand among legends – slay +1 M. DEF. Win 15 battles against elite Slayer 15 elite monsters! monsters Kill 50 elite monsters! +1 M. DEF. Win 50 battles against elite Paladin monsters Help someone who outright +1 Luck Save the barkeeper from wolves in Merciful wronged you. the prison sequence and talk to him Earn an early release from jail +1 P. DEF. Complete the “Boar Slaying” story Wolfbane quest Destroy the Jack O' Lantern +1 P. DEF. Complete the “Mine in Need” story Avenger for good. quest Serpent Kill the Garguiem. -5% Bleed Complete the “Crimson Tide” story Slayer quest Fight off a bandit raid with +1 P. DEF. Kill bandits threatening 2 monks Stalwart minimal casualties. and 1 shop clerk and talk to each of them. Took time to recover from a +5% Exp. Complete the “Monastery Aflame” Human loss in the family. Rate story quest Evade the reaper without it +1% P. EVA. Complete the Reaper stealth seeing Garbhan! sequence without being seen True Put an end to the -10% Complete the “Kill the Kornikaned” Seeing Kornikaned’s schemes, Confuse story quest

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Title Description Party Bonus Unlock Requirement Help excise a child from a -5% Evil Complete the “Exorcist Needed” Exorcist demon. side quest Pursue your quarry through +1 Luck Complete the “Chasing Shadows” Bloodhound the Catacombs. story quest Woo a Succubus out of her -10% Get the good ending in the Dating Charmer own dark nature! Infatuate Mini game with Daron and Sienna Help an old woman Better shop Complete the “Greengrocer” side Haggler remember all her prices quest inconsequential groceries. Rescue Mr. Nibbles from +1 Speed Complete the “A Catty Affair” side Cat Saviour nefarious clutches. quest Uncover the truth behind the -5% Blind Complete the “Murder in Venice” Sleuth recent murder. story quest Fill out your team of +1% CRT. Achieved during play (story unlock) Warlord adventurers. Rate Fight and win 25 consecutive -5% Fear Win 25 battles in a row, without Brave battles (no fleeing). running away once Fight and win 100 -10% Fear Win 100 battles in a row, without Fearless consecutive battles (no running away once fleeing). Traverse difficult terrain in -5% MP Cost Complete the Vale Dei Setti Morte Resourceful the least number of moves lake puzzle in less than 60 seconds Tear your way through the +1 M. ATK. Complete the “Pitched Battle” story Veil Piercer Veil. quest Cheat death twice. +50 Max HP Complete the “Between Worlds” Revenant story quest Honorary Help those in Toledo to the -5% Stun Complete all Toledo Quests Toledan utmost of your ability. Hero of Help those in Whispering -5% Blind Complete all Whispering Falls Whispering Falls Falls to the utmost of your Quests ability. Honorary Help those in Paris to the -5% ATK. Complete all Paris Quests Parisian utmost of your ability Down Honorary Help those in Venice to the -5% P. DEF. Complete all Venice Quests Venetian utmost of your ability Down Good Finish half of the side-quests +1 Luck Complete 12 side-quests Samaritan in Vale of Myth. Finish all the side-quests in +1 Luck Complete 23 side-quests Legend Vale of Myth! Speak to every character -25% Silence Talk to 494 different NPCs Charismatic (even hidden ones) in the game. Find every secret! Secret Find every secret in the game Inquisitor Mastery

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Title Description Party Bonus Unlock Requirement Treasure Loot every single treasure Treasure Open every treasure chest in the Hunter chest! Mastery game Spend over 1,000 gold coins +5% Gold Spend over 1,000 gold in total at Investor in stores! drops stores World Complete Vale of Myth like a Became a Complete the game Walker boss. Nephilim Team Unlock and listen to every +1 M. ATK. Unlock and play all 41 skits in the Player skit. game. Skits can be played at Campsites Complete Vale of Myth Fear Complete the game without saving Unstoppable without saving once. Immune Complete half the bestiary. +2% CRT. Kill half the creatures in the game Scholar EVA. Complete the entire bestiary +2% CRT. Kill all the creatures in the game. Lore Master Rate Do not suffer a single defeat. +100 Max Complete the entire game without Immortal HP reaching Game Over once in a play through. Indestruct- Beat Vale of Myth without +10 Max MP Complete the entire game without ible using an item! ever using an item. Defeat the Lion, first bested +10% EXP Honorary Achievement; defeat Lion Tamer by Casazampieri! Rate Siegfried in battle (somehow…) Earn all achievements! Complete Unlock 49 titles in total Grand Master Mastery

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Banter (Skit) Listing All unlocked banters/skits are available at any time at Campsites (under “Banter”).

Banter Name Skit Summary Unlock Conditions Unlock Location Singing I Garbhan has to know: why does Campsite Only Toledo: Exterior Francis’ rubbish singing heal people? Story unlocks after the Toledo Prison sequence. Singing II Garbhan puts Francis to the test Campsite Only Spanish Cliffs: Cliff again: why do Spirits help Path people? Unlocks when entering Spanish Cliffs Singing III Advanced lessons: how do runes, Campsite Only Cave of the Dead: prayers, and dancing work with Entrance Channeling? Elixir I The party expresses Unlocks the first N/A astonishment at having found time the player finds Elixir. an Elixir Elixir II Francis asks Garbhan what Elixir Unlocks when the N/A tastes like. player first consumes an Elixir Branwen Soup What is Branwen Soup? Where Campsite Only Spanish Cliffs: Cliff does it come from? Path

Francis Cooks Francis offers to cook for the Campsite Only Spanish Cliffs, Cliff party. Garbhan is suspicious but it Story unlocks after Path turns out well. completing the Toledo Mines Cuélebre Francis does not believe the tales Unlocks after the Toledo: Exterior of how Garbhan killed the prison sequence in Cuélebre. He asks Garbhan if it is Toledo true. Blootered Seriously, what the crap does Reaching the Old Old Monastery: blootered mean? Francis must Monastery Original Exterior) know. Animals in Prison? Francis and Garbhan are Story unlocks at the Toledo Prison: Left confused why wolves are in a start of Toledo Wing prison. Prison escape Holy Places Francis wants to know why Campsite Only Spanish Cliffs, Cliff camps and towns are always near Crossing Holy Circles. Francis’ Songs Francis and Garbhan talk favorite Story-unlock upon Venice Clock Tower songs. entering Clock (F1) Tower Daron’s Scar Garbhan wants to know more Enter VDSM Valle dei Setti Morti: about Daron’s scar. Daron evades West Entrance the issue. Daron’s Parents After introducing Francis’ parents Reach North Exit Valle dei Setti Morti: to the party, Francis becomes North Entrance curious about Daron’s parents.

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Banter Name Skit Summary Unlock Conditions Unlock Location Where’s Bosque Where did Bosque go? The party Story unlocks after Old Monastery: is out for blood! the bandit raid has French Crossroads ended Focus Orb What could be strong enough to Easily Missed Kornikaned Caves: Lair make a Focus Orb? Unlocks after destroying a Focus Orb Can We Trust Gaea? Garbhan and Francis discuss Kill the Garguiem Spanish Cliffs: Cliff whether Gaea can be trusted. and speak with Crossing Gaea takes offense. Gaea. Gaea’s True Form Gaea can take at least two forms, Campsite Only Valle dei Setti Morti: so what is her true (original) Cabin 1 Exterior form? Francis and Garbhan Unlocks after discuss. entering Cabin 1 Francis Sings Garbhan wants to know why Campsite Only Venice: West Entrance Francis bothers singing. Unlocks after the party first enters Venice Daron’s French Daron’s French isn’t quite right. Easily Missed Whispering Falls: Francis cannot help asking why. Exterior Walk past the Mayor’s Manor in Whispering Falls Worried about Father Garbhan and Francis are worried Unlocks after Old Monastery: Pierre about Father Pierre. Garbhan realizes the Mountain Path Old Monastery is in trouble Sad about Father Pierre The party does not feel up to Unlocks after the Old Monastery: talking after the bandit raid ends. bandit raid at the Aftermath Exterior Old Monastery ends Francis’ Bardic Knowledge Garbhan gains a grudging respect Banter unlocks after Spanish Cliffs: Cliff for Francis’ wealth of knowledge. reaching the Cliff Crossing Where did he learn so much? Crossing. Francis’ Family Worries Francis is worried about the Banter unlocks upon Catacombs: Exit condition of his family completion of the Catacombs. Where Do Monsters Where do monsters come from? Campsite Only Valle dei Setti Morti: Come From? Garbhan browbeats Francis, and West Entrance Gaea elaborates. Unlocked when entering the VDSM Favorite Drinks Francis and Garbhan swap Unlocks after the Venice: West Entrance favorite drinks. party first enters Venice Adela Did Adela make it to Venice? Must have freed Valle dei Setti Morti: Adela and given her Marsh Path gold in the Toledo prison scene.

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Banter Name Skit Summary Unlock Conditions Unlock Location Captain Marduk Francis is worried about Captain Story unlock when Spanish Cliffs Marduk. entering Meandering Path Meeting Amalia Francis gushes after meeting his Easily Missed Venice: Arsenal childhood hero. Unlocks after speaking with Amalia Songstress Strange Town Something about Whispering Easily Missed Whispering Falls: Falls has Garbhan on edge. Exterior Walk across the first bridge in Whispering Falls before entering the tavern Worried About Eve Everyone’s worried sick about Unlocks after the Venice: St. Mark’s Eve. party meets back up Square at Midnight after looking for Eve Regrets Garbhan cannot let go of the Unlocks after the Venice: West Entrance Swamp Ale. Daron asks him party first enters about it. Venice Real Name The party is curious about Eve’s Story unlock on Amé Morte: Hold real name Hold entry

Shot Down Daron asks Eve out; the outcome Story unlocks upon Golgotha: Dying is critical failure reaching the Dying Wastes East Wastes Eve’s Accent Francis doesn’t recognize Eve’s Story unlocks upon Golgotha: Hill of accent and asks where she’s reaching the Hill of Despair from. Eve evades the question. Despair Why’d You Help? Eve is curious why the party Campsite Only Amé Morte: Hold came to aid her. Story unlock on Hold entry Scars Eve and Garbhan swap scar Story-unlock when Golgotha: Great stories. The rest of the party entering the Great Necropolis tunes out. Necropolis Treasury Wonder Garbhan happily exclaims joy at Banter unlocks - all the treasure they have just when the player found first finds a Treasury. Lots of Chests The party discusses how many Unlocks when the - chests they have found player opens half of all chests Lots of Secrets The party discusses how many Unlocks when the - secrets they have found player opens half of all secrets

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Bestiary +n% means a monster takes n% more damage from an element or is n percent more likely to receive a status ailment.

-n% means a monster takes n% less damage from an element or is n percent less likely to receive a status ailment.

For monster drops, if the item name is not preceded by a %, then it is 100% likely to drop after killing the monster. A percentage preceding the item refers to the chance the item will drop.

“Kill” refers to the number of kills needed to unlock the monster’s Bestiary entry.

Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Cuélebre 90 Exp. A fire-breathing serpent 160 80 35 36 34 35 24 1 Slash Crossroads 10 G. creature reputed for 95% Acc. Berserker guarding treasure and +10% Pierce. Essence hoarding food. -20% Crush. -20% Fire -20% Slash.

Olaf 52 Exp. Very annoyed-looking 200 90 43 35 40 33 27 1 Crush Toledo 5 G. muscle for the local 90% Acc. Rogue tavern. 25% Counter Essence 2% P. Eva. +15% Fire +10% Slash. -10% Pierce. -20% Crush. Crazed Wolf 13 Exp. A countryside wolf, 180 40 50 34 46 38 36 3 Crush Toledo Prison 4 G. driven mad. Rabid 95% Acc. 33% Bandage beasts are dangerous! 3% P. Eva. +20% Fire +15% Sound +10% Slash. -5% Crush.

Wild Mutt 11 Exp. A wild dog, now rabid. 150 70 45 33 44 40 38 3 Crush Toledo Prison 3 G. Rabid beasts are 97% Acc. 20% Antidote dangerous! 3% P. Eva. +20% Fire +15% Sound +10% Slash.

Enraged Boar 39 Exp. An enraged boar, 280 140 54 46 48 45 33 1 Pierce Toledo Prison 5 G. recently escaped. A 90% Acc. Berserker boar's tusks are known +50% Berserk Essence to maim. +20% Fire +10% Pierce -20% Crush -50% Fear

Shackled 12 Exp. A corpse reanimated by 120 50 58 46 52 45 24 5 Leech Toledo Mines 3 G. dark powers. It 90% Acc. 25% ensnares victims with -10% P. Eva. Bandage its chains. +20% Berserk +20% Confuse +20% Silver +15% Fire +10% Crush -20% Stun -30% Slash -40% Evil -50% Leech -60% Pierce

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Tortured Soul 13 Exp. A soul driven insane by 80 80 50 42 52 44 35 5 Spirit Toledo Mines 2 G. pain. Look out for its Flying 8% Tincture Agonized Wail! 90% Acc. 1% P. Eva. +20% Silence +20% Silver +10% Crush -20% Sound -40% Pierce -40% Slash -50% Leech -60% Fear Cuegle 14 Exp. A known for 180 75 54 47 50 45 42 3 Evil Toledo Mines 4 G. stealing infants and 95% Acc. 1% Skeptic eating them alive. -1% P. Eva. Essence +20% Blind +20% Holy +10% Pierce -20% Slash -20% Sleep -35% Crush -50% Evil

Dip 13 Exp. A black wolf widely 90 45 55 50 51 47 45 3 Crush Toledo Mines 4 G. considered an emissary 95% Acc. 10% Holy of the Devil. 2% P. Eva. Water +20% Holy +20% Sleep -15% Pierce +15% Slash -15% Crush -20% Blind -50% Evil Tommy- 14 Exp. A mischievous , the 135 135 48 47 49 46 38 3 Spirit Toledo Mines 5 G. risen spirit of a dead 95% Acc. 5% Bandage miner. Can be quite 25% Counter malicious. 1% P. Eva. +40% Confuse +20% Silver +10% Crush -20% Sound -40% Pierce -40% Slash -50% Leech -60% Fear 12 Exp. A red imp, not only 120 120 53 50 50 49 35 3 Evil Toledo Mines 3 G. cruel, but a harbinger of 90% Acc. 12% Bandage doom. 2% P. Eva. +40% Confuse +20% Holy +10% Slash -20% Crush

-20% Pierce -30% Evil

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Fachen 68 Exp. An undead horror that 360 200 63 50 55 48 37 3 Evil Toledo Mines 8 G. drags itself along. Its 90% Acc. 8% withered arm is full of -1% P. Eva. Insomniac demonic power. +20% Berserk Band +20% Holy +10% Crush.

+10% Range -20% Sound -20% Stun -30% Slash. -50% Leech -60% Evil -60% Fear -60% Pierce. Jack O’ Lantern 102 Exp. A giant abomination 420 200 68 50 67 51 41 1 Evil Toledo Mines 10 G. fueled by restless 92% Acc. Berserker spirits. 2% P. Eva. Essence +20% Holy +15% Crush -10% Slash -20% Sound -30% Pierce -30% Range -50% Leech -50% Evil -60% Curse -60% Fear Bleed immune La Chusa 17 Exp. A winged creature that 200 80 65 67 70 64 48 5 Slash Spanish Cliffs 3 G. avenges women falsely Flying 12% killed as witches. 95% Acc. Mackerel 2% P. Eva. +40% Confuse +15% Lightning +10% Crush -60% Fear 17 Exp. A creature of 160 90 60 67 65 66 48 5 Slash Spanish Cliffs 4 G. French origin. It cannot 95% Acc. 8% Poultice stand salt. 1% P. Eva. +20% Crush +20% Fear +10% Fire -20% Berserk -30% Slash Harvester 17 Exp. A sentient ooze covered 180 90 57 67 60 65 41 5 Leech Spanish Cliffs 4 G. in eyes. It serves the 90% Acc. 1% Scholar Ankou as a scout. -1% P. Eva. Essence +20% Silver +10% Slash -50% Crush -50% Pierce Locusts 16 Exp. Creatures of plague, 100 80 53 65 45 65 51 5 Leech Spanish Cliffs 2 G. devouring everything Flying - before them. 95% Acc. 3% P. Eva. +20% Silver +10% Slash -50% Crush -50% Pierce -60% Sound -80% Poison

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Boulder ------Immunity to all states Spanish Cliffs Cannot target Not in Bestiary

Peluda 80 Exp. A horrible titan bringing 300 125 79 86 78 84 41 1 Evil Spanish Cliffs 10 G. desolation to crops. 90% Acc. Antidote Even its breathe is -2% P. Eva. poisonous. +20% Holy +20% Water +10% Pierce -25% Fire -35% Slash -35% Crush -55% Evil Ankou 81 Exp. A ghastly creature the 390 150 71 67 68 65 51 3 Spirit Spanish Cliffs 10 G. French consider to be a 90% Acc. 33% harbinger of death. 1% P. Eva. Branwen +20% Holy Soup +15% Silver +10% Pierce -25% Evil -50% Leech -60% Fear Lou Carcolh 80 Exp. Ancient creature 660 150 79 75 75 72 41 3 Crush Spanish Cliffs 20 G. nesting under France. It 90% Acc. 25% lies in wait for prey to 40% Counter Berserker come near. -5% P. Eva. Essence +20% Confuse +20% Fire +20% Berserk +10% Pierce -30% Crush -40% Slash Garguiem 120 Exp. A much feared, gore- 1,000 250 85 90 82 85 46 1 Hit with Fire to remove Spanish Cliffs 20 G. drenched serpent. Regen! Elixir Rumor says it is only Pierce weak against fire. Poison 95% Acc. -1% P. Eva. +20% Holy +15% Fire +10% Lightning -50% Evil

Rogue 20 Exp. A common bandit 425 60 65 67 64 65 55 5 Slash Old Monastery 4 G. making a living off the 95% Acc. 16% Greek corpses of the innocent. 20% Counter Fire 2% P. Eva. 5% Rogue +20% Fear Essence +20% Sound +10% Crush. -10% Slash. -20% Pierce.

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Deserter 20 Exp. A coward who fled 475 75 68 70 65 69 43 3 Slash Old Monastery 5 G. military service to 90% Acc. 10% Poultice assume a role as an +20% Fear opportunist. +10% Pierce. -10% Crush. -20% Slash.

Brigand 20 Exp. A bowman one could 286 80 64 65 59 62 55 3 Range Old Monastery 4 G. almost call expert. It's a 95% Acc. 16% Bandage pity that skill went to 1% P. Eva. bad use. +20% Fear +20% Sound -10% Crush. -20% Pierce.

Mercenary 20 Exp. A battle-hardened 400 100 70 67 69 68 58 5 Slash Old Monastery 7 G. mercenary who looks 90% Acc. 10% Poultice very well-prepared for 25% Counter battle. +20% Fear +10% Pierce -15% Crush -25% Slash

Bosque 150 Exp. The cut-throat leader of 1,300 200 77 74 75 70 58 1 Slash Old Monastery 25 G. Bosque's Bunch. His 97% Acc. Rogue eyes show no kindness 25% Counter Essence to friend or foe. 2% P. Eva. +20% Confuse +20% Holy +15% Silver +10% Pierce -10% Crush -20% Slash Announcer 284 Exp. Deranged spirit who 345 200 78 78 87 76 62 1 Appeals to crowd every Whispering Falls 15 G. takes glee in conducting round. Sage Essence the Hacinas Festival. Leech Flying 95% Acc. 1% P. Eva. +20% Holy +15% Silver +10% Slash -20% Sound -40% Crush -40% Pierce -50% Leech Tarasque 500 Exp. Humans fear this 1,100 250 90 80 75 78 54 1 Receives status effects Whispering Falls 10 G. devious beast because every round based on Berserker it draws out the crowd. Essence darkness in human Crush hearts. 90% Acc. +20% Berserk +20% Holy +15% Fire +10% Pierce -40% Crush -40% Slash -50% Evil -60% Fear

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Kornikaned 240 Exp. A cruel French spirit. It 750 300 81 76 95 76 62 2 Slash Whispering Falls 9 G. tricks foes into letting Flying 50% Sage down their guard and 95% Acc. Essence eats them. 2% P. Eva. +20% Holy +15% Sound +10% Crush -20% Fear -40% Pierce -40% Slash -40% Evil -60% Confuse Bosque 400 Exp. The cut-throat leader of 1,150 150 86 85 82 84 57 1 Slash Whispering Falls 26 G. Bosque's Bunch. His 97% Acc. Jester eyes show no kindness 50% Counter Essence to friend or foe. 2% P. Eva. +20% Confuse +20% Holy +15% Sound +10% Pierce -10% Crush -20% Slash -40% Evil Kallikantzaros 41 Exp. Said to be a harbinger 501 100 117 94 99 92 58 5 Pierce Valle dei Setti Morti 6 G. of the end times, this 90% Acc. 10% Salmon horror hides frightening 25% Counter strength. +20% Berserk +20% Blind +20% Sound +10% Pierce -20% Confuse. -20% Slash -30% Crush

-50% Fire Yuxa 196 Exp. Part snake, part 835 65 115 104 108 100 55 5 Crush Valle dei Setti Morti 5 G. woman, this fiend is 95% Acc. - known as the Queen of 25% Counter Serpents. -1% P. Eva. +20% Berserk +20% Holy +10% Pierce -20% Fear -20% Stun -25% Slash -50% Crush -50% Leech Al Basti 196 Exp. A balancing spirit that 668 180 97 100 102 99 71 5 Spirit Valle dei Setti Morti 6 G. preys on those with 90% Acc. 10% Scholar guilty consciences. 1% P. Eva. Essence +20% Silver +20% Stun -20% Crush -20% Silence -20% Slash -50% Leech

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Will-o-Wisp 40 Exp. Mischievous swarm 334 100 91 96 100 95 65 5 Spirit Valle dei Setti Morti 5 G. spirits, sometimes 95% Acc. 5% Sage benign. The others 2% P. Eva. Essence guide men to their +20% Silver deaths. +20% Silence +10% Slash -20% Stun -40% Crush -40% Pierce -50% Leech -60% Sound

Bloodthirsty Swarm 39 Exp. A swarm of pests and 334 50 99 82 89 80 60 5 Leech Valle dei Setti Morti 2 G. locusts, all of them Flying - eager to drain victims 97% Acc. dry. 3% P. Eva. +20% Fire +15% Silver +10% Slash -55% Crush -55% Pierce -65% Sound Man-Eater 196 Exp. Forget flies, this plant 835 100 120 91 120 90 62 3 Earth Valle dei Setti Morti 7 G. eats people! It looks 90% Acc. 50% Life well-fed. -3% P. Eva. Essence +20% Fire +10% Crush -20% Pierce -40% Slash -40% Water -50% Sound

Beast of Gévaudan 55 Exp. Nightmare wolf hybrid 450 100 125 118 115 114 82 5 Evil Valle dei Setti Morti 6 G. that killed over 100 95% Acc. 5% Kilij French citizens. 2% P. Eva. +30% Sleep +20% Holy +10% Slash -30% Blind -50% Crush -50% Pierce -90% Evil Mimic 196 Exp. An insidious creature 1,002 150 118 124 114 123 60 3 95% Acc. Valle dei Setti Morti 30 G. that lies in wait and +20% Fire 33% Unicorn feasts on unwary +10% Crush Horn adventurers. -25% Range 33% Elixir -25% Slash 20% Remedy -50% Sound -60% Pierce

Swamp Creature 0 Exp. A spirit that appears to 668 100 130 128 120 124 42 4 Water Valle dei Setti Morti 0 G. form out of the muck 95% Acc. - and moss of the swamp % Counter itself. -5% P. Eva. +20% Berserk +20% Fire -20% Pierce -50% Crush -50% Slash -60% Paralysis -80% Range

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Drude 49 Exp. A feared and reviled 410 75 114 103 113 100 61 5 Leech Catacombs 5 G. demon of the night. It 90% Acc. - takes part in the Wild -10% P. Eva. Hunt. +20% Berserk +20% Holy +15% Silver +10% Crush -20% Sound

-20% Stun -30% Slash -40% Evil -50% Leech -60% Fear -60% Pierce Grave Robber 49 Exp. An opportunist who 390 90 108 108 105 105 76 5 Slash Catacombs 4 G. loots the dead. Most 95% Acc. 8% Rogue can expect to hang. +2% P. Eva. Essence +20% Fear +20% Sound +10% Crush -15% Slash -25% Pierce Barrow-Wight 49 Exp. Terrible undead crypt 500 100 122 118 119 115 67 5 Evil Catacombs 5 G. guardians known for 90% Acc. 5% Berserker their unholy strength. % Counter Essence -2% P. Eva. +20% Berserk +20% Confuse +20% Holy +10% Crush -20% Slash -20% Sound -30% Range -40% Pierce -50% Evil -50% Leech -60% Fear Bleed immune Apparition 49 Exp. A ghostly figure formed 260 100 97 100 118 99 78 5 Spirit Catacombs 2 G. from the hatred of the Flying 10% Tincture hanged. 90% Acc. 5% Ether 1% P. Eva. +20% Holy +20% Silence +15%Silver +10% Crush -20% Sound -40% Pierce -40% Slash. -50% Leech Crypt Guardian 115 Exp. A statue housing an old 500 200 129 140 125 110 41 2 Earth Catacombs 10 G. spirit, bound to protect 85% Acc. 50% Knight a crypt from invaders -10% P. Eva. Essence and thieves. +20% Crush -50% Slash -50% Sound -70% Pierce -80% Fire -50% Evil

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Legion 345 Exp. Abomination whose 1,300 175 140 135 138 128 68 1 90% Acc. Catacombs 40 G. limbs are a countless -3% P. Eva. Life Essence number of decaying +20% Berserk corpses. +20% Holy +15% Fire +10% Crush -20% Stun -30% Slash -40% Evil -50% Leech

-60% Pierce -60% Evil Desecrator 230 Exp. Horror feeding on the 910 110 129 110 125 100 70 1 Leech Catacombs 30 G. deceased. Locals must 90% Acc. Baroque bury bodies properly to -2% P. Eva. Plate protect them. +20% Silver +10% Pierce -40% Crush -50% Slash

Assassin 345 Exp. A strange man that first 1,500 500 118 120 110 114 82 1 Slash Catacombs 30 G. appeared when 99% Acc. Skeptic disrupting the art show 50% Counter Essence in Paris.. 2% P. Eva. 20% Arbalest +20% Sound +10% Crush -20% Fear

-20% Slash -30% Pierce Harpy 58 Exp. Part bird and part 300 200 120 108 118 105 84 5 Slash Clock Tower 8 G woman, this predator's Flying 10% Poultice shrill voice disorients 95% Acc. prey. 25% Counter 3% P. Eva. +20% Blind +15% Crush -10% Pierce -10% Slash

Gear Trap 58 Exp. A bad omen, the Gear 275 100 130 140 127 120 68 5 Pierce Clock Tower 4 G. Trap is notorious for 95% Acc. 25% Antidote fatally stinging unwary 3% P. Eva. mechanics. +20% Fire +10% Pierce -20% Slash -40% Crush -60% Sound Anachronox 58 Exp. A vengeful spirit torn 225 250 105 113 104 110 82 5 Flying Clock Tower 7 G. from its time and Leech 7% Sage trapped here. This only 90% Acc. Essence makes it angrier. % Counter 1% P. Eva. +20% Holy +15% Silver +10% Slash -20% Sound -40% Crush -40% Pierce -50% Leech -60% Fear

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Red Cap 90 Exp. A vile goblin who colors 300 90 140 138 138 134 80 3 Slash Clock Tower 13 G. his hat with the blood 97% Acc. 8% Poultice of his victims. 2% P. Eva. +20% Fear +20% Holy +15% Fire +10% Crush -20% Berserk -20% Slash -30% Pierce 100 Exp. A horrible bogeyman 500 100 135 120 136 118 67 3 Evil Clock Tower 10 G. known to feast on bad 93% Acc. 5% Berserker children. -2% P. Eva. Essence +20% Berserk +20% Confuse +20% Holy +10% Crush -20% Sound -30% Slash -40% Range -50% Leech -50% Pierce -60% Evil -60% Fear Bleed immune Succubus 176 Exp. A demon that feeds on 1,000 250 108 150 130 150 87 - Cut Content - 14 G. lust. Usually punishes Jester those that stray from Essence wedlock.

Kronos 176 Exp. A legendary spirit lost in 1,000 375 120 130 140 120 83 1 Crush Clock Tower 17 G. its own power. It has 90% Acc. Sage Essence the incredible ability to 2% P. Eva. 20% Silver affect time. +15% Silver Bracer +10% Slash -30% Pierce -40% Crush -50% Leech Strix 264 Exp. Terrible witch that eats 2,000 200 147 130 150 128 88 1 Flying Clock Tower 20 G. human organs and has Slash Life Essence poison for breast milk. 97% Acc. 20% Antidote 20% Counter 1% P. Eva. +20% Blind +20% Holy +10% Crush -30% Pierce -40% Slash -60% Silence -70% Evil Poison immune Smuggler 44 Exp. A ruffian working out of 640 250 117 127 114 125 75 3 Slash Venice 7 G. the shadows to 92% Acc. 25% Bandage transport all manner of +20% Sound illegal goods. +10% Crush -20% Fear -20% Slash -30% Pierce

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Turncoat 44 Exp. A former traitor, now a 420 200 130 114 127 110 86 3 Pierce Venice 53 G. man-for-hire. His stigma 97% Acc. 10% Kilij hides a cunning fighter. 10% Counter 2% P. Eva. +20% Sound +10% Crush -20% Slash -30% Pierce

Mr. S. 283 Exp. Cruel, cunning man who 2,500 120 175 150 151 140 80 1 Crush Venice 30 G. runs a smuggling ring 98% Acc. Iron Key out of Venice. He 25% Counter Knight kidnaps cats. 1% P. Eva. +20% Berserk Essence +20% Confuse +20% Holy +10% Pierce -20% Slash -20% Crush -60% Fear Batavia 48 Exp. A man built like a truck. 700 150 145 140 142 138 78 5 Spirit Amé Morte 4 G. His eyes are wild with 90% Acc. 6% Berserker bloodlust and his mind 20% Counter Essence empty. -1% P. Eva. +20% Berserk +20% Silver +10% Crush -20% Sound -20% Stun -30% Slash -50% Leech -60% Pierce Old Guard 49 Exp. An old knight dressed 600 175 152 160 150 165 49 5 Slash Amé Morte 7 G. up in full regalia. He 95% Acc. 6% Knight bears a Templar crest 10% Counter Essence on his shield. +10% Pierce 5% Templar -20% Crush Defense -30% Slash

Far Liath 50 Exp. A malicious tall, pale 850 250 142 127 145 126 96 5 Leech Amé Morte 7 G. frogman prowling the 95% Acc. 12% Wake- foggy land. It has no 3% P. Eva. Up Call shadow. +20% Silver 5% Rogue +10% Slash Essence -20% Crush -20% Pierce

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Sirena Chilota 182 Exp. An undead reaper 1,000 140 160 172 158 145 95 3 Crush Amé Morte 8 G. who carries 97% Acc. 25% drowned souls to the -1% P. Eva. Shimmer Caleuche. +20% Berserk Cloak +20% Holy 7% Skeptic +20% Sleep Essence +15% Pierce 5% -20% Stun -40% Crush -40% Slash -50% Leech -60% Fear Pincoya 178 Exp. Second of three reaper 1,500 200 170 150 168 149 68 3 Pierce Amé Morte 7 G. . She carries 97% Acc. 5% Life the souls of those 25% Counter Essence drowned at sea. -1% P. Eva. 4% Leviathan +20% Berserk Scale +20% Holy +10% Pierce -20% Stun -50% Leech -60% Crush -60% Slash -60% Fear La Llorona 200 Exp. A spirit who once 1,250 200 160 150 160 135 99 1 Spirit Amé Morte 2 G. drowned her own 92% Acc. 10% Tincture children. She punishes 1% P. Eva. 3% Hou Yi anyone who goes +20% Berserk astray. +20% Confuse +20% Silver +10% Pierce -40% Crush -40% Slash -50% Leech -60% Fear -80% Evil Hibiki 273 Exp. A strange man that first 1,500 500 185 152 150 142 100 1 Slash Amé Morte 30 G. appeared when 99% Acc. 12% Vampire disrupting the art show 50% Counter Slayer in Paris. 2% P. Eva. 7% Rogue +20% Sound Essence +15% Crush -25% Slash

-35% Pierce -60% Confuse -80% Fear Siegfried 1,000 Exp. The new head of the 7,000 3,000 230 215 207 203 100 1 Barrage Siegfried with Amé Morte 250 G. Templar Order. Why is status ailments Life Essence he fighting against us? Slash Knight 95% Acc. Essence 50% Counter Elixir +20% Holy +10% Pierce -20% Crush -30% Slash

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Phantasm 46 Exp. Dark spirits borne out of 600 500 145 135 150 125 102 5 Flying Golgotha 6 G. hellish events. These Leech 12% Ether creatures know only 93% Acc. pain. 1% P. Eva. +20% Holy +15% Silver +10% Slash -40% Crush -40% Pierce -50% Leech -60% Fear -70% Evil Wraith 48 Exp. A shadowy fiend that 1,500 750 215 160 175 151 100 5 Flying Golgotha 7 G. kills everything it Leech 8% touches. 93% Acc. Slaughter- 2% P. Eva. Sword +20% Holy +15% Silver +10% Slash -40% Crush -40% Pierce -50% Leech -60% Fear -80% Evil Black Mist 208 Exp. This mist is the breath 750 200 171 139 149 122 100 5 Flying Golgotha 2 G. of death itself, a Leech 16% Ether poisonous miasma 100% Acc. 8% Elixir coating this place. 3% P. Eva. +20% Holy +15% Silver +10% Slash -40% Crush -40% Pierce -50% Leech -60% Fear -60% Bleed Lost Soul 46 Exp. A soul driven mad by 600 500 165 140 170 125 85 5 Flying Golgotha 6 G. grief. It can only find Spirit 12% Tincture rest when it disperses. 90% Acc. 8% Ether 1% P. Eva. +20% Silver +10% Crush -40% Pierce -40% Slash -50% Leech -60% Fear Fear Doirche 208 Exp. The Dark Man, an evil 1,500 350 205 170 171 140 100 3 Evil Golgotha 10 G. that drags 92% Acc. 8% Skeptic screaming mortals into 20% Counter Essence Golgotha. -1% P. Eva. +20% Holy +15% Pierce -25% Slash -40% Crush -40% Evil -60% Leech

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Name & Drops Description HP MP P. P. M. M. SPD. Kill Element Location ATK. DEF. ATK. DEF. & Other Watcher 46 Exp. Watchers of Golgotha. 600 500 175 160 164 130 85 3 Leech Golgotha 4 G. Kill them before they 90% Acc. 8% Skeptic call for help! -2% P. Eva. Essence +15% Slash -50% Leech -55% Fire -55% Crush -55% Pierce 208 Exp. , driven insane 1,800 750 190 160 188 140 103 3 Leech Golgotha 15 G. by the death of all 95% Acc. 8% Jester vegetation. Now, they 25% Counter Essence can only kill. 2% P. Eva. +20% Silver +15% Crush -15% Pierce -25% Slash -50% Leech Skull-Eater 208 Exp. A giant monstrosity of 2,500 750 215 180 200 160 88 3 Crush Golgotha 20 G. shattered bone and 85% Acc. 20% Life tortured souls. 10% Counter Essence -5% P. Eva. 12% Gauntlet +20% Holy +10% Crush -20% Pierce -40% Slash -40% Range -50% Leech -50% Evil -80% Fear Bleed immune Death 312 Exp. Embodiment of Death 3,000 1,000 230 210 210 119 110 1 Evil Golgotha 40 G. itself, capable of killing Flying Berserker mortals with a touch. 95% Acc. Essence 10% Counter 50% Rib Cage 1% P. Eva. +20% Holy +15% Silver +10% Crush -40% Pierce -40% Slash -50% Leech -80% Fear Bleed immune

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Character Classes Highlander Garbhan MacCallum, the main protagonist, serves as the party Highlander. Highlanders are damage powerhouses, focused on raw physical attack and attack increasing skills. They have the highest physical attack stat of all hero classes and the highest HP maximum, making them excellent damage sponges. They build rage most quickly by taking and dealing damage. On the downside, Highlanders lack ranged abilities. They also cannot wear heavy armor or use shields and as a result have a lower defensive potential than most other hero classes. Bard Francis de la Fleur is the party Bard. Despite low HP levels, Bard’s are perhaps the most important hero class. They are the only hero class to have a wide range of all-enemy and all-ally skills and they have the most comprehensive healing skills of any hero class. In sharp contrast to Highlanders, Bards build rage most effectively when teammates suffer damage and when Bards heal companions. Bards use light weapons and armor and suffer a low physical attack stat. They make up for this with a high magic attack stat, so if a Bard is singing, they can clean house. While primarily a healer, a couple Bard skills are invaluable damage dealers in the early game. Although it may seem like common sense, singing is ineffectual against monsters with dull senses or no ears. Knight Daron Underwood serves as the party Knight. Knights fight the most defensively of all hero classes. Given their training and time in war, they focus on resilient defense and favor spears. Knights builds rage most effectively protecting teammates, and when one of them suffers a mortal wound (Dying). They build rage from attacking enemies, but noticeably less than other hero classes. Knight’s naturally high defense, and their defense boosts and provoking abilities, allow them to funnel attacks away from weaker party members. In short, Knights are not likely to get a high kill count, but they can work miracles keeping the party on its feet. Ronin Eve (Misako Masamune) is the party Ronin. Ronin’s favor Katanas and multiple, fast strikes in battle. Like Highlanders, they build rage most effectively by taking and dealing damage. Ronin Basic Attack hit twice, and their attacks inflict status ailments. Ronin’s focus on Spirit energy or “Chi” to heal themselves of injuries and poisons. At higher levels, they can turn that energy into damaging blasts. Ronin Spirit abilities deal 20% less damage to all enemies than other elements, but they are equally effective across all element types. Templars, Knights, and Ronin are the only hero classes able to wear heavy armors. Templar Siegfried Morgenstern fights as the Templar hero class. They fight like a mix between Highlanders and Knights. Where Knights focus on defensive strategies, Templar are more aggressive. They gain rage in the same way as Knights – gaining rage when covering allies, or when allies suffer mortal wounds. Templar have one or two combos but focus on single-hard strikes. Two skills are worth mention: Manslayer is a strong blow with a chance of causing instant-death, and Haven in Faith restores double that of other hero classes! These incredible skills are the result of many years battling in the name of the church.

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Elements Name Type Strong Weak Effective Against Primary Animals, beasts, and the undead Fire Earth Water Primary Fiery or heavily armored enemies Water Fire Lightning Primary Humanoid and aquatic creatures Lightning Water Wind Primary Large enemies with slow movement Earth Wind Fire Primary All flying enemies Wind Lightning Earth Primary All evil creatures and undead creatures Holy Holy Evil Primary All humans and beasts Evil Evil Holy Primary Equally effective against all Spirit

Physical Silver Primary All corporeal creatures Physical

Physical Spirit Secondary Unarmored bugs, light armor Crush

Crush Pierce Secondary Armored bugs, heavy armor Pierce Pierce Slash Secondary Medium armor, beasts Slash

Slash Range Secondary Fighters and brutes Range Range Crush Secondary Were-beasts, , and spirits Silver N/A Leech and Spirit Secondary Living creatures and humans not Leech protected by Silver. Leech Silver Secondary All enemies with ears Sound N/A Sound

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Equipment Types Name Description Type Usable By One or two-handed axes, some are throwing Weapon Axe weapon. Ranged: No Bows launch arrows at high speeds at targets and Weapon Bow come in many shapes and forms. Ranged: Yes Crossbows and bow-guns use mechanical parts to Weapon Crossbow launch bolts (short arrows) at remarkably high speeds at targets Due to their speed, bolts punch through heavy armor. Ranged: Yes Slings stay relevant due to their power (generated Weapon Sling using centripetal force) and accuracy. In the right hands, Slings are fearsome weapons. Ranged: Yes Great Great Swords are two-handed swords such as Weapon Sword Claymores. They serve as both weapons and intimidation tactics. Ranged: No In this game, flails include all one or two-handed Weapon Flail blunt bludgeoning weapons. Ranged: No Japanese swords made from folding metal Weapon Katana repeatedly over itself. Katanas have a curve and sheen to them. Ranged: No This includes one and two-handed spears. Spears Weapon stab, slash, or throw. Ranged: Yes Heavy Heavy armors are heavy, hence the name. Their Armor Armor weight tends to be the result of more plates and more layers of defense. Knights often wear heavy armor and they take training to move in effectively. Light armor emphasizes flexibility and ease of use Armor Light Armor above protection. Light armors are often cloth, padded protection, and light chain and leather protections. Medium Medium armors are compromises, combining the Armor Armor protection of parts of stronger armors with a lower weight limit. Mediums armors often take the form of layered chain and leather armors, and armors with metal plates. Bracers are various wraps or metal protecting the Armor Bracer hand, wrist, and forearm. Bracers leave both hands free, making them common protection.

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Name Description Type Usable By Large Large shields need a free hand to hold and offer Armor Shield better protection than other shields. Small This type includes small or light shields. Small Armor Shield shields usually need a free hand to hold but may also strap to the forearm. Strapped shields leave both hands free. This type is for portable liquid containers. Garbhan Keepsake Ale Flask always carries a flask of alcohol on his person. Crucifixes are a specific type of necklace. They Keepsake Crucifix feature a depiction of Christ on the cross. These are especially important to Daron and Siegfried. This is an important hairpin to Eve, used as a Keepsake Hairpin reminder of her family. These instruments are various easily portable Keepsake Instrument musical instruments. It is hard to be a bard without one! Relics are old artefacts of power. Some relics are Relic Relic unique, that is, there is only one in existence. Apart from a half-dozen common commodities, relics are irreplaceable. Most relics are double- edged swords.

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Item Listing Key Items Key Item Description Where Found A trusty lantern in a metal cage. Like Given at start of game Lantern most of Garbhan’s items, it lacks decoration. Cuélebre’s Trophy A gory trophy proving Garbhan killed Automatically received after killing the Cuélebre. Not for the faint of the Cuélebre stomach Toledo A key to all jail cells in Toledo Prison. Cut Content Jail Key Tools for mine equipment repair Chest in B1 Mine Veins of Toledo Miner’s Tools Mines Tickets to the big art event in Notre Stay at the De La Fleur Manor in Art Tickets Dame Paris. Assassination A smeared document, that clearly states Reach the end of the Catacombs Contract Hibiki must head to Venice. Amé Morte A worn ticket for a ship in Venice called Found at the top of the Venice Clock Ticket the Amé Morte Tower Mossy but unspoilt logs perfect for a Found in a chest in the cabins in the Sturdy Logs raft Valle dei Setti Morti Long flexible vines with a great degree Found in a chest in the cabins in the Tough Vines of binding Valle dei Setti Morti strength. Perfect for a raft. A slightly unkempt but very sturdy Found in a chest in the cabins in the Oak Oar rowing oar. Every Valle dei Setti Morti raft needs one. Alligator A legendary mead said to be the only Found in a chest in the cabins in the Mead one of its kind left Valle dei Setti Morti A great protection for spirits crossing Received after completing the Herald Marrow Golgotha. Herald’s challenge in the Decrepit Cave A horrifying withered eye. The pupil Found in the Ruined Temple Seer’s Eye shifts around and the eye blinks from time to time. A smooth stone with an engraving of an Received automatically when seeing Seer’s Token open eye The Seer underneath it. It seems to shift when exposed to light. A fragment of the Seer’s spirit that Received automatically when seeing Seer’s Spirit grants Gaea The Seer vast knowledge. Judge’s A fragment of a spirit enabling the party Received automatically when Essence to speaking to the Judge after seeing teleport in certain places. The Seer A fragment of Gaea’s spirit that protects Received automatically when Gaea’s Gift against Death's lethal touch. confronting Death

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Consumables Item Description Price Target HP MP State Changes

Restores a little HP to 2 G One Ally +33% - -Bleed Bandage one ally and stops bleeding Restores a large amount 35 G One Ally +60% - -Bleed Poultice of HP to one ally Restores a small 25 G One Ally - +25% - Tincture amount of MP to one ally Restores a large amount 50 G One Ally - +50% - Ether of MP to one ally An exceedingly rare N/A One Ally 100% 100% -Bleed Elixir potion. Restores one ally’s HP/MP Removes Poison, Blind, 5 G One Ally - - -Poison Antidote Paralysis states from -Blind one -Paralysis Holy Removes Curse, Silence, 50 G One Ally - - -Curse Water Fear states from one -Silence ally -Fear Wake-Up Draught removing 20 G One Ally - - -Confuse Call Confuse, Berserk, -Infatuate Infatuate from one -Berserk -Sleep Restores status to one 100 G One Ally - - -Paralyzed Remedy ally -Attack Up -Defense Up -Speed Up -Attack Down -Defense Down -Speed Down -Curse -Stun -Fear -Berserk -Confuse -Infatuate -Blind -Silence -Sleep -Bleed -Poison -Aflame -Plague Branwen Revives one ally with ½ 25 G One Dead +50% - -Dying Soup HP Ally Unicorn Revives one ally with full 100 G One Dead +100% - -Dying Horn HP. An exceedingly rare Ally find

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Item Description Price Target HP MP State Changes

Life Permanently raises one N/A One Ally - - +5 Max HP Essence ally’s HP by 5 Sage Permanently raises one N/A One Ally - - +2 Max MP Essence ally’s MP by 2 Berserker Permanently raises one N/A One Ally - +1 P. ATK. Essence ally’s Attack by 1 Knight Permanently raises one N/A One Ally - - +1 P. DEF. Essence ally’s Defense by 1 Scholar Permanently raises one N/A One Ally - - +1 M. ATK. Essence ally’s M. Attack by 1 Skeptic Permanently raises one N/A One Ally - - +1 M. DEF. Essence ally’s M. Defense by 1 Rogue Permanently raises one N/A One Ally - - +1 Speed Essence ally’s Speed by 1 Jester Permanently raises one N/A One Ally - - +1 Luck Essence ally’s Luck by 1 Herbs have always been 2 G One Ally +15% +5% - Herbs known to have healing properties. Travel Bite-sized food made to 2 G One Ally +10% +5% - Rations replenish energy on the go. Italian dish made of 5 G All Allies +20% +10% - Pizza dough, tomato sauce, and toppings. A multi-layered pasta 4 G One Ally +30% +15% - Lasagna dish full of cheese and beef. A dish of buttered 7 G One Ally - +25% - Escargot snails, loved by the French. A soft, pale cheese 2 G One Ally +10% +10% - Brie originating from Brie, France. A common German 5 G One Ally +35% +15% - Sausage dish, with countless varieties. Beef An English experiment 8 G One Ally +65% +20% - Wellington of pastry, mushrooms, and beef. Naan Bread Asian form of oven- 3 G One Ally +15% +15% - baked flatbread, often in wedges. Shish Mid-Eastern recipe 3 G One Ally +40% +20% - kabobs skewering cubes of meats and fish. Indian dish of meat & 10 G One Ally +50% +20% - Curry vegetables in a spicy sauce.

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Item Description Price Target HP MP State Changes

A Spanish tomato-based 12 G One Ally +25% +30% - Gazpacho soup intentionally served cold. Roast Roasted wild boar (a 16 G All Allies +35% - - Boar large pig with tusks). Tastes like “beefy pork” A collection of leafy 1 G One Ally +5% - - Lettuce greens used as a base for salads. Japanese specialty, if 12 G One Ally +100% +100% +25% Dying Fugu not prepared right, it is fatal. A common large 7 G One Ally +50% - - Tuna saltwater fish that restores half HP. A common name given 3 G One Ally +25% - - Mackerel to many different fish species. Swordfish Large predatory fish 4 G One Ally +50% +50% - with a long sword-like . The Atlantic Salmon can 4 G One Ally +35% +35% - Salmon grow up to a meter in length. Squid are cephalopods 15 G One Ally +25% +65% - Squid with eight arms and two tentacles. Blue Whales weigh 190 30 G One Ally +85% - - Whale tons and haunt Alan Davies. Common delicacy if 30 G One Ally - +85% - Shrimp there is such a thing. Restores MP Greek Fire A primitive grenade 15 G One Enemy -1.3x - +25% Aflame holding Greek Fire Quick A burning concoction, 35 G One Enemy -2.5x - +25% Aflame Lime with poisonous fumes +50% Poison Quick- Consecrated powered 35 G One Enemy -2.5x - +33% Blind silver silver in a thin vial Holy A corked vial of Holy 55 G One Enemy -3.0x - +30% Aflame Grenade Water, made to throw +50% Blind at enemies

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Weapons Weapon Description Price P. M. ACC CRT. Hand Element & ATK ATK Misc. Garbhan's inherited - 15 15 +2 - Both Crush Claymore sword, worn by daily use. A large French blade using 8 G 20 17 - - Both Crush Epee a design of unknown +4% Bleed origin. A holy sword that once - 30 28 - - Both Holy Devilbane sealed the Jack O’ Lantern. +5% Fear A typical battle axe with 18 G 35 -5 -2 Both Crush Battle Axe double-edged blades +10% Bleed Bastard Neither fully a two- 28 G 44 42 - +2 Both Crush Sword handed nor single-handed +5% Bleed sword. Baroque A wide blade embedded - 48 45 -1 - Both Earth Blade with the Earth element. +5% Bleed Named "Flame blade" due 36 G 50 49 - +1 Both Fire Flamberge to its wavy resemblance to +5% Aflame fire. Essentially a 45 G 60 55 -5 - Both Crush Maul sledgehammer, used to +5% Stun crush opponents. Literally. The Kilij cuts like an axe. 53 G 65 60 - - Both Crush Kilij Covered in contact- +25% poison. Poison A mighty sword of 63 G 68 65 - +1 Both Silver Ulfberht Frankish origin. +5% Bleed The Franks wield this 73 G 79 72 -2 - Both Crush Francisca vicious throwing axe. +5% Bleed Zweihander A Germanic blade of 83 G 81 78 -3 -5 Both Crush ridiculous size +10% Fear +5% Bleed Slaughter A razor-sharp weapon 100 G 86 84 - +2 Both Crush Sword made from crystalized +10% Bleed bone. Chronos A sword ablaze with the - 94 92 - +2 Both Lightning Coil Temporal Rift's energy. +5% Fear -50 Max HP Long "Long" refers to the hilt of 4 G 12 10 +1 - One Slash Sword the sword, not the blade. +5% Bleed Toledo A saber that bends instead 9 G 17 14 +1 One Slash Saber of snaps when under +5% Bleed strain. Iron A basic English spear with 14 G 36 35 +3 +1 One Pierce Spear an iron tip +3% Bleed A short, balanced spear 24 G 40 28 +3 +1 One Pierce Pilum made for throwing +3% Bleed

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Weapon Description Price P. M. ACC CRT. Hand Element & ATK ATK Misc. War A wicked curved blade 29 G 44 40 +3 +1 One Pierce Scythe attached to a long wood shaft. +5% Bleed +5% Stun Three-pronged silver 39 G 50 43 +3 +1 One Silver Ranseur blade for hunting were- creatures. +3% Bleed Cerulean Chinese spear with a 54 G 55 53 +3 +2 One Pierce Spear sharp crescent blade on g the side. 5% Bleed A spear with three prongs, 48 G 58 56 +3 +2 One Water Trident originally used for fishing. +3% Bleed A long military spear with 63 G 60 67 +3 +2 One Pierce Brandistock a retractable iron blade. 15% Poison Long stabbing spear used 72 G 64 60 +3 +2 One Pierce by Greek Hoplites. +3% Bleed A large Viking spear that 80 G 75 70 +3 +2 One Pierce Hoggspjot pierces and cuts. +10% Atk Down +5% Bleed A silver , said to 109 G 78 79 +3 +2 One Silver Olyndicus come from the sky. +5% Fear +3% Bleed A Spanish silver lance said - 83 80 +4 +3 One Pierce Gáe Bulg to come from the sky +33% Bleed +12% Fear A butter knife with a small 3 G 9 9 - +2 One Pierce Nancy mirror pummel. +7% Bleed A Spanish dagger forged 4 G 14 15 - +2 One Pierce Safeguard to easily ward off enemy +7% Bleed blows. +2 P. Def. Short and compact but 8 G 12 9 +1 - Both Range Short bow lacking in power and +3% Bleed accuracy. A short bow pulled back 10 G 22 19 - +2 Both Range Recurve tightly to form horns. +3% Bleed The English Longbow 18 G 30 27 +1 - Both Range Longbow dominated other bows +3% Bleed with its range. A bow made from a single 22 G 34 30 +1 - Both Ranged Self Bow piece of wood. +3% Bleed Hand A crude one-handed 20 G 40 37 -5 - One Range Crossbow crossbow mostly used by +3% Bleed bandits. 2 Attacks Laminate A bow of wood and 25 G 42 39 +1 - Both Range Bow bamboo glued together in +3% Bleed layers.

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Weapon Description Price P. M. ACC CRT. Hand Element & ATK ATK Misc. Composite A bow made from 34 G 44 42 +2 - Both Range Bow laminated bone, wood, +3% Bleed and sinew. Deadly Aztec sling offering 36 G 47 43 +2 - One Range Atlatl great power and accuracy. +3% Bleed Dutch Dutch Bow gun, offers 48 G 48 51 -10 - One Range Custom significant power, poor +3% Bleed accuracy. A large, heavy crossbow 64 G 54 53 - +2 Both Range Arbalest that fires using a steel +3% Bleed lath. Vampire A silver Arbalest firing 72 G 57 56 - +2 Both Range Slayer bolts dipped in Holy Silver Water. +5% Fear +3% Bleed Repeating Chinese 2-shot crossbow 76 G 60 58 - +2 One Range Crossbow using a deadly contact +12% poison. Poison 2 Attacks A gold-plated bow that 80 G 62 60 -12 - Both Range Hurricane lets three arrows fly at +3% Bleed once 3 Attacks Cloich Once used by Lugh to slay - 71 64 +2 - One Range Tabaill Balor the Strong-Smiter. +5% Bleed Crimson Made specifically to shoot 93 G 74 66 +2 - Both Range Scourge flaming arrows. +10% Aflame -5 Max HP A large bow made from - 80 70 +2 +1 Both Range Hou Yi tiger bone and dragon Spirit sinew. +3% Dying Meaning "Iron Tiger," 42 G 55 53 - - One Slash Kotetsu forged by a former +5% Bleed armorer. +5% Ctr. A blade shorter than a 65 G 77 73 - - One Slash Kodachi katana, built for self- +10% Ctr. defense. +5% Bleed A long, curved sword with 74 G 80 78 - - One Slash Katana unparalleled cutting +5% Bleed power. +5% Ctr. Bizen A katana forged by the 94 G 84 83 - - One Slash Osafune great swordsmiths of +7% Bleed Osafune. +6% Ctr.

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Armor Armor Description Price P. M. P. M. Resists & DEF. DEF. EVA EVA Misc. A mesh of scale mail, less 18 G 15 10 -1 - - Scale Mail flexible than chain mail. Baroque A detailed iron chest plate with 35 G 19 14 -2 -1 - Plate runes on the edges. Conquistador’s Spanish armor. The name 51 G 35 25 -1 - +20 Max HP Plate means "conqueror." Knight’s Partial armor customized to 69 G 32 24 -2 - +40 Max HP Cuirass double as adventuring gear. A steel plate cuirass with runes 86 G 39 32 -3 -2 - Rune Mail carved on the edges. Layered armor compromising 103 G 45 36 -2 -1 - Half-Plate added plates for mobility. Gaea’s Unorthodox body armor built 119 G 52 47 -4 -2 +100 Max HP Embrace from light, durable stone. 15% Earth Armor with fluting (reduces 153 G 66 56 -1 - 20% Ranged Maximilian weight, improves defense). Ocean Armor made of leather and 136 G 68 58 -1 - 10% Water Sheath metal for naval warfare. Leviathan’s Scale Mail made from scales of 170 G 72 61 -4 -2 +75 Max HP Scale the Leviathan! 15% Water Skeletal armor covered with 187 G 78 65 -5 -3 10% Spirit Rib Cage hard, flexible rib bones. Basic clothing, it offers almost 7 G 10 7 +3 +2 +10 Max HP Clothes no protection A traditional kilt wrapped 18 G 15 13 +2 +1 +25 Max HP Full Kilt around the upper body. 3% Wind 3% Water A well-forged mesh shirt, 28 G 16 14 +1 - - Ring Mail similar in nature to chainmail Travel A tough, warm cloak made 39 G 18 16 +2 +1 +50 Max HP Cloak specifically for adventuring. 5% Wind 5% Water Bronze A breastplate made from 50 G 25 23 +1 - - Breastplate beaten bronze. Armor made up of multiple 60 G 25 22 +3 +2 +10 Max HP Padded Armor layers of cloth A suit of chainmail covered in 71 G 33 30 +1 - - Mirror Mail round plates of Toledo steel Chainmail with added metal 81 G 32 25 +3 +2 - Banded Mail bands overtop it. Riveted iron mail, covered in 92 G 41 38 +1 - +25 Max HP Hauberk decorated cloth. Reinforced A stylish doublet hiding chain 103 G 39 36 +2 +1 +50 Max HP Doublet and leather protections. Baroque A detailed iron chest plate with 113 G 50 49 +1 +1 - Plate runes lining the edges. Venetian monk robes, runes 124 G 46 45 +3 +2 +75 Max HP Dalmatica cover the edges. 2% Evil

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Armor Description Price P. M. P. M. Resists & DEF. DEF. EVA EVA Misc. Plate, leather, and chain layers 134 G 58 54 +1 - +25 Max HP Brigandine make for superb armor. A Turkish set of armor with a 145 G 62 60 +1 - +50 Max HP Pot Lid Armor central plate. Vertebrae Coat A hard, meshed coat made up 156 G 66 65 +1 - 10% Spirit of individual vertebrae.

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Shields Armor Description Price P. M. BLK. BLK. Hand Resists & DEF. DEF. Rate DMG Misc. . Leather Leather wristlets 3 G 3 3 1% 75% None 1% Slash Cuffs protecting the wrists and forearms. Scrap A crude bracer made of 8 G 8 8 2% 73% None 1% Slash. Bracer metal plates and bars. Iron Simple iron wrist- 15 G 12 12 3% 71% None 1% Slash Wristlet guards, roughly 4" long. A glove of leather, iron 24 G 14 14 4% 70% None 1% Slash. Gauntlet chainmail, and plates. 1% Pierce Silver A silver forearm bracer, 32 G 19 19 5% 68% None 20% Leech Bracer great against 2% Spirit werewolves. 1% Slash A small wooden shield 5 G 5 5 5% 60% One - Buckler that straps onto the forearm. Banded A round wooden shield 15 G 8 6 6% 57% One - Shield with metal reinforcements. A metal, round shield 24 G 11 9 7% 54% One +3 P. Atk. Targe with a long spike in the center. A Viking shield, offering 38 G 14 12 8% 51% One - Gokstad effective defense. Ox-hide A shield formed of 57 G 17 15 9% 48% One - Buffer layers of stretched, toughened hide. Main A defensive dagger, its 74 G 20 12 25% 75% One +20% Crit. Gauche name is French for "left Rate hand." Skull A shield made from the 95 G 23 20 12% 42% One 5% Spirit Shield hollowed half-skull of a beast. Shimmer An unstable shield that - 28 23 10% 100% One -28 Max HP Shield flickers between -6 Max MP timelines. Scrap A shield broken in 8 G 5 2 10% 50% One - Shield battle, reinforced with new metal. Crest A simple metal shield 17 G 9 5 11% 48% One 5% Fire Shield adorned with a phoenix crest. Kite A small shield that 28 G 12 9 12% 47% One - Shield straps onto the forearm.

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Two ovals with layers 41 G 16 10 13% 44% One - Adarga of reinforced leather and metal. Midas A gaudy kite shield 66 G 19 15 14% 42% One Paralysis Mistake forged from solid gold. Resist. Templar A white kite shield with 74 G 23 16 15% 40% One 3% Evil Defense a red cross painted on it. Silver A great tower shield 95 G 26 20 16% 38% One 20% Leech Bulwark forged from silver and 3% Spirit iron. Bone A tower shield made 115 G 30 23 17% 36% One 5% Spirit Wall from the bones of -1 P. Eva. countless creatures.

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Keepsakes Keepsake Description M. M. Max State Atk. Def. MP Change A basic flask, Garbhan never fills it with water. +2% +2% +5% -1% Evil Water Flask A large skin made to hold a massive amount of +4% +4% +10% -2% Evil Wineskin wine. Guitar with two strings, Francis' first instrument. +2% +2% +5% -1% Evil Lute A simple instrument like a hand-held harp. +4% +4% +10% -2% Evil Lyre A well-loved, but very battered crucifix. +2% +2% +5% -1% Evil Worn Crucifix A basic crucifix owing to the minimalist +4% +4% +10% -2% Evil Wooden Cross movement. Mother’s Important feminine hairpin given to Eve by her +2% +2% +5% -1% Evil Hairpin mother. A hairpin shaped like a red rose, symbolic of +4% +4% +10% -2% Evil Rose Hairpin passion.

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Relics Name Description Rarity Price Stat Changes Special Effects Leather A protective cape made of Common 3 G +1% P. EVA. -10% Wind Cape leather, as the name implies. +1 P. DEF. +1 M. DEF. Sailor’s A common sailor’s charm used Rare 7 G +1% Evade -5% Water Charm in hopes of a safe voyage +1 P. DEF. +2 M. DEF. Cursed A ring with a vile curse upon it. Unique - -10% all stats +Curse Ring Is it removable? (permanent) +10% Evil +20% Spirit Wax Protects the wearer from Common 7 G -2% P. EVA. -50% Sound Earplugs vocal and musical abilities. -1% M. EVA. +5 M. DEF. Safe A blessed coin that offers its Legend - +3 P. Def. Decreases Token bearer safe travels. +3 M. Def. chances of +3% Luck ambush Shimmering Appears as a mirage, Rare - +2% P. EVA. -7% Wind Cloak increasing wearer's evasion. +1% M. EVA. -5% Range +1 P. DEF. +1 M. DEF. Viper A necklace adorned with the Rare - +2 P. DEF. Poison Tooth tooth of a poisonous viper. +2 M. DEF. Immune A small plate for securing that Common 5 G +2 P. DEF. Stun Codpiece "sensitive" region. +1 M. DEF. Immune Garlic An accessory that smells Common 30 G +1 P. DEF. Blocks Life Steal Clove awful, but wards off vampires. +2 M. DEF. -10% Leech -2% Spirit Small charm that prevents the Legend - +3 P. DEF. Silence Immune Bardfriend wearer from silence. +3 M. DEF. Insomniac A headband enchanted to stop Rare 20 G +2 P. DEF. Sleep Immune Band the wearer falling asleep. +3 M. DEF. Ibutho Zulu anklet, increases the Legend - +1 P. DEF. Auto Speed Up Anklet wearer's speed. +2 M. DEF. +25% Stun Artemis Pendant of the goddess of the Rare - +2 P. DEF. -5% Range Pendant hunt, Athena. +1 M. DEF. +5% Acc. +2% P. Eva. +1% M. Eva. This enchanted ring improves Rare 80 G +2 P. DEF. Infatuate Claddagh resistance to temptations. +4 M. DEF. Immune +1% P. EVA. -1% Spirit Carmen’s A fang of the feared vampress Unique - +3 P. DEF. Life Steal Tooth Carmen. -3 M. DEF. +10% HP Leech +10% Spirit +10% Evil -3% Luck Odin's ring, increases Unique - +7 P. DEF. Permanent Blind Draupnir defenses, adds Blind. +7 M. DEF. -1% Spirit

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Name Description Rarity Price Stat Changes Special Effects Saint’s A necklace adorned with the Legend - +1 P. DEF. Curse Immune Shard bone shard of a holy saint. +5 M. DEF. Blocks Life Steal +1% Luck -5% Spirit -10% Evil Dark A cloak said to be worn by the Unique - +4 P. DEF. Permanent Shroud Grim Reaper itself +6 M. DEF. Disease -5% Luck +10% Spirit -10% Holy -10% Wind A Chinese symbol to bring Unique - +2 P. DEF. 2x Gold Drops Taotie good luck and prosperity. +2 M. DEF. +10% Luck -2% Spirit -2% Range A rare ribbon rumored to be Legend - +3 P. DEF. Paralysis Ribbon born from a divine miracle. +5 M. DEF. Immunity +2% Luck Curse Immunity Fear Immunity

Confuse Immunity Infatuate Immunity Blind Immunity -5% Evil -2% Spirit

Relic Rarities • Common – easily obtainable, available at most stores • Rare – available in select stores or found in chests • Legend – there are only one or two in the entire game world • Unique – there is only one in the entire game world

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Skill Listing Name Description POW Target Cost Type Effects Basic Perform a basic attack 1.0 x1 1 Enemy - Basic +3 RG Attack - - User - Basic +Guard Guard +10% MP - - User - Basic Retreat from Escape battle Garbhan punches an 0.8 x1 1 Enemy - Crush Iron Fist enemy in the face, +75% Stun stunning them. Unique +5 RG Quit Garbhan hamstrings an 1.1 x1 1 Enemy 5 RG Slash Moving enemy, slowing them +75% SPD. Down down. Unique Garbhan drives his sword 0.9 x1 1 Enemy 8 RG Crush Shut Up! pummel into an enemy's +75% Silence throat. Unique +5 RG Garbhan slams his blade 1.2 x1 1 Enemy 10 RG Pierce Stay Down into an enemy's spine. 1 MP +75% Atk. Down Unique +50% Paralysis Now You See Garbhan slashes at an 1.1 x1 1 Enemy 5 RG Slash Me enemy's eyes, causing 1 MP +65% Blind Blindness. Unique I’m Angry Garbhan bellows in fury, - User 5 RG Sound Now increasing his own 1 MP +Atk. Up strength. Unique Gimme a Garbhan drinks from his +20% User 2 MP Spirit Drink ale flask to heal himself. HP Unique Garbhan unleashes a - All Allies 5 RG Sound Battle Cry mighty battle cry! 3 MP +Atk. Up Unique Garbhan sets his sword 2.0 x1 1 Enemy 15 RG Fire Firebrand on fire and attacks an 7 MP +65% Aflame enemy. Unique Wailing Francis unleashes his 1.2 x1 All 1 MP Sound Shriek "musical talent" on all Enemies No crit. enemies. Unique +35% Stun +5 RG

Fight Francis throws dirt in an 0.3 x1 1 Enemy - Physical Dirty enemy's eyes, blinding it. +65% Blind Unique +3 RG Poison Francis shoots a 1.1 x1 1 Enemy 5 RG Range Dart poisoned arrow into an 2 MP 90% Poison enemy's face. Unique Chant of Francis sings an old word +25% All Allies 2 MP Sound Prayer of power that restores HP HP. Unique Francis verbally assaults 1.1 x1 1 Enemy 3 MP Sound Slander an enemy to infuriate 50% Berserk them. Unique +8 RG

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Name Description POW Target Cost Type Effects Francis prattles on 0.8 x1 1 Random 8 MP Sound Babble endlessly, driving an Enemy 40% Confuse enemy mad. Unique +1 RG Soothing A song of power that - 1 Ally 4 MP Sound Melody dispels poisons from the -Poison body. Unique +1 RG Revitalizing Words of power that +50% All Allies 6 MP Sound Reverie heal allies for half their HP +1 RG HP. Unique Rebirth A song of power that +50% 1 Dying 10 MP Sound Requiem restores life to a dying HP Ally -Dying comrade. Unique +1 RG Francis soothes an 0.7 x1 1 Random 5 MP Sound Lullaby enemy into a forced Enemy 50% Sleep sleep. Unique +1 RG Shield Daron slams his shield 0.9 x1 1 Enemy - Crush Bash into an enemy's head. 65% Stun Unique +5 RG Daron lays an enemy's 1.2 x1 1 Enemy 3 RG Slash Arm Slice arm open, weakening 1 MP 65% Atk. Down them. Unique +5 RG Jeté de Daron woos an enemy by 0.5 x1 1 Enemy 5 RG Spirit Rose throwing a rose to it. 3 MP +60% Infatuate Unique Daron strikes an enemy 1.1 x1 1 Enemy 10 RG Crush with the flat of his spear. 1 MP +Stun Unique +6 RG Daron launches his spear 1.3 x1 1 Enemy 15 RG Range Javelin into an enemy. 2 MP 5% Bleed

Unique Haven in Daron steps back and +20% User 1 MP Spirit Faith kisses his crucifix. HP Unique Daron taunts an 0.5 x1 User 5 RG Sound Provoke opponent into targeting 4 MP +Taunt him alone. Unique Shield Daron channels earth to - All Allies 10 RG Earth wall strengthen allies’ 8 MP +Def. Up defenses. Unique Daron channels earth to - All Allies 15 RG Earth Inspire make allies more 6 MP +Luck Up resilient. Unique Stygian Eve casts a thin knife at 1.1 x1 1 Enemy 2 MP Range Senbon an enemy, striking its +75% Blind eyes. Unique +5 RG Scissor Eve impales an enemy, 0.6 x4 1 Random 10 RG Pierce Kick and then scissor kicks Enemy 5 MP +90% Stun them. Unique Sunder Eve shatters an enemy's 1.2 x1 1 Enemy 5 RG Crush Weapon weapon in one powerful 4 MP +Atk. Down blow. Unique

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Name Description POW Target Cost Type Effects Eve strikes an enemy 1.3 x1 1 Random 10 RG Slash Cleave through vertically. Enemy 5 MP +3% Dying Unique Eve channels lightning 1.8 x1 1 Enemy 100 Lightning Iainuki into her enemy. RG +Paralysis Unique Eve channels her ki to - User 5 RG Spirit Resolve increase her defenses. 3 MP +Def. Up Unique Eve channels her ki to - User 5 Spirit Meditate purge herself of poisons. MPErr -Poison or! Unique -Blind Book mark not define d. Eve gathers her ki energy +20% User 6 MP Spirit Chakra to heal herself. HP Unique Eve channels her ki into a 0.8 x1 1 Random 8 RG Evil Evil Eye demonic glare. Enemy 6 MP +85% Paralysis Unique +5 RG Over Eve unleashes her 1.1 x1 4 Random 10 RG Spirit power fighting spirit in a sudden Enemies 8 MP +75% Fear display. Unique +1 RG Eve slams her ki into an 1.5 x1 1 Random 15 RG Spirit Ki Blast enemy's body. Enemy 8 MP +70% Stun Unique +1 RG Shield Bash Siegfried slams his shield 0.9 x1 1 Enemy - Crush into an enemy's head. +75% Stun Unique +5 RG Siegfried lays an enemy's 1.2 x1 1 Enemy - Slash Flay arm open, weakening +75% Atk. Down them. Unique +5 RG Solar Plexus Siegfried fakes a sword 2.0 x1 1 Enemy 10 RG Crush strike then punches an 5 MP +Stun enemy in the solar Unique plexus. Brutal Siegfried feints, opening 1.0 x2 1 Enemy 5 RG Slash Feint an enemy up to two 10 MP +75% Bleed vicious Unique counterattacks. Pommel Siegfried slugs an enemy 0.9 x1 1 Enemy 5 RG Crush Strike in the back of the head 3 MP +65% Stun with his sword pommel. Unique +40% Confuse +40% Silence Siegfried slashes at an 2.0 x1 1 Enemy 15 RG Slash Manslayer enemy's neck. 10 MP +35% Dying Unique

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Name Description POW Target Cost Type Effects Siegfried unleashes a - User 5 RG Sound War Cry mighty war cry that 3 MP +Atk. Up increases his strength. Unique Haven in Siegfried steps back and +33% User 1 MP Spirit Faith utters a quick prayer to HP restore his health. Unique Siegfried taunts an - User 5 RG Sound Provoke enemy into targeting him 4 MP +Taunt and him Unique alone. Shield Siegfried channels earth - All Allies 10 RG Earth wall to strengthen the 8 MP +Def. Up defenses Unique of his comrades. Siegfried channels earth - All Allies 15 RG Earth Inspire to make his allies more 6 MP +Luck Up resilient to status Unique ailments. Siegfried blasts an 2.0 x1 1 Enemy 5 MP Wind Tempest enemy with a withering +10 RG wind. Unique Siegfried sets enemies 3.0 x1 3 Random 10 MP Fire Inferno ablaze in a roaring Enemies +Aflame inferno. Unique +20 RG Shield Enemy slams his shield 1.1 x1 1 Enemy - Crush Bash into the side of target's +50% Stun head. Enemy +5 RG Wide Enemy strikes targets. 0.7 x1 All 2 MP Slash Sweep Enemies +6 RG Enemy Enemy strikes target 0.9 x1 1 Enemy - Crush Poleaxe with the flat of his spear, +60% Stun stunning them. Enemy +6 RG Enemy strikes target 0.5 x3 1 Enemy - Crush Bludgeon three times. +75% Stun Enemy +6 RG Enemy hamstrings 1.1 x1 1 Enemy - Slash Hamstring target, brutally slowing +50% SPD. Down them Enemy +5 RG down. Enemy lacerates target. 0.5 x1 1 Enemy - Slash Lacerate +75% Bleed Enemy +5 RG Enemy low-level aerial 2.0 x1 1 Enemy 1 MP Wind Dive attack on target. +50% Stun Enemy +5 RG Enemy backstabs target. 1.5 x1 1 Enemy - Pierce Backstab +10% Dying Enemy +6 RG

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Name Description POW Target Cost Type Effects Cruel Enemy feints, opening 1.0 x2 1 Enemy 5 RG Slash Feint target up to two vicious 10 MP counterattacks. Enemy Poisoned Enemy strikes target 1.4 x1 1 Enemy 2 MP Slash Blade with poisoned weapon. +50% Poison Enemy +6 RG Enemy leeches target. 1.0 x1 1 Enemy - Leech Leech +25% Life Steal Enemy +6 RG Pommel Enemy slugs target in the 0.8 x1 1 Enemy 5 RG Crush Strike back of the head with its 3 MP +50% Stun sword pommel. Enemy +25% Confuse +25% Silence Enemy attempts to 0.3 x8 1 Enemy 10 MP Crush Trample trample target. +50% Stun Tarasque 6 RG Round House Enemy double-kicks 1.3 x2 1 Enemy 6 MP Crush Kick target. +25% Stun Enemy 6 RG Five Enemy repeatedly lashes 0.6 x5 1 Enemy 10 MP Slash Lashes target. +Bleed Enemy 6 RG Deals fire damage to one 1.2 x1 1 Enemy 3 MP Fire Greek Fire enemy. +25% Aflame Item +10 RG Hypnotic Enemy sleeps target. 0.4 x1 1 Enemy 4 MP Spirit Sway +50% Sleep Enemy +5 RG Immolate Deals fire damage to one 2.0 x1 1 Enemy 5 MP Fire enemy. +50% Aflame Enemy +10 RG Deals ice damage to one 2.0 x1 1 Enemy 5 MP Ice Frostbite enemy. +50% SPD. Down Enemy -Aflame +10 RG Deals water damage to 2.0 x1 One 5 MP Water Drown one enemy. Enemy +50% Stun Enemy -Aflame +10 RG Deals earth damage to 2.0 x1 All 5 MP Earth Rock Fall one enemy. Enemies +50% DEF. Down Enemy -50% Aflame +10 RG Wind Deals wind damage to 2.0 x1 1 Enemy 5 MP Wind Blast one enemy. +10 RG Enemy Deals Evil damage to one 2.0 x1 1 Enemy 5 MP Evil Nightfall enemy. +50% Fear Enemy +10 RG

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Name Description POW Target Cost Type Effects Unholy Breathe attack dealing 2.0 x1 All 8 MP Evil Breath Evil damage to all Enemies +50% Fear enemies. Enemy +25% Atk. Down +25% Def. Down +10% Curse +10 RG Enemy siphons target. 0.3 x1 1 Enemy - MP Drain Siphon +6 RG Enemy Battle Emit a fierce cry that 0.7 x1 1 Enemy 2 MP Sound Cry stuns an enemy. +50% Stun Enemy 5 RG Witch Share an unholy brew +25% 1 Ally 6 MP +Attack Up Doctor that heals demons. HP +5 RG Enemy Drain Touch an enemy, cursing 0.5 x1 1 Random 2 MP Leech Touch and weakening them. Enemy +ATK. Down Enemy +DEF. Down +SPD. Down +5 RG Stone Give a look capable of 1.0 x1 1 Enemy 8 MP Spirit Glare turning a man to stone. +Paralysis Enemy +5 RG Gaze of the Can weaken, curse a 0.5 x1 1 Enemy 1 MP Spirit Dead party member. +Atk. Down Enemy +50% Curse +5 RG Enemy confuses target. 0.7 x1 1 Enemy 5 MP Spirit Confuse +Confuse Enemy +5 RG Enemy raises own - User 3 MP Sound Enrage strength. +Atk. Up Enemy +5 RG Enemy sleeps target. 0.6 x1 1 Enemy 4 MP Sound Sleep +Sleep Enemy +5 RG Enemy berserks target. 0.8 x1 1 Enemy 2 MP Spirit Berserk +Berserk Enemy +5 RG Enemy poisons targets. 1.0 x1 1 Enemy 3 MP Range Poison +Poison Enemy +5 RG Enemy paralyzes target. 1.0 x1 1 Enemy 2 MP Spirit Bind +Paralysis Enemy +5 RG Tail Enemy strikes targets. 1.1 x1 All 4 MP Slash Sweep Enemies +6 RG Enemy

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Name Description POW Target Cost Type Effects Rabbit Enemy slugs target in the 1.8 x1 1 Enemy 10 RG Crush Punch back of the head with its 5 MP +50% Stun fist. Enemy +25% Confuse +25% Silence

Enemy throws target. 2.5 x1 1 Enemy 10 MP Crush Throw +Stun Enemy +20 RG Dive bomb an enemy 3.0 x1 1 Enemy 1 MP Wind Divebomb target. +75% Stun Enemy +5 RG Executioner’s Enemy attempts to 2.5 x1 1 Enemy 15 RG Slash Blade behead target. 4 MP +40% Dying Enemy +6 RG Enemy punches target 2.1 x1 1 Enemy 20 RG Crush Haymaker out. 5 MP +Sleep Enemy Solar Enemy punches target in 2.0 x1 1 Enemy 10 RG Crush Plexus solar plexus. 5 MP +50% Stun Enemy Cloying Enemy paralyzes target. 0.8 x1 1 Enemy 6 MP Leech Web +SPD. Down Enemy +5 RG Enemy paralyzes target. 1.0 x1 1 Enemy 5 MP Physical Ensnare +Paralysis Enemy +5 RG Slit Enemy cuts the target’s 2.0 x1 1 Enemy 10 RG Slash Throat throat. 5 MP +Silence Enemy +5% Dying +6 RG Crescent Enemy hits target 1.2 x2 1 Enemy 5 RG Slash Arc multiple times. 10 MP +75% Bleed Enemy Plague Enemy diseases target. 1.4 x1 1 Enemy - Evil Blade +Plague Enemy +6 RG Spew acid at one enemy. 1.8 x1 1 Enemy 5 MP Water Spew Acid +Poison Enemy +75% Def. Down -Aflame Smoke Expedite an escape - Self - Escape from Bomb under smoke cover. battle Unique Deals fire damage to one 1.8 x1 1 Enemy 3 MP Fire Quicklime enemy. +95% Aflame Item +10 RG Toxic Deals poison damage to 1.2 x1 All 8 MP Wind Spores all enemies. Enemies +25% Confuse Enemy +50% Poison +10 RG

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Name Description POW Target Cost Type Effects Monster heals itself. +100% User 10 MP -Bleed Reform HP -Poison Enemy -Aflame Steal an item from a - 1 Enemy 3 MP Physical Steal player character. Steal Enemy Attempts to steal an 1.0 x1 1 Enemy 3 RG Physical Mug item from a player 5 MP Mug character while dealing Enemy normal damage. Deals fire damage to 3.0 x1 3 Random 10 MP Fire Inferno most enemies. Enemies +Aflame Enemy +20 RG Arctic Deals ice damage to 3.0 x1 3 Random 10 MP Ice Chill most enemies. Enemies +75% SPD. Down Enemy -Aflame +20 RG Deals water damage to 3.0 x1 3 Random 10 MP Water Undertow most enemies. Enemies +75% Stun Enemy -Aflame +20 RG Deals earth damage to 3.0 x1 3 Random 10 MP Earth Tremor most enemies. Enemies +75% DEF. Down Enemy +20 RG Deals wind damage to 3.0 x1 3 Random 10 MP Wind Whirlwind most enemies. Enemies +75% Bleed Enemy +20 RG Unholy Inflict evil damage on 3.0 x1 3 Random 10 MP Evil Abyss most enemies. Enemies +75% Curse Enemy +20 RG Enemy siphons target. 0.5 x1 1 Enemy - Leech Drain Soul MP Drain Enemy Enemy seduces target. 0.5 x1 1 Enemy 8 MP Spirit Seduce +Infatuate Enemy +5 RG Siren’s Enemy drives both 2.4 x1 2 Random 10 MP Sound Call targets mad. Enemies +75% Infatuate Enemy +20 RG Enemy sleeps targets. 3.0 x1 2 Random 10 MP Sound Lullaby Enemies +75% Sleep Enemy +10 RG Increase a target's - 1 Ally 4 MP +DEF. Up Defense Up defenses. +5 RG Enemy Enemy speeds up target. - 1 Ally 4 MP +SPD. Up Speed Up +5 RG Enemy Unnerving Enemy fears target. 1.1 x1 1 Random 2 MP Spirit Gaze Enemy +75% Fear Enemy +5 RG

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Name Description POW Target Cost Type Effects Damning Enemy curses target. 0.8 x1 1 Enemy - Evil Touch +Curse Enemy +6 RG Rotting Enemy diseases target. 0.8 x1 1 Enemy - Leech Disease +Plague Enemy +6 RG Enemy siphons target. 2.0 x1 1 Enemy - Leech Drain Life +50% Life Steal Enemy +6 RG Disturbing Enemy confuses target. 0.5 x1 1 Random 2 MP Leech Dance Enemy +85% Confuse Enemy +5 RG Doom a random enemy. 2.0 x1 1 Random 10 MP Evil Doom Enemy +Doom Enemy +20 RG Jugular Wolf leaps at target's 1.5 x1 1 Random 10 MP Crush Lunge throat. Enemy +20% Dying Enemy +20 RG Boulder - - All - Earth Toss Enemies Event Unique Barrier encases party - All Allies 10 MP +1,000 Barrier HP Barrier members in a protective shell. Unique Enemy calls for - All 5 RG Calls enemies Alarm reinforcements Enemies 3 MP Unique Grants immunity at the - User - +Immunity Purge end of a serious status ailment. Common Sadist’s Enemy and target swap 2.0 x1 1 Enemy 4 MP Spirit Delight current HP. Swaps HP Unique Swaps MP 5 RG

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Auras Name Description Pow. Scope Type Effects Aura of Adds Poison to all 0.5 x1 All Enemies Aura Leech Decay +Poison Adds Bleeding to all 0.5 x1 All Enemies Aura Leech Crimson Aura +Bleed Menacing Adds Atk. Down to all 0.5 x1 All Enemies Aura Leech Aura +Atk. Down Adds Aging to all 0.5 x1 All Enemies Aura Leech Curse of Man +ATK. Down +DEF. Down +SPD. Down Adds Curse to all 0.5 x1 All Enemies Aura Leech Cursed Aura +Curse Adds Confuse to all 0.5 x1 All Enemies Aura Cut Content Devil’s Aura

Rages Name Description ATK Target Cost User Effects Garbhan slices a 0.7 x3 1 Enemy 100 RG Slash Smite crude cross into an +Stun enemy. Garbhan takes out 0.6 x4 1 Enemy 100 RG Crush Bar Brawl his sober frustrations 2 MP +40% Stun on an enemy. Unique +40% Silence +40% Bleed Beware this 1.5 x1 1 Enemy 100 RG Sound Bard’s Ire withering blast of +Curse insults and curses. Unique Francis sings a holy 2.4 x1 3 100 RG Holy Exorcism song of power to Random 10 MP +Fear banish demons. Enemies Unique Daron slices an 0.8 x3 1 Enemy 100 RG Slash One-Two! enemy's chest and +Bleed shield rams them. Holy Daron channels a - All Allies 100 RG Holy Guardian divine blessing 4 MP +Immunity preventing ailments. Daron hurtles a spear 3.0 x1 1 100 RG Range Challenge into enemy ranks. Random 2 MP +80% Fear Enemy Unique +10% Dying Senbon Eve rapidly casts 0.4 x7 7 100 RG Range Salvo seven knives at a Random +65% Blind group of enemies. Enemies Unique +40% Silence +40% Fear Enemy grabs and 3.0 x1 1 Enemy 100 RG Crush Crush crushes target. Enemy impales 2.0 x1 1 Enemy 100 RG Pierce Gore target with horn. +Def. Down +Bleed

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Name Description ATK Target Cost User Effects Clear the Enemy repeatedly 0.8 x5 All 100 RG Slash Deck! lashes target. Enemies +Bleed Assassinate Enemy backstabs 4.0 x1 1 Enemy 100 RG Pierce target. +22% Dying

Pin- Enemy repeatedly 0.7 x4 1 Enemy 100 RG Range cushion shoots target. +Bleed Enemy repeatedly 1.1 x3 1 Enemy 100 RG Slash Frenzy slashes target. +Bleed Enemy savagely stabs 3.0 x1 1 Enemy 100 RG Pierce Puncture target. +Bleed Enemy attacks to 2.0 x1 1 Enemy 100 RG Slash Guillotine behead target. +11% Dying Agonized Enemy weakens 1.0 x1 All 100 RG Sound Wail targets. Enemies +75% ATK. Down +50% DEF. Down +25% SPD. Down +10% Fear Enemy rips the soul 5.0 x1 1 Enemy 100 RG Spirit Reap out of target. +33% Dying Enemy chokes target. 2.8 x1 1 Enemy 100 RG Crush Suffocate +12% Dying

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Passives and Learnable Skills Name Description Cost Type Effects Garbhan has an innate Attunement to - Fire Attunement Fire Attunement the element of fire. Unique Passive Legendary Garbhan is courageous without peer, - Fear Immune Bravado providing immunity to fear. His anger +50% Berserk makes him likely to go berserk. Unique Passive Plot-Critical Garbhan regularly consumes a level of - Alcohol Poisoning Liver alcohol that would kill any mortal. Do Immune not try to emulate. Unique Passive Garbhan is highly likely to counter an - +25% Counter Rate Counterattack enemy attack. Passive Counters by backhanding an opponent - Counterattack Backhand hard across the face. Unique Passive Water Francis has an innate attunement to the - Water Attunement Attunement element of water. Unique Passive Francis has such bad luck that he has - Curse Immune Grim Persistence become immune to curses but scares +50% Fear more easily than others. Unique Passive Daron has an innate attunement to the - Earth Attunement Earth Attunement element of earth. Unique Passive Daron is no stranger to the battlefield. - Def. Down Immune Man of War His guard never breaks, except for when +50% Infatuate it comes to women. Unique Passive Daron is likely to counter an enemy - +10% Counter Rate Counterattack attack. Passive Daron will take damage to protect - Covers weaker party Chivalry weaker party members. members Passive Eve has an innate attunement to the - Wind Attunement Wind Attunement element of wind. Unique Passive Eve has meditated since a child. She - Berserk Immune Inner Calm cannot be driven mad but has always +50% Blind suffered from sensitive vision. Unique Passive

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Name Description Cost Type Effects Eve is highly likely to counter an enemy - +25% Counter Rate Counterattack attack. Passive Eve's will is so strong; she might keep a - Low chance of Iron Will dead woman on her feet. recovering 50% HP Unique instead of Dying Passive Lightning Siegfried has an innate attunement to - Lightning Attunement the element of lightning. Attunement Unique Passive Natural Siegfried has an unclouded vision for the - Confuse Immune Leader future. He does not confuse easily but +50% Poison gets ill easily. Unique Passive Siegfried is likely to counter an enemy's - +10% Counter Rate Counterattack attack. Passive Siegfried will take damage to protect - Cover weak party Chivalry weaker party members members. Passive Debilitating Hits have a small likelihood to stun 1 TP Trained +5% Stun Strike I targets. Debilitating Hits have a greater likelihood to stun 2 TP Trained +5% Stun Strike II targets. Physical attacks do more damage. 1 TP Trained +1 P. Attack Savage Blows I Physical attacks do even more damage. 2 TP Trained +1 P. Attack Savage Blows II Character regenerates a small amount of 5 TP Trained +2% HP Regen Regen health each turn. Character’s rage builds more quickly. 2 TP Trained +5% RG Charge Rate Quick Temper I Character’s rage builds much more 4 TP Trained +5% RG Charge Rate Quick Temper II quickly. Build a more resilient body more quickly. 1 TP Trained +25 Max HP Toughness I Increases Max HP. Build a more resilient body more quickly. 2 TP Trained +50 Max HP Toughness II Increases Max HP substantially. Build a more resilient body more quickly. 3 TP Trained +75 Max HP Toughness III Increases Max HP greatly. Practice evasion techniques. Increases 1 TP Trained +1% Evade Evade I evasion rate. Practice evasion techniques. Increases 2 TP Trained +1% Evade Evade II evasion rate even more. Physical attacks have a small chance to 1 TP Trained +5% Blind Fight Dirty I blind target. Physical attacks have a decent chance to 2 TP Trained +5% Blind Fight Dirty II blind target.

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Name Description Cost Type Effects Increase affinity with the divine and 1 TP Trained +5% Skill Recovery Healer I increase effectiveness of all healing skills. Increase affinity with the divine and 2 TP Trained +5% Skill Recovery Healer II increase effectiveness of all healing skills. Increase affinity with the divine and 3 TP Trained +5% Skill Recovery Healer III increase effectiveness of all healing skills. Practice in demon-hunting ways and 2 TP Trained -5% Evil Exorcist I become more effective against Spirit element creatures. Practice in demon-hunting ways and 4 TP Trained -5% Evil Exorcist II become more effective against Spirit element creatures. Practice alchemy and refinement to get 1 TP Trained +5% Item Recovery Alchemist I greater effectiveness out of healing items. Practice alchemy and refinement to get 2 TP Trained +5% Item Recovery Alchemist II greater effectiveness out of healing items. Alchemist III Practice alchemy and refinement to get 3 TP Trained +5% Item Recovery greater effectiveness out of healing items. Weapon Critical rate of all attacks improves. 1 TP Trained +1% Critical Rate Mastery I Weapon Critical rate of all attacks improves. 2 TP Trained +1% Critical Rate Mastery II Weapon Critical rate of all attacks improves. 3 TP Trained +1% Critical Rate Mastery III Attacks are more likely to cause 1 TP Trained +2% Bleed Wrench I bleeding. Attacks are much more likely to cause 2 TP Trained +3% Bleed Wrench II bleeding. Constant practice in heavy armor 2 TP Trained +2 Speed Knighthood I reduces speed penalties when wearing heavy equipment. Constant practice in heavy armor 4 TP Trained +2 Speed Knighthood II reduces speed penalties when wearing heavy equipment. Increase affinity with the divine and 1 TP Trained +2 Max MP Faith I increase MP pool. Increase affinity with the divine and 2 TP Trained +3 Max MP Faith II increase MP pool. Increase affinity with the divine and 3 TP Trained +5 Max MP Faith III increase MP pool. Build one’s fighting spirit to reduce 1 TP Trained +1 P. Defense Resilience I damage taken from attacks. Build one’s fighting spirit to reduce 2 TP Trained +1 P. Defense Resilience II damage taken from attacks.

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Name Description Cost Type Effects Shallow Shallow dodges allow for more counter- 5 TP Trained +5% Counter Rate Dodges attack opportunities. Character regains a small amount of MP 2 TP Trained +5% MP Regen Tranquil I after each battle. Character regains a small amount of MP 4 TP Trained +5% MP Regen Tranquil II after each battle. Practice a peculiar style of fighting from 5 TP Trained +`1 Attacks Quick Draw the orient, increasing likelihood of making multiple attacks.

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Stat Breakdown Stat Abbr. Description Hit Points HP Measures remaining life force which depletes when hero takes damage Mana MP Remaining mana / mental focus, which depletes by using abilities Rage RG Current level of rage (measured in percent). When full, spend it to use rage techniques (Rages) Training TP Each hero earns two Training Points for each level gained. Used to unlock Points Trained Skills P. Attack P. Power of Physical Techniques ATK. P. Defense P. Defense against Physical Techniques DEF. M. Attack M. Power of Channeling skills ATK. M. Defense M. Defense against Channeling skills DEF. Speed SPD. How quickly combatants will act Luck - Improves critical accuracy and evasion rates

Attributes Attribute Abbr. Description Accuracy ACC. Bonus to chance to hit Evasion Rate P. Bonus to chance to dodge EVA. Critical Accuracy CRT. Bonus to land a critical hit Critical Evade Rate C. Bonus to evade critical hits EVA. Magic Evade Rate M. Bonus to evade Channeling EVA. Magic Reflect Rate REF. Chance of reflecting Channeling Counter Rate CTR. Counterattack rate (%)

Secondary Attributes Attribute Abbr. Description HP Regen. Rate HP Regen. Total rate of HP regeneration MP Regen. Rate MP Regen. Total rate of MP regeneration RG Regen. Rate RG Regen. Total rate of RG regeneration MP Cost Rate MP Cost Percent of default cost to use skills. RG Charge Rate RG Charge Percent at which RG (Rage) builds Recovery Rate REC. Bonus (%) to healing skills Pharmacology Rate PHA. Bonus (%) to healing items

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Status Ailments Name Domain Description LV Restricts Turns Cancel State Change Death Permanently 4 Dead - All - Dead deceased Cannot act

Death Seek immediate 3 Cannot act - - - Dying medical attention to avoid Death. Death Begins Dying 2 - 5 - Timer set to 5 Doom when the timer runs out Death Cannot act, and 1 Cannot act 3 - 5 Berserk Def. Down Sleep cannot evade Paralysis Unable to move 2 Cannot act 2 - - Paralysed or act Paralysis Turn delayed 1 Turn delay 1 - - Stun Blessing Temporary divine 4 - 2 Curse Attack Up Blessed favor Defense Up Blessing Temporary shield 3 - - Barrier HP Barrier Blessing Temporary speed 2 - 2 - 3 Speed +10% Speed Speed Up boost Down Defense Up Blessing Temporary 2 - 3 DEF. +7% P. DEF. defense boost Down +7% M. DEF. Blessing Temporary attack 2 - 3 ATK. +7% P. ATK. Attack Up boost Down +7% M. ATK. Blessing Emboldened by 1 -5% ACC - - Cut Content Drunk alcohol Immunity Cannot die 4 - - - Immunity to Immortal Death and Dying Immunity Immunity to all 3 Positive 1 - 2 - Complete status Immunity Status Ailments ailments fail immunity too Immunity - 2 - - - Cut Content Reflect Immunity Regains a small 1 - - Singed - Regen. amount of HP every turn Curse All healing fails 3 All healing 2 - 3 Blessed Healing fails Curse fails More likely to get Status Ailments Curse Attacks a specific 2 Locks target 1 - 3 - Always attacks Taunt target Speed Down Curse Temporary speed 1 Speed down 2 - 3 Speed -10% SPD. loss Up Defense Curse Temporary 1 Defense 3 Defense -7% P. DEF. Down defense loss Down Up -7% M.DEF.

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Name Domain Description LV Restricts Turns Cancel State Change Attack Down Curse Temporary attack 1 Attack Down 3 Attack -7% P. ATK. loss Up -7% M. ATK. Beguiling Is seduced and 7 Loss of 2 - 4 Confuse - Infatuate defends the control seducer from harm. Beguiling - 6 Loss of - Cut - Terrified control Content Beguiling Cannot distinguish 5 Loss of 2 - 4 Infatuati +20% Berserk Confusion friend from foe control on Beguiling Attacks with wild 4 Defenses 2 - 4 Fear +30% P. ATK. Berserk abandon decrease Sleep -20% P. DEF. Loss of -20% M. DEF. control Beguiling 30% of being 3 Cannot Rage 3 - 4 Berserk 10% removal Fear scared to inaction chance -4% All stats Beguiling Cannot Channel 2 Cannot 3 - 5 - Cannot Channel Silence Channel Beguiling Temporary 1 -50% ACC. 3 - 5 - -50% ACC. Blind accuracy loss Life Drain Damage and 5 - 4 - 6 Bleed HP loss Plague random ailments Poison Inflicts 1-6 for 4 – 6 turns. Aflame Ailments Spreads Life Drain Equal damage 4 - - Bleed HP loss Disease every turn Poison Spreads Aflame No turn limit Plague Life Drain - 3 - - - Cancels Singe Garguiem regen Life Drain Significant 3 - 2 - 3 Plague HP loss Aflame decreasing Spreads damage for 3 turns Life Drain Equal damage for 2 - 3 Aflame HP loss Poison 3 turns Singed Life Drain Increasing 1 - 3 Aflame +50% Poison Bleed damage for 3 Singed turns Poison Evil - 2 - - - 3x damage to Dark targets without Empowerment Barriers

Blood of the Evil Heals HP every 1 - - Singed 4% HP Regen. Fallen turn

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Name Domain Description LV Restricts Turns Cancel State Change - Takes 40% - ¼ chance of - Stun -60% Slash Flying damage from P. removing -60% Crush Atk. Flying when -60% Pierce Weak to hit +10% Range projectiles - Next attack - - 1 - +100% ACC. Focused always hits Honor Protects weak 2 - 1 -- Chivalry Chivalry allies Honor - 1 - 1 - Guard Guard

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Rumor Listing Id Category Topic Dialogue 0 Toledo Santa They say the Santa Compaña has been spotted near the Old Compaña Monastery. I hope it doesn't get any closer to town. 1 Toledo Santa I haven't heard any news about Santa Compaña sightings. Maybe the Compaña reaper has moved on? 2 Toledo Santa It sounds like the trade routes are finally clear! Hopefully now we can Compaña get Kohanim back in town. 3 Toledo Cuélebre I don't know how my family is going to stay fed with that damned Cuélebre at large. 4 Toledo Cuélebre It is you, Garbhan! I don't have to worry about feeding my family anymore, thank you. 5 Toledo Cuélebre Sorry friend, but you picked a troubled time to visit Toledo. If I were you, I'd finish my business quickly and leave.", 6 Toledo Cuélebre Hey, aren't you Garbhan? I heard you killed the Cuélebre. Now my brother can finally rest in peace. 7 Toledo Cathedral I was hoping to visit the cathedral while I was here, but it seems it was damaged in a recent monster attack. 8 Toledo Cathedral If you need a place of worship, there are Mosques and temples near town. 9 Toledo Mines A day in the mines is bloody harsh on the lungs, I tell ya.

10 Toledo Mines I cannot believe some of the others are striking instead of working in the mines. We all depend on the mines, and all of us are at risk. 11 Toledo Mines I'm lucky they have me working the top floor. It's safe up here. 12 Toledo Mines Things are fine up here, but I hear nasty things about the lower levels. There's no way I'm going down there. 13 Toledo Mines I'd stay away from the abandoned mine veins if I were you. Who knows what kinds of horrors lurk down there? 14 Toledo Mines They found my friend's body in the mines yesterday. I'm going to miss him. 15 Toledo Mines Leave me be. My shift isn't even half-over yet. 16 Toledo Mines Did you hear? The guild extended worship breaks up to 3 times a day for Muslim workers. 17 Toledo Mines Step into the center of the elevator to go between floors. I'd stay away from the bottom floor - monsters run wild down there. 18 Toledo Mines What? The monsters have been dealt with? This is a miracle! Now I can rest easy that my son will be safe. 19 Toledo Mines Do you know of any dependable mercenaries in need of work? We really need the help. 20 Toledo Mines Mercenary work for the guards pays well. 21 Toledo Mines Looks like things are calming down here. I'll work a few more shifts then it's time to move on. 22 Old Monastery Generic Welcome to the Old Monastery. 23 Old Monastery Generic Be wary of the Cave of the Dead. Some say the living and dead worlds come into contact in there. 24 Old Monastery Generic Praise be! We can finally get new food supplies. Even with rationing, we were living on dregs. 25 Old Monastery Generic Hopefully that old Rabbi can come by soon. He always has the funniest stories to tell.

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Id Category Topic Dialogue 26 Old Monastery Generic Stay away from the Cave of the Dead. Nothing good has ever come from that foul place. 27 Old Monastery Generic Our supplies are running low. Hopefully, caravans can start coming through again with that foul Garguiem gone. 28 Whispering Falls Suspicious A-A visitor? 29 Whispering Falls Suspicious Who are you? It's nice to see a new face around here. 30 Whispering Falls Suspicious W-Who are you? Go away! 31 Whispering Falls Suspicious H-Hello, welcome to Whispering Falls. 32 Whispering Falls Suspicious I don't know you. 33 Whispering Falls Suspicious What do you want? 34 Whispering Falls Suspicious Why are you here?

35 Whispering Falls Happy Town I'm helping! 36 Whispering Falls Happy Town For the first time in my life, I won't have to fear the Hacinas Festival. 37 Whispering Falls Happy Town Everyone is really getting fired up; there's a lot to do to turn this town around. 38 Whispering Falls Happy Town Things are much quieter around here now, thank you. 39 Whispering Falls Happy Town Garbhan! We chased the old mayor out of town, he was supporting the Kornikaned this whole time! 40 Whispering Falls Happy Town Things can finally start to change around here, thank you Garbhan. 41 Whispering Falls Happy Town I hear both Ulama and a Tzadik are coming to help us! 42 Paris Rumors Did you hear? Some rich fop paid to dig a mine in the swamps. It took a ton of Gold, and the project was abandoned. 43 Paris Rumors The field harvests keep getting smaller and smaller. Do you think the fields have been cursed? 44 Paris Rumors We've asked sages and Rabbi, no one knows why the fields are failing! 45 Paris Rumors Did you hear? One of the stable hands died last week after a horse went berserk. No one knows why it went nuts. 46 Paris Rumors That poor stable hand will be buried after the Kohen arrives. 47 Paris Rumors I've been hearing rumors about a strange town down south. 48 Paris Art Show Say, have you heard? They're holding a big art show soon at Notre Dame Cathedral! 49 Paris Art Show There will be an art exhibit held at Notre Dame Cathedral. I can't wait to see the De La Fleurs perform! 50 Paris Art Show Are you here for the art show? I can't blame you; no one compares to the artisans of France! 51 Paris Art Show I cannot believe someone could be so vulgar as to attack someone at Attack an art exhibit. Is nothing sacred anymore? 52 Paris Kids Are you Francis? Mom said your singing was soooo bad it melted stone! 53 Paris Kids Are you Francis? Mom said your singing was soooo bad it melted people! 54 Paris Kids Mommy said not to talk to strangers. 55 Paris Kids Mom said not to talk to ugly people. Ha-ha! 56 Paris Kids Your clothes are weird! 57 Venice Rumors People are saying strange noises are coming from the docks at night lately. 58 Golgotha Rumors Be careful, the Watchers have been agitated lately. I wonder why? 59 Golgotha Rumors New bone and ash is carried ashore by Styx every day. 60 How much longer must we wait? 61 Golgotha Rumors Stay away from the Skull Eaters. Even spirits aren't safe from them.

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Id Category Topic Dialogue 62 Golgotha Rumors That's strange, you don't feel like a spirit. What are you? 63 Golgotha Rumors Have you seen any white flames? Those are withering souls, they're dying. 64 Golgotha Rumors Did you know? Styx is made up of dispersed souls. 65 Golgotha Rumors We do not eat or sleep, nor do we decay. We are timeless. 66 Golgotha Rumors We wither if we stay away from the Necropolis for long. 67 Golgotha Rumors The line outside the gates is getting long. Has war broken out? 68 Golgotha Rumors I've heard there's Black Mist in the Dying Wastes. 69 Golgotha Rumors Avoid the Seer! She's under a terrible curse. 70 Golgotha Rumors Souls causing trouble in the Necropolis are banished. 71 Golgotha Rumors ... 72 Golgotha Rumors I don't want to do anything. 73 Golgotha Rumors I've heard even devils have fears. 74 Golgotha Rumors ... 75 Tavern Generic There's nothing like a cold one after a day of training. 76 Tavern Generic Hello, can I interest you in any supplies for your journey? 77 Shopkeepers Intro What ho, adventurer? Can I interest you in any of my fine goods? 78 Shopkeepers Intro See anything you like? 79 Shopkeepers Intro Come back any time! 80 Shopkeepers Outro Come back soon! 81 Shopkeepers Outro Take care of yourself, friend! I hope to see you again soon. 82 Shopkeepers Outro Thank you! 83 World Lore Spain This is a painting of his Majesty Alfonso the Avenger, king of Castile.)", 84 World Lore Generic (This is full of someone's clothing. I really don't need to look through this.) 85 World Lore Generic (This is full of basic supplies. I do not need them.) 86 World Lore Dismissal If you need to order something, do it at the front. I've got a lot of orders to fill. 87 Game Hints Generic A Wake-Up-Call is a powerful brew that restores the senses. It is used in the removal of unnatural sleep and confusions. 88 Game Hints Generic Plague can only be removed by burning all traces of it away. 89 Game Hints Generic Humans and animals are equally weak to Holy and Evil elements. 90 Game Hints Generic Most status afflictions are cancelled out by their opposite ailment. 91 Game Hints Generic Bandages and Poultice are both effective at stopping bleeding. 92 Game Hints Generic Branwen Soup and Unicorn Horns can heal even mortal wounds. 93 Game Hints Generic If you find an essence, absorb it to become even stronger! 94 Game Hints Generic Prepared rations help keep soldiers healthy. 95 Game Hints Generic Grenades allow soldiers to inflict fire damage on monsters. 96 Game Hints Generic Heavier armor is stronger than lighter armor but heavy armor hampers mobility. 97 Game Hints Generic Mana can be recovered by guarding during battle. 98 Game Hints Generic Tinctures, ethers, and rare elixirs can restore mana. 99 Game Hints Generic Common Antidotes remove poison, blindness, and paralysis. 100 Game Hints Generic Holy water removes curses, silence, and fear. 101 Game Hints Generic All animals and monsters have elemental weaknesses. 102 Game Hints Generic Holy Circles emit a protective barrier monsters cannot cross. 103 Game Hints Generic All Holy Circles mark the sites of holy events. 104 Game Hints Generic Come to Venice, the floating city! 105 Game Hints Generic A large Catacombs sprawls underneath Paris. 106 Game Hints Generic Many towns are reporting strange sightings and new monsters. 107 Game Hints Generic Town harvests are decreasing again, for the third year in a row.

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Id Category Topic Dialogue 108 Game Hints Generic Alarming report: wolf packs attacking guards on patrol! 109 Game Hints Generic All HP-Draining monsters are weak to silver weapons. 110 Game Hints Generic As one may suspect, monsters without ears take less damage from Bard Songs. 111 Game Hints Generic The Spirit element is equally strong against all foes. 112 Game Hints Generic Axes and hammers are more powerful and less accurate than swords. 113 Game Hints Generic Relics offer great powers in exchange for new weaknesses. 114 Game Hints Generic Unique equipment offers better bonuses than other equipment. 115 Game Hints Generic Reapers cannot be killed, only avoided. It is theoretically possible they can be dispersed. 116 Game Hints Generic Due to drought and war, many small settlements have disappeared. 117 Game Hints Generic Adventurers should pay careful attention to monster lore. 118 Game Hints Generic A number of man-sized blue crystals were uncovered recently. Some scholars claim these are Seals.", 119 Game Hints Generic Why are animals becoming increasingly aggressive? 120 Game Hints Generic Notre Dame art exhibition to debut this year. 121 Game Hints Generic More potent status ailments can cancel weaker ailments. 122 Game Hints Generic Campsites are great for training on the go. 123 Game Hints Generic Templar fleet vanishes from French harbour overnight. 124 Gaea Rumors Rumor has it the Mayor has lost something important. 125 Gaea Rumors I heard the Royal Mining Guild is looking for help. 126 Gaea Rumors People have been hearing screams coming from one of the houses here! 127 Gaea Rumors Farmers around town seem terrified of something. 128 Gaea Rumors I feel a horrible energy coming from somewhere in this prison. 129 Gaea Rumors Something has been stolen from the Old Monastery! 130 Gaea Rumors The priests in town say they need aid. 131 Gaea Rumors I'm still feeling a terrible aura from the lumber mill. 132 Gaea Rumors Whispering Falls is under attack! We should aid them. 133 Gaea Rumors Have you heard about the possessed child? 134 Gaea Rumors That reminds me, didn't Daron want to check out that monastery relief fund? 135 Gaea Rumors I thought Francis wanted you to check on his parents? 136 Gaea Rumors Strange noises are coming from the Catacombs at night. 137 Gaea Rumors I heard grave-robbers are still a problem here. 138 Gaea Rumors What do you think became of the Wretched Mines? 139 Gaea Rumors Garbhan, surely a man of your, er, calibre, cannot resist the allure of the Alligator Mead? 140 Gaea Rumors Some poor woman has forgotten what groceries to buy. 141 Gaea Rumors There's supposed to be a legendary blacksmith somewhere near here. 142 Gaea Rumors There's been trouble at the docks lately. 143 Gaea Rumors I hear the gondola has been making some unusual stops lately. 144 Gaea Rumors What kind of sicko kidnaps cats! 145 Gaea Rumors It sounds like something in the Clock Tower is distorting time. 146 Gaea Rumors I hear an old alcoholic is having trouble finding the bar. Truly, such a task needs your attention, Garbhan. 147 Gaea Rumors I haven't heard anything new lately. 148 Gaea Talk I admit you are not quite what I expected. 149 Gaea Talk Is there something you need, Garbhan? 150 Gaea Talk I'm sorry about what happened to Father Pierre. 151 Gaea Talk I never thought I'd see the day a mortal dispersed a Reaper!

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Id Category Topic Dialogue 152 Gaea Talk I was wrong about you. You're remarkable individuals, even if you are a little strange. 153 Gaea Talk Hey Garbhan, how are you? 154 Gaea Talk I guess you don't need me around any more now that I've imbued you, huh? Ha-ha! 155 Gaea Talk I'm a little scared. I have never allowed myself to get this close to anyone before. 156 Gaea Talk ????? 157 Gaea Talk ????? 158 Gaea Talk ????? 159 Gaea Hints It looks like something is hidden in here. 160 Gaea Hints Surely, you're strong enough to move those crates? 161 Gaea Hints Maybe you can find something to remove the all the debris? 162 Gaea Hints The mine would have supplies to clear cave-ins. 163 Gaea Hints There should be supply areas nearby. 164 Gaea Hints Something feels amiss here. 165 Gaea Hints Take your time, wait for enemies to face away from you. 166 Gaea Hints Maybe there's another path you could take? 167 Gaea Hints It looks like there are lots of obstacles to hide behind. 168 Gaea Hints Try following the horn cleats. 169 Gaea Hints Part of your path may be hidden behind trees. 170 Gaea Hints Do you think those statues can be moved? 171 Gaea Hints There are only three statues. Maybe the direction you face matters as well? 172 Gaea Hints Three riders and three clock hands… 173 Gaea Hints What if more than one hand is pointing to the same position? 174 Gaea Hints I doubt the thieves have made it beyond the Singing Cliffs. 175 Gaea Hints Maybe one of them is hiding in the caves? 176 Gaea Hints I can sense other humans to the east. 177 Gaea Hints Are the blue Will-o-Wisps trying to help? 178 Gaea Hints Follow the blue Will-o-Wisps. 179 Gaea Hints If they've captured Eve, she'll be in the brig. 180 Gaea Hints The brig should be near the back of the ship. 181 Gaea Hints We might need to pull the switch to find a way forward. 182 Gaea Hints Maybe we need to repair one of the log bridges? 183 Gaea Hints It looks like we need to put something on the pedestal. 184 Gaea Hints It must be nearby, maybe in one of the ruined temples? 185 Gaea Hints It must be nearby, maybe in one of the ruined temples? 186 Gaea Hints The correct path must be marked somehow. 187 Gaea Hints The statues seem to be placed in very particular places. 188 Gaea Hints Isn't there a spirit we are supposed to go see? 189 Gaea Hints If we cannot sneak by the Watchers, we can fight them. 190 Gaea Hints You seem to be doing just fine.

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World Event Listing Name Trigger Changes Cuélebre (Slain) Win Cuélebre elite battle • Story advances • NPC dialogue changes Francis Joins Party Francis joins party • Story advances • Unlocks skits and banter • NPC dialogue changes • NPCs will recognize Francis Prison (Wolves) Automatic (Story) • Story advances • Wolf enemies added to prison • Boar boss added to prison • Prisoners threatened • Most guards killed • All cell doors unlocked Prison (Mess) Complete Boar Slaying story quest • Story advances • Remaining wolves killed off • Prison gates unlocked • Prisoners eaten if not saved • Guard mourns the death of Captain Samantha Prison (Restored) Complete Mine in Need story quest • Bodies and blood removed from prison • Cursed ring quest locked off • New NPCs added to Prison areas Toledo Tavern (Closed) Do not free the Bartender from prison • Drunk Duck permanently closed • Bartender shows up in Golgotha • Locks out Killing the Peluda side- quest Adela (Rescued) Free Adela from prison • Second Chances store in Venice opens • Unlocks extra skit Adela (Dead) Do not free Adela from prison • Second Chances store in Venice inaccessible • Locks out rescued skit • Adela shows up in Golgotha Peluda (Dead) Complete Kill the Peluda side quest • NPC dialogue changes Cursed Ring (Picked Up) Pick up the Cursed Ring • NPC dialogue changes • Quest continues in the sequel • Unique relic Toledo Tavern (Reopens) Free the Bartender from prison • Drunk Duck reopens • Bartender shows up back in the tavern • Unlocks Killing the Peluda side- quest Toledo Miners (Back at Complete Strike-breaker side-quest • NPC dialogue changes Work) • Striking miners return to mines Toledo Miners Break up miner strike, kill Jack O’ Lantern, • NPC dialogue changes (Reconciled) then speak to ex-strike leader • Unique mini scene

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Name Trigger Changes Toledo Mines (Monsters Complete Mine in Need side quest • Story advances Banished) • NPC dialogue changes • Monsters removed from mines • NPCs removed from town – now added into mines • Mine shortcuts become accessible Garguiem (Dead) Complete Crimson Tide story quest • Story advances • NPC dialogue changes • Party changes • Passage forward unlocked Peluda (Dead) Complete Kill the Peluda side quest • NPC dialogue changes Bandits (Monastery Automatic (story) • NPC dialogue changes Attack) • Bandits assault monastery • NPC deaths • Old Monastery map changes Bandits (Disarray) Win Bosque boss battle • NPC dialogue changes • Art unlocked • Old Monastery map changes • Bandit NPCs retreat from the monastery • Monks not rescued die and appear in Golgotha • Rescued monks stay in the Old Monastery Bandits (Disbanded) Complete Hunting Thieves side quest • NPC dialogue changes • Bosque’s Bunch now splintered and ineffective Old Monastery Relics Complete Hunting Thieves side quest • NPC dialogue changes (Returned) • Old Monastery map permanently changed • Monk NPCs change positions Mines Bridge (Restored) Complete Cheating Death story quest • Shortcut between Toledo and Toledo Mines Exit (East) restored • Mine Exit map permanently changed • Carpenter/wood worker removed from Mine Exit map Cave of the Dead (Santa Complete Cheating Death story quest • Story advances Compaña Dispersed) • NPC dialogue changes • Santa Compaña permanently removed from Cave of the Dead • Watchers removed from Cave of the Dead

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Name Trigger Changes Cave of the Dead (Bone Complete Homecoming main quest • NPC dialogue changes Pit Curse) • Monsters added to Whispering Falls • Minor changes in appearance of Whispering Falls • Changes to Whispering Falls door states Cave of the Dead (Making Complete the Pit of Bones side quest • NPC dialogue changes Trade Route) • Significant permanent map changes to Cave of the Dead • New NPCs in Cave of the Dead Whispering Falls (Freed) Complete Kill the Kornikaned story quest • Major NPC dialogue changes • Entirety of Whispering Falls unlocked • Whispering Falls store inventory improvements • Removal/murder of Kornikaned sympathizers • Removed sympathizers show up later in Golgotha • Benjamin becomes new mayor of Whispering Falls Whispering Falls (Bone Complete the Pit of Bones side quest • Monsters removed from Curse Banished) Whispering Falls again • Legion boss removed from Cave of the Dead • Memorial added to Cave of the Dead for Aonghus One-Eye • Aonghus One-Eye takes over as blacksmith in Golgotha Kornikaned Lair (Focus Complete Old Shackles side quest • NPC dialogue changes Destroyed) • Permanent change to Kornikaned Lair map • Unlocks story skit Paris (Abaloth Freed) Complete Exorcist Needed side quest • NPC dialogue changes • Unlocks mini scene with Mr. Chapelle • Priest leaves • Francis receives passive boost • Abaloth returns to the demon realm Paris (Francis Parents Complete Inspire Me side quest • NPC dialogue changes Regain Inspiration) • Unlocks unique art • Unlocks unique mini scene Paris (Francis Returns) Complete Road to Fame story quest • Story advances • NPC dialogue changes • Francis temporarily leaves the party

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Name Trigger Changes Paris (Art Show Begins) Complete Homecoming story quest • Story advances • NPC dialogue changes • Map changes Paris (Assassin Attack) Automatic (Story) • Story advances • NPC dialogue changes • NPCs flee art exhibit Paris (After Assassin Automatic (Story) • Story advances Attack) • NPC dialogue changes • Map changes Paris (Relief Donations Complete Giving Back side quest • NPC dialogue changes Checked) • Unlocks gold donations Old Monastery (Relief Donate a total of 50 gold to the • NPC dialogue changes Level 1) monastery relief • Old Monastery map changes • Dead bodies removed from Old Monastery into a temporary tent Old Monastery (Relief Donate a total of 130 gold to the • NPC dialogue changes Level 2) monastery relief • Old Monastery map changes Includes changes from • Wooden graveyard added left of relief levels 1 Monastery • Dead body tent removed • New guards join the Monastery Old Monastery (Relief Donate a total of 210 gold to the • NPC dialogue changes Level 3) monastery relief • Old Monastery map changes Includes changes from • Destroyed tents rebuilt relief levels 1 – 2 • Misc. cleanup

Old Monastery (Relief Donate a total of 290 gold to the • NPC dialogue changes Level 4) monastery relief • Old Monastery map changes Includes changes from • Blood stains and burns removed relief levels 1 - 3 from Monastery • Trade wagon added to map Old Monastery (Relief Donate a total of 370 gold to the • NPC dialogue changes Level 5) monastery relief • Old Monastery map changes Includes changes from • Monastery roof repaired relief levels 1 – 4

Old Monastery (Relief Donate a total of 450 gold to the • NPC dialogue changes Level 6) monastery relief • Old Monastery map changes Includes changes from • Wooden graveyard upgraded to relief levels 1 - 5 stone graveyard • Fence added to graveyard • Widows and mourners added to graveyard • Crypt added onto the left cliff Old Monastery (Relief Donate a total of 530 gold to the • NPC dialogue changes Level 7) monastery relief • Old Monastery map changes Includes changes from • Monastery interior cleaned up relief levels 1 - 6 • Monastery library expanded • Monastery guard wounds heal

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Name Trigger Changes Old Monastery (Relief Donate a total of 610 gold to the • NPC dialogue changes Level 8) monastery relief • Old Monastery map changes Includes changes from • Flags added outside graveyard relief levels 1 - 7 • Statues added to graveyard • Ladder added to Monastery for stonework repairs Old Monastery (Relief Donate a total of 690 gold to the • NPC dialogue changes Level 9) monastery relief • Old Monastery map changes Includes changes from relief levels 1 – 8

Old Monastery (Relief Donate a total of 770 gold to the • NPC dialogue changes Level 10) monastery relief • Old Monastery map changes Includes changes from • Monastery stonework repaired relief levels 1 - 9 • Stone staircase down to beach added • Second stairway added to right cliff • Monastery chest 3 now accessible (bottom right) Old Monastery (Relief Donate a total of 850 gold to the • NPC dialogue changes Level 11) monastery relief • Old Monastery map changes Includes changes from • Monastery stonework redone and relief levels 1 - 10 improved • New shop added outside Monastery Old Monastery (Relief Donate a total of 930 gold to the • NPC dialogue changes Level 12) monastery relief • Old Monastery map changes Includes changes from • Dirt trail paved into cobblestone relief levels 1 - 11 path • Added stone guest housing Old Monastery (Relief Donate a total of 1,000 gold to the • NPC dialogue changes Level 13) monastery relief • Old Monastery map changes Includes changes from • Chest 4 (last chest) now accessible relief levels 1 - 12 (top right) • Extra torches added • All guard armor improved • Merchant stock improved • Statue added for Father Pierre Catacombs (Grave Complete Defiling the Dead side quest • Story advances Robbers Dead) • NPC dialogue changes • Grave robbers permanently removed from Catacombs Catacombs (Desecrator Complete Catacomb Horror side quest • NPC dialogue changes Dead) • Desecrator permanently removed from Catacombs Catacombs (After Cave- Automatic (Story) • Story advances In) • Map changes Wretched Mines (Found) Enter Wretched Mines • New World Map location unlocked • NPC dialogue changes

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Name Trigger Changes Venice (Attempted Ship Talk to Shipwright in Venice • Plays unique mini scene Purchase) Venice (Met Amalia) Talk to Amelia in Second Chances (must • Second Chances store unlocked have freed Amelia from prison) • Unique mini scene • Amelia dialogue change Honorable Raiment Complete Big City Hermit side quest • NPC dialogue changes (Recommended) • Knight NPC moves from Cutting Edge to Honorable Raiment Jacopo (Awake) Complete Sleeping on The Job side quest • NPC dialogue changes • Jacopo permanently leaves the tavern Clock Tower (Kronos Complete Crush Kronos side quest • NPC dialogue changes Dead) • Kronos permanently removed from map Clock Tower (Strix Dead) Complete Stricken the Strix side quest • Story advances • NPC dialogue changes • Strix permanently removed from map Clock Tower (Murder Complete Murder in Venice main quest • Story advances Solved) • NPC dialogue changes • Victim appears in Golgotha Smuggling Ring (Mr. S. Complete Thorny Rose / A Catty Affair • NPC dialogue changes Dead) • Smuggling ring destroyed • Mr. S.’ gang appears in Golgotha Smuggling Ring (Revealed Complete Thorny Rose side quest • NPC dialogue changes to Guards) • Unique scene plays Mr. Nibbles (Saved) Complete A Catty Affair side quest • NPC dialogue changes • Mr. Nibbles permanently removed from Smuggling Den Agapo (Finds Bar) Complete Boozing it Up side quest • Agapo leaves the inn permanently for the pub Sienna (Angry) Get Dating mini-game bad ending • Art unlocks • Sienna does not meet Daron in the sequel • No bonus item Sienna (Befriended) Get Dating mini-game good ending • Art unlocks • Sienna and Daron meet again in the sequel • Bonus item Amé Morte (Departed) Pass point of no return • Story advances • World Map inaccessible • Venice Docks map permanently changes Amé Morte (Eve Automatic (story) • Story advances Rescued) • Eve finally permanently joins party • Eve’s Cell permanently locked off

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Name Trigger Changes Golgotha (Entered) Automatic (story) • NPC dialogue changes • Story advances • Amé Morte (and World Map) inaccessible for rest of Vale of Myth • Amé Morte destroyed in the storm caused by Gaea’s teleport • Siegfried survives the shipwreck • Unique scene Golgotha (Imbued Herald Complete Bearing the Herald side quest • NPC dialogue changes Marrow) • Unique scene • Damage taken in Golgotha drastically reduced Golgotha (Imbued Seer) Complete Seeking the Seer story quest • Story advances • NPC dialogue changes • Gaea’s abilities improve Golgotha (Imbued Gaea) Automatic (story) • Story advances • Party become Nephilim Golgotha (Gaea Reveal) Automatic (story) • Story advances • Gaea finally revealed • Unlocks new skits Golgotha (Escaped) Complete Escaping Golgotha story quest • Story advances • Party leaves Golgotha • World Map unlocked again • Level cap increased to 60 • End of Vale of Myth

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Glossary of Terms Term Definition Origin Agamennone the One of the last generation’s most prominent Monster Hunters, Agamennone never Game mythos Bulwark yielded an inch in battle. Alfonso the Avenger Named for brutally putting down disorder among nobles. Fighting against the Moors Spanish history led by Muhammed IV. Alligator Mead A brew from the Valle dei Setti Morti. It has proven immensely popular, despite limited Game mythos production. Amalia Songstress Amalia doubles as an adventuress. Her charm and approachable nature earn her Game mythos countless fans. Amé Morte An imposing vessel, the Amé Morte is an impressive but oddly worn-looking Galleon. Game mythos Amphisbaena A terrible twin-headed serpent, spewing forth fire and ice. It is born of the blood of Medusa. Aonghus One-Eye Aonghus hails from Scotland. He uses hand-axes to brutal effect, and lost an eye Game mythos clearing a Gap of Gobelin. Battle of Bannockburn Here occurring four years early, a fierce battle where the Scots routed an English force English/Scottish history three times their size. Bosque’s Bunch A group of bandits led by an infamous bandit named Bosque. They have terrorized Game mythos caravans near Toledo for years. Branwen A witch, who once tried to take over England with an army of undead, birthed from her Welsh mythology foul magic cauldron. Branwen Soup The soup of Branwen’s Cauldron can bring the dying back to life or resurrect the dead Welsh mythology as soulless zombies. Castile Castile is a kingdom occupying the middle of Spain. It fought frequent wars against the Old Spanish geography Moors. Catacombs A maze of tunnels and tombs running underneath Paris made to hide Christian burials, Paris history now unruly with monsters. Game mythos Cave of the Dead A cave running through the thinnest part of the mountains. Said to be a cursed place Game mythos where the Spirit Realm holds dominance. Channeling Channeling is a process where humans give mana to spirits and the spirits conjure up Game mythos magic in return. Charles the Mad A French aristocrat prone to lapses of insanity, who once thought himself made of French history grass. Chosen Ones A vague term for souls protected by divine spirits. Game mythos Cuélebre A fire-breathing Wyrm-like creature noted for its habit of hoarding food and treasures. Davy Jones’ Locker Davy Jones is a devil to sailors; one who drags them down to his locker – his troves lay Sailor superstition at the bottom of the sea. Death A unique Greater Spirits. The Grim Reaper, harvester of lives. All Reapers come from it. Game mythos De La Fleurs The De la Fleurs are new to wealth. Their fame saw them rise from travelling bards to Game mythos upper class. Demon Exorcism The process where priests forcibly expel a demon possessing someone or something. Christian beliefs and Vital to resisting the darkness. practices Desecrator A foul creature that feasts upon corpses. The grieving must take particular care to bury Game mythos the dead properly to avoid drawing its attention. Doge The chief magistrate of Venice, its ruler or king. Italian history Eternal Death An entity dies and stays in a deceased state for all eternity. Game mythos Eternal Curse An entity bearing a curse that stays cursed - with no condition that can break the curse Game mythos - for all eternity. Father Pierre Head monk at the Old Monastery, and a beloved father figure to Daron. Game mythos Gaea Gaea is the Greater Spirits of the Earth itself (often depicted as motherly). Pagan beliefs and practices Gap of Gobelin An underground tunnel near Mortain, France that attracts many monsters. French geography & mythology Garguiem A huge serpent drenched red in the gore of countless men and beasts. The fiend can French mythology regenerate itself, but fears fire. Giovanni Soranzo The 51st Doge of Venice. He ascended to the role on July 13, 1312. Venetian history God God is a Greater Spirit deity worshipped by Christians, Jews, and Muslims. Monotheistic holy texts Shinto influences Golgotha The Realm of the Dead, in which Death rules undisputed. Widespread, and split into Game mythos many geographic zones. Great Flood According to Christians, Jews, and Muslims, a flood that wiped out almost all life on Monotheistic holy texts Earth. Greater Spirit Spirits so powerful that they are as gods, Reapers, or devils. Often worshipped or Game mythos feared. Shinto influences

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Hacinas Festival A festival centering on the Tarasque, in which brings out hidden desires into the open Spanish mythology and for a night. celebrations (inaccurately represented) Hall of Legacies A hall in every Monster Hunter Guild branch dedicated to the remembrance of great Game mythos and deceased members. Hannibal Some named him the “Father of Strategy” after his military brilliance. His life was full of World history war and bloodshed. Heaven Part of the Spirit Realm. Heaven is a paradise for Christians, Jews, and Muslims. Monotheistic holy texts Hell Part of the Spirit Realm. Hell is a miserable realm of eternal torment, the stomping Monotheistic holy texts grounds of the damned. Herald Marrow The Herald Marrow is an ancient spirit that can protect others from Golgotha’s harmful Game mythos air. Hibiki Hibiki is an oddly notorious assassin, who considers his work a show. He is talented Game mythos enough to succeed despite the public eye on him. Historical Regatta Annual festival started in 1315AD by Doge Giovanni Soranzo, including a parade and Venetian history rowing boat races. Holy Land All three monotheistic religions use this honorific for Israel - particularly Jerusalem. Christian, Jewish, Muslim beliefs and practices Imbue Imbuement is a process where spirits insert a fragment of themselves into a human’s Game mythos soul. Incubus Incubi are male demons said to prey on sleeping women. The male equivalent is a Medieval Christian Succubus. demonology King Edward King Edward the Second’s reign struggles with gay discrimination and war with Robert English history the Bruce. King Louis Louis the Stubborn fights with the nobility. He abolished slavery in France. French history Knights Templar A large Catholic military order, wealthy and powerful. Templars fought prominently in World history the Crusades. Kornikaned Kornikaned are flesh-eating fairies that entrap victims in very convincing illusions. French mythology (very obscure) La Llorona La Llorona is the vengeful spirit of a young mother. She lost her sanity after drowning Spanish American her children. mythology Legion Legion is a greater death spirit, made manifest as a giant mishmash of corpses. Each of Game mythos the corpses can move on its own. Leviathan A great serpentine dragon that rules the waters undisputed and destroys countless Obscure Biblical ships. creature Little Jeremy’s Lemon Common light alcohol for children, given to them on coming of age ceremonies and Game mythos Drop other special occasions. Louis the Stubborn King Louis X does not see eye-to-eye with most nobles. He abolished slavery in France. French history Lucifer An angel spirit that served as God’s right-hand. Once banished, he became the demon Christian beliefs and Satan. practices Luminaires Spirits bound to the Necropolis. They suffer Eternal Death when Golgotha is no more. Game mythos From the French word for light – “lumen” MacCallum The MacCallum clan wear Tartans of green and blue, and a motto of “In ardua tendit.” Scottish clan Marduk A former Templar, Marduk proved impressive in many battles. He retired after the Game mythos Templar Purge. Master of the Order A high-ranking Templar charged with territory, recruiting, and supervision of officers. World history Merchants Guild Merchant Guilds are powerful Guilds of rich merchants. They are often patrons of the World history arts. Monastery Buildings occupied by monks, often living in seclusion to achieve enlightenment. Christian beliefs and practices Monster Hunter Monster Hunters are talented, often mentally unstable warriors who specialize in Game mythos monster killing. Monster Hunters Guild Dozens of chapters spread across Europe working as a recently unified Guild for Game mythos Monster Hunters. Moors Moors are Muslims of Berber and Arab descent that dominated Spain from ~700 AD to Spanish history 1492 AD. Mother Earth Mother Earth is the Greater Spirits of the Earth itself. She appears as a motherly Game mythos Goddess. Pagan beliefs and practices Muhammed IV Muhammed IV is Sultan of and an accomplished warrior. He became Sultan at Spanish history 10 years old.

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Nephilim Nephilim were powerful humans Imbued with spirits. They challenged the gods, and all Game mythos died in the Great Flood. Biblical name for humans destroyed in the Great Flood Nine Hells Nine Hells, as suggested by Dante’s Inferno, is a curse on all nine circles of Hell, where Dante’s Inferno souls suffer eternally. Notre Dame Notre Dame is a gothic Cathedral that houses the Crown of Thorns and a piece of the Parisian geography True Cross. Old Monastery A Monastery past its glory years, often a point of shelter for caravans tracking between Game mythos Toledo and Paris. Onachus A strange rhinoceros-like creature, suffering from short-sightedness. It hooks up with Greek mythology the Leviathan. Paladin Paladins were the twelve peers of Charlemagne’s court. The term since distinguishes Christian ideal of exemplary knights. martial superiority French history Paris Paris is the capital of France, seat of the King of France and a particularly important French geography trade city. Peluda The Peluda is a foul beast that wilts crops and spreads famine. It is tough enough to Spanish mythology survive the Great Flood. Physical Realm The Physical Realm is the realm known to man. Separate from but overlapping with the Game mythos Spirit Realm. Quicklime A mix of Greek Fire and weaponized Calcium Oxide, causing coughing, choking, and Historical weapons burns. Reaper Reapers are manifestations of death, a spirit that consumes the living without effort. Game mythos Ritual of Banishment A ritual that banishes criminal souls from the Necropolis for 1,000 years. Game mythos Robert the Bruce Robert the Bruce is a beloved King of the Scots and a mighty warrior. He battles for Scottish history Scotland’s independence. Rook Derives from rock, so in conjunction with chess, means a steadfast defense – “like a Middle English rock.” Royal Miners Guild The Royal Miners Guild is a powerful Castile Guild, which unifies many smaller mining Game mythos merchants. Rufina the Rook An exceptional woman, favoring heavy armor, nicknamed The Rook after defending a Game mythos flank single-handedly. Satan Once Lucifer fell, he adopted the name Satan. He is now a being of pure evil, Christian beliefs and deception, and malice. practices Santa Compaña A Reaper reported as a procession of ghostly white figures. It can kill simply by making Spanish mythology eye contact! Scottish Highlands The Highlands cover half of Scotland, tending West and North. They are a mountainous Scottish geography area. Seal Human-sized blue crystals that mark the sites of many Sealed spirits. Game mythos Sealed Spirits magically trapped in a weak state in the Spirit Realm. Seals are azure crystals in Game mythos the Physical Realm. Seimei Seimei is a Shinto term for brightness and purity of heart. Shinto beliefs and practices Setti Valle Brewery A small but popular brewery based in the Vale dei Setti Morti. Game mythos Shade Shades are withering souls reduced to a ball of sentient Soul Fire. Game mythos Shinto The ethnic religion of Japan centered on the balancing of spirits. Shinto beliefs and practices Soggy Frog Mead Frog Mead is potent lime-tainted mead. Named after frogs found sloshed by a cracked Game mythos keg of the stuff. Spirit Realm The Spirit Realm is a realm separate to, but overlapping, the Physical Realm. Spirits live Game mythos here. w. Shinto influences Skull Eaters Skull Eaters are skeletal masses that dominate Golgotha, destroying old ruins and Game mythos wandering souls. Soul Fire In the Spirit Realm, souls wreathed in a blue flame. Avoid touching this. Game mythos Soul Sea Where the Styx – full of dispersed souls – becomes so wide, it is like a sea. Game mythos Spanish Cliffs A beautiful trail winding along the coast, frequented for trade. Sadly, the area has a Game mythos long history of bandit problems. St. Mark’s Basilica St. Marks is the most famous Cathedral in Venice; originally, the chapel of the Doge. Venetian history St. Mark’s Square This Square is a picturesque square in Venice, featuring the Clock Tower, Basilica, and Venetian history Doge’s Offices. Strix The Strix is a poisonous harpy creature, without pupils. It feeds on humans’ organs and Greek and Roman prefers eating infants. mythology Styx The Styx is the Hellish green waters of Golgotha. They hold a countless number of Greek mythology dispersed souls.

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Succubus A Succubus is half-demon, half-woman. She sustains herself by draining life energy Medieval Christian from bedmates. demonology Tainted Nephilim Imbued too many times. Their souls become twisted and warped, driving Game mythos them mad. Tarasque Tarasque is the offspring of the Onachus and Leviathan. It is a dark beast that draws French mythology out evil in men’s hearts. Tartan Tartans are woolen cloth with a pattern of criss-crossed colored bands, matching the Scottish clans colors of a Scottish clan. Task A Task is an ordeal, trial, or challenge. A divine mission bestowed upon select, often General mythology favored, individuals. Templar Purge The Purge is a large-scale Witch-hunt of Templars. Victims suffer imprisonment, exile, World history or execution. Templar A Templar is an individual member of the Templars. The name derives from the word World history Temple. Templars A large Catholic military order, wealthy, and powerful. They fought prominently in the World history Crusades. The Crimson Whirlwind The Whirlwind is a Scottish berserker, wielding a two-handed axe and wearing light Game mythos armor. The Great Necropolis Meaning ‘city of the dead,’ a ruined town atop the mountains where spirits gather for Game history haven. The Seer A wise old spirit that ran afoul of the gods. Other spirits avoid The Seer, afraid to share Game mythos his fate. Tearlaidh the Giant Reaching an incredible 8 feet in height, Tearlaidh towered over his opponents. Died Game mythos gloriously slaying Amphisbaena. Toledo Toledo is famous for its steel and has a long history of co-existence between Christians, Spanish geography Muslims, and Jews. Toledan Steel A prized alloy first used by Hannibal and his armies. Bends instead of snapping when World history put under great stress. Tommy-Knocker The ghost of a miner killed in a cave-in, tied to this world by regret American mythology

Valle dei Setti Morti The name of this marsh means ‘Valley of the Seven Dead,’ after tales about undead Italian legend slaughtering a large family. Veil The Veil is the ethereal barrier between the Physical Realm and the Spirit Realm. Spirits Game mythos can cross it easily. Venice A bustling port-city in the Venetian Lagoon, across 117 small islands interwoven by Italian Geography canals and bridges. Watchers Watchers are floating eyes serving Death. Spirits fear their ability to call Skull Eaters to Game mythos them. Well of Souls The Well is a protected location in the Necropolis, where souls from Styx gather and Game mythos reform again. Will O’ Wisps Will-O’-Wisps are spirits of those who die in swamps, who guide travelers either to English mythology fortune or to their deaths. Wyrm German and Scandinavian often depicted as gluttonous and evil. German and Scandinavian mythology

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Index

Exorcist II ...... 147 Resist ...... 97 2 Attacks ...... 126 Attack Up ...... 139, 150 3 Attacks ...... 126 Add ...... 134, 136, 139 A Catty Affair ...... 97 Remove ...... 121 Accuracy ...... 96, 124 Attributes ...... 149 Achievements ...... 96 Attunement ...... 145 Adarga ...... 129 Aura of Decay ...... 143 Adela ...... 96, 100 Avenger ...... 96 Aflame ...... 94, 124, 126, 151 Axe ...... 118 Add ...... 123, 134, 137, 138, 140 B1 Mine Veins ...... 120 Remove ...... 121, 138, 140, 141 Babble ...... 135 Agonized Wail ...... 144 Backhand...... 145 Ailment Spread ...... 94 Backstab ...... 137 Al Basti ...... 107 Bandage ...... 102, 103, 106, 121 Alarm ...... 142 Banded Mail ...... 127 Alchemist I ...... 147 Banded Shield ...... 129 Alchemist II ...... 147 Bane ...... 92 Alchemist III ...... 147 Bar Brawl ...... 143 Alcohol Poisoning Bard’s Ire ...... 143 Immune ...... 145 Bardfriend ...... 132 Alcohols Baroque Blade ...... 124 Ales ...... 25 Baroque Plate ...... 127 Alligator Mead ...... 165 Barrier ...... 142, 150 Beer ...... 38 Barrier Hit Points ...... 142 Lager ...... 39 Barrow-Wight ...... 109 Little Jeremy’s Lemon Drop ...... 28, 166 Basic Attack ...... 134 Red Wine ...... 30 Bastard Sword...... 124 Sake...... 43 Batavia...... 112 Soggy Frog Mead ...... 167 Battle Axe ...... 124 Spiced Mead ...... 33 Battle Cry ...... 134, 139 White Moscato ...... 45 Beast of Gévaudan ...... 108 White Wine ...... 35 Beef Wellington ...... 122 Ale Flask...... 119 Beguiling Domain...... 151 All Allies ...... 122, 123, 134, 135, 137, 142, 143 Benefactor ...... 96 All Enemies ...... 134, 137, 138, 139, 140, 142, 143, 144 Berserk ...... 151 Alligator Mead ...... 120 Add ...... 134, 139 Amalia Songstress ...... 101 Immune ...... 145 Amé Morte ...... 112, 113, 120, 163 Remove ...... 121 Hold ...... 101 Skill...... 139 Amé Morte Ticket ...... 120 Weak...... 145 Anachronox ...... 110 Berserker Essence ...... 102, 105, 106, 115, 122 Animals in Prison ...... 99 Bestiary ...... 102 Ankou ...... 105 Better shop prices ...... 97 Announcer ...... 106 Between Worlds ...... 97 Antidote ...... 102, 107, 110, 121 Bewildering Domain ...... 151 Apparition ...... 109 Bind ...... 139 Arbalest ...... 126 Bizen Osafune ...... 126 Arch-Lord...... 92, 94 Black Mist ...... 114 Arctic Chill ...... 141 Bleed ...... 143, 151 Arm Slice ...... 135 Add . 124, 125, 126, 135, 136, 137, 138, 140, 141, 143, 144, 147 Armor ...... 118, 119 Remove ...... 121, 140 Art Tickets ...... 120 Resist ...... 96 Artemis Pendant ...... 132 Blessed ...... 150 Assassin ...... 110 Blessing Domain ...... 150 Assassinate ...... 144 Blind ...... 97, 121, 132, 151 Assassination Contract ...... 120 Add ...... 123, 132, 134, 135, 143, 146 Atlatl ...... 126 Immune ...... 133 Attack ...... 122, 129 Remove ...... 121, 136 Attack Down ...... 150 Resist ...... 97 Add ...... 134, 135, 136, 138, 139, 143, 144 Weak...... 145 Remove ...... 121 Block Damage Reduction ...... 129

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Block Rate...... 129 Animal Blood of the Fallen ...... 151 Cuddles ...... 29 Bloodhound...... 97 Mr. Nibbles ...... 51 Bloodthirsty Swarm ...... 108 Mynx ...... 79 Bloody Bones ...... 111 Antagonists Blootered ...... 99 Human Bludgeon ...... 137 Hibiki 34, 36, 37, 43, 44, 47, 52, 58, 59, 69, 70, 71, 72, Bone Wall ...... 130 74, 166 Bonus Hit Rate ...... 149 Neikan Kotarou ...... 34 Bosque ...... 100, 106, 107 Kornikaned Bosses ...... 92 Bosque ...... 32, 38, 39, 44, 46, 56, 65, 68, 165 Boulder ...... 105 Spirit Boulder Toss...... 142 Death ...... 40, 41, 42, 59, 78, 165, 168 Bow ...... 118 Legion ...... 57, 83, 166 Bracer ...... 118 Satan... 35, 36, 37, 40, 41, 42, 44, 50, 58, 59, 166, 167 Brandistock ...... 125 Demon Branwen Soup ...... 99, 105, 121 Abaloth ...... 29, 84 Brave...... 97 Human Brawler ...... 96 Historic Brie ...... 122 Alfonso the Avenger ...... 37, 39, 165 Brigand ...... 106 Charles the Mad ...... 165 Brigandine ...... 128 Edward I ...... 53 Bronze Breastplate ...... 127 Eleanor of Castile ...... 31 Brutal Feint ...... 136 Giovanni Soranzo ...... 165, 166 Buckler ...... 129 Hannibal ...... 166, 168 Butcher ...... 96 Hugh Despenser the Younger ...... 53, 54 Cabin 1...... 100 Isabella of France ...... 26, 29, 30, 32, 50, 53, 54 Calls Reinforcements ...... 142 Joan I of Navarre ...... 54 Campsite Only ...... 99, 100, 101 John Comyn ...... 55 Campsites ...... 99 King Edward I ...... 30, 31, 32, 53, 55 Can We Trust Gaea? ...... 100 King Edward II .... 26, 29, 30, 31, 32, 36, 37, 50, 53, 54, Captain Marduk ...... 101 55, 166 Carmen’s Tooth ...... 132 King Louis X ...... 29, 37, 166 Cat Saviour ...... 97 Kusunoki Masashige ...... 34 Catacombs ...... 100, 120 Louis X ...... 50 Exit ...... 100 Muhammed IV ...... 167 Cave of the Dead Nadeshiko Masamune ...... 33, 34 Entrance ...... 99 Okazaki Masamune ...... 33, 34 Cerulean Dragon Spear ...... 125 Philip IV ...... 54 Chainmail ...... 127 Piers Gaveston ...... 53, 54 Chakra ...... 136 Pope Clement V ...... 36, 37, 50, 53 Challenge ...... 135, 143 Robert the Bruce ...... 32, 36, 53, 55, 167 Channeling ...... 99 Non-Historic Chant of Prayer ...... 134 A. 51 Character Classes Adela ...... 51, 61 Bard ...... 116 Agamennone the Bulwark...... 165 Highlander ...... 116 Amalia Songstress ...... 28, 29, 49, 165 Knight ...... 116 Aonghus One-Eye ...... 26, 57, 83, 165 Ronin ...... 116 Aristotele Sunseri ...... 36, 37, 52 Templar ...... 116 Azucena ...... 80 Characters Calista ...... 80 NPC Captain Guerino ...... 26, 51 Antagonists Captain Marduk ...... 36, 37, 38, 39, 61, 62, 166 Bosque ...... 18, 19 Connard Chapelle ...... 26, 29, 32, 84 Captain Marduk ...... 16, 17 Elizabeth De La Fleur ...... 29, 47, 69, 85 Satan...... 13, 15 Enzo ...... 51 Father Pierre ...... 18 Father Jean Phillippe ...... 84 Historic Father Pierre ...... 26, 29, 30, 32, 38, 48, 56, 58, 65, 86, Hannibal ...... 16 165 Jesus Christ ...... 13 Fatimah the Maid ...... 47 Joab ...... 13 Goffredo ...... 87 Noah ...... 13 Irma ...... 87 Pope Clement the Fifth ...... 14, 21 J. 51 Robert the Bruce ...... 15 Jacopo ...... 89 NPCs ...... 38, 46 Lorik I ...... 48

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Lorik II ...... 26, 48, 56, 86 Cleave ...... 136 Lorik III ...... 48, 56 Cliff Crossing ...... 99, 100 Louis De La Fleur ...... 29, 47, 69, 85 Cliff Path ...... 99 M. 51 Cloich Tabaill ...... 126 Maid Fatimah ...... 29 Clothes ...... 127 Mine Cart Operator ...... 63 Black Noblewoman’s Dress ...... 45 Mine Overseer ...... 63 Fine Dresses ...... 54 Mr. S...... 51 Hairpin ...... 33 Nala the Adventuress ...... 57, 83 Kilt 25 Olaf ...... 61 Silk 28 Old Man Benjamin ...... 26, 38, 46, 58 Simple robes ...... 56 Paride ...... 88 Cloying Web ...... 140 Q. 51 Codes of Conduct R. 51 Chivalry ...... 33, 34 Rufina the Rook...... 167 Codpiece ...... 132 Tearlaidh the Giant ...... 168 Combat Systems ...... 93 Templar Nigel ...... 36 Common ...... 108, 109, 123, 132, 134, 140, 142 Templar Otto ...... 36 Complete Mastery ...... 98 The Crimson Whirlwind ...... 168 Composite Bow...... 125 W. 51 Confuse ...... 93, 97, 139 Spirit Add ...... 135, 136, 138, 139, 140, 141 Gaea .. 6, 25, 29, 32, 34, 37, 40, 41, 42, 44, 56, 58, 59, 64, Immune ...... 133, 146 75, 76, 77, 165, 166 Remove ...... 121 God ...... 37, 40, 41, 42, 44, 165, 166 Confusion ...... 151 Herald Marrow ...... 166 Conjuring Seer ...... 59, 77, 168 Enemy ...... 141 Succubus Conquistador’s Plate ...... 127 Sienna ...... 31, 32, 45, 58 Counter Rate ...... 145, 146, 147, 149 PC Counterattack ...... 145, 146 Daron Underwood ...... 18, 116 Crazed Wolf ...... 102 Eve / Misako Masamune ...... 116 Crescent Arc ...... 140 Francis de la Fleur ...... 20, 116 Crest Shield ...... 129 Garbhan MacCallum ...... 116 Crimson Aura ...... 143 Siegfried Morgenstern ...... 9, 14, 15, 21, 116 Crimson Scourge...... 126 PCs ...... 24, 58 Crimson Tide ...... 96 Human Critical Evasion Rate ...... 98, 149 Daron Underwood .. 26, 29, 30, 31, 32, 33, 34, 37, 38, 41, Critical Hit Rate ...... 97, 98, 147, 149 44, 45, 52, 53, 54, 55, 56, 57, 58, 59, 65, 68, 85, 86, 165 Critical Rate Bonus ...... 124 Francis De La Fleur ... 6, 25, 26, 27, 28, 29, 30, 32, 34, 37, Crossbow ...... 118 39, 41, 45, 47, 49, 52, 56, 57, 58, 59, 61, 69, 85 Crossroads ...... 102 Garbhan MacCallum . 6, 24, 25, 26, 28, 29, 30, 32, 33, 34, Crucifix ...... 119 37, 39, 41, 45, 46, 47, 52, 55, 56, 57, 58, 59 Cruel Feint ...... 137 Misako Masamune (Eve) ..... 24, 26, 33, 34, 37, 41, 43, 58, Crush ...... 117, 143 59, 69, 70, 71, 72, 74 Attack ..... 124, 134, 135, 136, 137, 138, 139, 140, 142, 143, 144 Siegfried Morgenstern ..31, 32, 35, 36, 39, 41, 43, 44, 50, Crypt Guardian ...... 109 52, 53, 58, 59, 75 Cuegle ...... 103 Charismatic ...... 97 Cuélebre ...... 96, 99, 102, 120 Charmer ...... 97 Cuélebre’s Trophy ...... 120 Chasing Shadows ...... 97 Cultures Chivalry ...... 145, 146, 152 Factions Chronos Coil ...... 124 Monster Hunters Guild Claddagh...... 132 Hall of Legacies ...... 166 Classes Physical Realm Bard ...... 27 Factions Greater Deity ...... 42 Adventurers Guild ...... 12 Greater Devil ...... 44 Bosque's Bunch ...... 16, 17, 18 Greater Reaper...... 40 City Guard ...... 16, 17 Highlander ...... 24 Guild of Pepperers ...... 12 Knight ...... 30 Knights Templar...... 14, 15, 16, 19, 21 Lesser Reaper ...... 167 Monster Hunters Guild ...... 9, 12, 16, 19 Ronin ...... 33 Moors ...... 16 Shapeshifter ...... 41 Royal Miners Guild ...... 16 Templar ...... 35 Setti Valle Brewery ...... 20 Claymore ...... 124 Hacinas Festival ...... 19, 166 Clear the Deck! ...... 144 Italy

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Venice Add ...... 135, 136, 137, 141 Historical Regatta ...... 166 Remove ...... 121 Scotland Demon Slayer...... 96 Tartan ...... 168 Desecrator ...... 110 Spain Deserter ...... 106 Hacinas Festival ...... 38, 46 Devil...... 103 Superstitions Devil’s Aura ...... 143 Davy Jones’ Locker ...... 165 Devilbane ...... 124 Religions Dip ...... 103 Christian Disease ...... 133, 151 Catholic ...... 16 Disturbing Dance ...... 141 Islam ...... 16 Dive ...... 137 Spirit Realm Dive-bomb ...... 139 Factions Doom ...... 150 Luminaires ...... 23 Add ...... 141 Golgotha Skill...... 141 Ritual of Banishment ...... 167 Dory ...... 125 Curry ...... 122 Drain Life ...... 141 Curse...... 93, 150 Drain Soul ...... 141 Add ...... 132, 138, 139, 141, 143 Draining Touch...... 139 Immune ...... 133, 145 Draupnir ...... 132 Remove ...... 121 Drown ...... 138 Curse Domain...... 150 Drude ...... 109 Curse of Man ...... 143 Drunk ...... 96, 150 Cursed Aura...... 143 Drunkard ...... 96 Cursed Ring ...... 132 Dutch Custom ...... 126 Cut Content ...... 111, 120, 143, 150, 151 Dying ...... 135, 146, 150 Dalmatica ...... 127 Add ...... 123, 126, 136, 137, 140, 142, 143, 144 Damning Touch ...... 141 Remove ...... 121, 135 Dark Empowerment ...... 151 Dying Wastes ...... 101, 155 Dark Shroud ...... 133 East ...... 101 Daron ...... 97, 99, 100, 101, 118, 119 Earth ...... 117, 127, 145 Daron’s French ...... 100 Attack ...... 124, 135, 137, 138, 141, 142 Daron’s Parents ...... 99 Earth Attunement...... 145 Daron’s Scar ...... 99 Easily Missed ...... 100, 101 Dates Element ...... 124 1100AD ...... 18 Elements ...... 94 1130AD ...... 19 Earth ...... 30, 35 1242AD ...... 12 Fire ...... 24 1287AD ...... 31 Water...... 27 1288AD ...... 12 Wind ...... 33 1290AD ...... 18, 31 Elites ...... 92 1300AD ...... 18 Elixir ...... 99, 105, 121 1307AD ...... 14, 31 Elixir I ...... 99 1308AD ...... 19 Elixir II ...... 99 1310AD ...... 18 Enemy Conjuring ...... 138, 139, 140, 141 1311AD ...... 31 Enemy Encounters ...... 92 1312AD ...... 18, 32, 53 Enemy Skill ...... 137, 138, 139, 140 1314AD ...... 14 Enrage ...... 139 1315AD ...... 6, 12, 15, 23, 166 Enraged Boar ...... 102 1317AD ...... 15 Ensnare ...... 140 De La Fleur’s Manor...... 120 Epee ...... 124 Dead ...... 121, 150 Equipment Types ...... 118 Death ...... 115, 120 Escape ...... 134 Death Domain ...... 150 Escargot ...... 122 Debilitating Strike I ...... 146 Ether ...... 109, 121 Debilitating Strike II ...... 146 Evade I ...... 146 Decrepit Cave ...... 120 Evade II ...... 146 Defense ...... 96, 122 Evasion ...... 96 Defense Down ...... 150 Evasion Bonus ...... 149 Add ...... 138, 139, 140, 141, 143, 144 Evasion Rate...... 146 Immune ...... 145 Eve ...... 101, 118, 119, 136 Remove ...... 121 Eve’s Accent ...... 101 Resist ...... 97 Events Defense Up...... 141, 150 Battle of Bannockburn ...... 26, 30, 31, 53, 54, 55, 165

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Bone Pit Curse ...... 57 Wokou ...... 34 Crusade of The Poor ...... 50, 52 Spirit Realm Dulcinian Movement ...... 50 Luminaires ...... 166 False Calamity ...... 36, 41, 44, 59 Skull Eaters ...... 167, 168 First Trial ...... 42 Faith I ...... 147 Great Flood...... 165 Faith II ...... 147 Noah’s Ark ...... 13 Faith III ...... 147 Return of Nephilim ...... 50 Far Liath ...... 112 Siegfried Warns the Fleet ...... 14 Favorite Drinks ...... 100 Siegfried’s Petition ...... 14 Fear ...... 93, 97, 124, 125, 151 Templar Purge ...... 14, 35, 36, 39, 50, 166, 168 Add ...... 124, 126, 136, 138, 141, 143, 144 The Battle of Bannockburn ...... 15 Immune ...... 98, 133, 145 The First Trial ...... 13 Remove ...... 121 The Great Famine ...... 15 Weak...... 145 The Great Flood ...... 9, 13 Fear Doirche ...... 114 The Second Trial ...... 13, 15 Fearless ...... 97 The Templar Purge ...... 14, 15 Fight Dirty ...... 134 The Third Trial ...... 15 Fight Dirty I ...... 146 Third Trial ...... 41, 44, 50, 58 Fight Dirty II ...... 146 Welsh Wars ...... 31 Fire ...... 117 Evil ...... 97, 117, 138 Attack ...... 124, 134, 137, 138, 140 Attack ...... 136, 138, 140, 141 Resist ...... 129 Resist ...... 130, 131, 133, 147 Fire Attunement ...... 145 Weak ...... 132 Firebrand...... 134 Evil Domain ...... 151 Five Lashes ...... 138 Evil Eye ...... 136 Flail ...... 118 Executioner’s Blade ...... 140 Flamberge ...... 124 Exemplar ...... 96 Flay ...... 136 Exorcism ...... 143 Flying ...... 151 Exorcist ...... 97 Focus Orb ...... 100 Exorcist I ...... 147 Focused ...... 152 Exorcist Needed ...... 97 Foods Experience Rate ...... 96 Beef Stew ...... 25 F1 ...... 99 Candied Lamb ...... 45 Fachen ...... 104 Fish with Rice ...... 33 Factions Human Flesh ...... 38 Bosque’s Bunch ...... 159 Meat and potatoes ...... 35 Physical Realm Rice Balls ...... 43 Adventurers Guild ...... 49 Roast with Potatoes ...... 30 Anti-Kornikaned Rebels...... 46 Vegetables, berries, and fish ...... 56 Bardic Order ...... 47, 49 Wild Boar ...... 28 Black Hand ...... 43 Four Random Enemies ...... 136 Bosque's Bunch ...... 38, 48, 58, 165 France ...... 105, 122, 154 City Guard ...... 39 Francis ...... 99, 100, 101, 118, 119, 134 De La Fleurs ...... 27, 28, 165 Francis Bardic Knowledge ...... 100 English Nobles ...... 30 Francis Cooks ...... 99 English Royalty ...... 53, 54 Francis Family Worries ...... 100 English Separatists...... 53 Francis Sings...... 100 French Loyalists ...... 27 Francis Songs ...... 99 French Nobles...... 47 Francisca ...... 124 French Royalty ...... 54 Frenzy ...... 144 Knights Templar... 35, 36, 39, 43, 44, 50, 52, 58, 59, 166, 168 Frostbite ...... 138 Kornikaned Loyalists...... 38, 46 Fugu ...... 123 MacCallum Clan ...... 24, 166 Full Kilt ...... 127 Merchants Guild ...... 48, 52, 166 Functions Monks ...... 30, 56 Bruiser ...... 24, 35 Monster Hunters Guild ...... 57, 166 Defender ...... 30 Moors ...... 165, 166 Healer ...... 27 Royal Miners Guild ...... 167 Thief ...... 33 Samurai ...... 34 Gáe Bulg ...... 125 Scottish Separatists ...... 24, 25, 31, 55 Gaea ...... 100, 127 Setti Valle Brewery ...... 167 Gaea’s Embrace ...... 127 Templar Separatists ...... 52 Gaea’s Gift ...... 120 Vatican City ...... 50 Gaea’s True Form? ...... 100 Venetian Smugglers ...... 51 Game Systems ...... 91

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Garbhan ...... 99, 100, 101, 118, 119, 120, 145 Holy Water ...... 103, 121 Garguiem ...... 96, 100, 105, 151, 154, 159 Honor Domain ...... 152 Garlic Clove ...... 132 Honorary Parisian ...... 97 Gauntlet ...... 129 Honorary Toledan ...... 97 Gaze of the Dead ...... 139 Honorary Venetian ...... 97 Gazpacho ...... 123 Honorifics Gear Trap ...... 110 Holy Land...... 166 Ghost ...... 96 Hoplite ...... 125 Giant Slayer ...... 96 Hou Yi ...... 126 Gimme a Drink ...... 134 Human ...... 96 Gokstad ...... 129 Hurricane ...... 126 Gold drops ...... 98 Hypnotic Sway ...... 138 Gold Drops ...... 133 I’m Angry Now ...... 134 Golgotha ...... 113, 114, 115 Iainuki ...... 136 Dying Wastes ...... 101 Ibutho Anklet ...... 132 Great Necropolis ...... 101 Ice Hill of Despair ...... 101 Attack ...... 138, 141 Good Samaritan ...... 97 Immolate ...... 138 Gore ...... 143 Immortal ...... 98, 150 Grand Master ...... 98 Immunity ...... 150 Grave Robber ...... 109 Add ...... 142, 143 Great ...... 96 Immunity Domain ...... 150 Great Aura ...... 94 Indestructible ...... 98 Great Necropolis ...... 101 Infatuate ...... 93, 151 Great Sword ...... 118 Add ...... 135, 141 Greek Fire ...... 123, 138 Immune ...... 132, 133 Green Grocer ...... 97 Remove ...... 121 Grenade ...... 123 Weak...... 145 Grim Persistence ...... 145 Infatuation ...... 97 Grim Reaper ...... 133 Inferno...... 137, 140 Guard ...... 134, 152 Inner Calm ...... 145 Guillotine ...... 144 Inquisitor ...... 98 Haggler ...... 97 Insomniac Band ...... 104, 132 Hairpin ...... 119 Inspire ...... 135, 137 Half-Plate ...... 127 Instrument ...... 119 Hamstring ...... 137 Investor ...... 98 Hand Crossbow ...... 125 Iron Fist ...... 134 Handedness ...... 124, 129 Iron Spear...... 124 Harpy ...... 110 Iron Will ...... 146 Harvester ...... 104 Iron Wristlet ...... 129 Hauberk ...... 127 Jack O’ Lantern ...... 104, 124, 158 Haven in Faith ...... 135, 137 Jester Essence ...... 107, 111, 114, 122 Haymaker ...... 140 Jeté de Rose ...... 135 Healer I ...... 146 Judge ...... 120 Healer II ...... 147 Judge’s Essence ...... 120 Healer III ...... 147 Jugular Lunge ...... 142 Health Regeneration Rate ...... 146, 149 Kallikantzaros ...... 107 Heavy Armor ...... 118 Katana ...... 118, 126 Herald ...... 120 Keepsake ...... 119 Herald Marrow...... 120 Ki Blast ...... 136 Herbs ...... 122 Kilij ...... 124 Hero ...... 96 Kill the Kornikaned ...... 97 Hero of Whispering Falls ...... 97 Kite Shield ...... 129 Hibiki ...... 113 Knight Essence ...... 109, 112, 122 Hill of Despair ...... 101 Knight’s Cuirass ...... 127 Hit Points ...... 98, 121, 122, 134, 135, 142, 149 Knighthood I ...... 147 Hoggspjot ...... 125 Knighthood II ...... 147 Hold ...... 101 Kodachi...... 126 Holy...... 103, 117 Kornikaned ...... 97, 107 Attack ...... 124, 143 Kornikaned Caves Resist ...... 133 Kornikaned Lair ...... 100 Holy Circles ...... 156 Kotetsu ...... 126 Holy Grenade ...... 123 Kronos ...... 111 Holy Guardian ...... 143 La Chusa ...... 104 Holy Places ...... 99 La Llorona...... 113

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Lacerate ...... 137 Italy ...... 21 Laminate Bow ...... 125 Amé Morte ...... 14, 15, 21, 37, 43, 59, 75, 165 Lantern ...... 120 Swamp Brewery ...... 44 Large Shield ...... 118 Valle dei Setti Morti ...... 20, 58, 71, 165, 168 Lasagna ...... 122 Venetian Clock Tower ...... 52, 59 Leather Cape ...... 132 Venice ...... 21, 36, 51, 58, 72, 74, 87, 88, 89, 168 Leather Cuffs ...... 129 St. Mark’s Basilica ...... 167 Leech ...... 117, 138 St. Mark’s Square ...... 167 Attack ...... 139, 140, 141, 143 The Arsenal ...... 21 Resist ...... 129, 130, 132 Venice Clock Tower ...... 21 Legend ...... 97 Water’s Edge Pub ...... 58 Legendary ...... 132, 133 Venice Docks ...... 59 Legion ...... 110 Japan ...... 34, 167 Lettuce ...... 123 Scotland ...... 25 Leviathan ...... 127 Scottish Highlands ...... 167 Leviathan’s Scale ...... 127 Spain ...... 16, 25, 28 Life Drain ...... 141 Castile...... 165 Life Essence ...... 110, 111, 115, 122 Crossroads ...... 16 Life Steal ...... 132, 138 Singing Cliffs...... 18 Immune ...... 132, 133 Old Fort ...... 18 Lifedraining Domain ...... 151 Spanish Cliffs ...... 17, 18, 19, 38, 58, 64, 167 Light Armor ...... 118 The Old Fort ...... 38 Lightning ...... 117 Toledo16, 17, 25, 28, 38, 39, 58, 60, 79, 80, 81, 165, 167, Attack ...... 136 168 Lightning Attunement ...... 146 Toledo Mines ...... 16 Lion Tamer ...... 98 Toledo Prison ...... 17 Locations ...... 16 Toledo Mines ...... 58, 63 Amé Morte ...... 112, 113, 120, 163 Toledo Prison ...... 44, 58, 61, 62 Hold ...... 101 Spanish Cliffs ...... 99, 104, 105 Brie ...... 122 Cliff Crossing ...... 99, 100 Catacombs Cliff Path ...... 99 Exit...... 100 Meandering Path ...... 101 France ...... 105, 122, 154 Spirit Realm ...... 7, 8, 9, 10, 13, 15, 22, 59, 167 Kornikaned Caves Golgotha8, 9, 13, 15, 21, 22, 40, 41, 59, 76, 77, 78, 165, 166, Kornikaned Caves ...... 100 167, 168 Old Monastery Dying Wastes ...... 22, 59 Aftermath Exterior ...... 100 Gates of the Dead ...... 22 French Crossroads ...... 100 Great Necropolis ...... 59 Mountain Path ...... 100 El Castillo ...... 59 Paris ...... 97, 110, 113, 120, 154, 155, 156, 160, 161 Path of Ascension ...... 59 Physical Realm ...... 7, 8, 9, 10, 16, 59, 167 Soulsea ...... 22, 23, 167 China ...... 34 The Great Necropolis ...... 13, 22, 23, 168 England ...... 30, 32, 36, 54 The Well of Souls ...... 23, 59, 168 Greyfriars Monastery ...... 55 The Hill of Despair ...... 23 Europe...... 49 The Well of Souls ...... 13 France ...... 18, 30 Heaven ...... 7, 9, 13, 42, 166 Catacombs ...... 58 Hell ...... 9, 13, 20, 166 Cave of the Dead ...... 18, 38, 44, 66, 83, 165 The Veil ...... 7, 8, 18, 20, 59, 168 Kornikaned Lair ...... 44 Toledo Mines ...... 99, 102, 103, 104, 120, 159 La Rochelle ...... 14 Toledo Prison ...... 102, 120 Old Monastery 18, 30, 32, 38, 44, 48, 56, 58, 65, 86, 165, Wing ...... 99 167 Vale dei Setti Morti Paris ...... 20, 28, 34, 36, 43, 58, 69, 70, 84, 85, 86, 167 West Entrance ...... 100 Catacombs...... 165 Valle dei Setti Morti Notre Dame Cathedral ...... 167 Cabin 1 Exterior ...... 100 The Catacombs ...... 20 Marsh Path ...... 100 The Old Monastery ...... 17 West Entrance ...... 99 Whispering Falls. 18, 19, 38, 44, 46, 57, 58, 67, 68, 82, 83 Veil ...... 97 Kornikaned Lair ...... 19 Venice ...... 97, 100, 101, 111, 112, 120, 155, 156, 163 Whispering Falls Arena ...... 19 Arsenal ...... 101 Germany ...... 20 St Mark’s Square ...... 101 Devil’s Cemetery ...... 20 West Entrance ...... 100, 101 The Devil’s Graveyard...... 36 Whispering Falls ...... 97, 101, 106, 107, 154, 156, 159, 160 Israel ...... 166 Exterior ...... 100, 101 Jerusalem ...... 166 Mayor’s Manor ...... 100

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Locust ...... 104 Minerals Long Sword ...... 124 Obsidian ...... 22 Longbow ...... 125 Mirror Mail ...... 127 Lord...... 92, 94 Monastery Aflame ...... 96 Loremaster ...... 98 Mother’s Hairpin ...... 131 Lost Soul ...... 114 Mr. S...... 112 Lots of Chests ...... 101 Mug ...... 140 Lots of Secrets ...... 101 Murder in Venice ...... 97 Lou Carcolh ...... 105 Mythology Love Languages America Quality Time ...... 45 Jack O’ Lantern ...... 63 Touch ...... 41 American Luck...... 96, 97, 122, 132, 133, 149 Jack O’ Lantern ...... 16 Luck Up Tommy-Knocker ...... 168 Add ...... 135, 137 Biblical Lullaby ...... 135, 141 Leviathan ...... 166 Lute ...... 131 Demonology Lutin ...... 104 Incubus ...... 166 Lyre ...... 131 Nine Hells...... 167 M. Attack ...... 97, 98, 122, 149 Succubus ...... 21, 45, 166, 168 M. Defense ...... 96, 122, 149 England Mackerel ...... 123 Will O’ Wisps ...... 20, 168 Magic ...... 8, 10 France Channeling ...... 10, 165 Cuélebre ...... 60 Dancing ...... 10, 11 Gap of Goeblin ...... 165 Imbuement ...... 11, 13, 15, 166 Garguiem ...... 17, 18, 58, 64, 165 Praying ...... 10, 11 Kornikaned ...... 19, 44, 58, 67, 68, 166 Runes ...... 10 Santa Compana ...... 66 Songs of Power ...... 8, 10 Tarasque ...... 68, 168 Conjuring ...... 10 Game Mana ...... 8, 9 Desecrator ...... 165 Magic Defense...... 129 Germany Magic Evasion Rate ...... 149 Wyrm ...... 168 Magic Reflect Rate ...... 149 Greece Magical Attack ...... 124 Amphisbaena...... 165 Magical Defense ...... 127 Hades ...... 22 Magical Evasion ...... 127 Onachus ...... 167 Main Gauche ...... 129 River Styx ...... 168 Man of War ...... 145 Task ...... 168 Mana Cost Rate...... 149 Italy Mana Drain ...... 139, 141 Strix ...... 21, 52, 167 Mana Points ...... 97, 98, 121, 122, 123, 134, 147, 149 Monsters Mana Regeneration Rate ...... 147, 149 Swamp Creature ...... 20 Maneater ...... 108 Scandinavia Man-Slayer ...... 136 Níðhöggr ...... 18 Marduk ...... 101 Spain Maul ...... 124 Cuélebre ...... 16, 18, 58, 165 Max Hit Points ...... 97, 124, 146 Kornikaned ...... 38, 46 Max Mana Points ...... 147 La Llorona ...... 166 Maximilian ...... 127 Peluda ...... 81, 167 Mayor’s Manor ...... 100 Santa Compaña ...... 44, 167 Mead ...... 120 Tarasque ...... 19, 38, 46 Meandering Path ...... 101 Wales Meditate ...... 136 Black Cauldron ...... 12 Medium Armor ...... 118 Branwen ...... 12, 165 Meeting Amalia ...... 101 Branwen Soup ...... 165 Menacing Aura ...... 143 Nain Rouge ...... 103 Mercenary ...... 106 Nan Bread ...... 122 Merciful ...... 96 Nancy ...... 125 Metallurgy Nationalities Toledan Steel ...... 16 English ...... 53, 58 Midas Mistake ...... 130 Father ...... 56 Mimic ...... 108 French...... 46, 47, 48, 49, 50, 54, 58 Mine in Need ...... 96 Germanic ...... 58 Miner’s Tools ...... 120 Italian ...... 45, 51, 52

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Japanese ...... 43, 58 Pharmacology Rate ...... 149 Scottish ...... 6, 55, 57, 58 Phenomena Spanish ...... 38, 39 Black Mist ...... 22 Natural Leader ...... 146 Cursed Places ...... 7, 15 Nephilim ...... 98 Food Shortages ...... 15, 16, 18 Nicknames Holy Circles ...... 16, 22 Bosque the Bandit ...... 38 Holy Places ...... 7 Daron the Stalwart ...... 30 Increased Monster Activity ...... 15, 17, 20 Eve ...... 33, 34 Rift Storm ...... 59 Isabella the Fair ...... 54 Seal ...... 167 Isabella the She-Wolf of France ...... 54 Spirit Gates ...... 15 Mother Earth ...... 41 Spirit Orb ...... 82 Old Monk ...... 56 Sudden Animal Hostility ...... 15, 17, 20 One-Eye ...... 57, 165 Physical ...... 117, 125 Pearl of Japan ...... 33 Attack ...... 134, 140 Siegfried the Lion ...... 35, 36 Physical Attack ...... 124 The Avenger ...... 165 Physical Defense ...... 127, 129, 147 The Crimson Whirlwind ...... 168 Physical Evasion ...... 127 The Giant ...... 168 Down ...... 130 The Goddess ...... 41 Physical Evasion Rate ...... 146 The Grim Reaper ...... 40 Pierce ...... 117, 125 The Mad ...... 165 Attack ...... 124, 125, 134, 135, 137, 143, 144 The Rook ...... 167 Resist ...... 129 The Stubborn ...... 166 Pierre ...... 100 Nightfall ...... 138 Pilum ...... 124 Notre Dame...... 120 Pincoya ...... 113 Now You See Me ...... 134 Pincushion ...... 144 Oak Oar ...... 120 Pitched Battle ...... 97 Ocean Sheath ...... 127 Pizza...... 122 Olaf ...... 96, 102 Plague ...... 94, 151 Old Guard ...... 112 Add ...... 140, 141 Old Monastery ...... 99, 105, 106 Remove ...... 121 Aftermath Exterior ...... 100 Plague Blade ...... 140 French Crossroads ...... 100 Plot-Critical Liver ...... 145 Mountain Path ...... 100 Poison ...... 121, 151 Original Exterior ...... 99 Add ...... 123, 124, 134, 138, 139, 140, 143 Olyndicus ...... 125 Immune ...... 132 One Ally ...... 121, 122, 123, 135, 139, 141 Remove ...... 121, 135, 136, 140 One Ally (Dying) ...... 135 Skill...... 139 One Dead Ally ...... 121 Weak...... 146 One Enemy .. 123, 134, 135, 136, 137, 138, 139, 140, 141, 142, 143, Poison Dart ...... 134 144 Poisoned Blade ...... 138 One Random Enemy ...... 135, 136, 139, 141, 142, 143 Poleaxe ...... 135, 137 One-Two! ...... 143 Politics Original Exterior ...... 99 Conservative ...... 48, 52 Other Games Liberal ...... 46, 47 Final Fantasy ...... 6 Pommel Strike ...... 136, 138 Overpower ...... 136 Pot Lid Armor ...... 128 Ox-hide Buffer ...... 129 Poultice ...... 106, 110, 121 P. Attack ...... 96, 146, 149 Provoke ...... 135, 137 P. Defense ...... 149 Puncture...... 144 Padded Armor ...... 127 Purge ...... 142 Paladin ...... 96 Quick Draw...... 148 Paralysis ...... 121, 150 Quick Temper I ...... 146 Add ...... 134, 136, 139, 140 Quick Temper II ...... 146 Immune ...... 133 Quicklime ...... 123, 140 Remove ...... 121 Quicksilver...... 123 Resist ...... 130 Quit Moving ...... 134 Paralysis Domain ...... 150 Rabbit Punch ...... 139 Paris ...... 97, 110, 113, 120, 154, 155, 156, 160, 161 Races Catacombs ...... 109, 110 Greater Spirit ...... 40, 41, 42, 44, 166 Passive ...... 145, 146 Human .. 24, 27, 30, 33, 35, 39, 43, 46, 47, 48, 49, 50, 51, 52, 55, Pauper ...... 96 56, 57 Peluda ...... 105 Hybrid ...... 45 Phantasm ...... 113 Nephilim ...... 35, 36, 50, 53, 59, 167, 168

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Watcher ...... 168 Sadist’s Delight ...... 142 Rage Charge Rate...... 146, 149 Safe Guard ...... 125 Rage Points...... 93, 134, 135, 137, 138, 139, 141, 143, 146, 149 Safe Token ...... 132 Rage Regeneration Rate ...... 149 Sage Essence ...... 108, 111, 122 Rages ...... 143 Sailor’s Charm ...... 132 Daron ...... 143 Saint’s Shard ...... 133 Eve ...... 143 Salmon ...... 123 Francis ...... 143 Sausage ...... 122 Garbhan ...... 143 Savage Blows I ...... 146 Monsters ...... 143, 144 Savage Blows II ...... 146 Siegfried ...... 143 Scalemail ...... 127 Range ...... 117, 125, 126 Scars ...... 101 Attack ...... 126, 134, 135, 139, 143, 144 Scholar ...... 98 Resist ...... 132, 133 Scholar Essence ...... 104, 107, 122 Ranged...... 127 Scissor Kick ...... 135 Ranseur ...... 125 Scrap Bracer ...... 129 Rare ...... 132 Scrap Shield...... 129 Rarities...... 133 Scripted Sequence ...... 142 Real Name? ...... 101 Secondary Attributes ...... 149 Reap ...... 144 Secret Mastery ...... 98 Rebirth Requiem ...... 135 Seduce ...... 141 Recovery Rate ...... 149 Seer ...... 120 Recurve ...... 125 Seer Spirit ...... 120 Red Cap ...... 111 Seer’s Eye ...... 120 Reflect ...... 150 Seer’s Token...... 120 Regeneration ...... 146, 150 Self Bow ...... 125 Regrets ...... 101 Senbon Salvo ...... 143 Reinforced Doublet ...... 127 Serpent Slayer ...... 96 Reinforcements ...... 94 Servling ...... 92 Relic ...... 119 Seven Deadly Sins Religions Envy ...... 27 Agnostic ...... 51 Lust ...... 30 Atheist ...... 38 Pride ...... 24, 35 Catholic ...... 27, 28, 30, 31, 35, 39, 45, 47, 49, 50, 53, 54, 56 Wrath ...... 33 Exorcism ...... 165 Seven Random Enemies ...... 143 Monastery ...... 166 Shackled ...... 102 Christian Shallow Dodges ...... 147 Catholic ...... 21 Shield Bash ...... 135, 136, 137 Gaelic Christian ...... 24, 25, 55 Shieldwall ...... 135, 137 Muslim ...... 52 Shimmer Shield ...... 129 Protestant ...... 48, 57 Shimmering Cloak ...... 132 Shinto ...... 33, 43, 167 Shish-ka-bobs ...... 122 Seimei ...... 167 Shortbow...... 125 Remedy ...... 121 Shot Down ...... 101 Repeating Crossbow ...... 126 Shrimp ...... 123 Resilience I ...... 147 Shut Up! ...... 134 Resilience II ...... 147 Siegfried ...... 113, 118, 119, 136, 137 Resolve ...... 136 Sienna ...... 97 Resourceful ...... 97 Silence ...... 151 Revenant ...... 97 Add ...... 134, 136, 138, 139, 140, 143 Revitalizing Reverie ...... 135 Immune ...... 132 Rib Cage ...... 115, 127 Remove ...... 121 Ribbon ...... 133 Resist ...... 97 Ring Mail...... 127 Silver ...... 117, 125, 129 Roast Boar ...... 123 Attack ...... 124, 125, 126 Rock Fall ...... 138 Silver Bracer ...... 129 Rogue ...... 105 Silver Bulwark ...... 130 Rogue Essence ...... 102, 105, 106, 109, 122 Singe ...... 151 Rose Hairpin ...... 131 Singing I ...... 99 Rotting Disease ...... 141 Singing II ...... 99 Round House Kick ...... 138 Singing III ...... 99 Ruined Temple ...... 120 Siphon ...... 139 Rune Mail ...... 127 Siren’s Call ...... 141 Rusalka ...... 114 Sirena Chilota ...... 112 Sad about Father Pierre ...... 100 Skeptic Essence...... 103, 114, 122

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Skill Shades ...... 8, 22 Trained...... 146 Soul Binding ...... 21 Skills Soul Corruption ...... 11 Legendary Bravado ...... 145 Soul Entropy ...... 8 Skull Shield ...... 129 Soulfire...... 8 Skulleater ...... 115 Spirit Entropy ...... 8, 9 Slander ...... 134 Squid ...... 123 Slash ...... 117, 126 Stalwart ...... 96 Attack ...... 124, 134, 135, 136, 137, 138, 139, 140, 143, 144 Stat Distribution Tra Resist ...... 129 Physical Realm Slaughter-Sword ...... 124 Bardic Order ...... 27 Slay the Cuélebre ...... 96 Stat Distribution Tracking Sleep ...... 93, 139, 150 Ages Add ...... 135, 138, 139, 140, 141 13,772,000,000 ...... 40 Immune ...... 132 20 54 Remove ...... 121 23 27 Remove ...... 121 24 58 Sleuth ...... 97 27 33, 45, 58 Sling ...... 118 28 24, 58 Slit Throat ...... 140 29 49 Small Shield ...... 119 300 ...... 38 Smite...... 143 31 30, 38, 53, 58 Smoke Bomb ...... 140 33 35, 57, 58 Smuggler ...... 111 34 43 Solar Plexus ...... 136, 140 36 39 Soothing Melody ...... 135 4,500,000,000 ...... 41 Sound ...... 117 41 51, 55 Attack ...... 134, 135, 136, 137, 139, 141, 143, 144 42 47 Resist ...... 132 45 47, 52 Spanish Cliffs ...... 99, 104, 105 47 48 Cliff Crossing ...... 99, 100 51 50 Cliff Path ...... 99 60 46 Meandering Path ...... 101 64 56 Spear...... 118 Infinite ...... 42, 44 Speed ...... 97, 122, 147, 149 Builds Speed Down ...... 150 Acrobatic ...... 27, 33, 43, 45, 47, 49 Add ...... 134, 137, 138, 139, 140, 141, 143, 144 Athletic ...... 30, 35 Remove ...... 121 Average ...... 38 Speed Up ...... 141, 150 Frail ...... 56 Add ...... 141 Lanky ...... 46 Remove ...... 121 Muscular ...... 24, 39, 44, 51, 53, 55 Spew Acid ...... 140 Overweight ...... 48 Spirit ...... 117, 127, 128, 147 Stocky ...... 57 Attack ...... 134, 135, 136, 137, 138, 139, 141, 142, 144 Thin ...... 41, 47, 50, 52, 54 Resist ...... 129, 130, 132, 133 Education Weak ...... 132, 133 Bard College ...... 47 Spirits ...... 7, 8, 10, 11, 99 Clergy ...... 56 Avatars ...... 9 Clerical Elite ...... 50 Dispersing ...... 9 Elite ...... 35 Eternal Curse ...... 23 Lower Class ...... 38, 43 Eternal Death ...... 15, 23 Middle Class ...... 24, 33, 39, 45, 46, 48, 51, 57 Focus Orbs ...... 9, 19 Royalty ...... 53, 54 Greater Spirits ...... 7, 8, 9, 13 Upper Class ...... 27, 30, 49, 55 Death...... 7, 13, 22 Eye Colors Gaea ...... 9, 15 Black ...... 33, 38, 52 God ...... 7, 9, 13, 15 Blue ...... 27, 41, 47, 54, 56 Legion ...... 18 Brown ...... 30, 35, 47, 48, 50, 51, 53 Satan ...... 13, 15 Green ...... 24, 55, 57 Named Grey ...... 46 Lucifer ...... 13 N/A ...... 40 Nephilim ...... 9, 13, 15 Red ...... 39, 43, 44, 45, 49 Reapers ...... 18 Genders Soul ...... 13 Female ...... 33, 41, 45, 47, 49, 54 Souls...... 7, 8, 22 Male 24, 27, 30, 35, 38, 39, 43, 46, 47, 48, 50, 51, 52, 53, 55, Chosen Ones ...... 8, 13 56, 57

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N/A ...... 40, 42, 44 Lower Class ...... 45, 46, 56 Hair Colors Middle Class ...... 30, 39, 47, 48, 49, 57 Black ...... 33, 38, 43, 44, 47, 52 Rich ...... 38 Blonde ...... 27, 35, 54 Royalty ...... 53, 54 Blue ...... 48, 51 Upper Class ...... 33, 35, 43, 47, 50, 51, 52, 55 Brown ...... 30, 50, 53, 55 Weights Green ...... 41 140 lbs ...... 54, 56 Grey ...... 46 150 lbs ...... 41, 45, 46, 50 N/A ...... 38, 40 160 lbs ...... 27, 33, 38, 47, 49 Red ...... 24, 45, 47, 49, 57 170 lbs ...... 43, 47 White ...... 56 180 lbs ...... 39 Heights 190 lbs ...... 30, 52 12’0 ...... 40 200 lbs ...... 57 3’0 38 210 lbs ...... 35, 51, 53 4’7 57 220 lbs ...... 48 5’0 46 230 lbs ...... 55 5’1 52 250 lbs ...... 24 5’11 ...... 47 40 lbs ...... 38 5’2 50 400 lbs ...... 44 5’3 38, 56 Status Ailments ...... 94 5’4 45 Stay Down ...... 134 5’5 27, 47, 54 Steal ...... 140 5’6 51 Stone Glare ...... 139 5’8 43, 48, 49 Strange Town ...... 101 5’9 41 Strix ...... 111 6’0 30, 39 Stun ...... 97, 150 6’1 33, 55 Add ...... 134, 135, 136, 137, 138, 139, 140, 141, 143, 146 6’2 53 Immune ...... 132 6’5 35 Remove ...... 121 7’0 24 Weak...... 132 9’0 44 Sturdy Logs ...... 120 Injuries Stygian Senbon ...... 135 Blind Left Eye ...... 51 Succubus ...... 111 Blind Right Eye ...... 57 Suffocate ...... 144 Lame Left Leg ...... 46 Sunder Weapon ...... 135 None...... 27 Swamp Ale ...... 101 Right Eye ...... 30 Swamp Creature ...... 108 Scars ...... 24, 33, 35 Swaps Hit Points ...... 142 Love Languages Swaps Mana Points ...... 142 Acts of Service ...... 30 Swordfish ...... 123 Gift Giving ...... 35 Tail Sweep ...... 139 Quality Time ...... 33 Taotie ...... 133 Touch ...... 25 Tarasque ...... 106, 138 Words of Affirmation ...... 28 Targe ...... 129 Nationalities Taunt ...... 150 English ...... 30 Add ...... 135, 137 French ...... 27 Team Player ...... 98 Germanic ...... 35 Techniques Japanese ...... 33 Enemy ...... 142 Scottish ...... 24 Technology...... 8, 12 Personalities Restoratives ...... 12 ENFP-A ...... 27 Addiction ...... 12 ISFP-A ...... 24 Branwen Soup ...... 12 Skin Colors Elderly Deaths ...... 12 Dark ...... 38, 41, 52 Pain ...... 12 Fair ...... 27, 46, 47, 50, 54 Reduced Lifespan ...... 12 Green ...... 38 Templar Defense ...... 130 Light ...... 56 Terms Light-Medium ...... 49 Chosen Ones ...... 165 Medium ...... 24, 45, 48, 51, 55, 57 Eternal Curse ...... 165 Medium-Dark ...... 33, 39, 43 Eternal Death ...... 41, 165, 166 Medium-Light ...... 30, 35, 47, 53 Nuevo Riche ...... 28 N/A ...... 40 Rook ...... 167 Red ...... 44 Sealed ...... 167 Wealth Shades ...... 167

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Soulfire ...... 167 Veil ...... 97 Tainted ...... 168 Veil Piercer ...... 97 Task ...... 58, 59 Venice ...... 97, 100, 101, 111, 112, 120, 155, 156, 163 Toledan Steel ...... 168 Arsenal...... 101 Terrified ...... 151 St. Mark’s Square ...... 101 The Great Necropolis ...... 101 West Entrance ...... 100, 101 Three Random Enemies ...... 137, 140, 141, 143 Venice Clock Tower ...... 99, 110, 111, 120 Throw ...... 139 Vertebrae Coat ...... 128 Tincture ...... 103, 121 Viper Tooth ...... 132 Titles ...... 91, 96 Vocations Master of the Order ...... 14 Adventurer ...... 24 Toledo...... 96, 97, 99, 100, 102, 124, 127 Assassin ...... 34, 43 Exterior ...... 99 Bandit ...... 38 Toledo Jail Key...... 120 Bard ...... 27, 28, 47, 49 Toledo Mines ...... 99, 102, 103, 104, 120, 159 Captain of the Guard ...... 36, 39 Toledo Prison ...... 102, 120 Crime Lord ...... 51 Left Wing ...... 99 Doge ...... 45, 165, 166, 167 Toledo Saber ...... 124 King ...... 53, 55 Tommy-Knocker ...... 103 Knight ...... 30, 58 Tortured Soul ...... 103 Master of the Order ...... 35, 36, 166 Tough Vines...... 120 Mercenary ...... 33, 34 Toughness I ...... 146 Merchant ...... 48, 52 Toughness II ...... 146 Monk ...... 56 Toughness III ...... 146 Monster Hunter ...... 57, 166 Toxic Spores ...... 140 Paladin ...... 30, 167 Trained Skill ...... 147, 148 Pope...... 50 Training Points ...... 149 Queen ...... 54 Trample ...... 138 Samurai ...... 34 Tranquil I ...... 147 Tavern Dancer ...... 45 Tranquil II ...... 147 Templar ...... 39, 58, 168 Travel Cloak ...... 127 Wokou ...... 34 Travelling Rations ...... 122 Wailing Shriek ...... 134 Treasure Hunter ...... 98 Wake-Up Call ...... 121 Treasure Mastery...... 98 War Cry ...... 136 Treasury...... 101 ...... 125 Treasury Wonder ...... 101 Warlord ...... 97 Tremor ...... 141 Warrior ...... 96 Trident ...... 125 Watchers ...... 114 True-Seeing ...... 97 Water ...... 117, 127, 145 Tuna ...... 123 Attack ...... 138, 140, 141 Turn Order ...... 93 Resist ...... 132 Turncoat ...... 112 Water Attunement ...... 145 Two Random Enemies ...... 135, 141 Water Flask ...... 131 Ulfberht ...... 124 Wax Earplugs ...... 132 Undertow ...... 141 Weapon ...... 118 Unholy Abyss ...... 141 Weapon Mastery I ...... 147 Unholy Breath ...... 138 Weapon Mastery II ...... 147 Unicorn Horn ...... 108, 121 Weapon Mastery III ...... 147 Unique ...... 132, 133, 134, 135, 136, 137, 138, 140, 142 Weapons Daron ...... 145 Quicklime ...... 167 Eve ...... 145, 146 Whale ...... 123 Francis ...... 145 Where Do Monsters Come From? ...... 100 Garbhan ...... 145 Where’s Bosque ...... 100 Siegfried ...... 146 Whirlwind...... 141 Unnerving Gaze ...... 141 Whispering Falls ...... 97, 100, 101, 106, 107, 154, 156, 159, 160 Unstoppable ...... 98 Exterior ...... 101 User ...... 134, 135, 136, 137, 139, 142 Mayor’s Manor ...... 100 Valle dei Setti Morti ...... 99, 107, 108 Why’d You Help? ...... 101 Cabin 1 Exterior ...... 100 Wide Sweep ...... 137 Valle Dei Setti Morti...... 120 Wild Mutt ...... 102 Marsh Path ...... 100 Will-o-Wisp ...... 108 North Entrance ...... 99 Wind ...... 117, 145 West Entrance ...... 100 Attack ...... 137, 138, 139, 140, 141 Valle Dei Setti Morti West Entrance ...... 99 Resist ...... 132, 133 Vampire Slayer ...... 126 Wind Attunement...... 145

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Wind Blast ...... 137, 138 Worried About Eve ...... 101 Wineskin ...... 131 Worried about Father Pierre ...... 100 Witch Doctor ...... 139 Wraith ...... 114 Wolfbane ...... 96 Wrench I...... 147 Wooden Cross ...... 131 Wrench II...... 147 World Walker ...... 98 Yuxa ...... 107 Worn Crucifix ...... 131 Zweihander ...... 124

Copyright © Michael Morris-O’Connor, 2017 – 2021 Portfolio Samples