*This is the Mega Info Thread of my upcoming Choose-Your-Own-Adventure game*
Table of Contents
History/Religion of Oz
Provinces of Oz
Races of Oz
Gameplay
Game Modes
Disclaimer: I do not own Oz, or the works of L. Frank Baum or Gregory Maguire
Edited By Creativity on 11/28/2019 at 10:15 AM.
Creativity
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Posted: 11/28/2019 at 9:30 AM
Post #2
A Brief History of Oz
Oz is a nation that is ruled from the authority in the Emerald City. For many, many years, this authority was a monarchy; a matrilineal line called the Ozmas. The Ozma ruled over all of Oz with her less powerful husband, the Ozma Regent.
Twenty-five years prior to the current timeline, the Wizard rode into Oz on a red hot air balloon, and he uprooted the monarchy and overthrew it in an illegal coup. Many in Oz believe that the last Ozma is hiding somewhere, and some believe that she was frozen solid and is being held in an ice cave.
The Wizard controls the Gale Force, as well as each province of Oz individually and collectively. One of his first acts upon becoming the main authority of Oz was to institute the Yellow Brick Road to regulate travel. Since his arrival in Oz, he has passed several Animal Banns to limit the possibilities for Animals and oppress them further, deeming them a threat to the rest of Oz.
The Religions of Oz
There are three main religions in Oz - Unionism, Lurlinism, and Pleasure Faith.
Unionism
"It's all very well to turn your nose up at unionism when you have been given a nose by the Unnamed God."
-Gregory Maguire, Wicked: The Life and Times of the Wicked Witch of the West
Unionism is the most common religion in Oz and it is best described as the faith in the Unnamed God. They are very conservative, and don't believe in the enjoyment of food, relations, and wordly possessions. They prefer to live simpler lives - remain chaste until marriage and raise children. Unionism is widely followed in Munchkinland, though it exists in the other provinces, as well. Most unionists despise magic and sorcery, and believe they are the hand of the devil.
Lurlinism
Lurlinism is centered around the belief in the Fairy Queen Lurline. Followers believe that Lurline was the creator of Oz, and when she left, her daughter remained behind to rule as Ozma. Thus, Lurlinists believe that the Ozma line descends directly from Lurline herself. The religion is indifferent towards magic and sorcery, and they celebrate heavily on the holiday (modeled after our world's Christmas), Lurlinemas, in which a fairy called Preenella flies around Oz and leaves presents for children.
Pleasure Faith
Pleasure Faithers, also called pfaithers, believe that the only purpose of life is for them to enjoy themselves. They don't believe in a particular deity like Lurline or the Unnamed God, but they believe that anything could happen with the right combination of magic and ingredients. They are unashamed about drinking and pleasure and taking what they feel is due. They believe that magic will always trump science, and whatever science or Lurline or the Unnamed God could do, magic could also do.
Edited By Creativity on 11/28/2019 at 9:32 AM.
Creativity
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Posted: 11/28/2019 at 9:30 AM
Post #3
Welcome to Oz
Oz is a nation with four primary provinces and one unruled region. The four primary provinces are Gillikin, Munchkinland, Quadling Country, and the Vinkus. The unruled region is called the Glikkus.
Gillikin
Gillikin is located in the northern quadrant of Oz. It is considered the most socially developed of the provinces. Gillikin is home to the standard white, average-height people of Oz. It has the most advanced economy of the provinces, as well. It is the most industrial and prosperous.
The heads of the wealthier families in Gillikin are often called Margreaves - with the wives being called Margreavesses. The title doesn't really hold much political power, but it does indicate the power of wealth. There are also barons and baronets (lower-ranked than the Margreaves) in Gillikin, but the titles still don't mean much more than the possession of riches.
The acting capital of Gillikin is called Shiz, and is also home to the prestigious Shiz University - the only university in all of Oz that allows females to attend.
The common language spoken is Ozian.
Munchkinland
Munchkinland is the eastern and most rural of the provinces in Oz (though others DO have rural areas). Munchkinland economics are mostly agrarian, based off of the possession of land. Most of the workers in Munchkinland are farmers, so the province has a rather large output of wheat and corn. The province does currently suffer a drought.
The province of Munchkinland has a dozen ruling Eminents, the most prominent of which being the Eminent Thropp. The Eminent line passes down through family matrilineally, making most Eminents females. However, the current Eminent Thropp - Peerless Thropp - is a male due to no females being present in the family at the time of the title being open. The Eminents have some control over their regions of Munchkinland, but ultimately, they do answer to the authorities of Oz. Munchkinland is largely unionist, though some older generations still follow Lurlinism.
The acting capital of Munchkinland is Center Munch - also the most urban city in the province, though the Thropp Eminent family resides just east, in Colwen Grounds.
The common language spoken is Ozian.
Quadling Country
Quadling Country is the southern, swampy area inhabited by red-skinned people, called Quadlings. The province is very hostile to intruders who are not native Quadlings. It is largely underdeveloped and filled with destitution and poverty. Quadlings are thought of as inferior by the rest of Oz. Quadling Country is home to many ruby deposits under its waters, and other parts of Oz often exploit it for these and enslave the Quadlings to work the mines.
There is no ruling force, so to speak, in Quadling Country, though there is a being they all look up to called the Supreme Glaxony of the province. The current Supreme Glaxony is called Heart-Of-Mushroom, and is assumed to be male. Most Quadlings are not religious.
The capital of Quadling Country is called Qhoyre, though the other major city in the province is Ovvels. They are connected by one dry road made of red brick.
The common language spoken is Qua'ati.
The Vinkus
The Vinkus is the western region of Oz. It is home to the tribes of dark-skinned Vinkuns, most of which are nomadic. The Vinkus is often mistakenly called Winkie Country (with Winkie being a derogatory term for its inhabitants). The province is mostly a vast expanse of grassland, and desert, and is often very arid and hot. Its inhabitants are often stereotypes as barbaric.
As far as politics go, there is no overarching government of the Vinkus, but each tribe is ruled separately by its chieftain - all remaining under the command of Oz's authority. There are a few known tribes of the Vinkus. The largest is the Arjiki tribe, which is semi-sedentary and often doesn't travel as much as the others. Two other known tribes are the Scrow and the Yunamata. Each tribe worships its own gods an goddesses.
There is no capital of the Vinkus, as it is inhabited by nomadic tribes, but the semi-sedentary Arjiki tribe is based around the stronghold of Kiamo Ko.
There is no common language in the Vinkus - most tribes speak their own dialect, and Ozian is also well-known.
Other Regions in Oz
The Glikkus
The Glikkus is located in the northeast corner of Oz. It is home to the Glikkuns - towering trolls who farm emeralds from the mines in the mountains and ship them off to the Emerald City. There is no ruling authority in the Glikkus, and the Glikkuns answer to the authority of the Emerald City.
The Emerald City
"The farms gave way to deserted mills and abandoned granges. Then, abrupt and decisive, the Emerald City rose before them. A city of insistence, of blanket declaration. It made no sense, clotting up the horizon, sprouting like a mirage on the characterless plains of central Oz."
-Gregory Maguire, Wicked: The Life and Times of the Wicked Witch of the West
The Emerald City is the center of all of Oz, connecting the four provinces. It is the political center and imperial capital of the nation. The richest and most affluent of Ozians live here, and it is decorated to be very beautiful and lavish. It also served as the home to the ruling Wizard.
However, as with most big cities, there is an underbelly of the Emerald City - streets where crime and poverty rates are high. There is also a large political prison called Southstairs that is located underneath the city.
Edited By Creativity on 11/28/2019 at 9:37 AM.
Creativity
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Posted: 11/28/2019 at 9:31 AM
Post #4
There are six main peoples of Oz, most of which speak the common language of Ozian.
The Playable Races
The Gillikinese
The Gillikinese are the most advanced people of Oz. They're highly industrial, often making use of tiktok things and building machines. Their skin color is primarily white, but they can be darker colors if they're native to somewhere else, or a mixed race born in Gillikin. Their hair skin ranges from dark to light, or red. Gillikinese are usually wealthier than most of the other races, though there is still poverty.
Most of the Gillikinese grew up in urban settings, but some still come from more rural places, like the Pertha Hills and Wiccasand Turning. They speak Ozian, though as Gillikinese are often the most educated place, some know other languages - such as Qua'ati, or Arjiki - though it is rare.
Gillikinese names are normally flowing and connected - some examples from Gregory Maguire's Wicked include Avaric, Milla, Galinda, Crope, and Tibbett.
The Munchkinlanders
The inhabitants of Munchkinland are often called Munchkins, but most usually prefer to be called Munchkinlanders. They are the hardest working of the peoples of Oz, a large portion of them being farmers and blacksmiths, doing honest work. As such, Munchkinlanders tend more often than not to be kinder and more honest people. They typically have a short, diminutive stature, around four feet to four foot six, but not all Munchkinlanders are short, some - especially Eminent families - being taller.
A majority of Munchkinland is rural, so most Munchkinlanders are used to small towns and manning one's own land in one's own family and going to market to sell their wares. There are some urban settings in Munchkinland, especially in the capital of Center Munch and some of the towns surrounding the Yellow Brick Road. Most Munchkinlanders go straight to work when they are of age, so they're not typically the most educated, but some still do attend university.
Munchkinlander names are normally longer and more complicated for the wealthier families and shorter and more simplistic for the poorer families. Some examples from Gregory Maguire's Wicked include Boq, Rikla, Pfannee, Bfee, and Yellowgage.
The Quadlings
The Quadlings are a reclusive, hostile people, disliking most other races in favor of their own. They are often enslaved to work in ruby mines erected in their marshes, and are mostly untrustworthy of people in general. However, not all Quadlings are unfriendly, and most travelling Quadlings are rather indifferent to the world, and choose to leave their own swampy home to traverse Oz. They have dusty red skin, ranging from a pale rose color to a dark red, though their skin is never vibrant. They are a normal height, and their hair is most often black, dark gray, or some shade of crimson.
Quadlings are mostly only found in Quadling Country, most disliking travel in general. They often appreciate pretty things and artifacts, such as glass and crystal. Most Quadlings are used to severe humidity and marshy ground, and may not be well-acquainted with climbing or desert. Quadlings are rarely super educated, and not many of them attend university, though there are outliers.
Quadling names are usually rather disjunctive and often contain 'q's and 'o's and 'a's. Many prefer to go by simple words from the Ozian language. Some examples from Gregory Maguire's Wicked include Candle Osqa'ami, Heart-Of-Mushroom, Rain, Turtle Heart, and Chalotin.
The Vinkuns
It's a common misconception that Vinkuns are barbaric and cruel, simply because they prefer to live in nomadic tribes. The people are often called the derogatory term of "Winkie", but they prefer being called Vinkuns, or a demonym by their tribe. It's rare to see Vinkuns around outside of the Vinkus because they tend to value family and community and loyalty - they prefer to adventure as tribes rather than individuals. Vinkuns have dark skin/hair. There are three main tribes of the Vinkus:
Arjiki - The Arjiki tribe is the largest of the Vinkun tribes, and is semi-sedentary, meaning they are less nomadic than the others. They highly value loyalty, and their camps are centered around the stronghold of Kiamo Ko. They are also one of the strongest Vinkun tribe. The wealthier Arjikis tattoo blue diamonds over their body.
Scrow - The Scrow tribe is considered the most brutal of them. They are more likely to leave their weak behind if the weak would slow down the progress of the community. They are highly nomadic, and vicious fighters. They highly dislike anyone who is not their own.
Yunamata - The Yunamata tribe is also highly nomadic, but they are far less aggressive than the Scrow. They tend to be very open, opinionated, and excitable in personality. Family is very important in the Yunamata tribe, and they are also the most likely to take in strangers in need of help.
Another common misconception about Vinkuns is that they are all uneducated, but this is not true. Most tribes teach history and arithmetic along with battle strategies, but rather than having public schooling, subjects are taught from parents to children. Oftentimes, the children of the tribe chieftains even attend public university. Children of chieftains and nobility often marry at a very young age.
Vinkun names are typically rather smooth and flowing, much like their languages tend to be. Some examples from Gregory Maguire's Wicked include Fiyero, Sarima, Nor, Manek, Irji, Marrilot, and Baxiana.
The Non-Playable Races
The Animals
In Oz, there is another, humanoid non-human race, called Animals. Recognize that there is a difference between your commonplace animals and the intelligent Animals. Verbally spoken, Animal has a slight inflection on the first letter; same with Zebra as opposed to a zebra, Turtle as opposed to turtle, Rhino as opposed to rhino, Hawk as opposed to hawk, and so on and so forth.
While a cat may laze around all day and groom herself, a Cat would be working a job, fishing and selling her catches or counting coins. While they may look exactly alike, the Cat has humanoid intelligence, and also, is more likely to wear clothing of sorts to preserve the modesty that the cat does not have.
The Animals are very highly oppressed in Oz. The Wizard has several Banns in place to restrict them from joining society as much as possible. Thusly, many Animals pretend to be merely animals and act as animals would in order to avoid potential prosecution. There is no general behavior for Animals, since they are as diverse as humans, and they are as much influenced by the culture where they live as any other race.
The Elves
The elvish people in Oz are very different from elvish people you may know of. In Oz, elves are short, green-skinned people with big eyes and very brittle bones. They also tend to be very stupid.
The character of Melena from Gregory Maguire's Wicked describes elves as such:
"There's a gaggle of them, tree elves, up over the hill someplace, but if possible they are more moronic than the fair citizens of Rush Margins. Really, Nanny, I've never even seen one, or only from a distance. The idea is repulsive. Elves giggle at everything, do you know that? One of them falls out of an oak and [hits his head], and they all gather and giggle and then forget about him."
They are highly uneducated, and are often found creating mischief, raiding a farmer's crops and scattering them about a meadow. Most Ozians dislike elves due to this tendency to cause trouble.
Edited By Creativity on 11/28/2019 at 10:05 AM.
Creativity
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Posted: 11/28/2019 at 9:31 AM
Post #5
Gameplay
The game of (Unnamed) takes place in a nation called Oz. This nation is home to many different species, and some of them vary for each person. For example, one person's story may contain an elf or a Vulture, while another's will not.
That being said, the plot for (Unnamed) is different for each person. Ultimately, each person starts the game with no plot, usually, unless they choose to develop one privately with me before playing. There will be several subplots along the way, however, which can take a few pages, or up to twenty pages, sometimes.
This game is a choose-your-own-adventure/pick-your-path style game. That meaning, I am the narrator, per se. I basically dictate what happens, and it is your job to react to it and try to navigate situations that I, or your own choices, get you into. Most replies from me will give you options, unless you enter battle mode or dialogue mode, which will be elaborated upon more in the next post. Every time I give you options, there will always be an "Other" option, in case you wish to do something differently than I offered. The only rule to this is that you may not dictate a game.
For example, you can attempt to ambush someone, but you cannot write out that you ambushed them and slit their throat. It is my job to determine that. You can write your attempt, but ultimately, I decide whether it was a success or a fail. Sometimes Luck will be in your favor, and sometimes it won't. I personally remove myself from the game to make it as objective as it can be.
That being said, your character can die. If your choices lead to your character being killed, there's nothing I can do about it. If your character dies, then you are removed from the game and your slot opens up. That is not to say that you can never play again, however. The rule is, if your character dies, you cannot immediately fill that slot, but if, in the future, another slot opens, you can rejoin with a different character. Also, breaking the rules three times will result in an immediate character death by an unstoppable force, following the same rules as a regular character death.
Please understand that I do not wish for your character to die, but if he/she does, I am to remain objective to it. You can attack me about it if you like, but that would cause me to permanently ban you from the game so that you may never play again. Now, I don't want to have to resort to that with anyone, but I am open to the possibility.
Currency
The currency in Oz is called green pennies. A green penny is a small, green coin, made to look translucent, like an emerald, but is actually polished quartz dyed green. A green penny is approximately worth $2.25 American dollars, to get a sense of their worth.
Throughout Oz, there will be several things you may purchase, be it if you are inclined to explore the merchants in the starting town, or if you come across a lonely peddler selling his wares, or even if you end up in a village, tribe, clan, et cetera, where there will be more merchants. There is magic in this continent. And as such, there may be times where someone offers to sell you a magic ring or something of the sort, where it is your choice whether you'd like to take the chance, purchase it and get it inspected by a professional, or simply give it to someone you dislike. Or, of course, not buy it!
There will also be services that you are able to purchase. For example, you could find blacksmiths that would be more than happy to sharpen your weapon of choice for a price. Or, you may find someone to sew up a torn patch in your clothing. Or, of course, you could contact experts about certain things you are uncertain about.
To elaborate, there is a possibility that you may find a mysterious potion. And, if you find this mysterious potion, of course, you might not know what is in it. You may get lucky and have a companion that knows, but if you don't, you will have to seek out a professional potions master to pay for his/her opinion.
Or, you may find a mysterious egg. And, of course, you don't know what's in this egg! In this scenario, you would have to track down a professional beastmaster to try to determine what the egg is... for a price!
You'll find that there is actually a lot of poverty in Oz, depending on where you are. Most ware-sellers and experts may overprice, simply because they need the money. However, you are almost always able to try to haggle with them, and some merchants are more honest and won't overprice their wares or services.
Edited By Creativity on 11/28/2019 at 10:06 AM.
Creativity
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Threads: 255
Posts: 5,904
Posted: 11/28/2019 at 9:31 AM
Post #6
Game Modes
There are three basic Game Modes to playing Exploring Gilador. These modes may switch depending on your situation, of course. And, there may be a mixture of more than one mode in a given scenario. The three main types of Game Modes are as follows.
Normal Mode
The first and most basic mode is called, creatively, "Normal Mode". Simple, I know. This is the basic mode which all of your decisions will be made in. In this mode, I give you options, and you choose one as a response to what has happened. Normally, I will respond with telling you what happened, and giving you more choices. Here is an example of what Normal Mode may look like:
Me:
You travel through the forest for what seems like hours, until you spot a shiny glint on the ground a few yards ahead of you. What do you wish to do?
a) Investigate
b) Ignore it
c) Scream
d) Send [companion] to go look
e) Other
Your response:
I stop short as I notice the glinting ahead of me. What possibly could that be...? I put my hand on my weapon briefly, but then decide against drawing that out, and choose to instead look into the matter.
a) Investigate
Me:
You head cautiously towards the glinting, being aware of your surroundings as you do so. When you reach it, you find that it was merely a couple of green pennies lying abandoned on the ground. What do you wish to do?
a) Take them
b) Ignore them
c) Have [companion] take them
d) Leave
e) Check for traps
f) Other
And so on and so forth. But please note, that your responses may be as long as you want them to be. If you want to write paragraphs, please, be my guest! If you want to write one or two lines, that's fine, too!
Dialogue Mode
There will be times in your Gilador exploring that you will come across NPCs, or non-playable characters (which I control), that wish to speak with you. Four out of five times, these NPCs can be persuaded to accompany you on your journeys as companions. Companions will be elaborated on more later.
When you're speaking with an NPC, you enter Dialogue Mode. In Dialogue Mode, I do not give you options. Simply, I play the NPC. And your responses, are playing your character talking to the NPC. Easy as that! Here is an example of Dialogue Mode:
Me:
The adolescent Munchkinlander looked you up and down wearily. He still had an arrow pointed at your heart, but he seemed fearful, his eyes wide and hands shaking despite his obvious attempts to stop them. "Y-you! St... State your name! And your... Um... State your affiliation!" he squeaked, though he seemed more afraid than you were.
Your response:
I raise my hands in surrender, and place my sword down on the ground. I tried to make myself look as non-threatening as I could be. "Please... I mean you no harm. I was simply traveling through the area and must have stumbled upon your patrol... My name is Verila, and I have no affiliation. I'm a simple Vinkun just trying to make my way through the world," you promise and take a tentative step forward.
Me:
The young Munchkinlander faltered slightly at your calm pretense. However, his grip on his bow tightened as you took a step forward. "Why should I believe you?" he spat. He couldn't help but take a small step back, however.
And so on and so forth! Dialogue Mode is the one that seems to take the longest, it seems. In fact, dialogue mode, I've seen go on for up for 20 pages in other games like this that I have run. It's a rather easy mode, actually, but saying the wrong thing could provoke the NPC to attack, flee, etc.
Battle Mode
The hardest mode, I'd have to say, is Battle Mode. This is simply because you have to dance around a lot of edges when you're in it. In Battle Mode, I will also not give you choices, unless you are truly lost and ask for them. But ultimately, I will try to have you do Battle Mode on your own.
Battle Mode occurs whenever you, well, enter a battle or a fight. Typically, Battle Mode is the shortest simply because action tends to be very fast-paced, but it can, of course, go on for several pages, as any other mode. It is just less likely to.
When I said before that in Battle Mode you have to dance around edges, it's because you have to be careful not to dictate. For example, you can state that you shoot an arrow that was aimed at a enemy's heart, but you cannot describe the arrow sinking into the flesh. It is my choice, overall, that decides whether your arrow hit, or whether the enemy dodged, or if it hit the enemy's arm or something. Here is an example of Battle Mode:
Me:
The crazed troll let out an angry bellow that actually paralyzed you slightly. He lunged forwards, swinging his hammer at your head.
Your response:
I quickly try to shake myself out of my paralyzed state and leap out of the way of the blow, while also attempting to stick my spear into his chest simultaneously.
Me:
It was only a moment that you remained in your semi-paralyzed state, but that moment was enough to hinder your dodge a bit. Although the troll's hammer did miss your head, your leap out of the way caused the heavy weapon to smack into your left shoulder and cause a crunching sound. And in your leap, your aim was also hindered, so your spear only caught his upper arm.
You'll also note that Battle Mode tends to have the shortest of responses, simply because of the nature of the beast.
Overlapping Modes
I know I mentioned this before, but I didn't really go into detail on it. There really isn't much to it, either. Basically, when you're in Normal Mode, you can make a comment here or there, or you can write out a bit of Battle Mode in Normal Mode, comment in Battle Mode, etc. It's simple, right?
Edited By Creativity on 11/28/2019 at 9:40 AM.
Creativity
Level 72
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Joined: 3/4/2013
Threads: 255
Posts: 5,904
Posted: 11/28/2019 at 9:31 AM
Post #7
Reserved just in case
Creativity
Level 72
Cutely Creative
Joined: 3/4/2013
Threads: 255
Posts: 5,904
Posted: 11/28/2019 at 9:31 AM
Post #8
Reserved just in case
Creativity
Level 72
Cutely Creative
Joined: 3/4/2013
Threads: 255
Posts: 5,904
Posted: 11/28/2019 at 9:31 AM
Post #9
Reserved just in case
Faiona
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Site Administrator
Joined: 12/17/2012
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Posted: 12/6/2019 at 12:45 PM
Post #10
This thread has been moved to: Roleplay Games.
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