WC RPG Completes First Major Kilrathi Story Segment Share on Facebook Share on Twitter Update ID

After several weeks of final sprinting, capi has completed the Act One, Part One chapter of his WC RPG expansion, Elegy of Sivar. This particular episode has taken the better part of a year to write, and it's just one of a number of chapters that make up capi's planned story arc. This means it's a possibility that his exhaustive Kilrathi module could be broken up into separate releases so that he can wrap up a complete package sooner and publish it to fans. Some work remains on side elements of the project still as well, such as a 2D layout for the Demon's Eye Pack base, but it's great to see steady progress continuing!
Good news to report to y'all this morning. Thanks to a very concerted effort on my part over the course of the last two weeks, I can report that - after eight solid months of work - Tarakh'ga, Chapter 2.1 of the Elegy campaign is finally 100% complete and ready for proofreading. I spent much of the week of the 23rd doing the translation work, completing a total of 48 text blocks. As the translation work progressed, I took some time each day to add any new generated and re-purposed terms to the translation table, which in several cases made certain words available for use later on in the Chapter. May 25th in particular was a busy day, with twelve blocks translated just that day alone.

Some work did take place on the next Chapter of Elegy, Dekh aq T'kon H'hra, over these past two weeks, mainly in terms of dialogue for both the prologue and epilogue of that mission. I have a rather humorous conversation planned between Nagkilin and the leader of the pirate base that Bloodeye and his crew go to in order to get a crew, and there is the scene in the prologue where we get to meet Ku'a K'le's lair-mate (Mo) for the first time. Let's just say that she's not thrilled with the notion of her spouse being in with a bunch of a) commoners and b) nascent pirates. I did make some progress on the T'kon Meth encounter this past Friday, changing things up where instead of the encounter happening on both branches of the mission it only happens on the "correct" path, and which may make getting through the Valgard system much easier for the players if they happen to get it right. I still need to re-structure the encounter; instead of having the choice of which path to take at the end of that encounter, it now happens at the beginning. With work on 2.1 finished, I'll be able to turn my full attention to 2.2 this coming week, and I'm hopeful that I might be able to knock this particular encounter out.


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