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Development Update #7 - Sound Design and Music Creation



In our previous Development Updates, we’ve had the chance to talk about many different topics such as animation, VFX, narrative, and more, explaining our approach to Alaloth’s development so far. Now it’s time to talk about music and sound design! A variety of epic games and movies inspired us in many different ways so we wanted to share how our audio team approached the challenge of bringing our huge RPG world to life.



[h3]The Blessed Kingdom of Edherest
[/h3]

To create the loops for areas in Edherest, we found inspiration from the lore description of each city, their aspects and inhabitants, as well as from other great video game soundtracks. We started with the main theme, improvising a melody with the idea that this was for the ‘capital city’. Then, we added some basic harmony, following the root key. What came next was the tricky part. In fact, it was not easy to create six different variations (based on the city lore and appearance) because it could be easy to fall into repetitions resulting in the tracks being a bit boring. Therefore, while staying faithful to the theme, we decided to use different rhythms and changed instruments’ timbre to get around the problem.

  • Goldport [Main Theme]: Solemn and epic music, with a dark and medieval melody. All variations must follow the melody. It starts with theme presentation (string section only), and goes through to the climax with percussion and brass sections.
  • Winterleaf: A very dark track with only a string section and viola. The first part of the theme is with a cello; the second part is with the string section.
  • Baystone: Creates a shady and mysterious mood using only a dulcimer. Very rhythmic with bass; melody goes “crescendo”.
  • Coldwood: Similar to the main theme. The brass section introduces the melody, then percussion and string sections in “crescendo”.
  • Mayfalls: A soft mood, due to the presence of nature sounds and the presence of a waterfall. String and expressive flute.
  • Westwall: A “military” mood, ready for war. Great importance to the brass and percussion sections.
  • Whitewind: Similar to the mood of Winterleaf. String section and two cellos that overlap each other.


[h3]The Republic of Larastir
[/h3]

In composing the main theme of Larastir and its variation cycles, we mostly read the description of the introductory lore for inspiration, trying to understand what kind of melody, harmony, and mood could fit its stories. The main external reference and inspiration came from The Lord of the Rings and elven music in general, although in this case, we preferred to improvise more. This led us to experience some challenges, especially with creating the variations, but by changing timbres, rhythm, and mood, we were able to come up with something we were pleased with.

  • Thilaris [Main Theme]: Solemn music but creating a very magical atmosphere: horn and string sections and an emphasis on the choir, which fills the background. The string section dominates in the first part while the horn section dominates in the second
  • Lindorwin: A sad and melancholy mood, but still solemn. Rhythm and harmony with the string section, while the melody is carried by the horn section. A choir in the background maintains a magical mood.
  • Edhenen: A darker mood. The harp and horn section carry the melody with the "magic" choir in the background.
  • Tirothas: Very rhythmic due to the connection between the elvish and dwarven races. Short violins and the horn section carry the melody with the ever-present choir in the background .
  • Val’Rhain: An expressive flute and horn section symbolize a bow and arrow. Rhythm is carried by the string section and choir.
  • Forlariath: A battle-ready mood, supported by the horn section. The string section and choir fill the background.
  • Nir-Lathias: A secret and mysterious mood, with the harp and string section carrying the rhythm, and the choir singing a sort of melody.


Here’s an example of the process of creating the sound design for an area in layers:

[previewyoutube][/previewyoutube]
We start adding footsteps and a basic layer of SFX.

[previewyoutube][/previewyoutube]
Next, we add a music loop tailored for the area and do a first round of polishing.

[previewyoutube][/previewyoutube]
Once we’re happy with the overall result, we add ambient SFX such as waterfalls, wind, animals, etc for the ‘final touch’.

[h3]The Expanse of Karak-Hohn
[/h3]


For Karak-Hohn, we started with the main theme, then moved to the variations, always reading into the kingdom’s intro lore description and taking a look at the cities’ design. The main reference was dwarven music from The Hobbit and The Lord of The Rings once again. It was a little tricky, especially with the melodies (the harmony needed to be in sync with the percussion), but got through it by changing rhythm.

  • Khunden-Hohn [Main Theme]: A strong start with percussion and and the choir shouting to introduce the dwarves, the melody is carried by the horn and string sections. Always solemn.
  • Bardushel: A bit of a battle mood, due to the ruling clan being here. Harmony with the percussion and choir shouting with the string section. Melody carried by the horn section.
  • Naledzir: A secret kind of mood, with percussion and the choir shouting and a repetitive melody from the string section.
  • Barran-Garr: Percussions with the choir shouting and a hammer-like sound. Harmony carried by the string section and melody by the horn section.
  • Nhulbarar: A softer and slower mood, with percussion and the choir shouting. Harmony carried by the string section, melody by the horn section (first part low, second part high).
  • Khuamun: A more rapid track, again with a hammer-like sound, and percussion and choir shouts. Melody carried only by the horn section, without a precise harmony.
  • Kin’il’Nar: Very rhythmic, starting only with percussion and choir shouts. Then, in the first part, the melody is carried by the horn section (low); in the second part, low and high horn sections together.


[h3]The Desolation of Baga
[/h3]


To create loops here, we started from the description of the kingdom as usual and then moved to the cities’ lore description. As a main reference, we used orcish music from classic sources such as Warcraft and other titles. We tried to create something strong, but still solemn with not as fast of a rhythm as in other kingdoms. For the main theme, we chose the horn sections and percussion to be fundamental. For the six variations, we sometimes went a little far from the main theme to keep things interesting, but always followed the root key and musical scale, considering the double nature of Orcish people (we have savage orcs and citizens in Baga, living in a different way).

  • Na’Nardur [Main Theme]: Aggressive and solemn. Trombones and percussion introduce the theme (a sort of oriental melody) this is followed by the horn section low and high and cellos and violas in the background. Crescendo of percussion.
  • Hashak: Very solemn. Only the horn section with high and low; very rhythmic percussion.
  • Gholuk: A dark mood. Introduction with the horn section and percussion (tuned to the horn section). The violas and cellos in spiccato create something dark and mysterious.
  • Gashak: Similar to Hashak, due to the fact they are twin cities. It begins with trombones and then the horn section is added. Percussion again tuned with the melody.
  • Ballek’Mahl: The introduction has the horn section and percussion doing the same pattern. Then trombones continue the melody, with cellos in the background. In the second part, percussion is always the same.
  • Vhoken’Mahl: A darker mood. The same instruments of Ballek’Mahl, but percussion does a simpler pattern. More of a presence of the cellos in the background.
  • Na’Kazkadden: A military and battle mood. Only percussion in the beginning, with two timpani. Then the low horn section introduces the melody, sustained by the high horn section in the second part.




[h3]Points of Interest
[/h3]


To create the loops for the Points of Interest around the Four Kingdoms, we took inspiration mainly from the aspect of the places and their descriptions. We also decided to improvise melodies and harmonies, even if our references were video games such as Witcher 3 and Skyrim. For every Points of Interest we followed the root key of the Kingdom’s loops and the same instruments, in order to be more coherent.

  • The Sea of Stars: A very quiet and calm mood. The string section, with violins and cellos create the melody with doublebasses in pizzicato for the harmonic and rhythmic part.
  • The Tears of Light: A somewhat solemn mood. Trombones in the first part to introduce the melody, which is then continued by the horn section. Doublebasses cover the harmonic part.
  • The Turquoise Ice: A mood of amazement. The string section is in the background with the horn section carrying the melody.
  • The Sentinels: Melody carried by the clarinet with cellos in background. In the second part there is a harp for the rhythmic part.
  • Gloworm Caves: A magical mood. Only harp (both harmony and melody) with a choir in the background.
  • Waterfalls of Wishing: Very magical. Melody is carried by the harp with the strings section in the background. A choir in the second part creates an atmosphere.
  • Bingel, The Hawk: Solemn for her importance. The melody is carried by the trombones in the first part, then strengthened by the horn section. The string section is in the background with percussion (symbolic of the dwarves).
  • The Bloody Lake: A mysterious mood. Very low doublebasses with percussion. The melody is carried by a harp.
  • The Eye: A solemn and astonished mood. The introduction is carried by violas, cellos, and doublebasses. In the second part, the melody is carried by the trombones and the horn section.
  • The Spoor of Gorbag: The melody is carried by the cellos with aggressive percussion in the background. In the second part the melody is strengthened by the horn section.
  • The Well of Baga: A bit disturbing. The introduction is carried by the cellos and doublebasses, followed by the addition of violins and violas. The melody is carried by the horn section.
  • Kima, The Volcano: A bit aggressive, with only trombones and tuned percussion.


[h3]Discover New Content Every Week
[/h3]


If you missed any of the previous Development Updates, check out the latest ones here:

https://steamcommunity.com/games/919360/announcements/detail/3058479891335158589
https://steamcommunity.com/games/919360/announcements/detail/3060730254432975108
https://steamcommunity.com/games/919360/announcements/detail/3058475918421648964

We hope you enjoyed this foray into the making of Alaloth. What do you think about the descriptions of the different Kingdoms tracks? Share your thoughts with us on Steam and Discord.

Lore updates will be posted on Steam every Wednesday* and will introduce key characters, companions, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. Sometimes they will come in the form of a special Companion update to introduce companions that may accompany you on your quest. A brand new piece of art will be available every Monday* as well!

Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.

*Based on external and internal factors, the frequency may change.

[h3]Follow our official channels to stay up to date:[/h3]
Like us on Facebook Follow us on Twitter Subscribe to our Newsletter Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

Companions Update #2 - Estilress the Mad



In our first Companions update we introduced the brave champion of the light, Lileah the Last Light of Vaizmil, who aims to bring Alaloth to his knees for the betterment of all the mortal races. Your next potential companion hails from the Republic of Larastir, a kingdom of many champions, some looking for redemption, some looking for justice, and some, like Estilress, looking to put the world back in order.



[h2]Estilress the Mad[/h2]

Born closer to the surface, an unusual thing in dwarven society, Estilress was always considered to be a very peculiar dwarf due to his love for the outdoors and his incorporation of other cultures’ fighting styles into his own. Estilress has spent his life traveling across the continent from a young age, never content to stay in one place for too long. From his journeys he’s gathered many tales to share with his people back home. The dwarves call him “Estilress the Mad” because of all the extreme and exotic adventures he’s gone on, but still love listening to his stories each time he returns.

Estilress was topside when the worst Tempest hit. He lost consciousness during the disaster and when he opened his eyes afterwards, he could see that everything as he knew it was going to change. The new reality was one where the world he loved would slowly but surely deteriorate. He knew that now, the places he’d visit would be plagued by monsters, nature would begin to rot, and ancient ruins that had stood for centuries would crumble into dust.

Now, Estilress spends his days trying to save whatever he can, but the destruction he sees everywhere weighs him down with bitterness and depression. He dreams of the world he knew, and wishes to see it once more. Estilress is looking for a champion that will protect all lives as well as the history of The Split Kingdoms. Someone who will help him restore the world to the one he knew before.



[h2]Discover New Content Every Week[/h2]

If you missed any of the previous Lore Updates, check out the latest ones here:
https://steamcommunity.com/games/919360/announcements/detail/3060730254426286535
https://steamcommunity.com/games/919360/announcements/detail/3058479723998971794
https://steamcommunity.com/games/919360/announcements/detail/3060730254448222082

We hope you enjoyed this foray into the rich world of Alaloth. Do you think you’ll be the champion Estilress is looking for? Share your thoughts with us on Steam and Discord.

Lore updates will be posted on Steam every Wednesday* and will introduce key characters, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. Sometimes they will come in the form of a special Companion update to introduce companions that may accompany you on your quest. A brand new piece of art will be available every Monday* as well!

Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.

*Based on external and internal factors, the frequency may change.

[h3]Follow our official channels to stay up to date:[/h3]
Like us on Facebook Follow us on Twitter Subscribe to our Newsletter Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

Development Update #6 - How to Create a Believable World



Today we are going to delve into the creative process of world dressing, character placement, and population control. The world dressing of a game is a very important aspect of development as it determines what the world of a game will look like. Things like whether there is a large population in a city, an impoverished family, a warrior protecting others, or a crazy person with insight into the future, are decided during this process.

The game has Four Kingdoms, each with its own cultures and traditions, and thus their own kinds of population. In those Kingdoms there are major cities and towns that are distinct from one another, so what works for one city in a sunny plain, may not work for a city covered in snow. In our work to find a balance in setting up the NPCs in Plamen’s cities, we looked at the architecture and the surroundings of the area we were populating. If a city looked very ornate and wealthy, like a place where only the upper classes and royalty lived, then the nobility would take center stage in the dressing of that city, with commoners seeming out of place if found there. On the other hand, if a city was supposed to be known for being a den of villainy and scum, the area would be populated mostly by commoners and shady individuals while the nobility would be scarcely seen.





When working on character placement in the different cities of our game, understanding the relevant Kingdom’s culture was perhaps the most vital aspect that needed to be taken into account before placing a single NPC. We’d consider such things as: ‘Does the culture allow for more liberty in the day to day of the common folk?’, ‘Does society look down on certain classes or races?’, ‘How nationalistic or patriotic are the people in this particular corner of the world, and what is the relationship between the race that controls the city and the other races of Plamen?’.

Another thing that would help in choosing where our NPCs would be placed is travel. While knowing the world of the game is certainly the key to understanding what kind of characters and archetypes go to which city, travel allows you to understand how cultures and geography can change the local population. Each city in the Kingdoms and the different Kingdoms themselves are similar to one another and yet very distinct, and that is what world dressing tries to capture so that the world doesn’t just feel populated, but alive.



Our goal is always to immerse you in the world we are creating, meaning that every character in the world, even if they are not someone you can interact with, has to have a purpose. When placing these characters, the world dresser has to have a story behind why they’re there; ‘What are they doing there?’, ‘Who are they?’, ‘What do they want?’. Some of these reasons won’t be apparent in the game, but thinking of these reasons when placing NPCs is part of making the world more believable and closer to our own.

[h2]Discover New Content Every Week[/h2]

If you missed any of the previous Development Updates, check out the latest ones here:

https://steamcommunity.com/games/919360/announcements/detail/3060730254432975108
https://steamcommunity.com/games/919360/announcements/detail/3058475918421648964
https://steamcommunity.com/games/919360/announcements/detail/2961646623389887320

We hope you enjoyed this foray into the making of Alaloth. What do you think about the process of populating Plamen? Share your thoughts with us on Steam and Discord.

Lore updates will be posted on Steam every Wednesday* and will introduce key characters, companions, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. Sometimes they will come in the form of a special Companion update to introduce companions that may accompany you on your quest. A brand new piece of art will be available every Monday* as well!

Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.

*Based on external and internal factors, the frequency may change.

[h3]Follow our official channels to stay up to date:[/h3]
Like us on Facebook Follow us on Twitter Subscribe to our Newsletter Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

Lore Update #9 - Ways of Power: The Way of Nature



Champions!

You’ll need power and skills to survive in the world of Alaloth. To possess them however, you will first have to choose a Way of Power and a Profession. Today we’ll take a deeper look into the Way of Nature, one of the three Ways of Power you’ll be able to choose from.

In the beginning there was only the All-Father’s chaos and Jaiha’s earth. The only power to be harnessed was the raw energy of nature. It was the elves of old that learned that if one nourished their connection to the nature around them, they would reap great rewards. A champion who chooses the Way of Nature will gain elemental magical skills that can be used at a long range against their enemies. This way draws on the power of the nature gods to help a champion manipulate the flora and fauna that surrounds them.

[h2]Professions of the Way of Nature[/h2]



Like every Way of Power, the Way of Nature has its own unique professions. These will help you connect to the natural world and vanquish your enemies.

[h2]Elementalist[/h2]



By joining with nature, Elementalists have control over all elements in the mortal realm. They excel in conjuring these elements and manipulating them as they please.

Earthquake
Shake Jaiha’s earth to knock down your enemies and make them lose their balance.

Fireblast
Bring forth a mighty dragon within you that will burn your enemies to a crisp with the heat of its fury.

Lightning Bolt
Harness the power of thunder and lightning to strike forcefully at your enemy with electric results.

Winter’s Grasp
Permanently freeze all the enemies around you by surrounding yourself with the icy winds of winter.


[h2]Arcanist[/h2]



Arcanists focus more on the magical aspect of nature rather than on controlling specific elements.

Arcane Shield
The forces of nature and of magic are one. With both, you can form a mighty shield that will protect you from harm.

Forcewave
Knock the enemies that are assaulting your position to the ground with the force that exists deep inside all living things.

Disruption Field
There’s no reason to let the enemy storm your party without obstacles. Call upon nature to slow and disrupt the will and might of your enemy, giving you an edge in battle.

Cloudkill
Unleash a poisonous cloud that envelops your enemies and follows them as they try to escape.

[h2]Warden[/h2]



Wardens completely immerse themselves into nature, becoming one with it. They guide it and revel in it, manipulating it with admiration rather than selfish need. Wardens control the creatures of the ground as well as the earth itself.

Bohai’s Hand
Summon the mighty thorny hand of Bohai, a root that will capture your enemies and keep them in place, not allowing them to move while it's called.

Elemental Aegis
Do not let the enemy attack you with that which you hold power over; protect yourself from the powers of the elements with a shield made from them.

Healing Spring
Form an aura around yourself that will promote the natural processes of healing in yourself and your allies.

Summon Familiar
Call on the powers of nature to summon an animal familiar to fight by your side and charge at the enemy for the duration of a battle. The pet will follow you for as long as it lives.

[h2]Discover New Content Every Week[/h2]
If you missed any of the previous Lore Updates, check out the latest ones here:

https://steamcommunity.com/games/919360/announcements/detail/3060730254448222082
https://steamcommunity.com/games/919360/announcements/detail/3060730254426286535
https://steamcommunity.com/games/919360/announcements/detail/3059602452005106721

We hope you enjoyed this foray into the rich world of Alaloth. Do you think you’ll choose the Way of Nature? Which Profession did you find the most interesting? Share your thoughts with us on Steam and Discord.

*Based on external and internal factors, the frequency may change.

[h3]Follow our official channels to stay up to date:[/h3]
Like us on Facebook Follow us on Twitter Subscribe to our Newsletter Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/

Lore Update #8 - Ways of Power: The Way of Gods



Champions!

You’ll need power and skills to survive in the world of Alaloth. To possess them however, you will first have to choose a Way of Power and a Profession. Today we’ll take a deeper look into the Way of Gods, one of the three Ways of Power you’ll be able to choose from.

In the world of Plamen, you are never alone. A god or two is always watching over you, guiding you, giving you strength, or cursing your enemies. Following the Way of Gods, a champion will have the power to gain boons and abilities from a plethora of deities; some good, some evil—depending on a champion’s wishes. The gods channel their power through champions that they feel are worthy of possessing it, channeling spells that heal or kill as needed.

[h2]Professions of the Way of Gods[/h2]



Like every Way of Power, the Way of Gods has its own unique Professions that will help you restore the faith and fight like the blessed monks.

[h2]Templar[/h2]



Templars are mighty defenders of the faith, providing holy energy to the world by channeling the powers of the gods of justice, healing, and truth. Templars swear to protect the four kingdoms using pure magic.

Divine Shield
Gather the powers of the gods to form a protective shield that will defend you from incoming attacks from close and afar.

Holy Fire
Call upon the ire of the gods and send their righteous fury against enemies with a fire that burns more than just the unholy.

Bless
The power of the gods channeled through this blessing will give you and your allies a boost in battle.

Consecration
The enemy aims to corrupt the lands of the blessed gods, but you won’t let them. Consecrate the ground beneath them and punish them for their sins.


[h2]Cleric[/h2]



Defenders of the faith and preachers of the word of the gods. Clerics travel between holy places, healing the sick, blessing the righteous, and smiting the sinful. They protect the mortal realms from abominations and the evil magic of the undead.

Banish Undead
Send skeletons, zombies, and any creatures that dare to crawl out of their graves back into the ground with the blessing of the gods. Cause damage to all undead near you.

Purify
Traveling and fighting in these corrupted lands takes its toll on you. Purify ailments and misgivings from yourself and your allies.

Sanctified Field
Cast upon the ground around you the sacred power to cure yourself and your allies when in battle, and block the malice of your foes.

Heal Wounds
Let the lifeforce given to you by the will of the gods flow through you to heal yourself or those around you.


[h2]Necromancer[/h2]



Death is not the final stage for mortals as some may think. Necromancers hold dominion over the realm of the dead. They can raise them from their graves and make them walk the streets once more. Necromancers use the dead as their own personal army to fulfil their wicked plans.

Summon Undead
Give the bloated corpses and piles of bones around you a new chance at life in your service as they fight to “die” for you.

Vampiric Touch
The blood that flows through your enemy’s veins is yours by right. Take their lifeforce for yourself as you strike against them.

Affliction
Afflict your enemies with a potent ailment from the gods of death and cruelty, let them suffer slowly as they fight against you.

Curse
Let your opponent have no advantages in battle and make them vulnerable, make them feel pain when they try to strike against you.


[h2]Discover New Content Every Week[/h2]
If you missed any of the previous Lore Updates, check out the latest ones here:
https://steamcommunity.com/games/919360/announcements/detail/3060730254426286535
https://store.steampowered.com/news/app/919360/view/3059602452005106720
https://store.steampowered.com/news/app/919360/view/3062978883683506392

We hope you enjoyed this foray into the rich world of Alaloth. Do you think you’ll choose the Way of Gods? Which Profession did you find the most interesting? Share your thoughts with us on Steam and Discord.

Lore updates will be posted on Steam every Wednesday* and will introduce key characters, guilds, places, monsters, stories, gods, legends, and so on, to give you the full picture of the work we’ve done to bring this epic world to life. Sometimes they will come in the form of a special Companion update to introduce companions that may accompany you on your quest. A brand new piece of art will be available every Monday* as well!

Be sure to check Steam every other Friday* to get an update on Alaloth’s development. The updates will give a general overview of in-game content, explain gameplay features, give insight into the gaming tech we use as well as reveal other game-related content.

*Based on external and internal factors, the frequency may change.

[h3]Follow our official channels to stay up to date:[/h3]
Like us on Facebook Follow us on Twitter Subscribe to our Newsletter Check out our Steam page



https://store.steampowered.com/app/919360/Alaloth_Champions_of_The_Four_Kingdoms/