New account registration is temporarily disabled.
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
Your throne is usurped, your family massacred. You now have to rely on allies and close friends where you once had servants and nobles, reclaim your throne and establish stability within the realm. Trust no one but yourself and your choices.

The game will focus heavily on choices and your approach to them. Certain choices may lead to fame or infamy and change whole areas. You may be locked out of or gain access to new quests, hidden areas, dialogue etc. Heavily influenced by Game of Thrones and is set in a medieval setting under a feudal system with slight magical aspects. Expect gore and foul language as castles and princesses aren't always a wonderful fluffy kingdom all the time.

The game is split into three chapters and could be described as like the Fable series. Your ultimate goal is win your throne back after having it usurped, you then rule as a monarch and fulfill promises or break them. The emphasis is on the choices the player makes which can open or close quest lines and events to alter gameplay.

Chapter I - Home
The game's intro which leads to the events which forces the player to leave their home and rally support to reclaim the throne. No combat apart from a battle tutorial. The player is limited to a linear path and limited exploration.

Chapter II - Duty
This part of the game plays like a traditional RPG. You have your retainers (party members,) items and experience to gain to better defeat your enemies. The story will still drive the player through locations but exploration will be free and backtracking to former locations for side-quests is possible. You may need to make promises during quests to receive support for your claim, if you choose not to, any local battles may be more difficult with less men at your disposal. You eventually return to your ancestral home and are crowned.

Chapter III - Reign
Ruling as a monarch, you will have to hold court and hear petitions from the nobles and smallfolk. Any promises you made previously may come back to haunt you as your treasury may not be able to fund the request. Broken promises may lead to infamy and threats upon your life. You command your forces both from the throne and on the field. The chapter ends after winning the events of the invasion.


The game's first chapter is progressing nicely, this will form the basis of the demo i will be releasing.

Discover Lirra
Lirrian Studios on Youtube

Latest Blog

Feudalism



Okay, so I finally go around to creating more content outside of the game.

The latest image shows the border's of the various nations within the continent in which the game will be taking place. Have a look at the world map if you wanna see the world in greater detail.

Feudalism is commonplace around the world. You have the peasants who work in the fields and the mines and pay taxes to their local lord or clergy.

Then you have the lords, who overlook those peasants and collect taxes from them. The lords will then train the peasants for battle to protect their lands when required.

Depending on how complex the area is, that lord may then be ruled over by an other lord or by the monarch themselves. In times of war, the monarch will take troops from their own lands and may call upon its lords (vassals) to provide additional troops for the upcoming battle. Away from warfare, the lords keep the king's peace and have control over their lands and any lands under them.

The kingdom of Lirra (which the game takes place,) is ruled over by House Hearthstrong in Kingdom's Grace. This is the player's house and one of the finest within the known world. They have five vassals; House Harriot, Arpecker, Yadenusle, Loxhey and Bindley. The chapel of Palaryt-Molra is independent and is run by the Head of the church. The Isles are part of Lirra but hold greater autonomy then the other houses. They have always been proud and feel they are neglected by Kingdom's Grace.

The Republic of Nordenhaad only has; House Eneshelm, Alignory and Delacroix for their vassals. However, this is due to the former empire loosing lands after the great war. Namely, Abu and Emelisy. The republic is still ruled by House Rosenhien as it has been since before the great war and for many centuries before that. However, the head of their house and the last emperor of Nordenhaad has died, causing a political crisis. Rosenhien is loosing grip on what was once a mighty empire.

You see, the three other houses actually rule in their own right over their lands, and have equal stead, even with Rosenhien holding more lands including the largest city in the region Arcainia. This was the cost of peace after the war, and every house in Nordenhaad sits in the council chambers to vote on matters. If rumors are true, the three houses plan to break with tradition and not vote for an other Rosenhien to be the next figurehead.

You also have independent states or rebel controlled areas. Looking at the map, you see that you have Emelisy which is a city-state. They owe loyalty to nobody and self-govern. A council of elders who are experts in their area of trade run the city.

Similarly, House Quazer rule in their own right over the town of Abu in the desert. Unlike Emelisy, they have neither a monarch or a ruling council. They have recently separated from Nordenhaad and function with a figurehead with very little power.

The Mountain clans hold lands north of Lirra and live in independence due to neglect from their former lord. They are classed as rebels and are often seen raiding caravans passing by to local markets.

In the south you have the fallen Kingdom of Snowdonia. The former capital, Vollismonia lay in ruin with only House Whyte remaining after the kingdom was nearly wiped of the map from an invasion of mythical beings.
  • Production
  • LirrianStudios
  • RPG Maker XP
  • RPG
  • 02/04/2018 12:15 PM
  • 03/08/2019 03:43 AM
  • N/A
  • 11852
  • 10
  • 0

Tags