You are about to experience the basis for one of Speculara's greatest projects: a series of seven RPGs in various themes and environments strung together by similar skills, gameplay mechanisms, hints, etc. By creating this game it proves a great risk, since somebody may like only one idea in the series and you'd get a bad review for the next one. On the other hand, you could start anywhere and people would be tempted to try the other games if they do like one.


There are seven games in this series and a another in development.

The Lost Lands I: Galidar

Ah, the first one that takes us through the tradition of the rpgs. It's a medieval-themed game with swords and sorcery that borrows ideas from D&D and many other creations of my own design. In it, you inherit some land and get to build it up over the course of the main story. Yes, a main story is existent and it does have some rewards to go along with it (the more you beat in the main quest, the more you unlock overall). Besides the medieval-style country of Famalia that you start in there are six other countries/ares you can venture to. (yes, seven is a recurring theme) The first is the desert lands of Norab where the heat is enough to kill any mortal man. The second is the heavily-militarian Amazaka, which is combined with the Northern Tundras to create one huge area. They'd do anything to win a war, or start one for that matter. Then you've got the technologically enhanced (up to the 1850's) land of Bryusov (pronounced Broo-Sov). Here you can get all kinds of crazy weapons, or harness the power of electricity. Third is the jungle-country of Cecilyon where cannibalistic peoples live (yeah, not my favorite vacation home). Number four is a group of islands off of the Famalian coast where tales of pirates and plunder is galore. Five lies the lands of Bujold (Boo-joal-d) a massive farming/fishing country which is haunted under the shadows of the horrific island prison Malum Carcer a place where they do experiments on human beings. Six is Zahn (Zann) a country known for its vast amounts of knowledge and its force of it upon its children. The last place is the Famalian underworld which is divided into four separate sections: the first one is a place of absolute darkness and vandalism, the next is a group of cold mountains, then there are plains of fire, after that you are finally in the realm of murder and the home of the Famalian devil--Magyar.

The main quest in The Lost Lands I: Galidar is in essence to journey to the sixteen Elemental Temples, destroy the evil within, and learn from the Guardian within ala Zelda. However, it is harder than it looks. Many times there are subquests within each Temple. There is also an optional boss in each one allowing you to get a weapon of vast power. More often than not you need to do a quest to get into the Temple. Sometimes the original Guardian of the Temple is dead and the ancestor is not known, which gets to be more of a problem as you go on. After you defeat fifteen of the sixteen evils you go to the underworld where you face its many challenges (Temple of Evil) and fight Magyar (Guardian of Evil).

The Lost Lands II: Achacchkchckckchully

A new game, a new theme in its entirety. Deep bellow the surfaces of Gentral is the fabled city of Achactur, which hold all of the secrets of the world. All who have tried to reach the city have failed, leaving their entrails behind in the process. A few retreaters have brought back tales of the horrendous traps looming down there, and there are some tunnels that only a child could fit through safely. The premise of this game is obviously to reach Achactur (Ack-a-tour). However, Gentral is the world you'll be exploring. Gentral is essentially a huge forest with a few metropoli within. These metropoli have 1950's technology, usually but the secrets of magic still exist (though many people are not used to seeing it done by non-professionals).

The main quest, obviously, is to reach Achactur. But to do this, you will need to gain many skills in the world of Gentral. Most of them are found in the Kingdom of 7 Cities, the kingdom next to the one Achactur is located in (Verliona). In order to get to Achactur, you must assemble a party of seven, find the Site of Sounds and traverse your way in through various traps. The game is basically won when you make it to Achactur and defeat the Last Living Heir, but along the way you will make various moral choices that will decide your ending (yes, you do get to play afterwards).

The Lost Lands III: Uskon

We're on an entirely different playing field this time. In a post-apocolpytic world there are less than ten-thousand people in existence. A giant war has ensued about twenty years ago and ravaged the world of Labornicus, leaving it a radioactive wasteland. You one of the few survivors in a tower called Uskon, in the Elroc language it means "Salvation." You've lived in the Tower all your life and want to know what's on the other side. Tests say that most of the radiation is gone, but people still won't let you go out claiming that they need every survivor they can get. However, you eventually manage to sneak out of Uskon about 1/10th through the main quest.

The actual main quest involves traveling the world looking for other camps of survivors, rebuilding other cities, and convincing the elders of Uskon that the outside world is safe. Each of the seven elders requires you to do some long and difficult task. Once the seventh elder is appeased, the doors to the outside will be finally opened. Then you'll fight a boss (which I will not reveal here) and win the game. Same as the others, nothing special.

The Lost Lands IV: Verderian Islands

A world on the sea with a bunch of islands artistically dotted all over the world. The Verderian islands is our fourth world, and has the most enthralling plot yet. There's a cruel princess who is so spoiled and wants to conquer the whole world. She uses her powers to try and conquer each and every one of the worlds to her own designs. In essence, what you need to do is take control of an island, build up your troops, and stop her at as many turns as you can. The game is over when you beat the princess's final forces.


Pictured: A dialogue conversation involving the evil princess.

The world has various technologies and cultures with a different one on almost every island, with plenty of unclaimed islands in between with unexplored ruins to venture into. You'll be able to learn about dead races, and each of the islands has various terrains to traverse and endure.

The Lost Lands V: Mositu

Mositu is a world of ice, filled with various caves and glaciers. I could say that nordic barbarians ravage the countryside here, but that would be horribly cliche. It's actually more of a tiaga (frozen forest) than a tundra (frozen desert). Yes it does have some barbarians here and there, as any world does, but there are no "nords" here. Most cities here have a late medieval technology stance, but have a Crusader-strict religion. The clergy rules the whole world, and they have considered the general populace into believing that the gods have punished the world for its sins by freezing it over, which of course isn't true.

The main quest is for to find out why the world is frozen. Of course that isn't easy since speaking against it is blasphemy, a crime punishable by death. And travel has become remarkably difficult with blizzards and bandits stealing not gold but food, since it has been increasingly hard to come by (why wouldn't it be? Nothing really grows so not many animals could survive; farming and hunting both out).

The Lost Lands VI: Machina

Nineteen Eighty-Four, often published as 1984, is a dystopian novel published in 1949 by English author George Orwell.[2][3] The novel is set in Airstrip One, formerly Great Britain, a province of the superstate Oceania. Oceania is a world of perpetual war, omnipresent government surveillance and public manipulation. Oceania's residents are dictated by a political regime euphemistically named English Socialism (shortened to "Ingsoc" in Newspeak, the government's invented language). The superstate is under the control of the privileged, elite Inner Party. The Inner Party persecutes individualism and independent thinking known as "thoughtcrimes" and is enforced by the "Thought Police".[4]

The tyranny is ostensibly overseen by Big Brother, the Party leader who enjoys an intense cult of personality. The Party "seeks power entirely for its own sake. It is not interested in the good of others; it is interested solely in power."[5] The protagonist of the novel, Winston Smith, is a member of the Outer Party, who works for the Ministry of Truth, or Minitrue in Newspeak. Minitrue is responsible for propaganda and historical revisionism. Winston's job is to rewrite past newspaper articles, so the historical record always supports the Party's agenda.[6] The workers are told they are correcting misquotations, when they are actually writing false information in the place of fact.[7] Minitrue also destroys all previous editions of revised work. This method insures there is no proof of government interference.[8] Smith is a diligent and skillful worker, but he secretly hates the Party and dreams of rebellion against Big Brother.[9] Smith begins his acts of rebellion by maintaining a sexual relationship with Julia, an employee from the Fiction Department at Minitrue.[10] He received a book from O'Brien, a member of the Inner Party and fellow rebel, that details the truth behind the Party's actions.[11] Smith's attempts at self-education and rebellion are ultimately quashed when he is arrested by O'Brien himself.[12] Smith discovers that O'Brien was truly working for the Ministry of Love (Miniluv), the ministry in charge of torturing dissidents.[13] Smith is subjected to many forms of torture and is forced into the horror chamber known only as Room 101.[14] There he is tortured by his worst fear, rats, and is forced to betray Julia.[15] He is released from Miniluv, and Orwell describes his life after his release for the rest of the book.[16] Smith ends the story observing a military update on the telescreen and feeling an intense love for Big Brother.[17]

The Lost Lands VII: Diadora

You are a traveler from an unnamed world who dreams his/her way into Diadora, a world split into two halves. One half is based on logic and they hate anything new or unique. The other side is full of creativity, where everything is spontaneous and nothing seems to make any sense. They are ruled by one king who has both halves of the whole, but unfortunately for him the two sides are at war against each other and each one demands his favor with them only.

Once again, the main quest is obvious. Help the king, stop the war, and make sure not too many people die in the process. Simple, right?