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I design games with a tendency towards RPGs.

Jordan Allen @TheEnkian

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United Kingdom

Joined on 12/18/12

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TheEnkian's News

Posted by TheEnkian - May 12th, 2019

This is mostly a repost of my Steam patch notes, but thought it would be a good shout to promote it here too!

Tale of Enki: Pilgrimage has been updated to v1.1 and we've included new additions to the game, bug fixes and rebalances.

Here's a list of some of our key changes:

  • Four new stat-boosting items added: Secrets of Power, Secrets of Agility, Secrets of Magic and Secrets of Movement.
  • Additional item drops for key storyline bosses.
  • New chests added to the overworld.
  • Titanium Armour, Enkite Armour and each party member's respective ultimate armour have all received physical damage reduction stats.
  • Peachy's two strongest armour now give him additional stamina regeneration.
  • The final boss track has been added.
  • Player characters have had their Move stat boosted to give them a much higher chance of striking before enemies.
  • Enemies shouldn't spam the same buffs and debuffs repeatedly.
  • Certain enemy formations modified to have less enemies.
  • Heavy enemy stat revisions for the mid to late game to reduce difficulty in those sections.
  • Grammatical and punctuation fixes in lorebooks and for certain characters.
  • Removed a few empty spaces that were obstructed in the Castle Proudwind maps.

This is a fairly heavy overhaul of the difficulty of the game which a number of people reported featured a steep curve upwards from the middle of the game onwards. We believe this should fix those issues, but please feel free to report further issues to us if it still feels too punishing.

The additional content to the game should automatically update if you've reached the end of the game except for the new boss drops. Unfortunately these are tricky to add to a save file in retrospect, but the new chests are all available to go loot so have fun exploring and searching for them.


Happy playing everybody!


Posted by TheEnkian - April 19th, 2019

Hi all,

I've currently got my Azurael's Circle horror-adventure series on discount over at itch.io. It's 90% off and lasts for another 3 days so grab it quick! That's $6 worth of games for $0.50. The first chapter is already entirely free both over there, on Steam and right here on Newgrounds! Chapter 2-4 all have demos on Newgrounds too so you can check out the reviews right here.

Why? Steam copies sell themselves as Chapter 1 currently sits at 87% positive across 72 reviews, but I'd like to expand my follower base on itch.io because it's a great community for indie developers and indie game fans.





Posted by TheEnkian - April 2nd, 2019

My latest release, Tale of Enki: Pilgrimage is on sale right now. 30% off! You'd be crazy to not pick up a copy of it if you're a fan of RPGs, a colourful world or just want to play a game where the hero is a bit of an asshole.

Be sure to let me know what you think of it when you play it. We worked very hard on it during the 2.5 years of development.




Posted by TheEnkian - February 16th, 2019

Just a reminder that the Tale of Enki Art Contest deadline is on the 28th of February! You can find the full details on the contest and the CA$H PRIZE$ (just to emphasize things) right here. We've had a few brilliant entries already so far and I'm very excited to see what else is still to come.

I strongly recommend that all artists and non-artists here pick up a copy of the game on Steam. You can find it here.




Posted by TheEnkian - January 30th, 2019

My new game, Tale of Enki: Pilgrimage, has hit Steam as of today so I'm running a competition here on Newgrounds to support it. First things first, go give the game a look HERE and be sure to buy if you like what you see!

Now onto the competition details that I've shamelessly copy and pasted from my announcement thread.

Fan of RPGs? Ready to earn some money by putting your art skills to the test? Then do I have the competition for you. This might be a particularly good opportunity now with such a massive influx of artists seeking refuge from the Tumblapocalypse.

If you’ve been around Newgrounds for a while you might know me from a few of my old games that have done well (JUGGERNAUT, Ender Story, etc). I’ve now got a game that has just released today on Steam, Tale of Enki: Pilgrimage! It’s a fantasy RPG taking elements from Western games like Baldur’s Gate and the Elder Scrolls, as well as Eastern games like Dragon Quest and Zelda. To celebrate the release, I’m hosting an art contest with CASH PRIZES!

The prizes are as follows:

  • 1st place: $100
  • 2nd place: $60
  • 3rd place: $30
  • 4th place: $20
  • 5th place: $10
  • Runners Up: Free Steam codes for Tale of Enki: Pilgrimage.

To enter you simply need to draw a character, race, scene or basically anything related to Tale of Enki that you desire. Go wild! I encourage you to buy the game here to get some ideas, but I've done numerous posts about it and there are Let's Plays on YouTube for reference. Upload your piece to the art portal and make sure to tag it with "taleofenki" (without the quotation marks) so we can find it to judge.

The deadline for the competition is the 28th of February 2019. Any submissions, no matter how high quality they may, will be accepted after that date just to be fair to the other contestants. I’ll be checking my PMs here, on Twitter, my emails and this thread so if you’ve got any questions then just let me know one way or another and I’ll get back to you ASAP.

You'd be crazy not to enter, right? RIGHT?! In all seriousness, I'm very much looking forward to seeing the entries that people come up with and I'll be trying to draw attention to this competition as best as possible so if you've recently been featured on the front page or art portal you may receive a PM from me.

All the best, folks!



Posted by TheEnkian - December 23rd, 2018

Hi all,

I'm feeling very festive this year and with Christmas in only a couple of days I'm going to give away free Steam keys for my horror games Azurael's Circle: Chapter 2 and Azurael's Circle: Chapter 3 to the first ten people to comment here. If you haven't done so, you can check out the free demos of them here on Newgrounds. The full first Chapter is available both here and for free on Steam.

Merry Christmas and God bless!

UPDATE: All gone now. I think I'll do another one of these in the New Year. Give me a follow so you get a notification.


Posted by TheEnkian - December 16th, 2018

It’s time for the fifth and final post in my world building series for my Tale of Enki universe. This time I’ll be talking about some of the creatures I’ve created that aren’t classed amongst my main races. A lot of them are prominent, but most would be classed as “monsters” that players would just slay their way through. Others? They can be a touch more complex.

The first and most prominent are the earliest creatures I designed for the series. The fruitbugs! The applebugs being the first of this kind. They’re insects around the size of a cat that live inside fruit-shaped shells. Rumour has it that they originate from another plane and are ruled over by their king, the pineapplebug. They’re one of the most common enemy types in the series, but they’re also fairly easy to domesticate. Peachy, a Pilgrimage party members, is a prime example of this. Fruitbugs aren’t overly intelligent, but some can comprehend language and commands to a very basic degree even if they can’t speak it.


An applebug, one of the many types of fruitbug.

Racial mounts are something I wanted to take from World of Warcraft even though I have no goals to make an MMO. Seems like too much of a headache! Although I really like ESO, I won’t lie. I went for two typical mounts, two did choices and two original creations. For ogres I went with a typical giant wolf and for enkians there are horses. For rocklopes I went for giant goats because mountain goats are great climbers which fits with the stone-themed rocklopes. For sheepah I went for giant tapirs. It’s bizarre, yes, but they look cool. Reason be damned! Vulpah have what I call klugants. They’re bipedal lizards with horns. Very clumsy, but very forceful. Vulpah are the opposite spot provides a nice contrast and to make up their deficiencies. Lokor use rogurr. Think a faster turtle with no shell. I definitely wanted to use a reptile for the lokor.

There are a lot of creatures which you’d find in the real world too. Aside from the horses, goats, tapir and wolves, you’ve got pigs, foxes, sheep, gorillas, many varieties of insects, etc. It doesn’t fully reflect reality because it defeats the purpose of being a fantasy world somewhat. If you’ve ever tried creating a bestiary, you’ll find yourself creating creatures which resemble real animals so much that you just roll with using real animals.

Moving onto the elementals. If you’ve read the magic post I made (Part 4 of this series) you’ll know that covers the nature, fire, ice, radiant and gore elements. Elementals are tiered in strength. The weakest are conduits. The next level up are demon lords. The level above that are titans. It goes behind that, but you get the idea. They’re generally amoral as conduits and will mostly follow instinct. As demon lords they become intelligent and are often power hungry. Titans can be cataclysmic if unopposed and can even be ten metres tall. Good luck fighting that without a magician army.


A nature conduit, the weakest form of a nature elemental.

I’ll give an example of an abomination created by a deity now just to get away from more ordinary. The abagun are abominations created by the god of disease and corruption, Zalgan. They’re monstrosities designed to be perfectly loyal to him, but untameable beasts to anybody else. They crawl around on their many legs using their many arms to rip enemies to pieces. Their faces are bloated and swollen in some sections and gaunt and terrifying in others.

I’ll round off this post taking about dragons. Dragons have been done to death so I’ll do them once more! There are dragons to represent each element: nature, fire, ice, radiant and gore. They’re colour coded as green, orange, blue, gold and red, respectively. I’ve kept them similar to the D&D model where they’re very intelligent beings that have a range of alignments. Dragons tend to stay out of the way of the main races because it’s rare for a town not to have at least one or two powerful magicians that can deal serious damage to dragons. More often than not they seek or await an honourable challenge from a worthy opponent or group of opponents.

That concludes Part 5 of this series and finishes off my Building a World series as a whole. The topics here will definitely be covered more in the future either here, in-game or through another medium, but hopefully this gives some clarity on how I went about building and filling my world. Maybe it can give you some inspiration for your own.

Happy creating!

Posted by TheEnkian - December 15th, 2018

Time for Part 4 of my world building series. This time I’ll be talking about how magic comes into play in the Tale of Enki universe. This one should be a fun one!

There are two key aspects when it comes to casting magic in Tale of Enki. The first is the element and that determines the type of spell damage or effect the spell has. The second is the magic level which ranged from first to seventh. First level spells being basic, but effective and seventh being absurdly powerful.

Magic types are also broken down into divisions like spells, rituals and enchantments. There are others, but these are by far the most common and only ones that will be explored in my game, Tale of Enki: Pilgrimage. Spells are magical effects this can be cast quickly and on the spot. Rituals are more time consuming, but also have greater impact. Enchantments are magical effects placed on objects like weapons and armour.

Those are the key things you need to know about the classifications of magic, but I’m going to now go into further detail about the elements. The five elements in Tale of Enki are: Nature, Fire, Ice, Radiant and Gote. Nature represents the world with its rocks, plants and creatures. Fire represents destruction and anger. Ice represents water and divinations. Radiant represents energy and defiance. Gore represents life and death. There’s, again, some crossover, but it’s usually fairly clear which spells fit into which category. A fireball spell would obviously be fire, poisoning something would be nature, healing would be gore, etc.

Each of the elements have their own distinct planes that they draw power from. Nature magic comes from the Mountain Garden. Fire comes from the Great Furnace. Ice comes from Cryovariance. Radiant comes from Radienerverse. Gore comes from Fleshriver. These planes are some of the earliest planes in existence and came to be as they were needed. They’re some of the few planes without creator gods, but they do have powerful beings of their own. Elementals are the key inhabitants of each of the planes and have a variety of levels of power.

Spells themselves are contained within crystals and they’re required to cast spells instantaneously. The strength of the spell is evident by the amount of elemental essence within the crystal. A first level spell will have only a small amount of essence within, whereas a seventh level spell will be nearly exploding with essence and have a swirling mass of energy around it. Magic can technically be cast innately in Tale of Enki, but you’d have to be absurdly powerful to do so. Most magicians harness magic through manipulation of the essence inside the crystals to unleash their effects.

Rituals on the other hand require a number of reagents and a few more complex steps in order to gain their usage. Effects of rituals can range from speaking with the dead (a gore elemental ritual) to creating a pocket plane (a radiant elemental ritual). Their effects are wildly varied, but have been very important throughout the history of Eperos.

Enchantments are sort of what you’d expect if you’ve played many tabletop RPGs or other video games. They make your weapons and armour stronger, give them a variety of effects and can make them near indestructible. The elements of these effects don’t necessarily grant damage of that elemental type and the element an effect from may not be immediately obvious, but they do indeed all come from an element.

That concludes this section about magic in Tale of Enki. It’s one I really enjoyed typing up because I didn’t feel like I was trying to cram a book worth of information into a blog post. Hopefully it’s quite clearly laid out. In the fifth and final part of my world building posts I’ll be talking about creatures in Tale of Enki that aren’t part of my main races post.

Posted by TheEnkian - December 15th, 2018

Welcome to the third part of my world building series. If you haven’t read the previous parts then I’d strongly recommend it, particularly Part 1 where I talk about the main races of my Tale of Enki setting. This post will talk about be nations.

To start with I’m going to address the names of various areas. The plane itself is referred to as Enki and the planet is also referred to as Enki. There are indeed planets way off on space. The main continent of the world that the series focuses on is called Eperos and that’s home to many nations filled with the main races of Enki.


The nations are as follows:

  • Aionas
  • Cloudreach
  • Crawthmaul
  • Feyral
  • Foxwood
  • The Grand Gorge
  • Greenrock
  • Kalshar
  • Kathrul
  • Khoramoon
  • Volendrall
  • Westridge
  • Wintermount

The climates range from the cold, high altitude northern region of Wintermount to the hot jungles of Crawthmaul. Some countries are relatively lush like Foxwood and others are a bit more sparse like the deserts of Kalshar. It doesn’t encompass every possible terrain and climate, but I’d say it would cover more than enough to explore over the series.

The countries owned/controlled by the enkians are: Aionas, Westridge and Kalshar. Aionas is the heart of the empire where the great enkian city of Home can be found. Westridge is ruled over by a king, but the enkian emperor has final say on most matters. Kalshar is the desert region that’s exchanged hands many times, but the enkians manage to always take back under their own control after bloody battles.

Crawthmaul is the deep jungle region of Eperos that’s watched over the the ogre overlord in the city of Fortress. Volendrall is home to a subrace of ogres called the dark ogres and it has little contact with mainland Eperos.

Kathrul is a strange place. It once belonged to the vulpah, but was taken by the ogres and the enkians. The ogres and enkians have an uneasy truce that allows both races to maintain living here under their own laws as long as the keep out of each other’s way. It’s lasted for a few years so far, but it’s very unstable.


Cloudreach is the mountainous region belonging to the rocklopes. The current ruler, Chief Blackflint, makes sure that the borders are maintained securely, but he has no desire to expand past that. Previous rocklops chiefs have attacked Kalshar as they see it as rightful rocklops territory, but victory there is usually costly.

Greenrock is the main country the sheepah live in. They’re ruled over by their mysterious leader in Trader’s Grove, but they try and keep to themselves outside of trading. The sheepah of the neighbouring Grand Gorge are even more isolated, even from the sheepah of Greenrock. The city of Mistside forms a good cloak that lets them hide from the outside world. The neighbouring enkians, rocklopes and vulpah tend to leave them alone in the Grand Gorge.

Foxwood, home of the vulpah, was once a much larger nation. As the enkians, ogres and lokor expanded the vulpah lost territory and many of their soldiers. Foxwood is a shadow of its former self with parts of it becoming Kathrul, Feyral, Khoramoon an Crawthmaul. Other areas were taken as part of Aionas.

When the lokor first appeared on Enki they seized part of Foxwood as their own and it became Khoramoon. It’s ruled by King Julius Disdainus V from the magnificent Black City. Another area, dubbed by the lokor as Feyral, was seized from the vulpah. It’s less secure than Khoramoon, but the lokor kings have used governors as proxy leaders to rule over Feyral from the Exiled City.

Wintermount is unique in that the race that predominantly lives there, the bigfur, aren’t classed as a main race because don’t have a big population and tend to avoid leaving Wintermount. They’re similar to yetis as they’re large and furry. It lets them live in the harsh weather of Wintermount with food being their only real concern. The northeastern region features the tallest mountain in all of Eperos, the Neverclimb, can you guess why it’s called that?

I’ve got a lot of history and areas within each country planned as well as the current leaders of each nation. It’s hard to fit into a blog post in a way that’s nice and easy to read so it’ll be explored more naturally in my games. Hopefully it explains a bit about the setting and why some countries ruled by the same races are still classed as separate countries. Who knows what could happen if I do any times jumps? It’s an exciting idea I may explore in the future.

The next topic I’ll explore in Part 4 is something I’m very excited about. Magic! How does magic work in Enki? How is it classified? What can it do? That’ll be coming up very shortly.

Posted by TheEnkian - December 13th, 2018

This is the second part of my world building series for my Tale of Enki universe. For this post I want to focus on the deities prominent on Enki and the planes beyond. Just as a preface I want to address that I'm a Catholic and I take the Tolkien approach with this topic in that these deities aren't meant to represent or undermine God. They're rather a sub creation of my own mind. Nothing more, nothing less.

I initially started with three deities. Jorren, Maiyel and Krawth. Jorren was meant to represent righteousness and order, but he's known to be very harsh and strict. Maiyel is the god of chaos and that more or less explains itself. Krawth was originally planned as the evil deity of murder and brutality who turned the ogres into demons. The deities have since developed into having somewhat different spheres of influence that I'll mention below. Shortly after creating these three I expanded to include the deity Sindor, god of nature and the creator of the vulpah, sheepah and ogres. Within a few days it became a list of twelve gods.

I tied the deities to the races a bit even though there's some crossover. Enkians worship Jorren with some worshipping Yulgus (god of knowledge). Rocklopes don't follow ay deities in particular. Vulpah and sheepah worship Sindor, their creator. Ogres used to worship Sindor when they were known as the boarah, but now worship Krawth who corrupted them and gave them their lust for fighting. Lokor worship Permia (goddess of darkness), who banished them to Enki in the firt place, in order to try and regain her favour. Lokor also occasionally worship Yulgus as they value knowledge.

There are also a lot of lesser sects and cultists which worship other deities. People who worship Zalgan, the deity associated with corruption and pain, are usually psychopathic nutjobs and would this be shunned by society. I wanted to make sure deities could be tied into cultural values, for better or worse.

The list of deities are as follows:

  • Acoustis, god of willpower and change.
  • Caprius, god of mystery.
  • Ferule, goddess of day and night.
  • Jorren, god of conquest and loyalty.
  • Krawth, god of violence and brutality.
  • Layran, god of hope.
  • Maiyel, god of madness.
  • Nightmare, god of revenge and torment.
  • Permia, goddess of darkness.
  • Sindor, god of nature and beasts.
  • Yulgus, god of knowledge and exploration.
  • Zalga, god of corruption and disease.

I wanted to include a wide range of positive, neutral and negative spheres for the gods to represent. That way, whether it's a meek scholar or a violence serial murderer, almost every character trait can fit with at least one deity. It also allows for some religious conflict (and even outright warfare) to occur in the lore and that's always interesting to explore.

Either deity has their own place where they reside, but they are able to extend their reach to various other planes. This doesn't just include Enki, but as the lore follows events almost exclusively on Enki it's the only one that really matters.

That concludes the second part of this world building series. Next up I'll discuss each of the nations on the main continent, Eperos, in Enki. Part 3 coming shortly!