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Old Jan 26, 2007, 03:43 AM // 03:43   #1
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Join Date: May 2005
Location: Grimsby, UK
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Default Chapter idea.

OK, excuse the format but this is basically a draft idea. Lacking placenames etc but you should get the general idea. I hope you like it. I do!

Guild wars expansion idea.

Expansion loosely based upon the discovery of the American continent, except there is an awakened evil which threatens the natives.

Plot:

Opening scenes and storyline.

A traveler from a far away continent is shipwrecked and is washed ashore in Kryta. Unconcious and severely dehydrated, she is taken to Lions arch in an attempt to nurse her back to health.
During the night she exposes her Tyrian saviours to hints as to her reasons for being there. Often screaming that "they" are going to get her and that it isn't safe. "Doooomed! We are all DOOMED! You can't stop them. Not this time! The West world has fallen!" [a flickering torch lights up the night scene, under a canvas drape, while the apparently possessed woman is held down by a guard of Lions Arch. The woman succombs to exhaustion and the camera zooms to a fantastically beautiful pendant of gold and rubies around her neck].
That (and the shipwreck) will be the opening cinematic. [Dramatic music and a heavy thunderstorm throughout]

A race of tribal people in a far away land composed of Sen'hur, Sen'cho and Men'kul accidentally unleash a dark evil upon their lands through their rituals. Nothing should have gone wrong, since the ritual had been conducted every month under the full moon to promote fertility and fortune for as long as their civilisation could remember.
The Sen'hur and Sen'cho suspect that the Men'kul had made a promise to demonic spirits to let them use the monthly ritual as a gateway into the mortal world. In return, the Men'kul would have dominion over the other tribes and the entire continent.

Faced with impossible odds, the two tribes failed in their attempt to destroy the Men'kul and their demonic allies. Routed, the survivors scatter into ships and into the sea, many drowning in the process (this is how the survivor ends up in Tyria).

The two tribes were led by two chiefs who were also brothers (Men'kul chief is not blood related). One of them (Sen'cho) was last seen boarding his royal ship in a hurry but the other chief was captured by the Men'kul and taken away.
[The royal ship and a few other ships retreated to a group of nearby islands and setup a new home in secret. The rest are lost to the sea]

This is where Guild Wars:Two Tribes begins!

You are part of a taskforce assigned to investigate the reports that the mysterious woman screamed of. A new ship is comissioned for the epic task of crossing the supposedly eternal West seas. Laden with supplies and a contingent of guards, you set sail in search of answers with the possibilty of discoving untold wealth - and evil!
Ship departs and quest starts from whichever expansion the player owns and chooses (despite the cinematic being Lions Arch).

Geography:

[Expansion feels like Jurassic Park]



Players ship lands on the Northern half of the hilly island after travelling from their home continent. There they are greeted by fantastic plants and animals and rolling green meadows. This is a vision of a jurassic paradise. Giant palms, non-hostile herbivorous dinosaurs, strange flowers, giant dragonflies.
The player finds clues here as to where to go next, such as messages in a bottle, a marooned survivor and ancient inscriptions.

The next part of the story takes the player North, to link up with the survivors who have settled on the Northern reaches of the continent. To get there, the player must cross the island chain. White sands, gentle beaches, coral, ancient signs of volcanic activity overgrown with ferns in the centre of the islands.
First hostile animals and plants are encountered. Tribal pirates (deserters from all tribes over the years), venus man traps (spoof of venus fly traps), venomous giant dragonflies and velociraptor type animals.
A map collected here in a mission hints at a land further to the North West.

A gap in the coral reef allows the player to reach the newly found Sen'cho settlements on the next zone. Friendship is made with Sen'cho, despite a less than warm reception on the beach head and the subsequent massacre of half of your escort!

Kraken infested waters prevent the player from going straight to the end zone, but player is able to hunt Kraken young on the beaches. [Standing on the rocks and killing Kraken that come up out of the water like sand wurms in the desert will be one of the missions - fight back the Kraken].

After helping to reduce the Kraken population to aid the fishermen, you are told to head back South to hilly island because there is a gap in the coral there which permits access to the mainland.

Next zone is ancient ruins - ArenaNet design team in it's prime! Pyramids, temples, and a long-abandoned city. Moss, vines and ferns grow between the inscribed pavement and the air is constantly covered in a damp mist, fuelled by tropical seas.

Next zone is to find a way across the lake. Cliffs and elite areas prevent the player from going round it and there are no boats. A tunnel is discovered that leads underneath the lake.
Stalagmites, sulphur and flowing lava dominate this maze of tunnels and caverns. Area is a mix of Ring of fire and Sorrows furnace, but is entirely natural in form. Truely bizzare creatures live here including sulphurous slugs and hostile stalagmites.

Next zone is a vast tropical forest. Streams, gorges, volcanic caves and peculiar tree people who can be hunted for sport and make great pets because of their small size. They could also make good friends to the wise player!
Interesting side stories can arise in this zone, including getting involved in their own struggle against the local Tyrannosaurs!
Tropical forest zone is the largest of the zones and the terrain is fantastic.

Upon exiting the forest, the player looks down upon the lowland tribal zone and it is a sight to behold! A dark evil hangs low upon the land and the player feels a sense of sorrow for anyone consumed by it.
Bodies litter the trail which leads to a vast river, dividing the forest from the tribes former home. A sturdy wooden bridge is all that stands in your way to confronting this evil.
Or is it?
With your band of depleted guards, your Sen'hur/Sen'cho friends and your new vertically challenged jungle allies, you make your way across the bridge....
A mission ensues to fight a band of sentries composed of lesser demons and Men'kul on the bridge.

Final zone is the tribal area itself. Here is the seat of the demonic power and their misguided worshipers. A short chain of missions, starting with the defense of a hastily erected fort on the other side of the bridge. Another mission is to free the Sen'hur chief.
Chain culminates with a ritual to banish the demons from the tribal zone, but as they are being forced from the world, the recently rescued Sen'hur chief is dragged into the vortex and into the dark beyond...

[Cinematic] You are welcomed into the vanquished Tribal capital as a hero and are presented with jewels and riches. Player asks the remaining chief about his brothers fate...

That leaves a possible plot open for the future.

Animals:

Velociraptors, Tyrannosaurs, herbivores such as Diplodocus/Brachiosaurs (general dinosaurs or variants, perhaps with brilliant colours and shimmering scales).
Dragonflies, wasps, slugs, tree people, tribal people, demons and dark spirits, kraken (giant squid), peculier man eating plants and shellfish.

Possible new features:

Possibly a large zone dedicated to riding animals and using the players own skills in combat (not animal skills like the Jujundu). Speed buff skills will make the animal run faster.
Would be rather like stone summit riders except fully customised with armour, dyes, spikes and flanked with a multitude of shields like a viking longship.

Mount would be permanent but there would be a large selection to choose from. Player would have to level the animal up and create a mutual bond with his animal, just like pets. Different pets would have a different inherent ability. For example, a giant velociraptor could have some sort of offensive bleed ability, but a stegosaur might have a defensive armour bonus. Others may provide a range bonus or energy or health bonus, such as a herbivore type.

New PvP arenas for mounted combat.

Possible new races for the expansion:

Sen'hur tribe or Sen'cho tribe
Tree people (basically small people)

Feel free to comment, but i want to be a dolyak rider!
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Old Feb 08, 2007, 06:44 PM // 18:44   #2
Ascalonian Squire
 
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This would be great if it had an Aztec or Myan theme.
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Old Feb 08, 2007, 06:44 PM // 18:44   #3
Ascalonian Squire
 
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This would be great if it had an Aztec or Myan theme.
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