Mar 18, 2007, 04:28 AM // 04:28
|
#1
|
Pre-Searing Cadet
Join Date: Mar 2007
Profession: Me/
|
Guild Wars Chapter 4:Redemption
This is a suggestion for what the next chapter in Guild Wars could be. Instead of starting a new story or finishing a story that was mentioned, Redemption reveals the ancient past of Tyria, the time before the gods, were giants ruled the world. Redemption also sheds light on the Charr invasion and a group of godless humans to the north.
Here it is!
Guild Wars Chapter four: Redemption.
Setting;
Far to the north of Tyria, in the land were the Charr descended from.
Chapter four will have an overall Norse theme and therefore in accordance with Norse mythology there will be great contrast with fire and ice and then the middle land.
Fire is to the south in the lowlands. In the middle is an area resembling Scottish highlands. To the far north is ice. Because the north is blocked by impassible terrain at the north and is cut off by the Charr forces to the deep south. Chapter four will have less over-world. However, there are many dungeons and caves in the uneven and geologically unstable terrain due to the heating and cooling of the earth.
Story;
In the far north there is a nomadic group of humans who are outcasts to the rest of the human world. They are pagans who do not worship the five gods of Tyria. They live on the borders of the Highlands and the Icy Far North. Because of their location, the Charr would rather not enter the ice lands just to kill such a small group. The pagans know of the Giants who first lived on Tyria. They seek to steward the earth and roam as the Giants did. The Giants fell in an ancient conflict with Titans before the five gods came to Tyria. The pagans are sworn enemies of the Titans and therefore hate the Charr who worship the burning effigies of the Titans. Using guerilla tactics the Men of the North, the nomad pagans, assault Charr towns and camps. The Charr actually fear them because they are of the ice and appear as ghosts or wraiths.
When the Lich releases the Titans the Charr become more powerful. Titans begin to stalk the north lands. The pagans send their heros to the south. Their heros return with the magic of the five gods. The pagans accept these gifts but still honor the ancient Giants. The nomads now begin to advance southernly to fight the Charr. Just as they turn their gaze south the nomads learn of a terrifying creature that has awakened in the deep north. In the ancient days there was a tale of a nomad man who journeyed far north to the top of the world seeking the giants. What was believed to be his ghost returned with a cryptic message of an ancient sleeping evil. Is it a Titan or a Giant who has awakened to a new world. There are secrets in the freezing icy depths of the far north but there are matters of fate at hand to the south. With the new powers of the five gods the nomads seek to make a difference for good in the name of the giants.
New Classes;
Berserker.
Berserkers forgo armor for The Strength of the Giants. Before battle berserkers channel the energy of the ancient giants. They fight ferociously and without retreat as they become possessed by the spirits of the giants. They wield two axes or clubs. They paint their body with runes and marks of the giants.
Wanderer.
Wanderers are mystical and revered. They are the historians, the explorers, the lore weavers, and the sages of the nomads. They are druid like. They are masters of any environment. Wanderers can also take to form of animals in certain situations. They were tattered cloaks and have weathered skin. Most Wanderers appear to be less than sane due either to the terrible secrets they know or unsettling places they have seen.
Guild Halls;
The nomads have newly adopted the guild system along with the power of the five gods. Four new guild halls.
The Isle of Frost
Icy mountainous area.
Highlands Isle
An area resembling the Highlands.
The Isle of Ash.
A fiery area with Charr architecture.
Cavernous Isles.
An Isle which is dominated by a series of tunnels.
New Features;
Tribes or Clans.
Tribes are like guilds but members can challenge other members in one on one combat to gain a higher rank in the Tribe, all the way up to tribe chief. Tribes will not be created by players, it will kind of be like Luxon and Kurzick except you do not earn faction.
Gladiator.
The Nomads have a sort of Rite of Passage within their tribes were either one hero or a group will fight a powerful creature for status. Players will fight terrify creatures in small arenas for honor.
Animal Mounts
Nomads are masters of the wild and have tamed many animals for transportation. Now players can ride across zones slightly faster than walking. Mounts can also carry more equipment for you. Players will not be able to fight while mounted. Certain areas will only be accessible with mounts.
Trials of the Wilderness.
The nomads must be able to survive the harshest conditions or die. Players will be timed as they attempt to navigate treacherous terrain such as blizzards, boulder fields, and fiery valleys. Creatures also hide in the area to attack unsuspecting travelers. Players will gain honor depending on how fast the completed the area.
I give permission to Arena Net to take this whole thing and do something amazing with it. It would be an honor if they would.
|
|
|
Mar 18, 2007, 05:40 AM // 05:40
|
#2
|
Hall Hero
Join Date: Aug 2005
Profession: E/
|
Too late for the next chapter. A.net's been working on the next chapter for a while. But, eh some okay ideas there. Maybe somebody at a.net will read this and get some inspiration, but don't get to hopeful.
|
|
|
Mar 18, 2007, 09:07 AM // 09:07
|
#3
|
Ascalonian Squire
Join Date: Feb 2007
Location: Batavia
Guild: The Order of Baa [Baa]
Profession: R/
|
back to tyria, anyone even know who are leader of the mursaat?? i think anet miss this....
|
|
|
Mar 18, 2007, 09:38 AM // 09:38
|
#4
|
Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
|
I think the mursaat are the leader of the mursaat...
|
|
|
Mar 18, 2007, 12:42 PM // 12:42
|
#5
|
Krytan Explorer
Join Date: Feb 2007
Guild: Aatxe Pirates [YaRR]
Profession: A/
|
Dude, Chapter 4 is already in alpha.
|
|
|
Mar 18, 2007, 01:59 PM // 13:59
|
#6
|
Academy Page
Join Date: Feb 2007
Location: Georgia, United States
Guild: The Lords Of Chaos [LoC]
|
Indeed. That is a great idea for the next chapter, but I'm afriad there are a few problems with your class choices and story.
You said that the new storyline would have characters not worship any of the 5/6 gods? There lies a problem, in the Guild Wars world the Gods granted equal magical abilities to each of the classes, this balancing out the world. If the classes did not follow a god then they would simply be people with rocks that do at least 1 damage to their foes.
Next, Norse Theme eh? Many rumors have wandered about talking of how the new 'chatper'/*add-on will be set in a whole new wintery land. Yet the map you gave with a Wintery Region to the Norht and Flaming Region to the south seems quite intresting. Perhaps that way there could be a missing chunk in the southern area of the continent showing where the Fire Islands came from, as if they broke away from the main continent and drifted off.
*Add-on? I've seen a few topics over the new Guild Wars experience saying that it will simply be a econd chapter to Proph, elaborating more on the homeland of the Charr and the after events of Proph. I'll leave it up to you to find more info on the 4th Installment. (:
Keep on brainstorming though!
~Innoccence
|
|
|
Mar 18, 2007, 02:26 PM // 14:26
|
#7
|
Jungle Guide
|
Quote:
New Features;
Tribes or Clans.
Tribes are like guilds but members can challenge other members in one on one combat to gain a higher rank in the Tribe, all the way up to tribe chief. Tribes will not be created by players, it will kind of be like Luxon and Kurzick except you do not earn faction.
Gladiator.
The Nomads have a sort of Rite of Passage within their tribes were either one hero or a group will fight a powerful creature for status. Players will fight terrify creatures in small arenas for honor.
Trials of the Wilderness.
The nomads must be able to survive the harshest conditions or die. Players will be timed as they attempt to navigate treacherous terrain such as blizzards, boulder fields, and fiery valleys. Creatures also hide in the area to attack unsuspecting travelers. Players will gain honor depending on how fast the completed the area.
|
I like these ideas. Nice PVE or even PVP setup could be made from this.
Quote:
Animal Mounts
Nomads are masters of the wild and have tamed many animals for transportation. Now players can ride across zones slightly faster than walking. Mounts can also carry more equipment for you. Players will not be able to fight while mounted. Certain areas will only be accessible with mounts.
|
Still, I don't see the need for mounts. Unless the character was small and needed the mount move around quickly or even faster than taller creatures. Still overall speed should not be faster than a regular person walking without buffs. Like the dwarves, using the doylaks or the ettins to ride on. Holding more stuff, definitely not. Access to certain areas with only mounts..they have that already in Nightfall with the Junduu worms.
EDIT:..wait...something small....that could use a mount to traverse the land better than it would on its own....>_>......the AUSURA possibly?????.....0_o
Last edited by Jaythen Tyradel; Mar 18, 2007 at 02:42 PM // 14:42..
|
|
|
Mar 18, 2007, 02:55 PM // 14:55
|
#8
|
Pre-Searing Cadet
Join Date: Mar 2007
Profession: Me/
|
Yeah, mounts may be pushing it. So chapter four is already in the works? Oh, well. If they don't touch anything I mentioned here this can be chapter five. The setting for my chapter would geographically be just above dragons gullet, so thats why the fire area would be to the south.
Also I said that the nomads origanlly had no gods but then later embraced the five as the gods of tyria.
|
|
|
Mar 18, 2007, 07:35 PM // 19:35
|
#9
|
Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
|
I like several of the new features. Cleaver ideas.
|
|
|
Mar 18, 2007, 11:27 PM // 23:27
|
#10
|
Pre-Searing Cadet
Join Date: Mar 2007
Profession: Me/
|
Well I did some digging to see what the REAL chapter four will be like. To my surprise it is focused around the north. My main goal in the story is to shed light on the Charr invasion. We know they are a fire worshipping (Titan worshipping?) race from the north but thats it. Redemption hopes to answer "What is the north?" Also if you look at the Prophecies timeline, at 1000 BE (I think) it says "last trace of giants walking the earth." or something to that effect. These giants are clearly not the gods. I really want to know what they are because in all of Guild Wars that little sentence in the timeline is the only place they are ever mentioned.
Also, my Wanderer could use a little reworking.
|
|
|
Mar 19, 2007, 02:02 AM // 02:02
|
#11
|
Hall Hero
Join Date: Aug 2005
Profession: E/
|
Those giants = those gianantic bones you can find all over the crystal desert.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 06:49 AM // 06:49.
|