May 17, 2006, 12:49 AM // 00:49
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#1
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Frost Gate Guardian
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An Example of a Consistent Story
Hello, all. I was intending to use this in Sardelac's as an example of a consistent story for a future chapter, but I suppose it would work better here. Note that this isn't a full game outline, just the outline for the main story and the events therein, including a game booklet forward and major plot points as they relate to missions. Enjoy! Or not. Hehe.
I. The Drought
[Story as of the point characters get involved]
Long ago when the world was young and the evils of magic had not yet been introduced by those beings who would
come to call themselves gods, there existed two races of elder beings, the Titans and the Djinn. The Titans were sentient elemental beings,
comprised of raw force, whose purpose it was to spread the influence of those forces they represented. The Djinn, in contrast, were ancient
spirits who oversaw the control and containment of the Titans and their respective elements. Using their unexcelled might, the Djinn used the Titans
to craft the face of the lands of Tyria, Cantha and Elona, and of the many nations beyond. The Djinn could not, however, create other beings such as
themselves. To this end they appealed to spirits beyond their world. Their call reached through the Mists, and resounded through the Hall of Heroes.
A small group of those spirits contained therein, having each mastered powerful magics and combat skills from their separate worlds, and remaining as powerful in death as they were in life, sought to answer the call. With the permission of the Envoys, these heroes, Melandru, Dwayna, Grenth, Balthazar,and Lyssa, journeyed to the new world in answer to the Djinn's call. Upon their arrival, the heroes agreed to help the Djinn create new and
marvelously sentient beings to share their world with, if only the Djinn would grant some of their power to the heroes in return.
The Djinn, having never before known greed or malice, agreed to the heroes' terms, and shortly thereafter the new races were born. Using the power of Fire, taken from the Djinn, the hero Balthazar did make the Charr, a war-faring race. Using the power of Earth, Melandru crafted the Dwarves, an
appropriately stout and sturdy race. Using the power of Air, Dwayna crafted the Mursaat, the first people. Using the power of Water, Grenth made the
serpentine Naga. Using her powers of Illusion, Lyssa made the Forgotten, a race enigmatic by design.
The Djinn saw the newly formed people and began to fear, for these new beings did not regard the Djinn as they regarded the heroes. They
did not heed the Djinn's warnings or seek the Djinn's counsel, as the Titans had. So it was that over time, the Djinn came to the conclusion that the
new races were a threat that could not be allowed to continue to exist. The heroes however, having been declared gods by their newly formed peoples,
and finding it to their liking, refused to allow the Djinn to cause their people harm. A great war broke out, decimating the peoples of the world. The Djinn
used their Titan soldiers against the gods and their races, employing such violent force that the Charr, impressed and afraid, betrayed the other races and aligned themselves with the Titans. The gods, sensing that their existing people would not be strong enough to turn the tide against the Djinn, rapidly createdhalf-formed misfit races to match the Djinn's armies. From these actions came the Tengu, the Yeti, the Dredge, the Gargoyles, the Wardens and more, each more primitive than the last. When even these races seemed not enough, the gods combined forces to craft the dragons, the kirin, and the other mighty beasts of the world, comprised of all the elements. With this force, the gods eventually overcame the Djinn, sealing nearly all of them behind the Mirror of Ahraz to the North and their Titan allies behind the Door of Komalie to the South. The Charr were abandoned by Balthazar and left to fend for themselves in the lands north of Tyria, which led to the loss of their culture and the eventual de-evolution of their race.
Ever since that time, the Djinn have been nearly forgotten, remembered only by the Dwarves, who claim to encounter one or two of them now and again,
and perhaps by some of the other elder races, though they are not as forthcoming. The memory of the Mirror of Ahraz, and the once creators of the worldcontained therein, was lost to time.
************************************************** *******
The kingdom of Aro had seen many seasons when the riverbeds were low and the oxen perished for lack of fresh drinking water. Already the
farmers had stockpiled many gallons of water for what seemed to be the thirsty times ahead. Grain was sold at exorbitant prices and fresh produce was pickled or otherwise preserved , the loss of flavor more than made up for by the food's preservation. Everywhere the word was out that lean times
were coming. Few, however, understood the severity of this drought. The River Yune, the primary freshwater source that fed Aro's many rivulets, had been reduced to no more than a small stream. Dying fish flopped about hopelessly around its shoals, evicted from their watery home as it grew too small to house them.For nearly two months, no rain had fallen and the sky had remained oppressively bright and sunny, the immense heat undisturbed by even the slightest of storm brought breezes.
Shir'e Nrani, daughter to Lord Guille, Chief-Regent of Aro, sat on a rock overlooking the riverbed, scribing notes on rough parchment. Shir'e was the
brightest of Guille's twelve daughters, and surely the most renowned in Aro. It was Shir'e who had developed an artificial system for irrigating the
crops of the farmers in such a way that it would not unduly strain Aro's precious water supply. It was Shir'e who had learned to study the motions of the winds, and the moisture of the air, so that one might predict with accuracy the next rainfall. It was Shir'e who had been the first from Aro to travel south through the lands of Tyria and Cantha, to learn the secrets of those kingdoms, and who thereby had become a master Mesmer. It was Shir'e who, more than anyone in Aro, knew that the drought meant only death for her people, if she could not soon derive its cause.
Dear friend, Shir'e wrote hastily as she prepared her latest missive, the drought remains as it was before, and I continue to fear for the welfare of
my people. The eastern clans have become restless, and soon I fear they will threaten outright rebellion against my father. I do wish my father would take
my warnings more seriously, but his counsel of diviners have assured him that this is but a seasonal event, and for all my knowledge my father still treats
me as his 'little' girl. I remember when we were young, in happier times, you would attempt to show your father your latest clever work, and he
would so frustratingly dismiss it as a simple trick and not a true show of talent. Such is the fate I suffer now, my friend. Every day we come closer to that time when I know our civilization must, without some miracle from the gods, end. I was hoping ... and here Shir'e stopped a moment, reflecting on how she would say what she needed to say next. Shir'e and her friend respected each other for their independence. Shir'e was unsure if her friend would see it as a sign of weakness if she were to ask for help now, before she had even determined the cause of the problem before her. Yet time was a more demanding master than pride, and Shir'e knew that if shame was the only cost attached to the salvation of her people, it was a fair price indeed.
I was hoping, Shir'e continued, that you would consider visiting your old friend in this most troublesome time. I have heard of your adventures of late,and I know another may be most unwelcome to you. Know that I would not ask this of you if it were not urgent. Our people have no knowledge of elemental magic, and none of our so-called 'mages' could convince even a single cloud to form. Surely an experienced master of the elements, such as yourself, would be able to craft a cure for our particular malady? If so, I hope to hear from you soon. Know that the best guest room in the palace will be set aside for yourarrival, should you choose to come. May the gods grant this letter, and your response, the speed they are due. Shir'e.
Shir'e rolled the parchment and sealed it with honeyfly wax, pressing the seal of her father's clan onto it. Soon, Shir'e was certain, her friend would come to Aro.
Shir'e remembered what her illusion instructor, Lo Sha, had told her once long ago: "If you can't appeal to their charity, at least appeal to their vanity."
Several days later, far south and across the ocean, just a few miles from the shores of Cantha, a ship had set sail. Wheel in hand, Devona, a warrior of Tyria, was being instructed in nautical navigation by the ship's captain as Aidyn, a ranger, laughed at her clumsier attempts to hold the wheel steady. "Would you like to try this," Devona asked of Aidyn shortly during one particular bout of laughter. Aidyn quieted down some and, with a hint of smile, shook his head. The steady hand of an archer he knew was his, but he was a poor seafarer at best. A short distance away from them stood Mhenlo, looking out to sea at the land of Cantha as its tall wooden buildings and row of junks grew smaller. By his side, seemingly unimpressed at this open show of nostalgia, was the elementalist named Cynn.
"I take it," said Mhenlo after a few moments, "you don't approve of me ignoring you?"
Cynn was ready to respond with a (truly) resounding affirmative answer, when, most unexpectedly, a scroll appeared in mid-air and dropped down on top of her head.
"At a loss for words? That's not like you," Mhenlo said, turning to meet Cynn's gaze, his mouth opening involuntarily as he realized that Cynn was now "wearing" a scroll on her head.
" New fashion statement, Cynn?" he asked.
Devona lost control of the ship's wheel as several bolts of fire streaked from the sky across the ship, landing with a resounding thud about Mhenlo, who was very busily praying to Dwayna for protection. With a swift stride, Cynn walked across the deck and took hold of the wheel, directing its north towards Tyria.
"You've decided to go home and leave us, I take it," Aidyn said with more than a hint of hope in his voice.
"Nope," said Cynn, her eyes darkly scanning the horizon. "We're headed to Aro."
II. A Winding Journey
[Early character driven story where Shir'e and players search for the cause of the drought: Includes Missions but not Quests(MnQ)]
A1. Welcome to Aro!
A2. Clan Training (Aro has no Elementalists or Mesmers)
1. Way of the Warrior
2. A Ranger Meeting
3. Necromancy for Dummies
4. Ritual Acts
5. Assassin ... Stuff
6. The Monk's Key
7. Aro Class 1
8. Aro Class 2
B. Clans of the East
[Where the player characters must accompany Shir'e and Cynn on a mission of peace to the eastern clans.]
C. Surprise Attack
[Where the eastern clans attempt to overthrow Lord Guille, as the heroes defend him and Shir'e.]
D. Quell the Uprising
[Where the player characters assassinate the lords of the eastern clans in their camps while avoiding alerting
the entire rebel presence.]
E. The Sage of Ra'Anuh
[Where the player characters look to find the Sage of Ra'Anuh, who may know the secret cause of the drought.]
F. The Charr Invasion
[Where the Charr invade after the player characters discover that it is their magic that has cause the drought.]
III. A Wish and a Promise
[After discovering the cause of the drought, Shir'e and players seek the Djinn and the granting of a wish: MnQ]
A. Rescue Cynn!
[Where the player characters, Shir'e, Mhenlo, Devona and Aidyn, rescue Cynn from the Charr, who kidnapped her
during their invasion.]
B. Dark Alliance
[Where the player characters, on a mission to escort Shir'e to the Sage of Rekanae, discover a pact between the Charr
and the eastern clans.]
C. The Summoning Circle
[Where the player characters discover that the Charr are summoning Titans somehow through the use of a magic summoning
circle, which must be broken.]
D. The Sage of Rekanae
[Where the player characters discover the Sage of Rekanae, who informs the player characters, the NPC party and Shir'e of
the existence of the Mirror of Ahraz.]
E. The Frozen Fortress
[Where the player characters discover and enter the Frozen Fortress wherein lies the Mirror of Ahraz. The Fortress is shrouded in
illusion magic and guarded by illusion monsters.]
F. Through the Looking Glass
[Where the players and Shir'e enter the Mirror of Ahraz to acquire a wish from the Djinn, as suggested by the Sage of Rekanae.
Things go ... not as expected ... and the mirror is shattered, releasing the Djinn.]
IV. The Flood
[Shir'e's wish is granted, but the Djinn manipulate her wish and cause mass flooding. Shir'e is possessed by the spirits of the Djinn
and becomes their avatar. Shir'e uses her newfound power to cast the players from her sight as she sets out to become a new god. MnQ]
A1. Vos Reis's Campaign
[Where the sage of Ra'Anuh asks the player characters to deal immediately with some invading Charr and eastern clansmen.]
A2. Vos Rimis's Campaign
[Where the sage of Rekanae asks the player characters to deal immediately with Shir'e's army of sea monsters and illusions.]
B. Anarchy
[Where Lord Guille is mysteriously murdered while the player characters are dealing with A1 or A2. The player characters must then
defend Lord Guille's daughters and the sages from attack by the eastern clans.]
C. Saving the Drowning City
[Where the capital city of Aruvad, through which the River Yune flows, begins flooding as the player characters rescue citizens and try
to escape the disaster themselves. Shire's minions also appear from beneath the rising waters.]
D. The Last Day Dawns for the Charr
[As the lands flood, the Charr find it more difficult to maintain their fires and their social order is thrown into disarray. The sages suggest that
you finish off the Charr by laying siege to their greatest camp.]
E. Protecting the Refugees
[After the Charr have been eliminated as a threat, the player characters watch over the refugees of the eastern clans as they make their way to
higher ground. Periodic attacks by eastern clansmen and Shir'e's minions occur, culminating in a boss fight with a powerful Djinn and some wind
elementals.]
F. Voice of an Angry God
[Where the player characters and the NPC party confront Shir'e, who has taken to floating in the air over the Crystal Mountains. After
defeating Shir'e she retreats under the sea off the west coast to regain her power. In her stead the player characters must fend off attacking Djinn
as the mountain collapses, for several minutes. The player characters fall into a fissure that opens beneath them.]
V. Deep Sea Divinity
[Shir'e isolates herself from the rest of humanity by taking up refuge under the sea. The players quest to discover a way to reach Shir'e
before the whole world becomes part of her underwater kingdom. MnQ]
A. The Crystal Caverns
[Beneath the Crystal Mountains the player characters are revived by the Sages of Ra'Anuh and Rekanae, who have been following their
progress. The sages reveal that they are actually not human, but rather are members of the same race as the Seer (from Tyria). The sages
suggest that the Seer of Kraken's Eye may know how to reach Shir'e before its too late, but they caution that he may have gone insane
long ago. The player characters must travel through the crystal mountains to the free dredge city of Kraken's Eye.]
B. The Seer of Kraken's Eye
[ After arriving in Kraken's Eye, the dredge inform the player characters that the Seer of Kraken's Eye set out some time ago to see what
force had disturbed the Crystal Mountains. The player characters seek out and find the Seer of Kraken's Eye, who explains the history of the Seers,
as provided below. The Seer then explains how the sages have manipulated Shir'e and you in order to bring destruction to the creation of the gods.
The sages appear and kill the Seer of Kraken's Eye, having followed you to ascertain its location. The sages then taunt the PCs before attempting to collapse
the cavern upon them. As the player characters run from the collapsing underground chamber, the NPC party rescues them and blast their way out of the
collapsing tunnels.]
Seer: I know you have heard of the envoys, yes? And how they protect the souls of heroes?
Hero: Yes, I ...
Seer: Lies! We Seers have been in conflict with the Envoys for generations beyond remembrance. We saw through their lies, through the paradise offered us
if we would but die for one of their 'noble' causes so that we might ... MIGHT ... have the privilege of being one of their slaves!
Seer: When those who would become Seers discovered the way in which the Envoys and their minions ... the so-called 'gods' ... sought power at the expense of all
others, we made a pact! We would deceive the envoys, you see! Trick them, yes ...
Hero: How could you trick the Envoys?
Seer: Why, by joining them! We Seers are what you might call Fallen Envoys ... we are chosen by them to be Envoys, but we spurn their spiritual existence, and seek
to become flesh once again! Our powers are not so greatly diminished ... we may not retain the omnipresence of the Envoys, but we have their knowledge, and
a great deal of their power.
Hero: Why didn't the sages just ell us this?
Seer: Oh, they wouldn't want you to know, no, no .... You see, most of my kind are convinced that the works of the gods ... that would be you ... should be erased from
existence. Hehe. I personally like you, though. It's not your fault you bear Envoy-taint, after all. Besides, if we eliminated all the gods' creations, where would we get
more of our kind from?
Hero: So you mean the sages ...
Seer: Have sent you here to kill me, and then likely you. Sigh. (Sound of something moving in the distance) Wouldn't be surprised if that's them now. I should probably be off,
then, yes, yes. (turns to leave).
Hero: Wait! How do we stop Shir'e! We need to know!
Seer: Oh, sure, I'll point you in the right direction. Just take the Path of Murky Waters past the big, frightening sea monster. We don't call this Kraken's Eye for nothing, you
know. Of course, you can't defeat the Djinn unless ....
(At that moment the Sages appear and kill the Seer of Kraken's Eye).
C. Ploy of the Seers
[The player characters and the NPC party set out from a dredge camp to destroy the sages. The Sages, in the meantime, have summoned lesser Seers and
other monstrosities to protect them from the player characters. Each Sage commands a small party of Seers and is located far from the other Sage. Once
both are destroyed, the portal by which the Sages were importing other Seers must be shut down. Once the threat has abated, the player characters can set up
camp in the portal chamber.]
D. Path of Murky Waters
[Where the player characters travel the Path of Murky Waters to the Land's Edge, combating Shir'e's minions and some Seers on the way.]
E. Circling the Monster's Eye
[Where the player characters must fight there way down a spiral staircase shaped corridor while avoiding the reach of Kraken, whose tentacles occasionally
protrude from the water below and strike at the PCs.]
F. Deep Sea Divinity
[Where the player characters, after a few quests, travel underwater fighting various sea creatures, Djinns and Shir'e's minions before coming face to face with Shir'e herself in a crystalline structure shaped like a castle. In order to defeat Shir'e the player characters must first destroy each of several Elder Djinn in a color order, according to the color Shir'e is glowing at the time. ]
VI. Epilogue
[Shir'e is defeated and, free from Djinn control, uses the last of her power to abate the waters and save the world.
Shir'e dies and becomes an Envoy.]
A. Cleaning Up the Djinn
[Where the player characters are instructed by Shir'e as to the location of the remaining Elder Djinn and their armies.]
B. Petitioning the Envoys
[Where the player characters may, through the completion of an elite mission, petition the Envoys to allow the gods to return to the world in order to sort out the mess
with the Djinn and the Titans].
C. Penance of the Gods
[Where the player characters, if they have completed (B), through the completion of an elite mission, may have the gods recognize their faults and create a realm for the Djinn to start anew in. Thereafter, the gods will once again go into Exodus.]
Last edited by Zorian Direspell; May 17, 2006 at 05:16 AM // 05:16..
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May 17, 2006, 05:10 AM // 05:10
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#2
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Frost Gate Guardian
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P.S. Sorry for the disjointed spacing. I suppose it's a result of parsing a word document to a post thread.
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May 20, 2006, 05:25 AM // 05:25
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#3
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Desert Nomad
Join Date: Mar 2005
Location: Canada, eh?
Guild: Legion Of Valhalla
Profession: E/
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>_>
A new chapter?
It's very interesting, a good concept.
And, it's 'Aidan'...
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