Difference between revisions of "Quest For Chaos"
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* Once players have the Galesphere, hopefully the vision will have been sufficient for them to know what to do with it... (snowy plain must be Ryarl.. they can search it to find the shrine, where the Galesphere will empower Girikha -- exdesc will show the mouth of the wolfen altar is intended to hold offerings). NPCs can step in with clues (scholars talking of the old ryarl kankoran belief in a spirit of the wild) if it is proving too difficult... | * Once players have the Galesphere, hopefully the vision will have been sufficient for them to know what to do with it... (snowy plain must be Ryarl.. they can search it to find the shrine, where the Galesphere will empower Girikha -- exdesc will show the mouth of the wolfen altar is intended to hold offerings). NPCs can step in with clues (scholars talking of the old ryarl kankoran belief in a spirit of the wild) if it is proving too difficult... | ||
− | * To include more PCs and have some PvP complications and fun, Iandir/Rveyehli are welcome to work in a counter-group of lawfuls/guardians, who could be rewarded in some way if they interfere and cause sufficient problems for the others (but not too many problems...empowering Girikha is the point of the quest). | + | * To include more PCs and have some [[PvP]] complications and fun, Iandir[[/Rveyehli]] are welcome to work in a counter-group of lawfuls/guardians, who could be rewarded in some way if they interfere and cause sufficient problems for the others (but not too many problems...empowering Girikha is the point of the quest). |
Latest revision as of 21:35, 26 April 2011
Quest for Chaos / The Rise of Girikha
Feb 20 - All elements of main quest have built, and are in place on the dev site. Presumably waiting for Girikha's religion to be finalized before proceeding. Feb 10 - More details fleshed out. All are tentative, please give feedback if you have any. Feb 3 - Summary of ideas discussed on devsite.
Background:
- Enaerai wants greater balance in the greater pantheon--something to offset Law.
- Jolinn, Iandir, Ashur (presumably), Serachel, and the new kid on the block, Rveyelhi are all lawful
- Arkhural, Rystaia, Bayyal (presumably) are all chaotic
- Raising a chaotic demigod to the greater pantheon is determined to be the best long term solution to offsetting the preponderance of law (Bayyal can chill and wait for another quest).
- It is determined that the most likely candidate is the demigoddess of the wild, Girikha, and that a suitable artifact with sufficient power, the Galesphere (wind artifact native to the plane of air, harnessing ungodly amounts of raw air magic) from the elemental plane of air, could be used by mortal agents to do so.
Pre-Quest: Dreams
- Enaerai grants knights/chaotics/naturalists/air-casters/kankorans regular vision-like dreams. This is progged on a bot in room 25600 (it loads a seperate prog to handle each character's dream).
- The prog will run for a while (1-2 weeks?) prior to the quest event.
- Also, room 10407 of Ryarl has been converted to ruin shrines. A statue in the shape of a wolf is progged to receive the galesphere from a kankoran (that is, it is a container, and when the galesphere is placed inside by a kankoran, will give an echo and damage prog which are Girikha's cue to appear).
Quest: Scheduled event
- Time (probably a Friday night) is announced at least a week in advance on the forum. ("there will be some exciting game events happening at X time, and all are encouraged to be on with their high-level chars it if possible")
- Basically, Enaerai will summon the knights to her imm room, gives the Knights the details: they and their allies need to take a portal from the storm in Clouds of Enrien to the Elemental Plane of Air, make it to the Djinn guardian of the Galesphere artifact, take it, and get it back to the ryarl plains to the ruins of a shrine to Girika.
- Enaerai's Schpiel to the Knights
- 'Behold Order and Law, like chains of cold iron, binding the heavens in imbalance.'
- 'These chains in time shall encircle all being, unless countered.'
- 'A new power must be raised to stand opposite the Five of Law!"
- 'For of the Three of Chaos, one is bound even now in the chains.'
- '...And I, holding the center of the heavens, cannot raise the power with mine own hand alone.'
- 'Thus I call upon the mortal plane for my servants to come forth!'
- 'Ally yourselves with those of chaos, of nature, of the wind, of the kankorans.'
- 'Those who serve my purposes will find reward, or purpose, or meaning, in equal measures to their desire and ability.'
- 'And so the balance will be restored, and the world preserved.'
- 'Seek the Galesphere, that which holds power to bring the Windwolf from whispers of a dying and forgotten faith to a rebirth of power in the heavens.
- 'Find the tristone in the storm of the great summit. There your journey for the Galesphere will begin.'
- An image flashes before you: a great mountain, its peak shrouded in a blanket of roiling clouds.
- 'Follow the turbulent current to the source of chaos, and do not stray from it, else your path lead where even the most heroic do nort return.'
- The "portal make" command, in room 25600, will create a gate at the Djinni in the storm on Mount Enrien.
- The gate leads to a border portion of the elemental plane of air
- The Caliphate of Dullaek Pak
- a 5x4x4 area of wind riddled with currents, poisonous clouds, shifting room descs, wandering aggressive elementals/sylphs/djinns/efreets
- The TURBULENT current will lead to the "Hall of Mist" in which the Dullaek Pak (arcane = Border Lord), the Djinni Caliph of the area, and keeper of the Galesphere, is located.
- The end of other currents (FIERCE and UNSTEADY) lead to no-escape death rooms.
- Dullaek Pak will wish to toy with the mortals, and will first give them a riddle and make false promises about granting powers or riches (wishes). Ultimately he will tire of the mortals (or they will tire of him) and the Galesphere will have to be taken by force.
- If the battle with Dullaek Pak seems too easy for the mortals, he'll summon aeriel servants and elementals (imm controlled... ariel1, ariel2, and ariel3) to make the battle sufficiently but not overly challenging (goal is not to exterminate mortals, but to really make them hurt, and bring it as close to the edge as possible.
- Once players have the Galesphere, hopefully the vision will have been sufficient for them to know what to do with it... (snowy plain must be Ryarl.. they can search it to find the shrine, where the Galesphere will empower Girikha -- exdesc will show the mouth of the wolfen altar is intended to hold offerings). NPCs can step in with clues (scholars talking of the old ryarl kankoran belief in a spirit of the wild) if it is proving too difficult...
- To include more PCs and have some PvP complications and fun, Iandir/Rveyehli are welcome to work in a counter-group of lawfuls/guardians, who could be rewarded in some way if they interfere and cause sufficient problems for the others (but not too many problems...empowering Girikha is the point of the quest).
Quest Followup:
- Scheduled for the following weekend, if possible. Hopefully get help from Iandir, Ramc, or others to represent Danrasad and the Guardians.
- Knights get kicked out of Earendam, lose their compound.
- Danrasad has long been considering moving against the knights, and their work with raiders and seedy chaotics was the final straw. He contacts the Guardians, who are authorized to close the compound.
- How would this be realized by character action...
- Trial before Danrasad?
- Simply occurs off-scene?
- Other?
- Purchase of old abandoned Krilin outpost, and renovation... becomes the new knight fortress.
- This can happen previous to, during, or after the "booted from Earendam" bit, and need involve only Knights.
- Set a sum of 3,000 plat (this is a crumbling abandoned outpost in a hill-giant war zone, not exactly prime real estate). The Knights are presumed to be a much larger group than only the PCs, so presumably the NPC knights/other branches of the order/collections from supportive or faithful citizens etc. come up with 1.5K plat, leaving the PC Knights to account for another 1.5K.
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