WastedSavior
A day without sunshine is like, well, night.
- Reaction score
- 217
Story:
Your the child of a hired guard who protects a traveling caravan, your fathers been gone for quite some time and should have returned, so you go looking for him, you find him and his party have been killed in a very strange way, you make your way through the world selling yourself off as a mercenery and find yourself wandering around the market of one of the largest castles around, certainly this would be the best place to make a little extra money..
Concept:
A large Campaign that spans the mainland and some surrounding islands. When your stationed in a castle or village you can do errands for people or resolve disputes. Also, decisions with these errands will influence other quests and the over-all ending of the game.
There will be many different minor and major quests, small quests will get you items, reputation, gold, experience, and sometimes even influence larger quests, a large quest will chose in which direction your character leads
Example: a group of necromancers is defiling the graveyards of some small village, if you chose to kill them, you get positive reputation, if you make a deal with them and help them achieve their goals peacefully, you get even more reputation for being a negotiator, if you strike up a deal with them to bring them the corpses of the living villager, well duh you'll get evil reputation
Objective:
You must make your way through the world, solving problems, queling rebellions, slaying werewolves, establishing peace, and find out what happened to your father
Reputation: If your a noble person, people will be kind and eager to help you, if your evil, people will react negatively towards you, and give you more influence in things like the black market, or thiefs guild.
Art: heres a few images of the terrain i have so far, mostly just castle rooms at the moment
Minor Quests: This is where ill post all the minor quests
Will o' the Wisp
Plot: Deep in the forest you find a small lumberjack post with some very frightened lumberjack, it seems they've got quite a few problems stacked up, their horses have run away, and the men are sluggish and fearful of wandering far from the camp, theres a ominous feeling about the forest, as if it lives, the trees moan in the strain of the winds.. as of recently there have been strange events, the men call this place cursed, but the foreman refuses to leave, he offers you a small fortune to stomp out the problems caused by the spirit of the forest..
Solutions:
Evil Solution, you hunt down 7 will o the wisp and kill them, breaking their hold on the forest
Good Solution, you avoid killing any wisps and keep the lumberjack safe by chasing off the wisps
Middle Solution, you pay an old hag to bind the spirits back into the trees, so they can do no harm
in all solutions you gain 300 gold, and a reduced cost for lumber
Ghost Vision Solution, you see the ghosts behind the wisps and solve all 7 of the wisps unfinished business
Major Quests: This is where ill post all the major quests
The Lonely Ghost
Plot: Any time at night (and only night) you can find a ghost roaming around the castle, you attempt to talk to him but he cannot talk, if you talk to the bishop, he tells you to find anything of the ghosts posessions in life, you go to the barracks and find his friend, his friend gives you his sword and you bring it to the ghost, the ghost will now talk to you.. he explains how he died, and his regrets in life, he speaks of a women whom loved him, and he never got the chance to tell her he loved her also
Solutions:
Evil Solution, you talk to the Priestess of Oasi and she tells you how to banish him from the world, you gain the ability to banish the undead
Good Solution, you find the women, ask her to come talk to the ghost, he confessed to her and asks her forgiveness, she gives him it, you gain a passive ability with a 10% chance to seduce the undead into joining your side
Middle Solution, you fail to convince the women to come to him, and lie to him, you convince him she still loves him, but shes bed bound and cannot come to him to tell him herself, he finds his peace in your silver words and gives you his sword
In all solutions you gain the ability to see ghosts, shades, and invisible units, which opens up many mini-quests and alternate solutions to other quests.
Floating Ideas:
Members:
WastedSavior - Terrain/Layout/Quests
Dargoth - Quests
Ill try to update this thread daily, so always check out the first thread!
Positions to be Filled:
Web Designer: someone to build and maintain a website concerning this campaign
Art Work: someone to help me with icons and maps(loading screens) for all the individual maps, such as small islands, the large island, icons for magic spells, etc
if you'd like to volunteer for any of the open positions speak to me on msn messenger
The Map: You can take a look at the terraining i've done so far!
Your the child of a hired guard who protects a traveling caravan, your fathers been gone for quite some time and should have returned, so you go looking for him, you find him and his party have been killed in a very strange way, you make your way through the world selling yourself off as a mercenery and find yourself wandering around the market of one of the largest castles around, certainly this would be the best place to make a little extra money..
Concept:
A large Campaign that spans the mainland and some surrounding islands. When your stationed in a castle or village you can do errands for people or resolve disputes. Also, decisions with these errands will influence other quests and the over-all ending of the game.
There will be many different minor and major quests, small quests will get you items, reputation, gold, experience, and sometimes even influence larger quests, a large quest will chose in which direction your character leads
Example: a group of necromancers is defiling the graveyards of some small village, if you chose to kill them, you get positive reputation, if you make a deal with them and help them achieve their goals peacefully, you get even more reputation for being a negotiator, if you strike up a deal with them to bring them the corpses of the living villager, well duh you'll get evil reputation
Objective:
You must make your way through the world, solving problems, queling rebellions, slaying werewolves, establishing peace, and find out what happened to your father
Reputation: If your a noble person, people will be kind and eager to help you, if your evil, people will react negatively towards you, and give you more influence in things like the black market, or thiefs guild.
Art: heres a few images of the terrain i have so far, mostly just castle rooms at the moment
Minor Quests: This is where ill post all the minor quests
Will o' the Wisp
Plot: Deep in the forest you find a small lumberjack post with some very frightened lumberjack, it seems they've got quite a few problems stacked up, their horses have run away, and the men are sluggish and fearful of wandering far from the camp, theres a ominous feeling about the forest, as if it lives, the trees moan in the strain of the winds.. as of recently there have been strange events, the men call this place cursed, but the foreman refuses to leave, he offers you a small fortune to stomp out the problems caused by the spirit of the forest..
Solutions:
Evil Solution, you hunt down 7 will o the wisp and kill them, breaking their hold on the forest
Good Solution, you avoid killing any wisps and keep the lumberjack safe by chasing off the wisps
Middle Solution, you pay an old hag to bind the spirits back into the trees, so they can do no harm
in all solutions you gain 300 gold, and a reduced cost for lumber
Ghost Vision Solution, you see the ghosts behind the wisps and solve all 7 of the wisps unfinished business
Major Quests: This is where ill post all the major quests
The Lonely Ghost
Plot: Any time at night (and only night) you can find a ghost roaming around the castle, you attempt to talk to him but he cannot talk, if you talk to the bishop, he tells you to find anything of the ghosts posessions in life, you go to the barracks and find his friend, his friend gives you his sword and you bring it to the ghost, the ghost will now talk to you.. he explains how he died, and his regrets in life, he speaks of a women whom loved him, and he never got the chance to tell her he loved her also
Solutions:
Evil Solution, you talk to the Priestess of Oasi and she tells you how to banish him from the world, you gain the ability to banish the undead
Good Solution, you find the women, ask her to come talk to the ghost, he confessed to her and asks her forgiveness, she gives him it, you gain a passive ability with a 10% chance to seduce the undead into joining your side
Middle Solution, you fail to convince the women to come to him, and lie to him, you convince him she still loves him, but shes bed bound and cannot come to him to tell him herself, he finds his peace in your silver words and gives you his sword
In all solutions you gain the ability to see ghosts, shades, and invisible units, which opens up many mini-quests and alternate solutions to other quests.
Floating Ideas:
Members:
WastedSavior - Terrain/Layout/Quests
Dargoth - Quests
Ill try to update this thread daily, so always check out the first thread!
Positions to be Filled:
Web Designer: someone to build and maintain a website concerning this campaign
Art Work: someone to help me with icons and maps(loading screens) for all the individual maps, such as small islands, the large island, icons for magic spells, etc
if you'd like to volunteer for any of the open positions speak to me on msn messenger
The Map: You can take a look at the terraining i've done so far!