Sicar Eneco
12.29.07, 06:13
Just to make sure nobody thinks I’m not working on the Chronicles anymore, here’s an update with some teasers. Beware for the wall of text.
The Chronicles ~ Act 1
This act will continue the story started the prologue. If one hasn’t played the prologue yet, the narrator will tell him or her all the essentials. The story will span the Frozen Lands and the Giant’s Pass and will end as soon as the main character reaches the border of Aeslia.
The story will be told from the point of view of a small group of travelers, with the main character as their leader. Since the story doesn’t start with the travelers being simple peasants or the like, but actual adventurers (with no set background, this is for the player him/herself to come up with), the module will be created for level 25 characters and higher. It’ll be more fun for me to create more formidable opponents without having to weaken them severely.
The companions will have a change as well. When you finished the prologue, the main character was traveling with Senyrith, Alennia and optionally the imp Que’eti. I hope to make Que’eti the familiar of Alennia, much like Khajii was from Safiya, only the imp is useful in combat, if I cannot find out how, he’ll just be a companion again. Senyrith will leave the party at the beginning of the act, for personal reasons. I have some other companions written out, but those were supposed to be for later. I’ll probably move (one of) them to an earlier stage, but I’m not sure which one yet.
Alennia is the daughter of a Human and a Nyreldian. She has always been living in the camps in the Pass, together with her tutor Priestess Alya, a cleric and seeress of Vatur. When Senyrith and the Main character passed through the camp, Alya commanded her to go with you. Nyreldians were very strongly attuned to mysterious magic and Alennia has inherited quite some of that power.
Que’eti was the companion of an ancient hero. During the last moments before the Chaos, its master caged Que’eti into a magical barrier, which could only be opened from the outside by calling out the imp’s name. In the prologue it was possible to free him from this, after which the imp assumed you were his old master finally returning to free him. He is an expert in both creating and using poisons. He can also do some minor spellcasting.
I was pleased with the way how Harp & Chrysanthemum didn’t use the influence system, so I’ll stick with that as well. I strongly doubt I will insert good/evil changes as well, qua point system then.
The module will have some various paths you can take to reach the same goal. This can go from actual pathways, like in the beginning – You’ll have the choice to either take the short way out of the mountain, by taking a spider infested cave system or take the long safe way through a small part of the Giant’s Pass. – to which faction you start working with to achieve your goals.
Progress is going a little slow, as work on my end year project takes up quite some time.
Still, storyline and quests have been written out for ages so it only comes down to creating the areas and the conversations. On the conversations part, I’ve learned quite a bit from Maerduin so you might see some similarities here and there. I’ll also make use of one of my friends who speaks English as his mother tongue, in order to use some fancy words and pretty grammatically correct sentences.
http://www.scorgar.be/Zzz/OS/mini/spidercaverns_mini.jpg (http://www.scorgar.be/Zzz/OS/spidercaverns.jpg)http://www.scorgar.be/Zzz/OS/mini/bordercamp_mini.jpg (http://www.scorgar.be/Zzz/OS/bordercamp.jpg)http://www.scorgar.be/Zzz/OS/mini/bordercamp02_mini.jpg (http://www.scorgar.be/Zzz/OS/bordercamp02.jpg)http://www.scorgar.be/Zzz/OS/mini/knightsofenyr_mini.jpg (http://www.scorgar.be/Zzz/OS/knightsofenyr.jpg)http://www.scorgar.be/Zzz/OS/mini/puzzle_mini.jpg (http://www.scorgar.be/Zzz/OS/puzzle.jpg)http://www.scorgar.be/Zzz/OS/mini/goblincamp_mini.jpg (http://www.scorgar.be/Zzz/OS/goblincamp.jpg)
The Chronicles ~ Act 1
This act will continue the story started the prologue. If one hasn’t played the prologue yet, the narrator will tell him or her all the essentials. The story will span the Frozen Lands and the Giant’s Pass and will end as soon as the main character reaches the border of Aeslia.
The story will be told from the point of view of a small group of travelers, with the main character as their leader. Since the story doesn’t start with the travelers being simple peasants or the like, but actual adventurers (with no set background, this is for the player him/herself to come up with), the module will be created for level 25 characters and higher. It’ll be more fun for me to create more formidable opponents without having to weaken them severely.
The companions will have a change as well. When you finished the prologue, the main character was traveling with Senyrith, Alennia and optionally the imp Que’eti. I hope to make Que’eti the familiar of Alennia, much like Khajii was from Safiya, only the imp is useful in combat, if I cannot find out how, he’ll just be a companion again. Senyrith will leave the party at the beginning of the act, for personal reasons. I have some other companions written out, but those were supposed to be for later. I’ll probably move (one of) them to an earlier stage, but I’m not sure which one yet.
Alennia is the daughter of a Human and a Nyreldian. She has always been living in the camps in the Pass, together with her tutor Priestess Alya, a cleric and seeress of Vatur. When Senyrith and the Main character passed through the camp, Alya commanded her to go with you. Nyreldians were very strongly attuned to mysterious magic and Alennia has inherited quite some of that power.
Que’eti was the companion of an ancient hero. During the last moments before the Chaos, its master caged Que’eti into a magical barrier, which could only be opened from the outside by calling out the imp’s name. In the prologue it was possible to free him from this, after which the imp assumed you were his old master finally returning to free him. He is an expert in both creating and using poisons. He can also do some minor spellcasting.
I was pleased with the way how Harp & Chrysanthemum didn’t use the influence system, so I’ll stick with that as well. I strongly doubt I will insert good/evil changes as well, qua point system then.
The module will have some various paths you can take to reach the same goal. This can go from actual pathways, like in the beginning – You’ll have the choice to either take the short way out of the mountain, by taking a spider infested cave system or take the long safe way through a small part of the Giant’s Pass. – to which faction you start working with to achieve your goals.
Progress is going a little slow, as work on my end year project takes up quite some time.
Still, storyline and quests have been written out for ages so it only comes down to creating the areas and the conversations. On the conversations part, I’ve learned quite a bit from Maerduin so you might see some similarities here and there. I’ll also make use of one of my friends who speaks English as his mother tongue, in order to use some fancy words and pretty grammatically correct sentences.
http://www.scorgar.be/Zzz/OS/mini/spidercaverns_mini.jpg (http://www.scorgar.be/Zzz/OS/spidercaverns.jpg)http://www.scorgar.be/Zzz/OS/mini/bordercamp_mini.jpg (http://www.scorgar.be/Zzz/OS/bordercamp.jpg)http://www.scorgar.be/Zzz/OS/mini/bordercamp02_mini.jpg (http://www.scorgar.be/Zzz/OS/bordercamp02.jpg)http://www.scorgar.be/Zzz/OS/mini/knightsofenyr_mini.jpg (http://www.scorgar.be/Zzz/OS/knightsofenyr.jpg)http://www.scorgar.be/Zzz/OS/mini/puzzle_mini.jpg (http://www.scorgar.be/Zzz/OS/puzzle.jpg)http://www.scorgar.be/Zzz/OS/mini/goblincamp_mini.jpg (http://www.scorgar.be/Zzz/OS/goblincamp.jpg)