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Homecoming Apocalypse Discussion

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Homecoming Apocalypse Discussion - Page 9 Empty Homecoming Apocalypse Discussion

Post by The Empty Lord Wed Jul 01, 2009 9:00 am

First topic message reminder :

Homecoming Apocalypse
Many lives were spent during the war erasing Him from memory; desecrating His name and burning the remnants.

Stories from the time before Guthix speak of an Age of Darkness and that a matrix that was constructed to conceal the shadows; to imprison them and the filth that dwelt within. Though the matrix has remained sealed since, the feuding lords would not risk otherwise. And so efforts were made to conceal the matrix and prevent the empty rising. Keys scattered. Locks disguised. The shadows would forever be His prison.

But more than the likes of the light dwell within the unblinking darkness.

Each guardian within the quest is to be treated as a miniquest in itself, not merely a task within a quest. Storylines and such may be miniquest specific. Such as Malak, the creature you fight my not actually be the Guardian; combat isn't even necessary, as with Raunton.

Jaldraocht, the Desert Beacon
Blood, guarded by Malak the Vampire. || Leaches health.
Shadow, guarded by Damis the Shade. || Zaps attack skill.
Ice, guarded by Kamil the Knight. || Freezes target.
Smoke, guarded by Fareed the Warrior. || Poisons target.
• Illusory, guarded by Adyna the Harlequin. || Conjures false targets.

• Ash, guarded by Dherok the UNDECIDED. || Wilderness || Zaps defence skill.
• Moss, guarded by Raunton the Snake-tongue. || Draynor || Decays food.
• Occlusive, guarded by Adyna the Harlequin. || UNDECIDED || Disorientates target.
• Bark, guarded by Colossus the Ent. || Unknown || Splinters target.
Gust, guarded by Ragnos the Dragon. || Crandor || Conjures projectile shield.

Bone, guarded by Xercus the Lycan. || UNDECIDED || Leaches run-energy.
• Venom, guarded by Weaver the Cryptspider. || Wilderness || Diseases target.
• Tar, guarded by Ramesh the Tarbeast. || Dorgesh'kaan || Slows target.
Magma, guarded by Zenerka the Sorceress. || Karamja || Burns target.
• Facade, guarded by Adyna the Harlequin. || UNDECIDED || Conjures a proximity shield.

Miasmic, guarded by Zuriel the Warlock. || UNDECIDED || Zaps attack speed.
Mud, guarded by Arandar. || Arandar || Zaps strength skill.
Fog, guarded by Thrip the Banshee. || Mort Myre || Blinds target.
Thorn, guarded by Eirwyn the Songstress. || Tirannwn || Entangles target.
Static, guarded by Thorg the Giant. || Taverly || Conjures a conductor/statics the target.

Flesh, guarded by Neurosha the Fleshling. || Varrock || Zaps constitution.
• Soul, guarded by UNDECIDED. || UNDECIDED || Leaches prayer points.
• Sand, guarded by Yantos the Strykewurm. || Kharidian Desert || Stalls target.
• Mind, guarded by Adyna the Harlequin. || UNDECIDED || Aggravates target.
Stone, guarded by Drystan the Fallen King. || UNDECIDED || Conjures melee shield.

Colour key:
Jagex, 3mptylord, Blaze FF8, Dark Avorian, Dragon78114, Handeath, Ruy112 and Tatorz.


Status effects (all would have a screen border to graphically represent it):


Rambling;
Spoiler:


Some of the planning on Adyna the Harlequin
Spoiler:


Ancient Spellbook
Spoiler:


Last edited by 3mptylord on Sun Mar 27, 2011 2:44 am; edited 28 times in total
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Homecoming Apocalypse Discussion - Page 9 Empty Re: Homecoming Apocalypse Discussion

Post by The Empty Lord Sun Dec 06, 2009 7:35 am

This quest could be entirely detached from existing storylines without much toil, however, DT3: Empty Rising will no long be. The key themes of the new direction would merely be investigating the Shadow Realm... how it came to be, etc. Whilst related to Zaros, it's not directly connect to it nor does Zaros' inevitable return affect the quest. Well, that is, so long as his return does not remove the Shadow Realm.

However... with Zaros no longer being the aim, for what reason would we want to open the Shadow Realm? An unknown enemy? I could reuse my personality from the Wight Gate, Atlas. Nothing is known about this phantom, accept his insatiable desire for chaos.

Would ties to Zamorak still remain? It's possible Zamorak feared the beacons could free Zaros... so I guess his involvement is still logical. He took a precaution. It actually makes for quite a good quirk in the storyline. Zamorak took precautions... this is one he need not to have taken, but it still made for a good quest. Smile

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Post by Ruy112 Sun Dec 06, 2009 8:17 am

Possibly Zaros could mention powerful allies dwelling with him? Or simply not giving any reason and a gods words alone is enough?
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Post by The Empty Lord Sun Dec 06, 2009 8:18 am

Ruy, you'd be assuming that this quest be released after the final part in the Zarosian questline. Wink
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Post by Ruy112 Sun Dec 06, 2009 8:20 am

No? If we assume that the Shadow Realm could be opened, but not enough to get Zaros through. Who knows what is in there?
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Post by The Empty Lord Sun Dec 06, 2009 9:03 am

But then the story is still dependant on Jagex not having already planned the next quest. I think our best idea would be to completely detach Homecoming Apocalypse from the Mahjarrat storyline, and just hope that events that have already been set in motion do not disturb the story. Smile
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Post by The Empty Lord Sun Dec 06, 2009 9:43 am

Atlas is an unseen phantom, although his voice can be heard through the amulet of ghost-speak (which will have its own speaking-head). Upon release of this quest, Atlas will contact you. Atlas is truly insane, speaking in riddles and in foreign tongue. He will ask if you hear it, the drums. But you make no sense of it. It should be noted that Atlas is very curious of the Ring of Charos, and will speak of nothing else whilst wearing it.

The drums will represent an arc in terms of scripting - and will be mentioned by other NPCs including the Oracle, the Town Criers and Juna; "It is most bemusing; in my ears I hear drums, but through my eyes I see none," "Oh, how wonderful. Someone is playing drums to accompany my ringing! LA, la, la..." and "The drums play the sound of war, can you hear them?" Of course, the player cannot hear the drums and shall hopefully be completely confused.

Atlas could request us to do things, and, in spirit, we do. We could drop the ghost-speak amulet off at Reldo's, visit Ali the Wise, or trouble Azzanadra with our queries... but they will remain mostly baffled by the voice we hear (as Atlas will not speak to them, and will merely blow a raspberry at Azzanadra who will curse it angrily). Atlas will even make a trivial reference to Bioshock by saying "Would you kindly... actually, what am I saying? I know you will anyway!" "Would you kindly" being the characters "obey" command in Bioshock from a character by the name of Atlas.
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Post by Dark Avorian Sun Dec 06, 2009 10:02 am

Nice...I agree
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Post by The Empty Lord Sun Dec 06, 2009 10:04 am

I love recycling ideas. Smile
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Post by Dark Avorian Sun Dec 06, 2009 10:12 am

Haha hehe
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Post by Ruy112 Sun Dec 06, 2009 8:40 pm

Sounds good, more info pl0x.
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Post by The Empty Lord Sun Dec 06, 2009 10:49 pm

On what? Tongue
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Post by Ruy112 Sun Dec 06, 2009 10:52 pm

What happens next?
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Post by The Empty Lord Sun Dec 06, 2009 11:12 pm

I assume the quest would take a very similar direction. Tongue

Raunton could give us his key not to help us, but because it was apparently useless. Wink
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Post by Dragon78114 Mon Dec 07, 2009 6:17 am

3mptylord wrote:This quest could be entirely detached from existing storylines without much toil, however, DT3: Empty Rising will no long be. The key themes of the new direction would merely be investigating the Shadow Realm... how it came to be, etc. Whilst related to Zaros, it's not directly connect to it nor does Zaros' inevitable return affect the quest. Well, that is, so long as his return does not remove the Shadow Realm.

However... with Zaros no longer being the aim, for what reason would we want to open the Shadow Realm? An unknown enemy? I could reuse my personality from the Wight Gate, Atlas. Nothing is known about this phantom, accept his insatiable desire for chaos.

Would ties to Zamorak still remain? It's possible Zamorak feared the beacons could free Zaros... so I guess his involvement is still logical. He took a precaution. It actually makes for quite a good quirk in the storyline. Zamorak took precautions... this is one he need not to have taken, but it still made for a good quest. Smile

Dragon has idea! Why not combine Mythics' Quest with Homecoming Apocalypse? Tongue

Well, this might get a little complicated, so please bear with me. It might be rather stupid, but it is totally worth the read. XD

The diamonds you get, the items you make, and your battle with Durial, can ultimately be in one quest. What I mean is this: those three items can be quicker and much more simply received, as it is only the first part of this nightmarishly hard questing adventure. Tongue

The diamonds may be actually be part of fact that you have to help Guthix using those Diamonds to conjure up some massive thingy to destroy Durial and kill him/erase his existence, however, this will happen inside the gates to the Mythics' Guild, so that he dies in lives in all of time (travelling in the 8th dimension). Wink

After you kill Durial, people of the Mythics' Guild will notice your deeds and let you pass even though you did not have to complete it. Also, possibly we could use the Mythics' Guild proper as a battleground for a duel between Durial and you.
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Post by The Empty Lord Tue Dec 08, 2009 3:51 am

You can't travel in the 8th dimension, the 8th dimension is just a perspective. If you're travelling in it, it becomes the 7th dimension (and where you left becomes an 8th). It's a crossroads - the one you walk down is 7th, the one you don't is 8th. Well, you can... but you'd need to travel along the 9th Dimension (a bridge between 7th and 8th), meaning you'd bump into yourself (or could, you don't have to, it just means there is another you)... then travel in that 8th Dimension. Like... watching how your life could have been. But I think you probably meant travelling in the 7th. Tongue

As for the merger... it doesn't seem to use much of either quest. It just seems like a combination of characters an items, but the overall theme of both quests is lost. Unless you completely misunderstood the Mythics' Quest and that was just your understanding of it... but then, we've lost the theme of Homecoming. Confuse


Last edited by 3mptylord on Tue Dec 08, 2009 10:02 am; edited 1 time in total
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Post by Dark Avorian Tue Dec 08, 2009 9:59 am

yeah I don't like the merger...
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Post by Dragon78114 Tue Dec 08, 2009 10:11 am

ok, I was just brainstorming- back to the drawing board lol
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Post by Ruy112 Wed Dec 09, 2009 4:34 am

Being written

Info Post
Original post: http://services.runescape.com/m=forum/forums.ws?80,81,8,57437238

Beacons and Diamonds
Spoiler:

Requirements
Spoiler:


Last edited by Ruy112 on Wed Dec 09, 2009 5:53 pm; edited 1 time in total
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Post by Dragon78114 Wed Dec 09, 2009 10:54 am

I don't think I was supposed to write the Mud Diamond..if I wrote a boss at all... lol

I would LOVE doing the Venom or the Flesh Diamonds, however
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Post by Ruy112 Wed Dec 09, 2009 5:54 pm

You wrote Xercus. Dark wrote Mud, sorry.
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Post by The Empty Lord Wed Dec 09, 2009 11:42 pm

Did TATz write Mud?
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Post by Ruy112 Thu Dec 10, 2009 4:08 am

No Tatz was talking about writing Drystan. Dark wrote Mud.
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Post by Dark Avorian Thu Dec 10, 2009 8:13 am

you want me to give xp rewards?
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Post by Dragon78114 Sun Dec 13, 2009 3:39 pm

I guess he does, so he can total it and be fair. Tongue
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Post by Ruy112 Sun Dec 13, 2009 9:45 pm

I do, 'cause I want to gather all rewards in one Grin
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Post by Handeath Wed Dec 15, 2010 10:03 am

MY REIGN OVER THIS FEEBLE DOMAIN BEGIN- I mean, hey, 3mpty! Since this is my first post on the TST website, I'm gonna start with the idea that showed me this group: DT2

Ash: Will temporarily lower the target's defence level. Good.
- Tar: Will damage the target's energy (and hitpoints) whilst replenishing yours. Fine.
- Smoke: Poisons the target. Duh.
- Sand: Chance of petrifying the foe. Wait, what? The shifting sands keep one in place? I say Sand should have a chance to puch one's opponent backwards, the higher level the spell, the more spaces.
- Magma: Chance of burning the target. *insert pun here*
- Shadow: Temporarily reduces target's Attack level. Yes.
- Stone: Will deactivate the opponents prayer and disable it. Since I suggested a change for Sand, the previous effect should replace Stone's effect.
- Bark: Will decreases the total damage dealt by the target's next attack. I say a recoil effect works better here, splinters.
- Blood: Heals the caster up to one-quarter of inflicted damage.
- Bone: Will add onto your prayer points an fifth of the damage dealt. Nice
- Flesh: Will recoil damage to your opponents hitpoints. With the Constitution update, I say reducing the target's Constitution level would be more suitable (They have less flesh, thus less maximum hitpoints.)
- Ice: Chance of freezing the target. Rolling Eyes
- Thorn: Chance of inflicting "Virus", a kind of backwards poison. (gets vicious) It sounds cool, can you explain a bit more?
- Acid: Damage is recoiled to foes' skills, like disease. Sure.
- Fog: Extinguishes the light for an amount of time. (like a dungeon without a candle) Doesn't sound very useful...
- Mud: Will temporarily lower the target's Stength level. And the Anti-Melee spells are complete.

I hope this is a good first impresion! Very Happy
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