Mythics: Stagnant Discussion
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Dragon78114
Sir Kandarin
TATORZ
Jeeves
Dark Avorian
Ruy112
trixtor
The Empty Lord
12 posters
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Mythics: Stagnant Discussion
First topic message reminder :
I've changed the title of the thread because the apostrophe wouldn't behave.
The twelve labours, inspired by both mythology and our unofficial mascot Dark Sylvania;
Timeline of the Mythics' Quest;
• Grandeur, the gateway to the Mythics' Guild, must be appeased. The requirements for this section are merely the skill requirements for the quest, having completed the Legends' Quest and having a certain number of quest points. The plinth that Grandeur stands on has three icons connected by rivulets. You need them all to light up.
• Through the gateway you can see the image above, basically. Only, the warrior is also a statue and facing the other way. These thirteen statues are, in effect, Hercules and the twelve labours. Accompanying them is a fourth character, imposing as a thirteenth labour - Durial, our antagonist.
• "Herclues" will introduce the labours, and what they are for. It should be noted that the labours themselves, and Herclues, are irrelevant to the quest at the moment. Players can complete them now or later. It should also be noted that Hercules does not mention Durial, our 13th Labour. Trying to make him stick out.
• Each labour would be based on the labours from Greek Mythology. This is the guild of Mythics after all, and Greek wouldn't be the only source when we finally have access to the guild. "Completing a labour" involves retrieving a lost relic that has been hidden in your time. These tasks take place in both RuneScape, and bespoke instances.
• Durial requires three items; the Blades of Eleyon, the Cloak of Shadows and the Potion of Vulnerability. Each item will require utmost knowledge of RuneScape, as no requirements are officially given. This quest may seem long - but the labours aren't required at this point.
• After obtaining all three items for Durial he will exit the guild - returning to his own time. In the same cinematic, future-you will arrive; panting hysterically and cursing that he took too long (mentioning something about other future-yous and how he failed to improve... which you will also say).
• Future-you, though you don't know it yet, will tell you what you need to do next; which of the three labours you should complete. You require the Rising Sun, the Hydra's Diadem, and something defensive to counter the Blades of Eleyon. Future-you will also tell you what Durial's true intentions are.
• After having obtained these, your next mission is to activate the Chronarch's Throne, an altar capable of reversing the flow of time within the guild. *insert more on this segment*.
• Successfully rewinding time, you most exit the guild into the past and locate Durial. The fight will be epic... think Nomad, just harder (or perhaps not, Dark's still killing himself trying to kill Nomad). During this fight Durial will accuse you of being Guthix, among other interesting foods-of-thought.
• Return to the guild and fast-forward to the present. On your way to Grandeur, to speak with your future-self, you will notice two omens - Durial and yourself. Panicking, you run forward to try and stop yourself handing Durial the items. You will, of course, fail... and, well, you can probably see where I'm going.
• This segment is surprisingly easy, merely tell your past-you what to do.
The quest needs to end somewhere. Possibly when you exit the Guild and Grandeur's gargoyles will laugh at you, seemingly aware of you you'd just done. Or... the moment you return to the present it's quest-over, with aiding past-you merely being a required postal-script. I suppose that's the only issue with having a quest with no true questmaster.
February 14th, 2010;
I've changed the title of the thread because the apostrophe wouldn't behave.
The twelve labours, inspired by both mythology and our unofficial mascot Dark Sylvania;
Nemean lion | Nemyon | Guantlets | Written by Jeeves. |
Lernaean hydra | Lernos | Diadem | Written by Jeeves. |
Cerinean hind | Cerina | Helm | |
Erymanthian boar | Erymont | Axe-hammer | Written by Jeeves. |
Augean stables | Augo | Helm | Written by Trixtor. |
Stymphalian birds | Stympho | ||
Creten bull | Cretos | Mace | |
Mares of Diomedes | Trace | ||
Shield of Hippolyta | Hippolyta | Rising Sun | |
Cattle of Geryon | Geryon | ||
Apples of the Hesperides | Ladon | Golden Apple | |
Cerberus | Cerberus | Staff/Whip |
Timeline of the Mythics' Quest;
• Grandeur, the gateway to the Mythics' Guild, must be appeased. The requirements for this section are merely the skill requirements for the quest, having completed the Legends' Quest and having a certain number of quest points. The plinth that Grandeur stands on has three icons connected by rivulets. You need them all to light up.
• Through the gateway you can see the image above, basically. Only, the warrior is also a statue and facing the other way. These thirteen statues are, in effect, Hercules and the twelve labours. Accompanying them is a fourth character, imposing as a thirteenth labour - Durial, our antagonist.
• "Herclues" will introduce the labours, and what they are for. It should be noted that the labours themselves, and Herclues, are irrelevant to the quest at the moment. Players can complete them now or later. It should also be noted that Hercules does not mention Durial, our 13th Labour. Trying to make him stick out.
• Each labour would be based on the labours from Greek Mythology. This is the guild of Mythics after all, and Greek wouldn't be the only source when we finally have access to the guild. "Completing a labour" involves retrieving a lost relic that has been hidden in your time. These tasks take place in both RuneScape, and bespoke instances.
• Durial requires three items; the Blades of Eleyon, the Cloak of Shadows and the Potion of Vulnerability. Each item will require utmost knowledge of RuneScape, as no requirements are officially given. This quest may seem long - but the labours aren't required at this point.
• After obtaining all three items for Durial he will exit the guild - returning to his own time. In the same cinematic, future-you will arrive; panting hysterically and cursing that he took too long (mentioning something about other future-yous and how he failed to improve... which you will also say).
• Future-you, though you don't know it yet, will tell you what you need to do next; which of the three labours you should complete. You require the Rising Sun, the Hydra's Diadem, and something defensive to counter the Blades of Eleyon. Future-you will also tell you what Durial's true intentions are.
• After having obtained these, your next mission is to activate the Chronarch's Throne, an altar capable of reversing the flow of time within the guild. *insert more on this segment*.
• Successfully rewinding time, you most exit the guild into the past and locate Durial. The fight will be epic... think Nomad, just harder (or perhaps not, Dark's still killing himself trying to kill Nomad). During this fight Durial will accuse you of being Guthix, among other interesting foods-of-thought.
• Return to the guild and fast-forward to the present. On your way to Grandeur, to speak with your future-self, you will notice two omens - Durial and yourself. Panicking, you run forward to try and stop yourself handing Durial the items. You will, of course, fail... and, well, you can probably see where I'm going.
• This segment is surprisingly easy, merely tell your past-you what to do.
The quest needs to end somewhere. Possibly when you exit the Guild and Grandeur's gargoyles will laugh at you, seemingly aware of you you'd just done. Or... the moment you return to the present it's quest-over, with aiding past-you merely being a required postal-script. I suppose that's the only issue with having a quest with no true questmaster.
February 14th, 2010;
- Spoiler:
- Passed the Flames of Lloigh-enn, is the pathway to the Guild of Mythics. By now you have already passed through Grandeur, the great archway. Durial stands blockading at the end of the guarded walkway.
Durial appears to be one of 13 statues that line the pathway to the Guild. Players may complete all or none of the 12 statues before Durial. Durial requires a potion, a blade and a cloak obtained from yet-to-be-decided locations. Three of the twelve statues will prove useful for the later part of the quest, so if you do them before Durial it will save time doing them afterwards. After having collected Durial's items, he will leave to his own time and our futureself will become the obstruction to the guild. If you haven't already done the required labours, our futureself will tell us which to do.
*insert timetravel section*
- Spoiler:
- Thus far we'd only actually come up with guildlore and items we wished to include in the quest. The actual layout for how/why the items were obtained kept changing so Jeeves and I didn't feel bad coming up with a new reasoning. The following also adds an actual guild-set requirement for entry of which there wasn't one before hand.
The Mythics' Guild refers to the entirety of the area within the guild, excluding the path. In that, not specifically a building. This comment here is purely so we have some fixed terminology.
The path between the gate and the guild exists out of sync - almost in real-time, but almost in guild-time. Aligning the path are twelve statues; twelve unique statues. These statues represent the Labours (based on Greek Mythology). All Mythics must complete the Labours in order to enter the guild. Durial stands at the end of the path, observing our progress and awaiting the time that we finish the trials and become useful to him (for until we can actually enter the guild, we can't interact with him beyond words - not good when he needs items from us). Why us? Imagine that scene in films where the main character is nearly still in the centre of focus and life is just zooming passed? That was Durial until he saw us. Something about us stuck out.
Though not accurate with the loading screen, a thirteenth statue stands in the middle of the path immediately when you enter. This statue will introduce you to the Labours. He will inform you that something has been removed from each of the statues and places in your time and it is your task to recover it - Guarding each piece is an avatar of the statue. Once you have recovered all twelve items, you move on to Durial (the thirteenth labour as far as we're concern) - "My missing pieces will require... more creativity." The Rising Sun could easily be one of the artefacts we collect in the first part.
Players should note that the centre statue does not mention a 13th. Our futureselves will replace Durial as a roadblock to the guild. What's required to traverse time is still to be decided.
Any of this could be rearranged. I proposed that each of the twelve items could be a reward - but I then thought that it might be more interesting if that was optional, something post-quest. Or is RFD a good theme? Are twelve relics too many to be a required part of the quest?
- Spoiler:
- Durial wants to stop Guthix from remodelling the world into Gielinor, which inevitably destroys all that Durial holds dear. Unknowing of the task, we aid Durial in collecting three items - believing this was the initiation to the Mythics' Guild - the blade of Eleyon, the cloak of Shadows and the Vulnerability Potion (made from the bloodyield, pure ectoplasm and an un-chosen solid that would reflect upon the mind in some way - boiled in hellfire and bathed in starlight).
Upon giving Durial these items, he exists the guild. Of course, Durial was not from our time and left the guild into the 0th Age. As there were no repercussions of our actions, it is to be assumed that was succeeded in rectifying what we've done. However, that's just the optimists way of looking at things. In the present, we haven't yet done anything. But we are not alone. During the second part of the quest wherein we must collect countermeasures to our previous toils, the main personality is our future-self - however, we don't learn this until later, either. The only decided item that we would require to collect was the Rising Sun.
After obtaining these items, we are then required to return to the past in order to fight Durial and prevent him from succeeding. To do this, we must unlock the chamber of fate that resides in the centre of the guild. The guildmasters, the wraiths, will not help you and you will only have the aid of your futureself. He instructs you that their is one additional item that you require, and one that you have held before - the Enchanted Key. To activate the key within the chamber of fate, three present-tense Mythics must stand about the plinth and will it to work - ourselves being one, we must convince the another two to help us. I think the Wise Old Man was decided as one of said Mythics, it's possible that Bob the Cat could be our second (and the hint towards this would be Robert the Strong having a chin wag with us during the quest).
Within the past, some epic fight must occur. Durial will believe us to be Guthix, having traversed time, and will fight us over that though. At one point he will claim that even if we are not Guthix now, we will become "Guthix". Success is required to further the quest, but death applies as with any quest. After defeating Durial we hear a voice echo within our head - to be speculated as Guthix.
Your quest is over. However, there is an additional segment to the quest (sort of like the wish list) where we can aid our past selves complete the quest. This is required so has to keep the flow of time in flux - as we were helped by ourselves, we must return the favour.
Last edited by 3mptylord on Tue Mar 22, 2011 2:28 am; edited 25 times in total
Re: Mythics: Stagnant Discussion
I agree. It's probably best to have some variety, because we all have ideas and this is a forum-wide (kind of...) project, not a Jeeves project. Dark, I think that you should finish your labour at least, because I like your idea for it. By the way, when will this discussion pick up again?
trixtor- Advocate
- Number of posts : 538
Re: Mythics: Stagnant Discussion
Dark - your idea is good and I don't want you to stop contributing (if I didn't make that clear before).
Discussion can recommence any time.
Last edited by 3mptylord on Fri Mar 05, 2010 9:18 am; edited 1 time in total
Re: Mythics: Stagnant Discussion
I could just stop writing so much stuff for the Mythics' Quest if it's going to seem like I'm running it.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
Re: Mythics: Stagnant Discussion
I will not be working on this quest...I'm sorry
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Mythics: Stagnant Discussion
I'm sorry for starting this 3mpty . Jeeves, all I meant was that you're a good writer! I would love if you continued writing Labours.
P.S. I was thinking that we could repost the mythics' quest on the Rs forums when we finish with the labours. This site will still be the main area for writing (and editing) the quest, but we might get some good ideas from the forums.
P.S. I was thinking that we could repost the mythics' quest on the Rs forums when we finish with the labours. This site will still be the main area for writing (and editing) the quest, but we might get some good ideas from the forums.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
@ 3mpty: Can you please update your list to say that I wrote the Stable Labour?
p.s. Should we post the labours on the RS forums, just for criticism now?
p.s. Should we post the labours on the RS forums, just for criticism now?
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
I would like to clarify that trixtor DID NOT START THIS! I'd say that if anyone "started" it it was you 3mpty, by acting as if I should know every chatbox conversation you have, and talking in a manner just as derogatory (all though still not really derogatory) as trixtor.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Mythics: Stagnant Discussion
I did not expect you to have seen the conversation in the chatbox - but the remnants of the conversation were posted on this thread. On page 10 I not only uploaded possible pictures of the labours but I also said "Updated post 1". So no - I didn't expect you to read the conversation, but at the time I didn't realise you hadn't read post one. Even if you didn't see the "post updated", I would have thought the pretty picture would have perhaps enticed you to read the post? I'm sorry I assumed wrong.
But again, I never said that it was a specification. I haven't objected to you using the actual animal. So how exactly did I provoke this argument? I only defended Jeeves - I never criticised your work, or said you were doing anything wrong.
But again, I never said that it was a specification. I haven't objected to you using the actual animal. So how exactly did I provoke this argument? I only defended Jeeves - I never criticised your work, or said you were doing anything wrong.
Re: Mythics: Stagnant Discussion
*argue*
*argue*
*argue*
*argue*
*romp*
*romp*
*romp*
*flame*
*read*
*flame*
*angry*
Anyway... this is why I've been avoiding this part of the forums.
1) I've been sick
2) I'm too lazy to read or write big stuff right now
3) Arguing, contriversy (god, my spelling is suffering), and 's
*argue*
*argue*
*argue*
*romp*
*romp*
*romp*
*flame*
*read*
*flame*
*angry*
Anyway... this is why I've been avoiding this part of the forums.
1) I've been sick
2) I'm too lazy to read or write big stuff right now
3) Arguing, contriversy (god, my spelling is suffering), and 's
TATORZ- Forum Mod
- Number of posts : 2458
Age : 29
Location : USA
Re: Mythics: Stagnant Discussion
Lol - I don't fully know why we're arguing.
Dark, if you don't want to participate, then fine. I would like to ask that your mare segments may still be used.
Dark, if you don't want to participate, then fine. I would like to ask that your mare segments may still be used.
Re: Mythics: Stagnant Discussion
Okay, you can use my story...I believe I wanted something like this
A) The swift mare: You fight diomedes in his house, he seems to only be vulnerable to axes (perhaps you need to use one to cut into his house?), you end up severing his arm...and he runs, as you leave something accosts you, you use the arm to bait the horse, calm it, and bring it back to it's horn, you're left with part of an arm.
B) The shining mare: You find that the people of catherby have been blinded by a light from teh mountain. You go up and have to fight the mare, but your weapon overheats from the light, and if you wear ice gloves the reflection blinds you...you need to use the shadow sword. once subdued you calm it by feeding it part of his arm, lead it back to house.
C) The blond mare: insert what i wrote about Miazqra
D) the terrible mare: It's in a cavern beneath the brambles around Dark Wizards tower, again hatchet is required. Diomedes is there as well, you have to kill him while under attack from the mare. It suddenly turns and eats him...you lead it to his home, each mare rewards you w/ a horseshoe (or a shard of one) upon returning it to it's horn.
E) Possible uses for horseshoe:
-Goodluck charm (attack amplifier, helps with clue scroll rewards?)
-Ranged weapons (maybe they loop around enemy weapons and disarm them XD)?
-Add to barrows glvoes for some effect?
A) The swift mare: You fight diomedes in his house, he seems to only be vulnerable to axes (perhaps you need to use one to cut into his house?), you end up severing his arm...and he runs, as you leave something accosts you, you use the arm to bait the horse, calm it, and bring it back to it's horn, you're left with part of an arm.
B) The shining mare: You find that the people of catherby have been blinded by a light from teh mountain. You go up and have to fight the mare, but your weapon overheats from the light, and if you wear ice gloves the reflection blinds you...you need to use the shadow sword. once subdued you calm it by feeding it part of his arm, lead it back to house.
C) The blond mare: insert what i wrote about Miazqra
D) the terrible mare: It's in a cavern beneath the brambles around Dark Wizards tower, again hatchet is required. Diomedes is there as well, you have to kill him while under attack from the mare. It suddenly turns and eats him...you lead it to his home, each mare rewards you w/ a horseshoe (or a shard of one) upon returning it to it's horn.
E) Possible uses for horseshoe:
-Goodluck charm (attack amplifier, helps with clue scroll rewards?)
-Ranged weapons (maybe they loop around enemy weapons and disarm them XD)?
-Add to barrows glvoes for some effect?
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Mythics: Stagnant Discussion
Nice ideas Dark . Mabye the horsheshoe reward can be combined with all the other special lucky charms and stuff in game so that it becomes sort of an all-purpose lucky charm (i.e. helps with bird's nests, better treasure trail rewards, better drops, higher chance to mine gems [stacks in a unique way with the amulet of glory : the chance of mining a gem is the same, but the chance of getting a higher gem is raised, and there is a possibility of mining a dragonstone.]).
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
This thread (and this forum) is dying
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Trix, we go through periods of inactivity every so often. We've survived before and we can survive again
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
Ya, sometimes there's just a little quiet. I've been pretty busy lately, but it'll change
Ruy112- Partisan
- Number of posts : 1623
Age : 29
Location : Denmark
Re: Mythics: Stagnant Discussion
Ok, so this forum will be reborn, but should we post the labours we have to see criteques by Rs forumers? I don't mean support, I mean helpful ideas and such.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Do not be disheartened. Durial's quest was, indeed, noble. But this world is beyond salvation. Great wars raged here, far beyond your comprehension. Death has left its scar on this plane - and the sun has not shone here in many a-myriads. In your time I am known as the creator of worlds: but matter cannot be created, and with every beginning there must be an end. You should leave, there is work still to be done.
Re: Mythics: Stagnant Discussion
So *sniff* applicable.... "This world is beyond salvation"; yep, we're dead. "great wars raged here"; I didn't know flame wars were so esoteric. 'the sun has not shone..."; It's online. "creator of worlds"; the empty lord is more of the destroyer type (lol). "matter cannot be created"; Runescape physics are... odd to say the least, Einstein's theories don't apply here. "with every beginning there must be an end"; Nuclear warfare? Entropy? Bilderbergers? (lol). "you should leave"; I feel so, so unwanted
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
The Empty Lord has never destroyed anything notable.
Matter cannot created doesn't really comply with laws of physics, especially when they are changing all the time.
Old quote is old, I was digging through the old thread.
Matter cannot created doesn't really comply with laws of physics, especially when they are changing all the time.
Old quote is old, I was digging through the old thread.
Re: Mythics: Stagnant Discussion
I've posted the possibility of a new thread on the RS forums.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Okay what the hell...did I kill this? I'll try and write a rough draft of my section by tomorrow...Throw me another one if you want.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Mythics: Stagnant Discussion
Yay; my idiotic comments haven't doomed this quest! Do whatever other one you want (if you want to, of course).
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
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Similar topics
» Mythics: General Discussion
» Mythics: Durial's Equipment
» Mythics: The Quest
» Mythics: Durial
» Mythics: The Counter-Equipment
» Mythics: Durial's Equipment
» Mythics: The Quest
» Mythics: Durial
» Mythics: The Counter-Equipment
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