Mythics: Stagnant Discussion
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Dragon78114
Sir Kandarin
TATORZ
Jeeves
Dark Avorian
Ruy112
trixtor
The Empty Lord
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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
Good news! I have a general plot line for the Apples of Hesperides (you'll fight a mighty dragon), but should I used the Sorceress's garden, I mean according to Greek Mythology, Hercules does talk to a Man of the Seas to learn the location- in the Atlas Mountains of Morocco. The Sorceress's garden is right next to a desert mountain range, right next to a lush green area across a body of water. PLUS you encounter nymphs and their pet dragon- perfect disguise as the cat guarding.
Dragon78114- Partisan
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Location : Annandale-On-Hudson, New York
Re: Mythics: Stagnant Discussion
That's a great idea! To tell the truth, I personally think that this is one of the best ideas to come out of this group. (Not individual ideas.) It's also the reason I came to this forum. I'm guessing as soon as the labo(u)rs are finished, the pace on this will pick up significantly.
Last edited by trixtor on Tue Aug 31, 2010 7:08 am; edited 1 time in total
trixtor- Advocate
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Re: Mythics: Stagnant Discussion
Is that a thinly veiled attempt to get people to pick this quest up again?
Jeeves- Advocate
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Re: Mythics: Stagnant Discussion
trixtor wrote:That's a great idea! To tell the truth, I personally think that this is one of the best ideas to come out of this group. (Not individual ideas.) It's also the reason I came to this forum. I'm guessing as soon as the labo(u)rs are finished, the pace on this will pick up significantly.
Thanks trix.
Dragon78114- Partisan
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Location : Annandale-On-Hudson, New York
Re: Mythics: Stagnant Discussion
Jeeves, it's been at least three weeks since you said your next three weeks will be hectic... write one naowh!
Re: Mythics: Stagnant Discussion
I've got one more week and then school starts! I still need to finish up my summer assignments by then, but once school's going on, I'll have lots more time to devote to quest writing.
Jeeves- Advocate
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Re: Mythics: Stagnant Discussion
Tell you what, I'll have a new labor written by...the...12th. And it'll be good too, I promise.
Jeeves- Advocate
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Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
Something that I've been thinking about. Since "Mythic's Quest" doesn't exactly sound right (it's a little weird to say), I thought that we might change it to "Myth's Quest" or "Fable's Quest". Also, if this finally is completed, we could use the other for another über-quest.
trixtor- Advocate
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Location : North NJ.
Re: Mythics: Stagnant Discussion
Mythics' Quest doesn't sound weird to me? Myths' Quest sounds by far weirder. Are you pronouncing mythic correctly?
Dragon Slayer
Heroes' Quest
Legends' Quest
Mythics' Quest
I suppose it could be time for another named quest, even if Dragon Slayer wasn't officially the Campions' Quest. What would come after Mythics' though? What could come after this quest and this guild?
Dragon Slayer
Heroes' Quest
Legends' Quest
Mythics' Quest
I suppose it could be time for another named quest, even if Dragon Slayer wasn't officially the Campions' Quest. What would come after Mythics' though? What could come after this quest and this guild?
Re: Mythics: Stagnant Discussion
Masters' Quest? although that is rather cliche
Dragon78114- Partisan
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Location : Annandale-On-Hudson, New York
Re: Mythics: Stagnant Discussion
And so our Hero became a Legend, who faded into Myth. But the sands of time soon erased all knowledge of him at all.
The Lost Guild, for those whom should never have been forgotten.
The Lost Guild, for those whom should never have been forgotten.
Dark Avorian- Templar
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Re: Mythics: Stagnant Discussion
I completely forgot it was spelled like that (again). I thought it was Legend's Quest Rather than Legends' Quest. God, I despise the apostrophe.
trixtor- Advocate
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Location : North NJ.
Re: Mythics: Stagnant Discussion
If we do want to rename it, the Lost Guild does have a nice ring to it.
Possible quest names (most of these are suitable only if the quest has a decidedly somber mood):
The Lost Boys
Dust in the Wind
The Forever Guild
A Tale for the Ages
Although the Mythics' Guild still holds a spot near and dear to my heart.
Possible quest names (most of these are suitable only if the quest has a decidedly somber mood):
The Lost Boys
Dust in the Wind
The Forever Guild
A Tale for the Ages
Although the Mythics' Guild still holds a spot near and dear to my heart.
Jeeves- Advocate
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Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
So that's where it came from, I never bothered to look.
Galadriel in LOTR FOTR: "History became legend and legend became myth… and those things which should not have been forgotten… were lost…"
Intro of every Wheel of Time book: "The Wheel of Time turns, and ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the age that gave it birth comes again."
Now I know why that intro always seemed familiar: it was galadriel's quote (/the line they used in the intro to the first LOTR film which i saw in first grade before i read any of the books which I then read in second grade (early literacy win!))
Galadriel in LOTR FOTR: "History became legend and legend became myth… and those things which should not have been forgotten… were lost…"
Intro of every Wheel of Time book: "The Wheel of Time turns, and ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the age that gave it birth comes again."
Now I know why that intro always seemed familiar: it was galadriel's quote (/the line they used in the intro to the first LOTR film which i saw in first grade before i read any of the books which I then read in second grade (early literacy win!))
Dark Avorian- Templar
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Re: Mythics: Stagnant Discussion
Hooray for never reading Lord of the Rings!
Jeeves- Advocate
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Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
Blass Femur!!!
Dark Avorian- Templar
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Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Mythics: Stagnant Discussion
I ain't never read it either. I started both the Hobbit and the Fellowship of the Ring, I couldn't be bothered to make anyreal progress and finish then though.
The Lost Guild was just my suggestion for why comes next. But if it works for Mythics' cool, I guess.
I don't think the apostrophe will affect the pronunciation in Mythics'... FYI, you don't have s's, so Mythics's becomes Mythics' - remember, the guild belongs to mythics and bot a single mythic. Wow, that sounds weird singular.
The Lost Guild was just my suggestion for why comes next. But if it works for Mythics' cool, I guess.
I don't think the apostrophe will affect the pronunciation in Mythics'... FYI, you don't have s's, so Mythics's becomes Mythics' - remember, the guild belongs to mythics and bot a single mythic. Wow, that sounds weird singular.
Re: Mythics: Stagnant Discussion
I'm open to anything.
And I read The Hobbit, which was good, but the rest was just...eh. Never got more than a few pages into Fellowship of the Ring.
And I read The Hobbit, which was good, but the rest was just...eh. Never got more than a few pages into Fellowship of the Ring.
Jeeves- Advocate
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Re: Mythics: Stagnant Discussion
Jeeves wrote:
And I read The Hobbit, which was good, but the rest was just...eh. Never got more than a few pages into Fellowship of the Ring.
It gets better. Once you get up to the actual fellowship, it gets really interesting. At least, I think so.
@3mpty: As I said, I hate the apostrophe.
trixtor- Advocate
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Location : North NJ.
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