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Mythics: Stagnant Discussion

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Post by The Empty Lord Fri Oct 02, 2009 10:06 am

First topic message reminder :

I've changed the title of the thread because the apostrophe wouldn't behave. Mythics: Stagnant Discussion - Page 3 612280

The twelve labours, inspired by both mythology and our unofficial mascot Dark Sylvania;

Nemean lionNemyonGuantletsWritten by Jeeves.
Lernaean hydraLernosDiademWritten by Jeeves.
Cerinean hindCerinaHelm
Erymanthian boarErymontAxe-hammerWritten by Jeeves.
Augean stablesAugoHelmWritten by Trixtor.
Stymphalian birdsStympho
Creten bullCretosMace
Mares of DiomedesTrace
Shield of HippolytaHippolytaRising Sun
Cattle of GeryonGeryon
Apples of the HesperidesLadonGolden Apple
CerberusCerberusStaff/Whip

Mythics: Stagnant Discussion - Page 3 Flames_of_Lloigh-enn

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. Mythics: Stagnant Discussion - Page 3 49087

February 14th, 2010;
Spoiler:
February 13th, 2010;
Spoiler:
October 1st, 2009;
Spoiler:


Last edited by 3mptylord on Tue Mar 22, 2011 2:28 am; edited 25 times in total
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Post by trixtor Sun Feb 14, 2010 10:35 am

I would say that the first event in the quest is meeting Durial and "volunteering" to obtain the items that he needs.

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Post by Jeeves Sun Feb 14, 2010 10:35 am

The first step is figuring out what's actually happening in the quest, I think.
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Post by trixtor Sun Feb 14, 2010 10:36 am

After that, I sense RFD II...
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Post by The Empty Lord Sun Feb 14, 2010 10:36 am

Most definitely we'd volunteer to help him. Smile
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Post by Jeeves Sun Feb 14, 2010 10:36 am

3mpty and I were talking and meeting Durial might not actually be the first thing that happens. Mythics: Stagnant Discussion - Page 3 Icon_eek There's talk of statues and labors and all sorts of other fun things.
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Post by The Empty Lord Sun Feb 14, 2010 10:39 am

First post has been updated. Grin
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Post by trixtor Sun Feb 14, 2010 10:41 am

Either way, I get the feeling that this quest is going to be similar to RFD. There doesn't seem to be a set order of events (excluding the battle and the start). I was thinking that we could use slightly less effort if, for example, the cloak portion of the quest contained hints to the potion section of the quest.
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Post by trixtor Sun Feb 14, 2010 10:44 am

The Labours section of the quest seem slightly superfluous (at least to begin the quest, fitting them into the actual quest shouldn't be very difficult). The entire quest idea is that Durial wants revenge, not that 12 statues want their "security blankets" (in a manner of speaking).
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Post by The Empty Lord Sun Feb 14, 2010 10:44 am

Problem is that if there isn't a specified order it would be pot-luck as to whether you actually get those hints. Tongue

I think it was inevitable that the Mythics' Quest would become grade-2 Recipe for Disaster. What makes it harder? There are no listed requirements within the Manual and in the News Article - this is the first aspect that will truly test the player. All information would be provided by the npcs.

I suppose you are right in that sense; the Labours are requirements to enter the guild but are unrelated to the story. It's whether that matters to the "quest" though. I suppose this could be a way to escape the RFD theme. If the Rising Sun is an item gathered for one of the Labours then only players who complete that section alongside the quest benefit. As in... the Labours are part of the suggestion, but not part of the quest. Wink
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Post by Jeeves Sun Feb 14, 2010 10:48 am

Potential Timeline?

Part One
Gate appears in Gielinor's Wilderness
Player enters gate
Confronted by 13 statues on path to guild
Labors completed/potential future items gotten
Further along path, Durial pretends to have one last "labor"
Potion, Cloak, and Blades obtained for Durial

Part Two
Durial goes back to defend his planet against Guthix
Player learns about countermeasures to each of Durial's weapons
Some countermeasures potentially obtained from original labors
Any other items needed obtained

Part Three
Player somehow follows Durial back through time and space
Epic battle battle between Player (as "Guthix") and Durial
Return to guild successful!

Optional
To access other parts of the guild, a task must be completed given by a guardian of that area? Can be done at any time because it's not actually relevant to the plot?


Also, the quest is supposed to seem like just another "do tasks, get into guild" sort of quest at the start, and only later is Durial's revenge discovered...I think.
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Post by The Empty Lord Sun Feb 14, 2010 10:53 am

To us it's unrelated, look at it from a player. They complete the 13 sets of tasks thinking that is all - a story develops after.

I think the 12 labours should be required to enter the guild, but not required for the quest. Some would coincidently benefit the quest, but are not required. It's whether the countermeasures are actually needed. Would the Vulnerability Potion have any effect? Or should we actually require an item? The Rising Sun logically counters the Cloak, but should it actually be needed?
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Post by trixtor Sun Feb 14, 2010 10:54 am

That is a very good point. Moving on, the solid part of the potion is actually very simple. Remember Elemental Workshop II? Why not completely enrich the elemental bar with mind energy? This could cause you to pass out from the strain, and have to fight a monster that is transforming your magical (mental) energy into enrichment. The monster will take all of the energy given (freely or otherwise). This will cause your magical skill to drop (temporarily) to zero, and your combat skills will drop 30 levels (temporarily as well). In addition, you will experience "headaches" throughout the battle, and lose 5-10 life each time you have a headache. After beating the monster (read next post)
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Post by The Empty Lord Sun Feb 14, 2010 10:55 am

Well, that sounds possible. Sure saves us making up something for the nightshade. Depends how important Elemental Workshop... we need to stay as detached as possible. Tongue


Last edited by 3mptylord on Sun Feb 14, 2010 10:56 am; edited 1 time in total
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Post by Jeeves Sun Feb 14, 2010 10:56 am

So Durial wouldn't be within the boundaries of the Guild, then? And we would never need to enter the Guild during the course of the quest? Or would the statues just be something extra that the Mythics can do if they're feeling particularly heroic that day and not necessary for actually entering the Guild?

Nice thoughts, trixtor! Elemental Workshop completely slipped my mind.
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Post by The Empty Lord Sun Feb 14, 2010 10:58 am

... Labours - required or optional? Bearing in mind the Rising Sun would probably do well as one of the missing items, as would an item that can resist afflictions (all of which would, in theory, be countermeasures). Note that requiring some seems silly. Tongue

I vote all required. From a linear perspective, it doesn't matter how unrelated it is. Durial is using us - the first segment is just the player assuming the role that Durial abuses.
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Post by trixtor Sun Feb 14, 2010 11:01 am

You will have to smash the fully charged bar into dust. The way to do this is to use diamonds, as they're likely the most resilient material in RS. The specific amount of diamonds needed is 10, along with a smithing level of 80(if you're lazy or too low a level, you can pay thurgo 750,000gp to create a diamond hammer for you). After you use the hammer to create the dust, you can use it after the quest for a 7% increase in experience gained while smithing with the hammer. Note: The fully enriched mind bar is only available during the quest and cannot be made afterward. Note2: The monster is actually imaginary, you're passed out and hallucinating. This doesn't make the battle safe though.


Last edited by trixtor on Wed Feb 17, 2010 7:32 am; edited 2 times in total (Reason for editing : Extra Information.)
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Post by The Empty Lord Sun Feb 14, 2010 11:08 am

Historical labours;
• Slay the Nemean Lion.
• Slay the 9-headed Lernaean Hydra.
• Capture the Golden Hind of Artemis.
• Capture the Erymanthian Boar.
• Clean the Augean stables in a single day.
• Slay the Stymphalian Birds.
• Capture the Cretan Bull.
• Steal the Mares of Diomedes.
• Obtain the Girdle of the Amazon Queen.
• Obtain the Cattle of the Monster Geryon.
• Steal the Apples of the Hesperides.
• Capture Cerberus.

Possible statues; Lion, Dragon, Stag, Boar, Filth, Aves, Bull, Unicorn, Maiden, Ram, Snake and Cerberus. All anthropods/humanoid.
Relics based on Labour; Gauntlets (lion), Diadem (dragon), Helmet (stag), (boar), Staff (filth), Scythe (aves), Mace (bull), (unicorn), Rising Sun (maiden), (ram), Apple (snake) and (cerberus).


Last edited by 3mptylord on Sun Feb 14, 2010 11:15 am; edited 1 time in total
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Post by trixtor Sun Feb 14, 2010 11:14 am

I suggest that you add one more "obtain" labour instead of one of the "slay" labours.
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Post by Jeeves Sun Feb 14, 2010 11:15 am

I don't think we should do direct interpretations of the myths. Maybe incorporate them somehow into a different subquest? I'll have ideas tomorrow for stuff...
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Post by The Empty Lord Sun Feb 14, 2010 11:17 am

Themed on, not exact, I reckon. What they are in myth doesn't necessarily mean what they should be. Tongue
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Post by trixtor Sun Feb 14, 2010 11:18 am

direct plagiarism isn't Jublex's style, they usually make large references. How about changing the statues to former heroes of RS?
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Post by The Empty Lord Sun Feb 14, 2010 11:18 am

The guild exists out of time, that would make no sense. Tongue
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Post by trixtor Sun Feb 14, 2010 11:41 am

Well, I'm trying to stop Jublex from being sued.
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Post by The Empty Lord Sun Feb 14, 2010 11:41 am

By who? XD
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Post by trixtor Sun Feb 14, 2010 11:52 am

Greece.
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Post by The Empty Lord Sun Feb 14, 2010 11:56 am

I think mythology is fairplay, to be perfectly honest. Wink
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