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 would say that the first event in the quest is meeting Durial and "volunteering" to obtain the items that he needs.
trixtor- Advocate
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Re: Mythics: Stagnant Discussion
The first step is figuring out what's actually happening in the quest, I think.
Jeeves- Advocate
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Age : 31
Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
After that, I sense RFD II...
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
3mpty and I were talking and meeting Durial might not actually be the first thing that happens. There's talk of statues and labors and all sorts of other fun things.
Jeeves- Advocate
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Age : 31
Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
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.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
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).
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Problem is that if there isn't a specified order it would be pot-luck as to whether you actually get those hints.
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.
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.
Re: Mythics: Stagnant Discussion
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.
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.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
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?
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?
Re: Mythics: Stagnant Discussion
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)
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
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.
Last edited by 3mptylord on Sun Feb 14, 2010 10:56 am; edited 1 time in total
Re: Mythics: Stagnant Discussion
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.
Nice thoughts, trixtor! Elemental Workshop completely slipped my mind.
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
... 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.
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.
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.
Re: Mythics: Stagnant Discussion
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.)
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
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).
• 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
Re: Mythics: Stagnant Discussion
I suggest that you add one more "obtain" labour instead of one of the "slay" labours.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
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...
Jeeves- Advocate
- Number of posts : 606
Age : 31
Location : New Jersey, AMERICA
Re: Mythics: Stagnant Discussion
Themed on, not exact, I reckon. What they are in myth doesn't necessarily mean what they should be.
Re: Mythics: Stagnant Discussion
direct plagiarism isn't Jublex's style, they usually make large references. How about changing the statues to former heroes of RS?
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Mythics: Stagnant Discussion
Well, I'm trying to stop Jublex from being sued.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
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» 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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