The Svet Trilogy
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Dragon78114
The Empty Lord
Handeath
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The Svet Trilogy
First topic message reminder :
The trilogy continues off of two "existing" ones: History and Observatory. In this trilogy, we send an ancient Lunar Mage out of the universe and time itself. While outside, she indirectly almost causes the end of Gielinor, which we stop, so we spend the last quest fighting her as she fades in and out of existance. We finally jump out of the universe as well, and defeat her. Since we are stuck outside our plane, "something" thanks us for saving his plane and returns us home. That's the story, but I need help with the lore and plausiblity.
In "Molding History," We're asked by the Magic Guild, or maybe the Moon Clan, to learn more about the history of Magic, as we have met the founder. We go back in time, help set up the Runecrafting Altars along with V-------, whose name we almost learn. However, a young Lunar Mage, Svet, finds out about our identity, and has a scuffle with us for the key. Unfortunately, it breaks and the player and the mage are sent flying through time and space, the former lands at the Battle of the Outpost, north of Ardougne. We snoop around on how to make another key, do so, and return to the present. See Page 5 for the quest.
In the "Constellation Quest," we start by doing a favor at the Observatory: repairing the bridge. While the player works, the Professor notices that the constellation, Scorpio, is off-kilter. Although he assumes it's because the earth is moving, you decide to seek the spirit of Scorpius himself. When you talk to him, he states that he isn't feeling too well. You keenly note that Scorpio is also amiss. The ghost reveals that he is actually actually a Stellar Spirit, one of the beings who existed on this plane before humans. Unfortuanately, this information is "illegal" to disclose, and you two are teleported before the other spirits. When they chastise Scorpio's actions, he states that it was necessary: by some flux, a black hole will swallow Gielinor. The player states that they should be able to handle it, but they are not strong enough, but Solaris, Gaia, and Zorya are. However, their power must be confined to a host, 3 with great magical power. The player ultimately chooses Kolodion, Brimstail, and Baba Yaga. When the possessed mages destroy the black hole with the player's help from the Observatory, s/he notices a woman standing on the other side, Svet. See Page 7 for the quest
And now I'm stuck. I want the final quest to be a crime novel-esque quest: we work with the Temple Knights to catch Svet, who seems to be causing wanton destruction throughout the realm. When the player figures out her plan (TO DESTROY GIELINOR!!!), we work to find out where she keeps disappearing to: outside the Runescape multiverse.
However, I don't know how to put this together.
The trilogy continues off of two "existing" ones: History and Observatory. In this trilogy, we send an ancient Lunar Mage out of the universe and time itself. While outside, she indirectly almost causes the end of Gielinor, which we stop, so we spend the last quest fighting her as she fades in and out of existance. We finally jump out of the universe as well, and defeat her. Since we are stuck outside our plane, "something" thanks us for saving his plane and returns us home. That's the story, but I need help with the lore and plausiblity.
In "Molding History," We're asked by the Magic Guild, or maybe the Moon Clan, to learn more about the history of Magic, as we have met the founder. We go back in time, help set up the Runecrafting Altars along with V-------, whose name we almost learn. However, a young Lunar Mage, Svet, finds out about our identity, and has a scuffle with us for the key. Unfortunately, it breaks and the player and the mage are sent flying through time and space, the former lands at the Battle of the Outpost, north of Ardougne. We snoop around on how to make another key, do so, and return to the present. See Page 5 for the quest.
In the "Constellation Quest," we start by doing a favor at the Observatory: repairing the bridge. While the player works, the Professor notices that the constellation, Scorpio, is off-kilter. Although he assumes it's because the earth is moving, you decide to seek the spirit of Scorpius himself. When you talk to him, he states that he isn't feeling too well. You keenly note that Scorpio is also amiss. The ghost reveals that he is actually actually a Stellar Spirit, one of the beings who existed on this plane before humans. Unfortuanately, this information is "illegal" to disclose, and you two are teleported before the other spirits. When they chastise Scorpio's actions, he states that it was necessary: by some flux, a black hole will swallow Gielinor. The player states that they should be able to handle it, but they are not strong enough, but Solaris, Gaia, and Zorya are. However, their power must be confined to a host, 3 with great magical power. The player ultimately chooses Kolodion, Brimstail, and Baba Yaga. When the possessed mages destroy the black hole with the player's help from the Observatory, s/he notices a woman standing on the other side, Svet. See Page 7 for the quest
And now I'm stuck. I want the final quest to be a crime novel-esque quest: we work with the Temple Knights to catch Svet, who seems to be causing wanton destruction throughout the realm. When the player figures out her plan (TO DESTROY GIELINOR!!!), we work to find out where she keeps disappearing to: outside the Runescape multiverse.
However, I don't know how to put this together.
Last edited by Handeath on Fri Nov 04, 2011 12:33 pm; edited 6 times in total
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
GAH!!!
There are three things that keep bothering me:
1) Svet, a cyan haired woman, is seen in the finale having control over space and time. Remind you of anyone?
2) Both the player and Svet are affected by the warp, so how does Svet get teleported outside of the universe?
3) Moreover, how does she get her powers from the plane beyond?
I always liked Blaze's writing style, and based mine off of it, but the Zavionce influence is too blatant. I want to do this quest, but these roadblocks are driving me nuts!!
There are three things that keep bothering me:
1) Svet, a cyan haired woman, is seen in the finale having control over space and time. Remind you of anyone?
2) Both the player and Svet are affected by the warp, so how does Svet get teleported outside of the universe?
3) Moreover, how does she get her powers from the plane beyond?
I always liked Blaze's writing style, and based mine off of it, but the Zavionce influence is too blatant. I want to do this quest, but these roadblocks are driving me nuts!!
Handeath- Advocate
- Number of posts : 955
Re: The Svet Trilogy
Put up the series
Duskcurse- Partisan
- Number of posts : 1367
Age : 29
Location : Santiago, Chile
Re: The Svet Trilogy
It hasn't been writen yet. I have some ideas for the 2nd quest, which is in the "Space" Trilogy, "The Constellation Quest"
We start by doing a favor at the Observatory: repairing the bridge. While the player works, the Professor notices that the constellation, Scorpio, is off-kilter. Although he assumes it's because the earth is moving, you decide to seek the spirit of Scorpius himself. When you talk to him, he states that he isn't feeling too well. You keenly note that Scorpio is also amiss. The ghost reveals that he is actually actually a Stellar Spirit, one of the beings who existed on this plane before humans. Unfortuanately, this information is "illegal" to disclose, and you two are teleported before the other spirits. When they chastise Scorpio's actions, he states that it was necessary: by some flux, a black hole will swallow Gielinor. The player states that they should be able to handle it, but they are not strong enough, but Solaris, Gaia, and Zorya are. However, their power must be confined to a host, 3 with great magical power. The player ultimately chooses Kolodion, Brimstail, and Baba Yaga. When the possessed mages destroy the black hole with the player's help from the Observatory, s/he notices a woman standing on the other side, Svet.
My biggest problem with this quest is that there's a group of transcendent beings just waiting to be used. My only defence is that Scorpio was here on Gielnor.
Anyway, I want several The Hitchhiker's Guide to the Galaxy refences. I finally got the book!
We start by doing a favor at the Observatory: repairing the bridge. While the player works, the Professor notices that the constellation, Scorpio, is off-kilter. Although he assumes it's because the earth is moving, you decide to seek the spirit of Scorpius himself. When you talk to him, he states that he isn't feeling too well. You keenly note that Scorpio is also amiss. The ghost reveals that he is actually actually a Stellar Spirit, one of the beings who existed on this plane before humans. Unfortuanately, this information is "illegal" to disclose, and you two are teleported before the other spirits. When they chastise Scorpio's actions, he states that it was necessary: by some flux, a black hole will swallow Gielinor. The player states that they should be able to handle it, but they are not strong enough, but Solaris, Gaia, and Zorya are. However, their power must be confined to a host, 3 with great magical power. The player ultimately chooses Kolodion, Brimstail, and Baba Yaga. When the possessed mages destroy the black hole with the player's help from the Observatory, s/he notices a woman standing on the other side, Svet.
My biggest problem with this quest is that there's a group of transcendent beings just waiting to be used. My only defence is that Scorpio was here on Gielnor.
Anyway, I want several The Hitchhiker's Guide to the Galaxy refences. I finally got the book!
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
Alright, I will read this now.
I have this Bookmarked!
I have this Bookmarked!
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: The Svet Trilogy
Handeath, Runescape has different constellations than Earth. Take a trip to the Observatory to figure them out.
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: The Svet Trilogy
The zodiac are the constellations whhich I refer to. Speaking of which, I could just have them be overseers of the Summoning Spirit World (which needs to be better named), as you summon Solaris, Gaia, and Zorya (the lsat of whom is a superintelligent shade of blue, until Baba Yaga hosts here. )
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
Ah, headache. Did Jas create just the plane known as Runescape, or it an other dimensions (eg Zanaris, the Abyss)?
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
Jas has never been stated as having created anything, nor that it's even a person.
Re: The Svet Trilogy
Gielinor was a blank plane, which Guthix molded and brought humans to. Jas is speculated to be an Elder God who made this realm, but there isn't much evidence. I'll wait for RoTM for the final installment of the Svet Trilogy.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
Why, what do you hope to happen in the Ritual of the Mahjarrat?
Jas is no single being. Jas is the collective known also as J----, and the stone represents the ability to alter the fabrics of space. Jas and his stone would, therefore, exist beyond Gielinor - covering any and all dimensions that exist within this universe.
Jas is no single being. Jas is the collective known also as J----, and the stone represents the ability to alter the fabrics of space. Jas and his stone would, therefore, exist beyond Gielinor - covering any and all dimensions that exist within this universe.
Re: The Svet Trilogy
If RoTM talks about Jas, I will have more evidence!
Well, in the final quest in teh Svet Trilogy (Light Through the Window?), you jump into the Universe in the Abyss to jump out of the universe and fight Svet on a completely white . Once you defeat her, she falls into the stream surrounding an altar. A being, presumably Jas, tells us of Svet's innoculus motives and sends us home as a shooting star.
Well, in the final quest in teh Svet Trilogy (Light Through the Window?), you jump into the Universe in the Abyss to jump out of the universe and fight Svet on a completely white . Once you defeat her, she falls into the stream surrounding an altar. A being, presumably Jas, tells us of Svet's innoculus motives and sends us home as a shooting star.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
Well, I started!
In the final quest, To Be Named, we stumble upon Svet annihilating the White Knights as she tries to enter the castle. When we run into her, she reacts in surprise before falling to her knees and teleporting off. Sir Tiffy Cashien demands to know who was that, and, upon realizing how much of a threat her potent space-time magics have, moblizes the Temple Knights with the player in charge to take her in.
However, Svet is trying to prevent an "imminent calamity" by altering the past -er -present. That having been said, we figure out where she is heading next (through the use of various recorded riddles) and defeat her at those spots. That having been said, I wand a series of locations that connect well, and seemingly have little significance. (The White Knights will ultimately doom the world?)
In the final quest, To Be Named, we stumble upon Svet annihilating the White Knights as she tries to enter the castle. When we run into her, she reacts in surprise before falling to her knees and teleporting off. Sir Tiffy Cashien demands to know who was that, and, upon realizing how much of a threat her potent space-time magics have, moblizes the Temple Knights with the player in charge to take her in.
However, Svet is trying to prevent an "imminent calamity" by altering the past -er -present. That having been said, we figure out where she is heading next (through the use of various recorded riddles) and defeat her at those spots. That having been said, I wand a series of locations that connect well, and seemingly have little significance. (The White Knights will ultimately doom the world?)
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
Ok. First, great concept. I really like the potential this story has.
A few things
1. Potential Quest Requirements
I just want to make sure you're at least aware that the story line you've created lends itself to quite tough quest requirements: If the Stone of Jas is involved, WGS will have to be a requirement. Visiting the altars will mean that Mornings End 2 and Legacy of Seergaze will also be requirements for death and blood respectively, and if Ritual of the Mahjarrat unveils the soul altar (A LOT of people think it will) then wouldn't that have to be a requirement too?
What I'm trying to say is that you risk your quest series being inaccessible to a lot of players due to its quest requirements. I'll leave it to you to decide how to deal with it, but be wary of it as you write the series
2. V-----
As Dark mentioned earlier, we know V-----'s name. Is the reference to almost learning his name in your OP just out of date? Just checking...
3. The Multiverse
Just thought I'd get you to consider that Runescape is set in a multiverse, and that getting "outside" Gielinor's universe is as simple as travelling to Zanaris. Is Svet going outside all universes (ie, to the void) or to some space that lies outside Gielinor's universe only? If you pick the void, we've visited it in Summer's End but we know next to nothing about it: It should be good to work with
But anyway, great idea, I look forward to seeing it develop
A few things
1. Potential Quest Requirements
I just want to make sure you're at least aware that the story line you've created lends itself to quite tough quest requirements: If the Stone of Jas is involved, WGS will have to be a requirement. Visiting the altars will mean that Mornings End 2 and Legacy of Seergaze will also be requirements for death and blood respectively, and if Ritual of the Mahjarrat unveils the soul altar (A LOT of people think it will) then wouldn't that have to be a requirement too?
What I'm trying to say is that you risk your quest series being inaccessible to a lot of players due to its quest requirements. I'll leave it to you to decide how to deal with it, but be wary of it as you write the series
2. V-----
As Dark mentioned earlier, we know V-----'s name. Is the reference to almost learning his name in your OP just out of date? Just checking...
3. The Multiverse
Just thought I'd get you to consider that Runescape is set in a multiverse, and that getting "outside" Gielinor's universe is as simple as travelling to Zanaris. Is Svet going outside all universes (ie, to the void) or to some space that lies outside Gielinor's universe only? If you pick the void, we've visited it in Summer's End but we know next to nothing about it: It should be good to work with
But anyway, great idea, I look forward to seeing it develop
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: The Svet Trilogy
I like the idea, honestly, but Slayer, I mentioned the Stone of Jas in Gielinor's Fiyre...no WGS requirement. I'm sure a character can mention it. In fact, it could leave the player who hasn't completed WGS wanting to do it.
Also, Handeath, be careful using the Temple Knights and White nights; they tend to be overused. The Temple knights really just want to deal with Witchaven, which, fortunately, they have finished with their concerns as with Salt in the Wound. Unless, however, this Svet character has a serious bone to pick with the white and temple knights; it is best to leave them out. Jagex has a very strict quest line pertaining to them.
In the previous quest leading up to the final of your series though, we are introduced to her. But in the final one, she's coming down to Gielinor and bashing the place up to stop an imminent calamity? I think this might be a little sudden, although, it does seem interesting. The warnings seem rather sudden. Also, do you wind up chasing after her across the globe, wondering what she will do next?
Those were some questions and thoughts to consider when writing this... By no means does this suck; I actually want to see more of it!
Also, Handeath, be careful using the Temple Knights and White nights; they tend to be overused. The Temple knights really just want to deal with Witchaven, which, fortunately, they have finished with their concerns as with Salt in the Wound. Unless, however, this Svet character has a serious bone to pick with the white and temple knights; it is best to leave them out. Jagex has a very strict quest line pertaining to them.
In the previous quest leading up to the final of your series though, we are introduced to her. But in the final one, she's coming down to Gielinor and bashing the place up to stop an imminent calamity? I think this might be a little sudden, although, it does seem interesting. The warnings seem rather sudden. Also, do you wind up chasing after her across the globe, wondering what she will do next?
Those were some questions and thoughts to consider when writing this... By no means does this suck; I actually want to see more of it!
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: The Svet Trilogy
Thanks for the interest in my little something of a trilogy!
In "Molding HIstory," we join the Altar campaign, but only to make the Mind Altar. However, Svet is located by using several Runecrafting Altars (she was flung through space and outside the multiverse, while you were flung through time), using higher leveled ones make locating her more easy.
Since we learn V-----'s name in WGS, we almost hear his name here as a teaser. I originally wanted to reveal it here, but seeing the difficulty of this quest and the fact that it is already known, I decided to change that.
The Temple Knights sort of deal with everything, I like to think of them as the FBI while the White Knights are the Town Police. My reasoning comes from the fact that they have been in the God Wars, Slug Series, and the Void Series.
As for Svet and the calamity, she is seen in the "final boss" or the "Constellation Quest." When we see her in the final quest, she is trying to interfere with the time line by changing things in the past. Her reasons are there, but I don't want to spoil them.
GAH! Now I remember why I didn't to work with the Mythic's Quest, space-time is confusing!
In "Molding HIstory," we join the Altar campaign, but only to make the Mind Altar. However, Svet is located by using several Runecrafting Altars (she was flung through space and outside the multiverse, while you were flung through time), using higher leveled ones make locating her more easy.
Since we learn V-----'s name in WGS, we almost hear his name here as a teaser. I originally wanted to reveal it here, but seeing the difficulty of this quest and the fact that it is already known, I decided to change that.
The Temple Knights sort of deal with everything, I like to think of them as the FBI while the White Knights are the Town Police. My reasoning comes from the fact that they have been in the God Wars, Slug Series, and the Void Series.
As for Svet and the calamity, she is seen in the "final boss" or the "Constellation Quest." When we see her in the final quest, she is trying to interfere with the time line by changing things in the past. Her reasons are there, but I don't want to spoil them.
GAH! Now I remember why I didn't to work with the Mythic's Quest, space-time is confusing!
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
I finished the first quest, Molding History! I'll post it here, because this thread is to work on it, not as the final product.
I'm working on the second one, The Story of the Secret Star Seers. I like the reference.
I'm working on the second one, The Story of the Secret Star Seers. I like the reference.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
QUEST 1, Molding History:
Length: Short-Medium
Difficulty: Experienced
Completion of:
Lunar Diplomacy
Meeting History
Watchtower
Hand in the Sand
The Dig Site
Have:
Level 55 Runecrafting
Level 51 Theiving
Found all the Treasure using the Enchanted Key
Enemies to Defeat:
Svet (No combat level)
High Defence and Consititution Level are recommended
Mood Specifications! Here’s a small guide on knowing the mood of each character in a dialogue/cut scene. (Thanks to VerdantVulpe)
(o) = Ordinary (h) = Happy (a) = Angry (u) = Upset (l) = Laughing (e) = Evil (su) = Surprised (s) = Scared (t) = Thinking/Skeptical (sa) = Sarcastic (sh) = Shifty (d) = Dark
Getting Started:
Once you have all of the requirements, you will see Zavistic Rarve at the Outpost along with Jorral. Talk to either of them to start the quest.
(Choice) [You]:
-1. (h – speak to Jorral): Hello, Jorral! Why is Zavistic Rarve here?
-2. (h – speak to Zavistic Rarve): Zavistic Rarve! What are you doing here?
(Responses)
-1. (h) [Jorral]: Hello, [You]! Apparently, you became quite famous down in Vanile! Zavistic heard that you traveled back in time, and he came to me to ask if you would find out more about the history of magic!
-2. (h) [ZR]: [You], you never told me you travel through time as well as Geilinor! I came to Jorral to ask if you would take a trip to the first days of magic.
(Both choices continue the dialogue)
(l) [You]: So you want a quest? Why didn’t you say so?
(sh) [Jorral]: Because we have some…problems.
(o) [You]: What do you mean?
(o) [Jorral]: Well, the Enchanted Key only works in this area, as you may remember. While it was helpful for finding out about the 1st Age, we’re going to have to travel a bit more, both into the future and out of town. You can’t just cross Geilinor, we don’t know enough about the lands.
(o) [ZR]: Do you think you can help?
(Choice) [You]:
-1. (t): Sure, but do you have any ideas?
-2. (sh): Sorry, but this is a little tricky, even for me!
(Response) [ZR]:
-1. (o): We’ve been working with the key, but we haven’t looked around the Outpost yet. Do you know anything about archeology?
-2. (o): We’ll keep working on it then…
(1 continues the conversation and starts the quest. 2 cancels both)
(h) [You]: Well, I did pass an exam!
(h) [Jorral]: Then you should do better than us!
(sh) [You]: Wait, Jorral, shouldn’t you experience with this kind of stuff?
(o) [Jorral]: These hands are for books, not dirt.
(h) [Jorral]: Also, take the key. Maybe you’ll have better luck than we did!
Digging Up the Past:
Using the skills and tools you picked up at the Dig Site (Rock Pick, Trowel, Specimen Brush), examine the area around the Outpost with your Enchanted Key in tow. (The area should be updated to have ruins of sorts, preferably to the near west. There should be several walls half sunken in the ground, a few weapons poking out of the ground: a total of 6 pieces) Whenever you’re ready, just use your tools on any piece of the ruins. Using your tools, excavate all the ruins.
But there are a two catches. Firstly, if dig too much, you’ll cause the ground to shift, pushing the artifact back into the soil and undoing your progress. Secondly, you can’t use a certain tool until you’ve reached a certain stage of excavation.
Tool – Damage – Unlock %
Specimen Brush – 3 – 25%
Trowel – 8 – 50%
Rock Pick – 17 – 100%
Artifact – HP
Rampart – 70
Rampart – 70
Standard – 53
Staff – 39
Staff – 39
Sword – 31
When you begin excavating an artifact, a bar will appear at the top of the screen showing how much HP the artifact has left, as a percentage. Unlike other fights, you can’t overkill your target. Figure out how much damage each tool does by relating it to the % of HP it takes away from the artifact. Once you excavate all the items, a cut-scene begins.
As you remove the last artifact from the ground, an exclamation point appears above your head.
(sh) [You]: There seems to be magic seeping from the ground
(t) [You]: Maybe this is the center of the ‘time-traveling zone.’
(t) [You]: But how am I going to have to bring this to Lunar Isle? Maybe Zavistic knows something about this…
Return to Zavistic and Jorral in the Outpost next to and talk to either one of them.
(h) [You]: I figured out how to expand the key’s range! It’s connected to some magic underground…
(su) [ZR]: HOW DIDN’T I SEE THAT!?
(l) [Jorral]: Zavistic’s negligence aside, what does this mean?
(o) [You]: Well, if we can move the energy, we can move the ‘time-traveling zone.’ But how do you do that?
(t) [ZR]: Well, where do you want to travel?
(o) [You]: The Lunar Isle.
(t) [ZR]: Hmm, does it have a particularly magical feature?
(sh) [You]: Yes…
(o) [ZR]: Then find an object similar to that feature and imbue it with the magic near the Outpost.
(h) [You]: You think that will work.
(sh) [ZR]: Yes…
As you probably can piece together, the Lunar Isle has the Astral Altar as a magical feature and an Astral Rune can be imbued with the magic near the Outpost. Once you have one in possession, use it on the excavation site to begin a short cutscene in with blue streams of energy enter the rune, causing it to glow blue. Quickly tell Zavistic and Jorral your progress.
(o) [You]: It worked!
(su) [ZR]: Really-
(sh) [ZR]: Ahem, it was anything a two-bit scholar could have put together.
(t) [You]: Now what?
(o) [ZR]: Well, you’ll have to find a spot on Lunar Isle that resonates with both the Enchanted Astral Rune and the Enchanted Key.
(t) [You]: How am I supposed to do that?
(t) [Jorral]: I think the key will become hot or cold as you approach the spot, just like the chest you brought me.
(o) [ZR]: But the Rune will probably work more like a talisman, pulling in a certain direction.
(o) [You]: Anything else?
(t) [ZR]: Remember, the two have to line up perfectly before you can activate the key. The spot has to be perfect: you might have to head below or above ground.
(o) [Jorral]: Also, be prepared to stay there for a while without any supplies. You can’t bring anything or else they’ll find out. You can’t come and go as you please either: you have to stay there until the job is done.
(sa) [You]: Great.
Head to Lunar Isle with just the Enchanted Astral Rune and the Enchanted Key, you won’t need your Seal of Passage. There, Feel the key to see if you’re close to the spot and Locate the Enchanted Astral Rune to find out what direction it’s in. If you rely on just one, this will take longer than in should. Once you find the spot (it’s different for every player), Rub the Key to give you the option of entering the past, warning you that you won’t be able to return to the present until your mission is complete. (You can still log out.)
The Crafting Campaign:
When you have teleported, a cut-scene begins in which you see Lunar Isle from above: while it doesn’t look very different, almost all of the islanders are packing supplies into boats. Talk to islanders to gather information, until you learn that they are getting ready to leave to construct more Runecrafting Altars. Enter one of the boats to start a cutscene.
(a) [Aquarius]: Hey, who are you?
A man grabs your arm to keep you from entering the boat.
(s) [You]: Just a fellow civilian!
(t) [Aquarius]: I haven’t seen you around here…
(o) [Aquarius]: But you seem to have a magical quality to you.
(sh) [Aquarius]: I suppose you can come aboard.
Just as you’re about to enter, a young girl with white hair runs into you, almost knocking you into the water. Fortunately, Aquarius catches you as several adults chase after her.
(a) [You]: Who was that girl?
(o) [Aquarius]: Svet, the village’s child.
(sa) [You]: Well, children and villages do have a history.
(h) [Aquarius]: As reckless as she is, she is a prodigy.
(u) [Aquarius]: I just hope we’re raising her well.
You then see a montage of you and the Lunar Clan traveling through the lands, sailing treacherous seas, dodging barbarians, until they arrive at the site of the Air Altar. You then are among several Lunar mages who focusing on channeling wisps of magic into the altar which several other mages are building. While you are focused on your task, Svet sneaks up on you and steals your key.
(h) [Svet]: Hey, I’ve never seen one of these before!
(a) [You]: Give that back!
(l) [Svet]: You’ll have to catch me!
BATTLE: Svet (No Combat Level)
Health: 500
Combat Styles: Magic
Max Hit: 5
Info: The “village prodigy” is nothing more than a trouble maker. She just will run around the battlefield, which is just a crowd of mages standing still while several walk around. While her very rare magic attacks deal very little damage, she can teleport you to any spot in the crowd. Considering that you can’t walk through the mages, this could be an annoying fight. However, if you Channel wisps of magic which spawn randomly around the field, you can Cast the highest level Wind Spell onto Svet if you can get in range.
This fight is really a matter of knowing the battlefield and watching Svet’s path. You can intercept her to fight her unarmed, which shouldn’t be too hard, given her low health. While Channeling a few wisps will make the fight much faster, Svet’s spells and the walking mages will make getting to her a bit more challenging.
Once you defeat Svet, you will try to grab the key from her.
(a) [You]: Give me my key back!
(a) [Svet]: No!
However, she will try to keep a hold on it, until it breaks in the tussel. A blue and magenta vortex appears from the fragments of the key.
(s) [Svet]: W-what’s happening?!
Both you and Svet are sucked into the vortex, leaving the mages in shock. The screen then fades white…
The Great Battle:
..and fades back in with you laying down in a meadow, surrounded by gnomes. The sounds of spells and swords rumble in the distance.
(pained) [You]: Ugh, my head.
One of the gnomes approaches you cautiously.
(s) [Gnome Guard]: Are you here to hurt us?
(o) [You]: No, but could you-
A rampart comes flying through the air, landing right on top of the guard, causing the others to run in terror.
(t) [You]: I wonder if that noise has anything to do with that.
As you walk towards the direction the direction of the launched barricade, you see several Ardougnian warriors and mages battling against Zamorakian bandits. As you watch the battlefield, you note that several Zamorakian mages can turn Ardougnian equipment into gold and silver, while an Ardougnian mage seems to warp time around him.
(su) [You]: This is the battle at the Outpost that Jorral was talking about!
(h) [You]: Now to get my key and tell-
(sh) [You]: Right, that brat broke it.
(u) [You]: I’m going to be stuck in this time forever! I have a house…and stuff.
(t) [You]: Maybe I can make a new one…
Although you’re standing in the middle of a battle field, you’re basically a civilian in a turf war: you’re not the focus of either side. However, both sides have the tools and supplies you need to make another Enchanted Key, you just need to think a little bit outside of the box.
Firstly, weave your way through the soldiers to pick up alchemized equipment, which comes in Silver and Gold Chunks. However, they disappear shortly after they form, so look out for them on the minimap. Secondly, Pickpocket mages of either alliance until you have 4 Fire Runes and 1 Nature Rune. (If you do, they complain that they’ve been robbed before being piled by several warriors of the other faction.) When you have 5 Silver Chunks and 3 Gold Chunks, cast Superheat Item on them to mold them into an Unenchanted Key.
The enchanting the key is the most dangerous step. The Ardougnian mage is only willing to attack you with Time magic if you pose a significant threat to him. Once you have made the key, Zamorakians will drop Bandit Gear when they die, which can be worn to affiliate yourself with their faction. All you have to do is get yourself involved in the fighting by attacking Ardougnians. Once you survive for a minute, the Ardougnian mage will begin to strike with you time attacks, slowing you and lowering your stats. Imbue the key at the moment you are struck to enchant it…
…but this doesn’t work, as you constantly mess up, due to spells you’re being damaged by. Once you would die, a flash of blue light comes from the key, returning you the present, albeit item-less. Talk to Jorral or Zavistic to start a conversation.
(sh) [You]: You would not believe what happened today.
(s) [Jorral]: You just left! What could have happened?
You tell Jorral and Zavistic of you adventure.
(sh) [ZR]: While that sounds fascinating, it’s doesn’t really relate to the history of magic.
(o) [You]: What.
(o) [ZR]: You seem to have learned about the history of Runecrafting.
(t) [ZR]: I guess I can still pay you for the experience if you talk to me later.
(h) [Jorral]: At least you did it for great history! We now can time-travel anywhere!
(sh) [You]: About that…
(u) [You]: I don’t seem to have the key on me, or anything for that matter.
(o) [Jorral]: Too bad. Time-travel is a great power, but it can have great consequences. I should know, I’m a historian.
(h) [ZR]: Alright then, thank you for your service, [You].
Zavistic teleports home. QUEST COMPLETE!
Rewards:
1 Quest Point
60k Runecrafting Xp
45k Crafting Xp
Secret Reward from Zavistic Rarve
Length: Short-Medium
Difficulty: Experienced
Completion of:
Lunar Diplomacy
Meeting History
Watchtower
Hand in the Sand
The Dig Site
Have:
Level 55 Runecrafting
Level 51 Theiving
Found all the Treasure using the Enchanted Key
Enemies to Defeat:
Svet (No combat level)
High Defence and Consititution Level are recommended
Mood Specifications! Here’s a small guide on knowing the mood of each character in a dialogue/cut scene. (Thanks to VerdantVulpe)
(o) = Ordinary (h) = Happy (a) = Angry (u) = Upset (l) = Laughing (e) = Evil (su) = Surprised (s) = Scared (t) = Thinking/Skeptical (sa) = Sarcastic (sh) = Shifty (d) = Dark
Getting Started:
Once you have all of the requirements, you will see Zavistic Rarve at the Outpost along with Jorral. Talk to either of them to start the quest.
(Choice) [You]:
-1. (h – speak to Jorral): Hello, Jorral! Why is Zavistic Rarve here?
-2. (h – speak to Zavistic Rarve): Zavistic Rarve! What are you doing here?
(Responses)
-1. (h) [Jorral]: Hello, [You]! Apparently, you became quite famous down in Vanile! Zavistic heard that you traveled back in time, and he came to me to ask if you would find out more about the history of magic!
-2. (h) [ZR]: [You], you never told me you travel through time as well as Geilinor! I came to Jorral to ask if you would take a trip to the first days of magic.
(Both choices continue the dialogue)
(l) [You]: So you want a quest? Why didn’t you say so?
(sh) [Jorral]: Because we have some…problems.
(o) [You]: What do you mean?
(o) [Jorral]: Well, the Enchanted Key only works in this area, as you may remember. While it was helpful for finding out about the 1st Age, we’re going to have to travel a bit more, both into the future and out of town. You can’t just cross Geilinor, we don’t know enough about the lands.
(o) [ZR]: Do you think you can help?
(Choice) [You]:
-1. (t): Sure, but do you have any ideas?
-2. (sh): Sorry, but this is a little tricky, even for me!
(Response) [ZR]:
-1. (o): We’ve been working with the key, but we haven’t looked around the Outpost yet. Do you know anything about archeology?
-2. (o): We’ll keep working on it then…
(1 continues the conversation and starts the quest. 2 cancels both)
(h) [You]: Well, I did pass an exam!
(h) [Jorral]: Then you should do better than us!
(sh) [You]: Wait, Jorral, shouldn’t you experience with this kind of stuff?
(o) [Jorral]: These hands are for books, not dirt.
(h) [Jorral]: Also, take the key. Maybe you’ll have better luck than we did!
Digging Up the Past:
Using the skills and tools you picked up at the Dig Site (Rock Pick, Trowel, Specimen Brush), examine the area around the Outpost with your Enchanted Key in tow. (The area should be updated to have ruins of sorts, preferably to the near west. There should be several walls half sunken in the ground, a few weapons poking out of the ground: a total of 6 pieces) Whenever you’re ready, just use your tools on any piece of the ruins. Using your tools, excavate all the ruins.
But there are a two catches. Firstly, if dig too much, you’ll cause the ground to shift, pushing the artifact back into the soil and undoing your progress. Secondly, you can’t use a certain tool until you’ve reached a certain stage of excavation.
Tool – Damage – Unlock %
Specimen Brush – 3 – 25%
Trowel – 8 – 50%
Rock Pick – 17 – 100%
Artifact – HP
Rampart – 70
Rampart – 70
Standard – 53
Staff – 39
Staff – 39
Sword – 31
When you begin excavating an artifact, a bar will appear at the top of the screen showing how much HP the artifact has left, as a percentage. Unlike other fights, you can’t overkill your target. Figure out how much damage each tool does by relating it to the % of HP it takes away from the artifact. Once you excavate all the items, a cut-scene begins.
As you remove the last artifact from the ground, an exclamation point appears above your head.
(sh) [You]: There seems to be magic seeping from the ground
(t) [You]: Maybe this is the center of the ‘time-traveling zone.’
(t) [You]: But how am I going to have to bring this to Lunar Isle? Maybe Zavistic knows something about this…
Return to Zavistic and Jorral in the Outpost next to and talk to either one of them.
(h) [You]: I figured out how to expand the key’s range! It’s connected to some magic underground…
(su) [ZR]: HOW DIDN’T I SEE THAT!?
(l) [Jorral]: Zavistic’s negligence aside, what does this mean?
(o) [You]: Well, if we can move the energy, we can move the ‘time-traveling zone.’ But how do you do that?
(t) [ZR]: Well, where do you want to travel?
(o) [You]: The Lunar Isle.
(t) [ZR]: Hmm, does it have a particularly magical feature?
(sh) [You]: Yes…
(o) [ZR]: Then find an object similar to that feature and imbue it with the magic near the Outpost.
(h) [You]: You think that will work.
(sh) [ZR]: Yes…
As you probably can piece together, the Lunar Isle has the Astral Altar as a magical feature and an Astral Rune can be imbued with the magic near the Outpost. Once you have one in possession, use it on the excavation site to begin a short cutscene in with blue streams of energy enter the rune, causing it to glow blue. Quickly tell Zavistic and Jorral your progress.
(o) [You]: It worked!
(su) [ZR]: Really-
(sh) [ZR]: Ahem, it was anything a two-bit scholar could have put together.
(t) [You]: Now what?
(o) [ZR]: Well, you’ll have to find a spot on Lunar Isle that resonates with both the Enchanted Astral Rune and the Enchanted Key.
(t) [You]: How am I supposed to do that?
(t) [Jorral]: I think the key will become hot or cold as you approach the spot, just like the chest you brought me.
(o) [ZR]: But the Rune will probably work more like a talisman, pulling in a certain direction.
(o) [You]: Anything else?
(t) [ZR]: Remember, the two have to line up perfectly before you can activate the key. The spot has to be perfect: you might have to head below or above ground.
(o) [Jorral]: Also, be prepared to stay there for a while without any supplies. You can’t bring anything or else they’ll find out. You can’t come and go as you please either: you have to stay there until the job is done.
(sa) [You]: Great.
Head to Lunar Isle with just the Enchanted Astral Rune and the Enchanted Key, you won’t need your Seal of Passage. There, Feel the key to see if you’re close to the spot and Locate the Enchanted Astral Rune to find out what direction it’s in. If you rely on just one, this will take longer than in should. Once you find the spot (it’s different for every player), Rub the Key to give you the option of entering the past, warning you that you won’t be able to return to the present until your mission is complete. (You can still log out.)
The Crafting Campaign:
When you have teleported, a cut-scene begins in which you see Lunar Isle from above: while it doesn’t look very different, almost all of the islanders are packing supplies into boats. Talk to islanders to gather information, until you learn that they are getting ready to leave to construct more Runecrafting Altars. Enter one of the boats to start a cutscene.
(a) [Aquarius]: Hey, who are you?
A man grabs your arm to keep you from entering the boat.
(s) [You]: Just a fellow civilian!
(t) [Aquarius]: I haven’t seen you around here…
(o) [Aquarius]: But you seem to have a magical quality to you.
(sh) [Aquarius]: I suppose you can come aboard.
Just as you’re about to enter, a young girl with white hair runs into you, almost knocking you into the water. Fortunately, Aquarius catches you as several adults chase after her.
(a) [You]: Who was that girl?
(o) [Aquarius]: Svet, the village’s child.
(sa) [You]: Well, children and villages do have a history.
(h) [Aquarius]: As reckless as she is, she is a prodigy.
(u) [Aquarius]: I just hope we’re raising her well.
You then see a montage of you and the Lunar Clan traveling through the lands, sailing treacherous seas, dodging barbarians, until they arrive at the site of the Air Altar. You then are among several Lunar mages who focusing on channeling wisps of magic into the altar which several other mages are building. While you are focused on your task, Svet sneaks up on you and steals your key.
(h) [Svet]: Hey, I’ve never seen one of these before!
(a) [You]: Give that back!
(l) [Svet]: You’ll have to catch me!
BATTLE: Svet (No Combat Level)
Health: 500
Combat Styles: Magic
Max Hit: 5
Info: The “village prodigy” is nothing more than a trouble maker. She just will run around the battlefield, which is just a crowd of mages standing still while several walk around. While her very rare magic attacks deal very little damage, she can teleport you to any spot in the crowd. Considering that you can’t walk through the mages, this could be an annoying fight. However, if you Channel wisps of magic which spawn randomly around the field, you can Cast the highest level Wind Spell onto Svet if you can get in range.
This fight is really a matter of knowing the battlefield and watching Svet’s path. You can intercept her to fight her unarmed, which shouldn’t be too hard, given her low health. While Channeling a few wisps will make the fight much faster, Svet’s spells and the walking mages will make getting to her a bit more challenging.
Once you defeat Svet, you will try to grab the key from her.
(a) [You]: Give me my key back!
(a) [Svet]: No!
However, she will try to keep a hold on it, until it breaks in the tussel. A blue and magenta vortex appears from the fragments of the key.
(s) [Svet]: W-what’s happening?!
Both you and Svet are sucked into the vortex, leaving the mages in shock. The screen then fades white…
The Great Battle:
..and fades back in with you laying down in a meadow, surrounded by gnomes. The sounds of spells and swords rumble in the distance.
(pained) [You]: Ugh, my head.
One of the gnomes approaches you cautiously.
(s) [Gnome Guard]: Are you here to hurt us?
(o) [You]: No, but could you-
A rampart comes flying through the air, landing right on top of the guard, causing the others to run in terror.
(t) [You]: I wonder if that noise has anything to do with that.
As you walk towards the direction the direction of the launched barricade, you see several Ardougnian warriors and mages battling against Zamorakian bandits. As you watch the battlefield, you note that several Zamorakian mages can turn Ardougnian equipment into gold and silver, while an Ardougnian mage seems to warp time around him.
(su) [You]: This is the battle at the Outpost that Jorral was talking about!
(h) [You]: Now to get my key and tell-
(sh) [You]: Right, that brat broke it.
(u) [You]: I’m going to be stuck in this time forever! I have a house…and stuff.
(t) [You]: Maybe I can make a new one…
Although you’re standing in the middle of a battle field, you’re basically a civilian in a turf war: you’re not the focus of either side. However, both sides have the tools and supplies you need to make another Enchanted Key, you just need to think a little bit outside of the box.
Firstly, weave your way through the soldiers to pick up alchemized equipment, which comes in Silver and Gold Chunks. However, they disappear shortly after they form, so look out for them on the minimap. Secondly, Pickpocket mages of either alliance until you have 4 Fire Runes and 1 Nature Rune. (If you do, they complain that they’ve been robbed before being piled by several warriors of the other faction.) When you have 5 Silver Chunks and 3 Gold Chunks, cast Superheat Item on them to mold them into an Unenchanted Key.
The enchanting the key is the most dangerous step. The Ardougnian mage is only willing to attack you with Time magic if you pose a significant threat to him. Once you have made the key, Zamorakians will drop Bandit Gear when they die, which can be worn to affiliate yourself with their faction. All you have to do is get yourself involved in the fighting by attacking Ardougnians. Once you survive for a minute, the Ardougnian mage will begin to strike with you time attacks, slowing you and lowering your stats. Imbue the key at the moment you are struck to enchant it…
…but this doesn’t work, as you constantly mess up, due to spells you’re being damaged by. Once you would die, a flash of blue light comes from the key, returning you the present, albeit item-less. Talk to Jorral or Zavistic to start a conversation.
(sh) [You]: You would not believe what happened today.
(s) [Jorral]: You just left! What could have happened?
You tell Jorral and Zavistic of you adventure.
(sh) [ZR]: While that sounds fascinating, it’s doesn’t really relate to the history of magic.
(o) [You]: What.
(o) [ZR]: You seem to have learned about the history of Runecrafting.
(t) [ZR]: I guess I can still pay you for the experience if you talk to me later.
(h) [Jorral]: At least you did it for great history! We now can time-travel anywhere!
(sh) [You]: About that…
(u) [You]: I don’t seem to have the key on me, or anything for that matter.
(o) [Jorral]: Too bad. Time-travel is a great power, but it can have great consequences. I should know, I’m a historian.
(h) [ZR]: Alright then, thank you for your service, [You].
Zavistic teleports home. QUEST COMPLETE!
Rewards:
1 Quest Point
60k Runecrafting Xp
45k Crafting Xp
Secret Reward from Zavistic Rarve
Last edited by Handeath on Sun Aug 07, 2011 2:10 pm; edited 1 time in total
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
Ok, so I've just read through your quest. Great concept, I really like the originality in the story and in the battle with Svet, the latter being particularly creative. This secret reward intrigues me too, though perhaps if I read the quest more thoroughly (I only skim read it - its 1 in the morning here so I'm too tired to focus properly, sorry) I could figure it out...
I've found two problems I'd like to discuss though.
The first is the bit with the new key. While its a great idea, all quests currently in existence have a "way out" of sorts - if you get fed up, you can leave and come back to it later. Even in The Chosen Commander, when Zanik is hanging over an abyss, you can say "sorry, I've got something to do, I'll be back later". You can't do that in the past. Giving a warning is good, but are you sure it's enough? There must be another way...
The second is the 60k Runecrafting Xp reward. I understand that the quest is very centred around runecrafting and an Xp reward in the skill makes loads of sense, but runecrafting is a tough skill to train, and 60k would be considered generous even if the quest was master. Given that it's only experienced, and given it a length of short-medium, I, personally (and feel free to ignore me if you strongly disagree) think 60k is too much.
Sorry to focus on the negatives, it seems such a shame when the quest overall is very good. I'm looking forward to the sequel
I've found two problems I'd like to discuss though.
The first is the bit with the new key. While its a great idea, all quests currently in existence have a "way out" of sorts - if you get fed up, you can leave and come back to it later. Even in The Chosen Commander, when Zanik is hanging over an abyss, you can say "sorry, I've got something to do, I'll be back later". You can't do that in the past. Giving a warning is good, but are you sure it's enough? There must be another way...
The second is the 60k Runecrafting Xp reward. I understand that the quest is very centred around runecrafting and an Xp reward in the skill makes loads of sense, but runecrafting is a tough skill to train, and 60k would be considered generous even if the quest was master. Given that it's only experienced, and given it a length of short-medium, I, personally (and feel free to ignore me if you strongly disagree) think 60k is too much.
Sorry to focus on the negatives, it seems such a shame when the quest overall is very good. I'm looking forward to the sequel
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: The Svet Trilogy
The Secret reward is the ability to get 100 Pure Essence a day from ZR.
While having to do this quest "in one sitting" is a bit much, I didn't want to separate the story from the quest. You are literally trapped in the past, pressing a button to make it all better defeats the purpose of it. Furthermore, I think the quest is easy and fast paced enough to make up for it.
You are right about the Runecrafting reward, the current highest is 45k from the Master Quest, "The Prisoner of Glouphrie." I'll lower it to 40k, since this is an Experienced Quest, and the RC requirement is lower.
While having to do this quest "in one sitting" is a bit much, I didn't want to separate the story from the quest. You are literally trapped in the past, pressing a button to make it all better defeats the purpose of it. Furthermore, I think the quest is easy and fast paced enough to make up for it.
You are right about the Runecrafting reward, the current highest is 45k from the Master Quest, "The Prisoner of Glouphrie." I'll lower it to 40k, since this is an Experienced Quest, and the RC requirement is lower.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
so, have you done any more work on this since the release of this quest?
Dragon78114- Partisan
- Number of posts : 1668
Age : 31
Location : Annandale-On-Hudson, New York
Re: The Svet Trilogy
Well, I planned on completing the sections on Solaris, Zorya, and Gaea, but school and Irene stopped my progress.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
Imbuing Zorya requires a prism, and I think a polyhedron works very well. In fact, I think the ability to sculpt all precious gems (Sapphire to Onyx) could be a great reward for profit and Xp, so I need a series of 6 polyhedrons that are hard to make the first few times, but not so easy that they can be done on the first try, as you sculpt the easiest gem first.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: The Svet Trilogy
"SEEMYQUESTTHREAD,INEEDHELP!"
I believe I've received a call for help...
Whats up?
I believe I've received a call for help...
Whats up?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: The Svet Trilogy
See my post above yours.
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
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