Friday, October 17, 2014

A New Idea




 hroughout the years KingsIsle has created a wonderful set of games known as Wizard101 and Pirate101. Both games take place in the scenic Spiral with a unique plot, a collection of Worlds, and characters with a variety of personalities. In fact, these games have become so popular amongst many that people are begging for yet another game only two years after the release of Pirate101. I've seen threads on the Forums and other places by different authors all discussing ideas for a new game. Some which include Ninja101, Fairy101, Knights101, etc. Each idea had something different and cool about them that made even myself want KingsIsle to produce the game. And so, I've dedicated today's post towards the topic of producing a new game for the 101 series. The idea(s) you're about to see are all mine, somewhat. So. Without further ado I present to all of you. . . ~

~ Umbra’s Extended Post Note ~



 
 ~ ‘Allo readers of young and old. Upon clicking the “Read More” icon you were transferred here to another page so that you could view one of our Extend Posts. So read on and we hope you enjoy the post! ~



 

 

 

~ The Lore ~


 ~ Like all great games there has to be a back story. And the back story for this game is quite the game changer. Here's what I'm thinking- 

 In the Before Time, when the First World existed, there were Immortals. The Immortals dedicated themselves to watching over the Aztecasaurs and in return the Aztecasaurs praised them. The peacefulness between the Immortals and the Aztecsaurs lasted for thousands of years. That was until the First World was shattered and the many Aztecasaur tribes were separated. 

 The separation of the tribes fro the mainland was something of utter chaos. The very Immortals that they praised were inflicted with headaches and it began a cycle of destruction. Many tribes were destroyed by the crazed Immortals; and the few that remained would go on to evolve and adapt to their new environment. But the Immortals, they wouldn't last, and the few that did made their home in the mainland. There they raised the Aztecasaurs to greatness, they granted them gifts to aid their survival and all was right and in return the Aztecasaurs rose temples in their honor.


 However, that wasn't the case for the other Immortals who fell to chaos. Instead they evolved with the Aztecasaurs. From their evolution the Immortals of Aquila, Krokotopia, Mirage, Mooshu, Grizzlehiem, Empyrea, Monquista, Zafaria, Celestia, and even Dragonspyre were born. Each Immortal possessed new traits and carried out new actions, ideas, and customs. This was the start of a new era, the Era of Construction and Rebirth.

 In this era the New Immortals aided the people, they showed them new ways to thrive, and how to sail upon the Threads of the Spiral, they even gave them fire, weapons, and remedies for the ill. This era was an era of greatness. But once it ended the Immortals sealed themselves away. They left their people to grow on their own. Although, this wouldn't be the last time the people saw their beloved Immortals.

 Some such as Zeus would descend from their divine homes and help their people in times of struggle, or smite them for their wrong doings, but most of all. Some Immortals would descend from their homes to birth a child, and not just any ordinary child, but a child with half Mortal blood and half Immortal blood. These children would later be named the Voices of the Immortals.

 These children were special, they had powers that matched that of the Immortals; super speed, great strength, tough skin, amazing vision, and many more supernatural abilities. The only problem with these children is that not all of them used their powers for the better of their homeland. Some would use them to cause chaos and destruction. Meanwhile others used their powers to aid and assist in anyway possible. This led to a rise of a Priests known as the Blood Brothers and Silent Sisters.

 These people were all unionized under one mandate; to train and protect all children of the Immortals for the good of the Spiral. And with the help of a Grandmother they did just that. For she built them a hall, the Argent Hall and hid it deep beneath a lake in a World inhabited by nothing but plants.


 Then, shortly after its completion the Blood Brothers and Silent Sisters began taking in Immortal children. Utilizing the lake as a ward of protection against monsters they trained them using the ways of Immortals to become heroes. And once they reached adulthood they'd send them off into the Spiral to aid all those with good intentions. And from then on the Argent Hall and its Priests became renowned throughout the Spiral. ~

~ The Bloodlines ~


 ~ The Bloodlines is what I've decided to name the Schools or Classes of the game. There are a total of ten Bloodlines. One for each of the Worlds mentioned above. To start off I'd like to introduce you to the Aquilan Bloodline; and afterwards the rest. ~

Aquila: During the golden age of Aquila the Immortals of Olympus were famous throughout not only Aquila but the Spiral. For it was Hephaestus who taught the mighty Eagles how to sail upon the Spiral Threads, and it was Ares who showed them how to fight, meanwhile wise Athena brought knowledge to the lands, and beautiful Aphrodite was famous for creating long lasting relationships to continue the legacy of Aquila. It's also these very events that drives the Children of Aquila to be excellent fighters, charmers, and craftsmen. Utilizing these skills from their Immortal parent the Children of Aquila are able to utilizing all kinds of Skills that even some of the other children know. Thus making them a perfect ally for any battle.

Dragonsypre: As confusing as it may be that the Immortals of Dragonsypre share similar qualities to that of the Immortals of Aquila there are some notable differences. For instance, the Immortals of Dragonspyre are war-hungry and ready for battle at any second. They're also very wise when it comes to trapping and attacking their enemies. And their war customs were passed on to their people. This very reason is probably why Dragonsypre was destroyed by the Dragon Titan's army, for they took to much pride in their arms and not enough in their ways of love and peace. Now the Children of Dragonspyre, the last race of Dragonspyrians come to the battlefield more fierce and powerful than ever. Calling upon the spirits of the dead Immortals they're able to deal lethal damage, and they don't  hesitate when it comes to taking down a friend or foe as long as they're not in their way. And their lust for war and damage comes with a price, weaker defenses making them more prone to incoming damage.

Mirage: The Immortals of Mirage have always been labeled as odd. They rely on the energies of the desert to summon powerful beasts. And their excessive amount of eyes allows them to see into the past, present, or future and warn them of coming danger. Meanwhile their arms and hands have been known to possess mystical powers which allows them to perform multiple tasks at once. These very traits are the same traits that their children now posses. 

Using these skills in combat have made them a tricky bunch as well as somewhat hated amongst enemies. Sadly though they are weak towards those who find peace in reality, for it goes against their chaotic and mystical natures thus, a Child of Mooshu would easily be able to defeat a whole army of the Children of Mirage. But overall they are good allies to have at hand even if they do like to go solo most of the time.

Mooshu: The Immortals of Mooshu find peace and tranquility in even the darkest of times. Calling upon the energy of the land, sea, and sky they humbly enter battle. Weather they hide in the shadows, or fight out in the open they're always there to aid their allies. Weather it's through healing, the distribution of arms, or to fight alone those who are the Children of Mooshu are usually always welcome on the field. But, like the rest of the Bloodlines they have a weakness. For their peaceful natures can easily be resisted by those who hail from the mystical, and chaotic realms such as Mirage.

Grizzlehiem: The Immortals of Grizzlehiem are tough and fierce. Having lived for aeons in the cold, wintery forests of Grizzlehiem the Immortals show no sign of weakness even when hit with the most devastating of attacks. Their natures are in every way the opposite of those who hail from Dragonspre, and their children have been known to be bitter towards the Dragonspyrians. But regardless, the Children of Grizzlehiem are worthy adversaries on the battlefield. For they call upon the natural and olde ways of the land, utilizing it in every way to stall, and slowly destroy their enemies.

Empyrea: Shortly after the division of the First World the Immortals of Empyrea quickly settled in upon the sky World. Their new ways quickly became the ways of their people and for many years the two species would live in harmony. However, one day came when the Immortals grew furious with their people. They summoned a flood to wipe the land clean of them. But their efforts were worthless. While it did eliminate many of the species a few survived by a boat. But, one mortal who drank the water of the heavens became blessed with power. And her body took on a new, Immortal form making her the queen of a new divine empire. That of which would cause chaos for centuries between the survived species. Now, in modern times the Children of Empyrea either originate from one of the two species of Immortals. Those who originate from the first species are known to be more in touch with basic ways of combat and aren't all that special. But those who originate from  the new species of Immortal are known to be kind, generous, but also strict as well as graceful and agile. These Children are the kind of warriors for combat. They follow the ways of the sky and utilize it to their advantage through flying attacks and speed. However, with speed comes inaccuracy, and this very flaw is known to be the downfall of the Children of Empyrea.

Monquista: The Immortal of Monquista is quite sly and tricky. But his strength is awe inspiring, and thus the Children of Monquista are expected to live up to his name. Utilizing the power of trickery and stealth the Children of Monquista are excellent fighters of gorilla warfare and their presence on the battlefield is both a strange one and an exciting one. Currently, their only known weakness is their own selves. For each attack that they deal also causes them some sort of pain in return.

Krokotopia: The Immortals of Krokotopia believe in a strict balance. Like the other Immortals the Krokotopian Immortals bend energies to their will, many times these energies will originate from the Afterlife allowing them to conjure spirits and possess the living. Their children aren't much different, while they can't posses the living they can morph into various objects, as well as still be allowed to conjure spirits, and deal damage from afar, plus the ability to steal health from enemies but also making them weak to up close attacks.

Azteca: Being the origin point of the Immortals grants massive power to the Children of Azteca. Their ability to bend darkness, the Undead, and the earth at will to power them is quite a spectacle to see. Using these powers they can unleash powerful forms of magic. Sadly, the price they have to pay for using such magic is being forced to wait a round to recharge or charge up.

Celestia: The Children of Celestia being the last of the Children share qualities that no other Bloodline does. Using the magic of the Stars, Sun, and Moon the Children of Celestia are able to reconnect themselves with the past and the Spiral and enables them to conjure devastating spacial and temporal attacks while also granting them powerful energy to change their shapes or boost the next attack weather its their next attack or an allies'. 

Zafaria: The last of the Bloodlines, the Children of Zafaria are weak and invisible to the Spiral. Having been broken up amongst and influenced by many other cultures the Children of Zafaria have lost their roots. However! It is only when they are amongst those of their own kind, weather it be a Spirit or a friend the Children of Zafaria's powers can increase tenfold allowing them to blast their enemies with ancient magic from the very heart of Baobab.

~ The Plot ~


 ~ Seeking refuge from a hoard of monsters the player (you) are on the edge of defeat in the jungles of Skull Island. Then all of a sudden a portal appears and a Blood Brother. He asks the player what's going on (setting up what Bloodline you are, etc.) appears. He commands you to take our the monsters with his assistance and then afterwards using the same portal the player is brought to the Argent Hall. 

 Afterwards the player is brought to the Grand Chamber on the top floor where the Consul and her Council is. They again, then proceed to interrogate the player. The player is then sent back down to the base of the Argent Hall's where the player is shown around the various chambers and the dormitory by a Silent Sister. Soon after an arlarm goes off, apparently a hoard of monsters has somehow broken into the Argent Hall despite the powerful wards in place. The Silent Sister that was with the player then rushes to the Armory expecting the player to follow. Once inside the player receives (his/her) first weapon regarding the Bloodline that they are. From that point and forward the player is put through a series of Quests to defeat the hoard of monsters that have broken in through the basement. Around the very end the player encounters a secret mining project that was just completed by the monsters. The player then decides to follow the passageway entering the Final Dungeon of this "World". Upon completion of the Dungeon the player discovers that four great artifacts were stolen. The gifts from the Great Snakes to their mother, and the Consul; Grandmother Serpent. She then sends you on a Quest to track down these artifacts and she hands you a Keystone, an artifact that can be used in the Centre Chamber of the Argent Hall. Upon placing it in the Archway and using an Aurastone (Aura stones are assigned to certain Worlds) in one of the Astrolabe Archways in the Centre Chamber the player is transported along a Bridge to a new World, with a new adventure, to track down the artifacts.


 At some point in the story though the player comes face to face with a mysterious cloaked and partially mechanical winged creature. The creature claims to be an Elite of a secret clan that wishes to plunge the Spiral into Darkness so that monsters may rule. Who they are governed by and what the name of the clan is it will not tell. Thus, leaving you no choice you slay the creature and report back to the Consul. She then will reward you for your efforts and research more of the origins of this mysterious clan. ~

~ Well, that's all for now, until next time. See ya in the Spiral..! ~



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