[Interest Check] Phantasmal Raids & Where to Grind Them
Jan 29, 2015 10:06:15 GMT
Charuen likes this
Post by Raze on Jan 29, 2015 10:06:15 GMT
Hello, folks. For those of you who haven't seen me around, I'm something of a newbie here, and was tempted to join out of my love for the anime. That being said, when it comes to roleplays - either pen and paper or forum-based, I've always been more of a fan of being the 'DM', so to speak, than the player, and would love to bring that passion to Elder Tale. Of course, none of the stuff below has been approved by the admins yet, but I figured I'd look around to see if anyone was actually interested in the idea first because, approval or not, a dungeon is pointless if nobody wants to enter it. As such, I've made a few examples of what I plan on doing, if this goes through, flavor text and all. I've taken a lot of inspiration from English/Irish/Scottish folklore and history. Some names have been altered to make them seem more fantasy-esque, like William Wallace becoming 'Willhelm Valsyr', while others, like Azincort, sound fantastical enough to keep their real names.
I want to stress, once again, that none of this is admin-approved as of yet. I just wanted to get a feel for what the community wants before I raise the matter with them.
But, without further ado, here are some of the raids I have in mind:
AZINCOURT
Reccomended Level: 20-40
Enemy types: Skeletons, Zombies, Ghosts, Advanced Undead.
Duration: Medium
Difficulty: Moderate Combat, Difficult Puzzles
Fabled Loot*: Flute of Requiem, Revival Incense
When warlords rouse the spirits of warriors fighting at a disadvantage to incite zeal despite the odds, the legendary soldiers of Azincourt are always invoked, venerated for their heedless bravery in the face of a stronger, richer, and more numerous enemy. The strongest among them were said to carry bows the size of ballistia and skewer ten knights on a single arrow. But the same hard-headedness that made them warriors without equal also made them paranoid and xenophobic, and after their would-be conqueror was defeated, the warriors of Azincourt never recovered, shooting down anyone, from merchants to refugees, who dared seek to enter their walls. It is said that even to this day, the ancient soldiers, kept alive by bigotry, fear and spite given form, stand watch over their rotting fortress as its tireless defenders.
THE WELL OF TEARS
Reccomended Level: 40-70
Enemy types: Oozes, Elementals, Monstrous Humanoids.
Duration: Long
Difficulty: Difficult Combat, Easy Puzzles
Fabled Loot*: Bottle of Breath, The Siren's Favor
Located near real-world Liverpool, according to legend the Well of Tears was formed in a time during the birth of mankind by a goddess who fell in love with a man. The man, a cunning nobleman, did not love her in return, but used her to become immortal, a god in his own right. When his true intentions were unveiled, the broken-hearted, enraged goddess threw him at the sun for his deception, damned to burn in excruciating pain for the remainder of his eternal life. Overcome by rage and grief, the goddess wept, thrashed, and wailed, abandoning her place in the heavens. It is said that those who venture too deep are claimed by the madness of the twisted goddess, tormented in ways no human mind can fathom until they lose themselves to the echoes of their new asylum.
SHERWOOD FOREST
Reccomended Level: 70-90
Enemy types: Fae, Elementals, Dragons
Duration: Medium
Difficulty: Difficult Combat, Moderate Puzzles
Fabled Loot*: Third Eye Crown, Flute of the Pegasus
Before the creation of the Seelie and Unseelie Courts there were the primal fae, creatures of untold grace and majesty, ruling over the forests in the eternal ages before mankind. It was they who taught the Alvs of the land the way to invoke nature's gifts, but also taught them to be noble and respectful in the art, to never take too much, and to be humble in giving back. But the Alvs were prideful and ambitious, and while they took quickly to the fairfolk's gifts, the philosophy of living with nature, of contemplating and understanding the cycle of life, was lost to the hubris of the alvish magisters, twisting their gifts to unsavory ends. In their outrage, the fae were split. Some thought the Alvs were simply children who had strayed from their path, and were insistent that the young race could be made to respect nature through compassion and example. These became the Seelie of the Summer Courts. Others thought it was only through fear of nature and the wrathful implications of angering her that the mortals could be made to see sense. These became the Unseelie of the Winter Courts, forever at war with their Seelie brothers. And there were the isolationists, who maintained the name of the Primal Fae, choosing to abandon the world of mortals entirely as a lost cause, retreating to the seat of their power, the Eternal Forest of Sherwood, their magic seething deep into the roots of the land, with treetrunks like stone and vines like vipers, a constant reminder to the mortal races that they were not welcome. And yet, so strong is the avarice of mortals that these Primal Fae, whose only desire was to be left alone, have found their homes assaulted by wide-eyed adventurers, tempted by the promise of artifacts of legendary power.
FREEDOM'S END
Reccomended Level: 90-100
Enemy types: ?????
Duration: Long
Difficulty: Epic Combat, Difficult Puzzles
Fabled Loot*: Defiant's Promise, The Godslayer
They called him Willhelm Valsyr; the spearhead of the greatest and most horrible rebellion in history: The man who had the courage to stand up to the gods themselves and say 'no'. Willhelm was easily the most powerful hero of his time, a time when the gods openly commanded their favored, wielding magic of world-shattering proportions, but he realized that, despite all his power, he was nothing more than a piece on a chessboard. The gods told him that they were good, and that championing their causes was the fight against evil, but the more havoc he caused, the more death and devastation trailed in his wake, the more he realized that the gods he served were nothing more than petty tyrants, laughing behind strings as they decieved mortals into what Willhelm now understood was a false freedom propogated by the gods' teachings of what to think, what to admire, what to want. And so Willhelm sought to kill every last one. And he almost did. With each slaughtered god, Willhelm's powe grew, drinking their essence into himself, and were it not for every hero in all the land banding together to bring him to his knees, he would have won. Fearing that another like Willhelm might rise again, the gods faded into the heavens, but not before exacting their punishment on the traitor, Valsyr. His veins pulsed with far too much divinity to simply exact final death: The dispersal of his psyche would shatter the world itself. So instead, they erected a massive, labarinthine prison, and through a powerful ritual, invoked upon him a kind of death that would ensure that his psyche never dispersed past the walls of his tomb. It is said that over time, Valsyr's spirit has only grown in power, twisting men's nightmares into reality, molding his prison into an otherworldly, abberant metropolis as chaos reigns free and the laws of the world, material and divine, no longer apply. It is said that in this maelstrom, in Freedom's End, the god-slayer Valsyr plots for a way to return to his full power... and annihilate the gods once and for all.
*: In addition to level-appropriate Phantasmal-class gear for all classes.
I want to stress, once again, that none of this is admin-approved as of yet. I just wanted to get a feel for what the community wants before I raise the matter with them.
But, without further ado, here are some of the raids I have in mind:
AZINCOURT
Reccomended Level: 20-40
Enemy types: Skeletons, Zombies, Ghosts, Advanced Undead.
Duration: Medium
Difficulty: Moderate Combat, Difficult Puzzles
Fabled Loot*: Flute of Requiem, Revival Incense
When warlords rouse the spirits of warriors fighting at a disadvantage to incite zeal despite the odds, the legendary soldiers of Azincourt are always invoked, venerated for their heedless bravery in the face of a stronger, richer, and more numerous enemy. The strongest among them were said to carry bows the size of ballistia and skewer ten knights on a single arrow. But the same hard-headedness that made them warriors without equal also made them paranoid and xenophobic, and after their would-be conqueror was defeated, the warriors of Azincourt never recovered, shooting down anyone, from merchants to refugees, who dared seek to enter their walls. It is said that even to this day, the ancient soldiers, kept alive by bigotry, fear and spite given form, stand watch over their rotting fortress as its tireless defenders.
THE WELL OF TEARS
Reccomended Level: 40-70
Enemy types: Oozes, Elementals, Monstrous Humanoids.
Duration: Long
Difficulty: Difficult Combat, Easy Puzzles
Fabled Loot*: Bottle of Breath, The Siren's Favor
Located near real-world Liverpool, according to legend the Well of Tears was formed in a time during the birth of mankind by a goddess who fell in love with a man. The man, a cunning nobleman, did not love her in return, but used her to become immortal, a god in his own right. When his true intentions were unveiled, the broken-hearted, enraged goddess threw him at the sun for his deception, damned to burn in excruciating pain for the remainder of his eternal life. Overcome by rage and grief, the goddess wept, thrashed, and wailed, abandoning her place in the heavens. It is said that those who venture too deep are claimed by the madness of the twisted goddess, tormented in ways no human mind can fathom until they lose themselves to the echoes of their new asylum.
SHERWOOD FOREST
Reccomended Level: 70-90
Enemy types: Fae, Elementals, Dragons
Duration: Medium
Difficulty: Difficult Combat, Moderate Puzzles
Fabled Loot*: Third Eye Crown, Flute of the Pegasus
Before the creation of the Seelie and Unseelie Courts there were the primal fae, creatures of untold grace and majesty, ruling over the forests in the eternal ages before mankind. It was they who taught the Alvs of the land the way to invoke nature's gifts, but also taught them to be noble and respectful in the art, to never take too much, and to be humble in giving back. But the Alvs were prideful and ambitious, and while they took quickly to the fairfolk's gifts, the philosophy of living with nature, of contemplating and understanding the cycle of life, was lost to the hubris of the alvish magisters, twisting their gifts to unsavory ends. In their outrage, the fae were split. Some thought the Alvs were simply children who had strayed from their path, and were insistent that the young race could be made to respect nature through compassion and example. These became the Seelie of the Summer Courts. Others thought it was only through fear of nature and the wrathful implications of angering her that the mortals could be made to see sense. These became the Unseelie of the Winter Courts, forever at war with their Seelie brothers. And there were the isolationists, who maintained the name of the Primal Fae, choosing to abandon the world of mortals entirely as a lost cause, retreating to the seat of their power, the Eternal Forest of Sherwood, their magic seething deep into the roots of the land, with treetrunks like stone and vines like vipers, a constant reminder to the mortal races that they were not welcome. And yet, so strong is the avarice of mortals that these Primal Fae, whose only desire was to be left alone, have found their homes assaulted by wide-eyed adventurers, tempted by the promise of artifacts of legendary power.
FREEDOM'S END
Reccomended Level: 90-100
Enemy types: ?????
Duration: Long
Difficulty: Epic Combat, Difficult Puzzles
Fabled Loot*: Defiant's Promise, The Godslayer
They called him Willhelm Valsyr; the spearhead of the greatest and most horrible rebellion in history: The man who had the courage to stand up to the gods themselves and say 'no'. Willhelm was easily the most powerful hero of his time, a time when the gods openly commanded their favored, wielding magic of world-shattering proportions, but he realized that, despite all his power, he was nothing more than a piece on a chessboard. The gods told him that they were good, and that championing their causes was the fight against evil, but the more havoc he caused, the more death and devastation trailed in his wake, the more he realized that the gods he served were nothing more than petty tyrants, laughing behind strings as they decieved mortals into what Willhelm now understood was a false freedom propogated by the gods' teachings of what to think, what to admire, what to want. And so Willhelm sought to kill every last one. And he almost did. With each slaughtered god, Willhelm's powe grew, drinking their essence into himself, and were it not for every hero in all the land banding together to bring him to his knees, he would have won. Fearing that another like Willhelm might rise again, the gods faded into the heavens, but not before exacting their punishment on the traitor, Valsyr. His veins pulsed with far too much divinity to simply exact final death: The dispersal of his psyche would shatter the world itself. So instead, they erected a massive, labarinthine prison, and through a powerful ritual, invoked upon him a kind of death that would ensure that his psyche never dispersed past the walls of his tomb. It is said that over time, Valsyr's spirit has only grown in power, twisting men's nightmares into reality, molding his prison into an otherworldly, abberant metropolis as chaos reigns free and the laws of the world, material and divine, no longer apply. It is said that in this maelstrom, in Freedom's End, the god-slayer Valsyr plots for a way to return to his full power... and annihilate the gods once and for all.
*: In addition to level-appropriate Phantasmal-class gear for all classes.