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Author Topic: Flame Bolt spell  (Read 810 times)
Kobra_Kai
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« Reply #15 on: April 14, 2007, 02:26:29 PM »

I had never made this analogy between this prophet and Jesus, which makes sense. On the other side, I realized the similarity between Moriens and David stories.

I would just take care before inserting this kind of plot into the Lost Vale. The Lost Vale is actually lost because it was sealed away by Lithos and Hydros long before the birth of Moriens. You could insert this subquest on a ruined monastery underground, though. Just my point of view.
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peewee_RotA
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« Reply #16 on: April 14, 2007, 03:23:40 PM »

Yeah you're right. I was quickly looking through the existing landscapes to build the story on top of.  There are a lot of destroyed and unused buildings that could serve as ruins of the original monestary (providing a hidden enterance). Also existing buildings still in use have some unexplained portions. Like the 2 side rooms of the Necromancer building in the cemetary. Not that I think this is a good place to insert that story, I'm just saying that there's a lot of room for a backstory of existing buildings being re-used by their current enhabitants.

I like the location of the slayer. That room it's in, not the whole maze. Also there's a lot of sunken ruins in that water. Although it has it's own story as being the missing treasure room or whatever, It has the appropriate look.

Also the section of the pit of death in which the heart of the earth is burried looks very appropriate too.
« Last Edit: April 14, 2007, 03:46:56 PM by peewee_RotA » Logged
Kobra_Kai
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« Reply #17 on: April 15, 2007, 10:16:55 AM »

There would be a probably a quest in an underwater city to retrieve the Tear of the Sea. The game was rushed out by EA, so the developers decided to let Devon give it to you, with the pitiful excuse he grabbed it, along with a lot of fish (Jesus-Peter analogy), within his fishing net.

Regarding the monastery again, there's plenty of unused buildings in the Fishermen's reef.
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peewee_RotA
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« Reply #18 on: April 15, 2007, 03:43:24 PM »

The problem I'm having with unused buildings is that all the unused ones seem to revolve around water, as if the lurker would be responsible for hiding that building. There are some great locations in Carthax Lake. Not really ruins but openings for a underground enterance. It would, however, make more sense to be located inside the Necromancer pilgramage (the section with the random stone chair that teleports you away) or somewhere near the pit of death, or some secret near the birthplace of moriens. Just to keep the story revolved around Lithos.

Plus the only real hint is going to be that Lithos banished them so the players will naturaly search near the Necromancy quest areas.
« Last Edit: April 15, 2007, 03:45:44 PM by peewee_RotA » Logged
Kobra_Kai
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« Reply #19 on: April 15, 2007, 11:20:55 PM »

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the section with the random stone chair that teleports you away

I don't remember that. When that happens?

Quote
Plus the only real hint is going to be that Lithos banished them so the players will naturaly search near the Necromancy quest areas.

I'd say near Tenebrae (or even inside of it), since it was there the prophet was spreading his words. You could use Open Ground Spell on an altar to reveal an entrance to an underground ancient tomb or whatever else (revealing a new map).
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peewee_RotA
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« Reply #20 on: April 16, 2007, 02:57:23 AM »

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the section with the random stone chair that teleports you away

I don't remember that. When that happens?

It's around the 3rd or 4th necromancer you talk to, you get teleported to an area resembling the enterance to the hall of the mountain king and the exit of the pit of death.

There's water south, cliffs north, west, and east to keep you in. In the center is a large patch of grass and trees with a room made out of curtains. There are 2 chests at the door of the room with candlebras in front of them. Once you walk in next to the stone chair it teleports you to the next portion of the trial. (I probably said pilgrimage and meant trial). This is probably immediatly before entering the cave with the magical armor at the south of it with the exit to the left.

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