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kaern
June 29th, 2008, 06:38 PM
For some reason I have two proposals for the area. I think the second one was the actual version that I sent off. Number one:


1. The name of the area: The Mystic Wood

2. Level range targetted: 10-20

3. Ideal location: Actually, I really don't know about this, since
I want to have this near Cyrenian Gardens and
still leave room for, hopefully, a future
Cyrenian Kingdom(by the way, what I forgot to
mention last time is that the kingdom
will/would be completely underground, so space
isn't a real problem). Anyways, I guess I'd
like it to connect to 14228, going south,
most likely with a locked door(kinda like the
Secret Garden :)

4. Basic theme: A more dangerous, mysterious 'section' of the
current Cyrenian gardens, a 'hidden for centuries'
kind of place, even though not really that exag-
gerated. This will be a fairly well balanced mid-
low level area.

5. Special objects: Not really, although there'll be things appro-
priate for the level range :>

6. Tricks/traps: Not too many, although there will probably be a
few secret passages and whatnot, and some
unexpected items being containers. No mazes

And two:


> 1. Name: The Mystic Wood
>
> 2. Targetted Level Range: 15-25
>
> 3. Ideal location: Connected via a closed door somewhere, anywhere,
> actually, as long as (of course) the themes are similar. This will be
> kind of like a 'secret garden' type of place I'm hoping.
>
> 4. Basic theme: This area will be thick with plotline and ancient lore
> and whatnot. It's a 'hidden for centuries' type of place, but that won't
> be accented quite as much.
>
> 5. Special objects: Hardly any. It will have a powerful item or two as
> reward for secrets discovered, but not too powerful, like 1dex 2int,
> something along those lines.
>
> 6. Tricks/traps: Secret passages perhaps, unexpected items being
> containers, and the same kind of clue-finding-to-get-a-keyword-for-looking
> inside-a-nontakeable-container type of thing like the one mentioned in the
> previous proposal *grin* Since this area will be heavy with story and
> role playing, it won't be too easy to figure the secrets out.

kaern
June 29th, 2008, 07:02 PM
Proposals for an area called Cyrenian Kingdom, then later when it became Lake Umbrium, the slated Gnome hometown for the underground world planned by then-area-coordinator Nayr (I think).


> 1. Name: Cyrenian Kingdom
>
> 2. Targetted level range: 15-45
>
> 3. Ideal location: Obviously a Cyrenian extension... connecting to the
> cyrenian gardens through the underground tunnels and one additional
> entrance; the vnums if they haven't changed, are 14223 and 14216. The
> entire city will be situated underground.
>
> 4. Basic theme: This is the main city for "cyrenian" citizens, the
> curent Gardens together with this area will make the two areas (ALL), if
> you know what I mean. It will be very well-balanced with a few shops (not
> as much as a racial town), but a castle-type place and something like a
> sewer system or an underground river.
>
> 5. Special Objects: Objects in this area will not be as powerful as you
> would expect an area going to level 45 to have. That is, even though many
> sections of the area will be extremely difficult, the rewards for players
> by means of objects will not be great.
>
> 6. Tricks/traps: More kaern-style unexpected items being containers, and
> I'll try to incorporate something else in that'll add to the rp flavor of
> the area. The main treasure (which will not be great, probably some cash,
> a stave or two, and a fairly okay weapon) could be located in a chest
> whose keyword is something that players will have to piece together from
> minor hints in the other sections of the area and even the Gardens. It
> will not be easy to figure out; players will have to do much investigating
> and thinking to pry open everything. I'm going to try to put as much
> story in it as possible...

Here are jotted ideas for Lake Umbrium, an idea which still excites my imagination but sadly I will never be able to make time for:



{ ALL } Lake Umbrium Kaern

Large underground cavern, lit by glowglobes shimmering on a lake.

Gnomes reside in "cliff" dwellings on sides.

I want something like a 50/50 ratio of normal town to secrets.

Flameorbs are the light source :) And they will be multi-colored. Lavender.
Or fireorbs because there's already a Flame Orb somewhere.

For area layout purposes, the cavern will essentially be a series
of stacked rings, each of varying shape for variety.

Gnomes traverse from level to level via ropes and ladders made out of roots.

Floating bridge across the middle of the lake made of airtight rendodrome
hides woven together.

Marketplace: food, drink, armor, weapons, jewelry, antique/novelty
Black market somewhere, real valuables.

Top level: gnome council, before them, high-level guards
Hidden tunnels or under lake: veterans guarding treasure (not quite so
straightforward though of course)
Residences

Entire bridge is safe; no dedicated "room".

umbrium is rare ore only found very deep underground.
It is actually not metallic, but rubbery and for this reason effective in
armor but not for weapons.

Native underground creatures:
The wall pamordi
The stone beaver
The tunnel hare
The cavern hedgehog
The yellow rendodrome
The spotted black rendodrome
The dark amber rendodrome
The tangerine rendodrome
The blind pleesius
The hoof hyrax
The pearl bat
The vytian lion undra
The jiwo
The spotted pirate
The kangaroo pudding
The dark kinkajou
The vytian pecker
The dupelte
The pekoe phantom
The vytian rei
The gortipine
The fire chooch
The granite tarigoni

kaern
June 29th, 2008, 07:03 PM
This did not make it to green light I think because there was so much on my area-writing plate at the time.


Poetio's Theatre

{10 40}

Adjacent to Safehaven, to either the west (overlooking the ocean) or east (in the forest). In either case, it will connect to Safehaven as well as at least one other area, such as The Maelmordian Seas or one of the forest trails that branch off of the In'Zerre. Thus, the area can be a pass-through zone, although passing through it will probably require a lot more work than walking around it. Let me know which location is better.

This will be a real theatre with stage, seating, and dressing rooms. A full audience will be present. The stereotypical things that come to mind when one tries to imagine a theatre will most likely apply here. The primary role of this area is a randoming zone. TFC areas' #1 lack is good randoming areas (#2 is high level exp zones). Present randoming areas are also endangered, dwindling in number because stock zones are being replaced. The secondary role of this area is a low- and mid-level exp zone. The third role of this area is role-play value, in the form of entertainment: see next.

I envision a working theatre with real plays, events, and operas in the form of area-wide scripted events that recur every so often. Actually it would be even better to limit the scripts to certain rooms in the area (such as the where the audience sits). I am willing to be as responsible as you desire for the creation and collection (from other people) of stories. They need not be intricate. It would also be nice to implement a ticketing scheme where a player requires a ticket to enter beyond certain points (e.g. a mob). There will be back entrances, though, which make "sneaking in" possible.

Ylang
August 2nd, 2008, 01:08 AM
These ideas rock. Very cool, imaginative, entertaining. We want more Kaern areas! (Well, I do...)