[For Fun]: Create a Living Story
whoa big task. But I’ll bite later on when I have time to jot things down.
If it helps I’ll toss out one as an example. Its all for fun, after all.
The Daughters of Jora
As the months pass, a growing rumor spreading through Hoelbrak forms into a movement. Spearheaded by Aurora Joradottir, the founder of the sisterhood, their goal is to end the threat and disgrace of the Sons of Svanir through force.
“Blood washes blood. As Jora slew her brother, we shall now slay our own to restore honor to our kin.” – Aurora Joradottir.
Achievements:
Rise of the Daughters - (Meta – 25 Points) Complete the Three Story Missions for the, ‘Daughters of Jora.’
The Purge of Hoelbrak - (10 Points) Complete the Story Mission, ‘The Purge of Hoelbrak.’
Sibling Rivalry - (10 Points) Complete the Story Mission, ‘Sibling Rivalry.’ (Requires, ‘The Purge of Hoelbrak,’ to be completed first)
Blood Washes Blood - (10 Points) Complete the Story Mission, ‘Blood Washes Blood.’ (Requires, ‘Sibling Rivalry,’ to be completed first)
Fratricide - (15 Points over 3 tiers) Slay 30, 60, 90 Sons of Svanir.
Events:
The Purge of Hoelbrak: (Instanced) The Sons of Svanir have launched an assault on Hoelbrak from their lair in the city, The Veins of the Dragon. Join Aurora Joradottir, Braham Eirsson, Skarti, and the Wolfborn in purging the Sons of Svanir from Hoelbrak. Upon completion, the Veins of the Dragon are collapsed and the Lodge of the Daughters is created over the ruins (New Point of Interest).
Sibling Rivalry: (Instanced) In retribution for their defeat at Hoelbrak, the Sons of Svanir have targeted the statue of Jora in the Wayfarer Foothills. Defend Crossroads Haven and the Statue along side Aurora and Braham.
Blood Washes Blood: (Instanced) Join Aurora and Braham in delivering a mortal blow to the morale of the Sons of Svanir by launching an attack on the Barrowstead in Frostgorge Sound, and slaying the Shaman of Dragon.
Svanir Raids: (Spontaneous across all Shiverpeaks Maps) Groups of Sons of Svanir attack various homesteads across the Shiverpeaks. Join the Daughters of Jora in repelling their assaults.
Scale of Jormag: (New World Boss – Snowden Drifts – North of Oros Spurs) The Daughters of Jora have gathered to lure a minion of Jormag into the open and slay it as a sign of the dragon’s impotence.
Environments:
Lodge of the Daughters - New Point of Interest in Hoelbrak built over the collapsed, ‘Veins of the Dragon,’ Point of Interest.
Scale Fall - New Point of Interest in Snowden Drifts and location for the new world boss, ‘Scale of Jormag.’
Characters:
Aurora Joradottir - (New!) A self-proclaimed descendent of Jora who has gathered together other Norn women seeking to end the corruption that is the Sons of Svanir. A Guardian, she holds a fierce hatred for the Sons who slew her elder sister.
Braham Eirsson - At first answering the call to defend Hoelbrak from the Sons of Svanir, he takes an interest in the Daughters of Jora, admiring their strength and conviction.
Skarti - Leads the Wolfborn to aid the Daughters of Jora in protecting Hoelbrak, while his brother Sigfast protects the Great Lodge. Impressed by the zeal of the Daughters and grateful for their aid, he convinces Knut Whitebear to grant them a place in Hoelbrak in place of the Sons of Svanir.
Aftermath:
1) A new World Boss who will stick around indefinitely.
2) A new Lodge in Hoelbrak, complete with a new faction; the Daughters of Jora.
(edited by Vexander.9850)
No Scarlet – check. I like it already.
Also those quests make sense. Its a first nice chapter.
No Scarlet – check. I like it already.
Also those quests make sense. Its a first nice chapter.
Glad you liked it!
I know it was kind of a dull example, something that’s probably a little -too- obvious or what have you, but I was going for an example really. Doesn’t connect to Scarlet at all. Just gets back to addressing the main story of the game; the Elder Dragons. Which is something I’ve disliked about the Living Story, its hard to remember the Dragons exist at this point. That and the Pact is doing nothing while all this stuff is going on, not that I expect them to do anything, but it still begs the question of what they -are- doing.
Dissent!
Over the last few months, there has been alot of popular uprising, if not outright revolt from the humans around Ebonhawk because of the treaty with the Charr. It became even worse when they found out that a spy changed the wording in the treaty at the last minute, and is at the center of all their troubles, or so they think. It turns out that the terms of the treaty have been the same for years. Now the Humans are in outright revolt against both Charr and other humans, and they are on the hunt for the person they think is responsible! More and More humans, and even other races, are joining them every day! You have the choice to help them, or crush them!
Achievements
I Blame Blush Bramble! – (Meta 1, 50 million points), Complete Achievements that involve hunting down Blush Bramble and helping out the Seperatist dissenters, retaking Ebonhawk from those that would deny you what you deserve!
I Blame your high expectations! – (Meta 2, 25 points), Complete Achievements that involve crushing the Seperatist Dissenters and reuniting the Human city of Ebonhawk!
He’s DEAD!!!! – (1,000,000 points) Kill Blush Bramble. (Recieve “Blush Bramble’s Head” as a reward)
No, Seriously, He’s Dead! – (Over 9,000 points!) Use {Blush Bramble’s Head} in Ebonhawk and all other Major Cities.
Its Not your fault! Its Theirs! – ( -1 point) Find out who really changed the Treaty.
What if I told you….. (resets achievement points) It was just a dream. Complete ‘The Status Quo’
Events
Hunting Blush Bramble (Instanced)(Available only after completing the “I Blame Blush Bramble!” Meta Achievement.) You recieve a letter from Ellen Kiel showing you where Blush Bramble can be found. When he’s dead, hopefully the Seperatist rebellion can be calmed, and a full scale war between Humans and Charr can be averted.
Destroy the Seperatist Bases (event/Instance) There are 5 Seperatist strongholds inside the city of Ebonhawk. When you find them, you can enter it on the side of reason, and wipe them out!
Defend the Seperatist Bases (Event/Instance) There are 5 Seperatist strongholds inside the city of Ebonhawk. When you find them, you can enter it on the side of those who were wronged, and prevent anymore wrong from happening!
Defend the Citadel! (Event/Instance) The War has spread to the Black Citadel. Join the Charr in defending their city.
Retaking the City of Rin (Event/Instance) The War has spread to the Black Citadel…GOOD! Kick those smelly charr out for daring to hide the truth about Blush Bramble, and re-establish the Capital city of Ascalon
The Status Quo (Unlocked after completing either meta achievement, mandatory!) You wake up, and realize that you had just volunteered in an Asura Experiment to see what lengths someone would go to to erase from the world, those they deem responsible for their troubles.
Character’s
Blush Bramble an innocent Sylvari (Figuratively) that got caught up in the uproar. He is currently trying to do anything to make the Seperatists not hate him, but they wont accept anything less than his head on a (Very Literal) silver platter…maybe with a side of Ranch or French dressing…..hmmm, I wonder if there’s a version of France somewhere in the mists…
Aftermath
-You (The player), either see the error of your ways concerning Scarlet or,
- You (The player) never cared either way, or,
-You (The player), Just hate Anet that much more,
- Scarlet is still on the loose because her story still has a few months to go. Hang in there, Citizens of Tyria!
…okay I’ll leave now…
Fantastic thread, I love reading these. They are really captivating ideas, I can really imagine playing through the campaigns.
Maybe I will be able to elaborate later, but I would like some LS chapters to have focus on individual professions like Lore, balance, quests revolving around the nature of the profession, leaders, etc..
Maybe I will be able to elaborate later, but I would like some LS chapters to have focus on individual professions like Lore, balance, quests revolving around the nature of the profession, leaders, etc..
This would be pretty interesting to be honest. It’d be nice to see something like a Holiday for certain professions, perhaps.
Granted I’d also like to see something like the Restoration of Orr. Concentrated efforts for clearing out the dead, growing new plants, bringing in new animals, and building up a new Kingdom or something.
[Edit]: Another Living Story I’d -really- like to see is Wizard’s Tower, and involving Isgarren. I remember going to Garrenhoff early on into my first character and thinking to myself, “Woah, awesome! This place must have an amazing story! I bet that flying castle will be a new Dungeon down the line!”
Amazing. I would love this as an alternative to living story. I liked the first living stories (Flame and Frost) a lot more cause they revolved around interesting and challenging story instances, and not grindy achievements.
Since i am personally interested in the Wizard Castle/Wizards Tower/Floating Tower etc as well… my take on it (idk if it was done before, i took a lot of time to write and format it)
Legacy of a Dead Man
The Asura detected an Energy Spike not unlike one caused by Mursaat Technology the Inquest fiddles with in Kessex Hills. As it is traced back to the floating Castle of one Wizard Isgarren, the Arcane Council decides to set up a small Laboratory in the Village of Garrenhoff to observe the Events in Secret.
The Head Researcher Voill and his Krewe discover readings off the charts soon, and ask the [Player Order] for assistance. In an effort to build up prestige, the Order sends the best they have to help investigate this curious incidents – The Player.
Achievements:
- Legacy Unveiled – (Meta – 50 Points) Complete 5 Achievements of this Event (Mini Verata)
- Phoenix – (5 Points) Complete the Legacy Shard “Purging Fire”
- Prodigy – (5 Points) Complete the Legacy Shard “Progress at all costs”
- Puppeteer – (5 Points) Complete the Legacy Shard “Change of Management”
- Poltergeist – (5 Points) Complete the Legacy Shard “Recent Studies”
- One flew over… – (5 points) Take a dive jump from the Asylum Wing
- A kind of magic – (10 points) Turn Isgarren into a bound elemental. (Title: Mad Scientist)
- Nemesis Redefined – (10 points) Summon Verata in the final fight. (Title: Deadly Avenger)
Events:
Take place in a small zone like the Tower of Nightmares, which is the Wizards Tower. It has several Wings filled with various cultists, crazy test subjects (citizens), elemtals, undead minions. There are four keys from wings one must obtain in order to enter the center of the tower, to meet Isgarren himself. Every Key is locked with a magic shard. In order to obtain it one must relive the “Legacy Shard”, living history in Isgarrens footsteps, doing what he had done. (One branch each right and wrong)
Too long so i had to split it :/
The Events continued:
Purging Fire: (Instanced)
As the searing comes over Ascalon, young Garren is taught by his Master Verata. Considering the benefits of the chaos, the two lay out plans on how to obtain permanent minions. Verata wants this for Necromancer Minions, while Garren is more focused on using this technique on all kinds of spells to make them permanent. Question to solve: Does Garren support Veratas efforts or undermine them?
Progress at all costs: (Instanced)
Garren and Verata go to Yak’s Bend. Garren kidnaps people to test on them, but disguises himself as Verata, who is then kicked out of the “Order”. Enfuriated he confronts Garren. Question to solve: Does Garren apologize or flee?
Change of Management: (Instanced)
Garren knows of Veratas “Wizards Tower” in Kessex Peak. Since he cannot use Veratas Research without his resources, he meets Zaishen Operatives to set out a bounty on Verata, his former Master and Mentor. In the Battle, Garren watches as a Hero slays Verata. (There is a hint at this being an old relative of the player). Afterwards Garren moves the Tower and founds the village of Garrenhoff, using the essence of Veratas permanent undead spell to stop his own aging process. He leaks info about how to keep necro minions permanent to the general public, since he doesn’t care much about it anyway, and he is considered good after it. Question to solve: Does he use the soul of his wife Isabel or son to power the spell stopping his aging
Recent Studies: (Instanced)
Now proclaimed Master Wizard Isgarren invites villagers of Garrenhoff to experiment on them under premise of them being apprentices, turning them into permanent elementals using old Mursaat Soul Batteries. While he tries to make them bound to his will, it does not yet work, so he sends them back down to the village, where they apparently do all they can to help the villagers. Question to solve: Does he have regret or not?
Facing Evil: (Instanced)
Entering the center with the 4 keys we finally face Isgarren. It starts of as a generic battle while after about 50% of his HP we protects himself with a barrier. In order to defeat him then we either have to use his soul battery against himself, charging it with cultists he spawns (5 times each taking 10% away) turning him into a Bound Permanent Elemental that has to protect Garrenhoff, or we summon Verata, who takes away his Barrier and helps in the Fight. After Isgarren is defeated, Verata absorbs his soul, staying alive. Verata promises to protect Garrenhoff from now on, and tell you that justice is served, and the ancestor of the Player who killed him is forgiven by what we did today.
last split i hope
here we go
Environments:
The Wizards Castle – A permanent zone added, full castle interior with the wings and mobs described above. After the 4 weeks of living content the castle remains there, although it’s a magic research center with friendly NPCs and a wing for the Durmand Priory and either the elemental of Isgarren or Verata himself to meet – while still keeping access to the Legacy Shards, for everyone who completed the Meta as part of the LS. For every account that has not yet done this story (or explicitly states at the asura lab in garrenhoff they want to redo it) the whole story stays as if it just went live as part of the LS, so there is no temporary content but permanent change. (Also a POI in the castle)
Characters:
Voill – (New!) An Asura Scientist most curious about Mursaat Technology.
Verata – A twisted but not fully evil character from GW1, Necromancer.
Garren/Isgarren – An evil former student of Verata, using everything for his own advantage.
Aftermath:
1) A new magic hub and accessible Wizards Castle that can incorporate future magic research stories aside from the durmand priory.
2) A way to relive events like the searing, Old Yak’s Bendand the Death of Verata from GW1 without throwing them into fractals but as story instance. (I personally like fractals but it would be weird to introduce them as fractals yet again – beside I like the idea of a powerful wizard making you relive his history, and in order to get the key you have to do what he did. Now it sounds like Assassins Creed… but you get what I mean)
Giant of Humanity
Wuldor, a Norn Scholar and a Mesmer, is long held to be one of the most ingenious researchers and shamans to study the nature of the spirits like no other. This Norn has returned from a long journey with much knowledge, however instead of going to the Priory or Hoelbrak, he immediately heads to Divinity’s Reach. Many high-ranking officials of each race take interest in this matter for various reasons, sending players to help or investigate.
Logan Thakeray has invited and recommended the human characters to come and help on a mission against the centaurs, finding himself in need of some extra muscle. A letter is sent, and the heroes arrive to the instance “Ally of Humanity”.
The Pale Tree feels a disturbing presence and possibilities in the future. Sending trustworthy sylvari letters, she asks them to observe the activities involving the humans and centaurs, believing something disastrous will soon come to pass. They arrive to the instance “Ally of Humanity”.
Rytlock Brimstone needs some troops to send to Divinity’s Reach to set up a deal with the Queen. Using the Charr characters as a commodity, he bargains their labor to gain some privileges within human territory. This sends them to the instance “Ally of Humanity”.
Eir has heard rumors of a certain famous scholar coming back from a long journey in the deserts and wastelands. She simply thought that, while he’s back, the Norn characters might be interested in seeing what he’s learned, as he delves into the Mists and spiritual studies like no other.
Asura Councilors send letters to certain prestigious asura with a certain skill in combat to find and learn from the Norn scholar that has recently come back from his wanders to Divinity’s Reach, thus lending asura characters to the instance “Ally of Humanity”.
Achievements:
-Knowledge Unknown: [Meta] Complete 7 Giant of Humanity achievements. Gives an helm skin that tattoos the character’s face with glowing marks called “Knowledge of Gods”.
-Ally of Humanity: Complete Ally of Humanity instance
-Massacre of Kessex Hills: Complete Shaman of Gods instance
-The Enemy of my Enem: Complete One’s Conviction instance
-Magical Multi Major: Defeat the Magical Monstrosity
-Illusionary War: Take down 25 Illusionary Fortresses
-Phantasmal Bane/Slayer[Title]: Defeat 100 Phantasmal Army enemies
-Ally of Two Feet[Title]: Defeat 50 Centaurs in dynamic events
Story Instances:
-Ally of Humanity[Instance]
Wuldor arrives at the throne room of DR at the same time as the characters, offering his services to help with the war against the centaurs. After talking with certain key people of various races, the Queen finds Wuldor to be a genuine ally to humans and useful enough to be an asset to their efforts.
-Shaman of Gods[Instance]
As Wuldor, the heroes, and the Seraph/Charr troops commissioned go to assault a centaur outpost, Wuldor reveals himself to be a mesmer of incredible power… power he says was gained from knowledge and allegiance to the human spirits, thus claiming to be a Human Shaman of a kind. With his phantasmal human army, he expands his reach for miles, attacking multiple centaur-plagued areas with full-force. As our heroes battle our way through, centaurs coming left and right in waves. After this is all said and done, the centaurs, as in nearly all of them, flee, heading away and out of Divinity’s Reach, seeing no hope now for victory. However, this is not enough for Wuldor. Believing the nature of centaurs to be too deeply engraved into their souls, Wuldor creates a Wall of Magic to prevent the retreat, smashing into the near-full populace of the centaurs of that region with his phantasmal army. The Seraph, and even the Charr, were appalled by Wuldor’s lack of mercy.
-One’s Conviction[Instance]
Wuldor, in the throne room of DR, pleads that he did nothing wrong. While technically true, Queen Jennah withdraws her support of him, to the horror of the Ministers, who mostly believe Wuldor was the best thing to happen since their kid’s portable SABs. The other racial leaders mostly agree with the Queen’s decision, however Wuldor states that he doesn’t need the support of humanity to fight for it, going “rogue” and continuing his crusade against centaurs and separatists with his phantasmal army.
(edited by Dondagora.9645)
-Ghosts and Tricks[Instance]
The Priory scholars that had come to see Wuldor have found something rather strange about the Norn’s powers. He’s shown to control an army of phantasmal humans, however certain signatures of the remnants of these phantasms are similar to the ectoplasmic signatures of the Ascolonian ghosts. In the catacombs, it is discovered that a large population of the ghosts are actually missing from the ruins. This leads to some scholars to believe that the ghosts were either tricked using mesmer illusions to fight for Wuldor, or that Wuldor is actually a necromancer controlling the ghosts and disguising them to throw the scholars off.
-Fortress of the Mists[Instance]
Wuldor has been located via the Fractals, staying in a pocket dimension via his connection with the Mists, being a Norn Shaman. Entering through a portal, the heroes assault his fortress where he reveals the true nature of his powers: Through the absorption of godly powers left in ancient Ascalonian ruins and a scepter of massive power found in Orr, Wuldor was able to do something previously impossible before; cross schools of magic. He uses necromantic powers to overtake the will of the Ascalonian ghosts and adds in his mesmer powers to give the ghosts a more true and real physical form, enhancing them. In the final battle, Wuldor creates a phantasm of the greatest warrior of Ascalon. At 75% health, he enforces the phantasm with newly gained guardian powers. At 50% health, he uses new elemental powers to give his phantasm a magnetic shield, the power to use vapor form, a sword that causes burns, and to surround himself with a tornado. At 25% health, the phantasm morphs into an Magical Monstrosity, still at 25%, but now a combined creature of Spirit Weapons, Elementals, Phantasms, and Necromantic Minions. After defeating this, Wuldor sees himself in the monster that he created, having found the flaw in his reasoning too late. His powers go haywire and his whole phantasmal army becomes Magical Monstrosities. Creating a wall of magic to temporarily buy time for the players to escape, he places his hand on the player’s head and transfers his knowledge of the gods directly into the player’s mind. After the players escape, Wuldor shatters all his minions in the Mists, collapsing the fortress to become a prison that his creations would be unable to escape from. He himself was able to escape, but turned himself in despite being strong enough, even after the battle, to make a break for it.
Events:
-Protect Centaur Refugees: Centaurs who have given up on the war on humanity due to Wuldor’s crushing power are pouring into Lion’s Arch, however phantasmal humans assault them on the way. Protect them.
-End the Battle: A fight wages between the phantasms and centaurs. Stop it by defeating both sides.
-Destroy the Illusionary Fortress: A base for Wuldor’s operations is set up nearby. Raid it and destroy it.
Aftereffects:
-Displaced Ascalonian Ghosts appear in Centaur infested areas.
-Lion’s Arch begins construction of a Centaur District
-New Dungeon opens involving the forced preparation of centaurs to ready for war despite many losing the morale to fight.