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Author Topic: Idea for a quest  (Read 107 times)

  • Guest
Idea for a quest
« on: September 25, 2005, 12:04:00 pm »
In the history fo both dwarves, gnomes and elves, there is a legend of runes of power. Not weave based runes but elemental in origin. It is thought, although only legend, that the dwarves still have access to these runes, but are a carefully guarded secret and only highest of rank within dwarven priests know them. Elves, may still know theirs, but they opted to persue the weave in its full understanding. Gnomes on the other hand have since lost theirs.
As these runes are elemental in origin and not of the weave, would it be possible to have the aquisition of such runes a quest to be used in the fight against Bloodstone and his generals.
Would think the runes would include the various aspects of the following elements: earth, wind, fire, water, wood and metal.
 

  • Guest
RE: Idea for a quest
« Reply #1 on: October 10, 2005, 12:35:00 pm »
Not really sure this would work.
Now that I have been given the perameters of what I can work within, I have a few ideas.

Is it possible to introduce new spells into the game? The aquisition of the spells would be the quests themselves.
Keeping to the historical perspective. It was usually a general rule, that spells beyond third level, the characters (and the perspective players) would go on quests to aquire new spells of a higher level or create new spells from the 1st to 3rd level spells given to them.

Not trying to beat a dead horse here, only trying to look at the idea of the runes a bit differently.

The runes, though not physically runes themselves, are only artifacts of significant elemental wisdom and power. Perhaps the runes, though physical are only markers on the path to finding said artifact of the corresponding element.

Such things could be used to introduce new spells, such as, invocations, transmutations and conjurations. Maybe even divinations.

Like the artifact, Rod of Seven Parts. Each elemental artifact could be like the rod.
Earth would have seven components that would enable a character to make a smiths hammer that could be used to smite constructs and give certain spells of an earthly nature to its wielder.
Fire, components to making a suit of armor
Air, components to making a great bow that with each arrow fired would create a rain of arrows against an opponent.
Water, components to making a spear, that could summon forth storms of lightning or the ability to move from one shore to another.

I am also given to wonder if this idea would even work.

Each component for each artifact would have its own innate power. I will have to figure out what would be a sutiable component and possible innateness (not sure if that is a word*shrug*) for each component of the given artifact.

Any feedback would be greatly appreciated.

 

Leanthar

RE: Idea for a quest
« Reply #2 on: October 10, 2005, 01:36:00 pm »
On the pieces of an item and such:  I have had a system designed for a long time and have had it 'in the works' 3 times but every time it failed due to people losing interest and me being too busy. That is something I want to have--but it is not as simple as one thinks when it comes to an online game.
  On introducing new spells, probably not--it takes a lot of time and effort to code that stuff and we are swamped to the core right now.
 

Filatus

RE: Idea for a quest
« Reply #3 on: October 10, 2005, 02:03:00 pm »

If you'd use such an elemental based system, wouldn't it make more sense to integrate it in the giants' past civilisation. They are more closely associated with each element. Since there isn't much detailed history about the various giantraces, stormgiants and firegiants etc. it might be a good idea to integrate it in their history.

There are numerous references in the handbook about giants, but always as some invading force long ago. But since not all giantraces are evil in nature, there isn't much written down about the goodnatured ones.