: I'm curious.
: Why does everyone want everything explained? Why does
: every loose thread have to be tied up, every riddle
: answered?
: This just follows the same train of thought shown in Myth
: 3, and to be honest such a game would depress me. I'd
: get to the end, and instead of being provoked to
: imagining explanations to a wealth of things hinted
: at, or left hanging, I'd be thinking, "well,
: that's that I guess. *sigh*"
: Would you have been attracted to Myth if TFL and M2 had
: done this?
Actually, that's one of the cool things about my sequel plot: it's based off of a much-expanded Myth universe that goes well beyond the mysteries of the Cycle, but that doesn't neccesarily have to be explained in the game. Hell, not even the ending of the game has to make complete sense, in an idea that just occured to me which I will explain a few paragraphs down. Take this modification and elaboration on the previous story:
Say we play from the human point of view. As it stands, we are a part of a standing army fighting off wandering Myrkridian and miscellaneous minor necromancers. We first hear word from our Dwarven allies that their secret alliance with the Fetch has been ruined by massive Ghol assaults. So we get involved in a war against the Ghols. In the midst of this, we learn that the Trow are involved too, and are leading their own Ghol armies into the midst, attacking Ghols, Fetch, and Dwarves indiscriminately. Emissaries are sent to the Trow to question the nature of their involvement (remember, Trow don't fight much these days).
The Trow are not particularly informative and merely let us know that they are averting a dire catastrophe, and to stay out of the way. Being curious little monkeys, we disobey them and follow, and find out at the Devoid that the Fetch are planning to release... something... from their home realm through the Devoid. The Device is destroyed before the portal can be completely opened, but some passageway has been created between our realm and the other realm. But we don't know that yet. Nobody does. The Fetch are dead, the Ghol armies have retreated, the Trow went home and the Dwarves are really really sorry.
So we turn back to our Myrkridia and necromancers, and some sort of greater plot has begun to form here as well. Perhaps the Spider Cults have returned, and are working to ally these minor evils together into a big web of evil to ensnare and tear down the forces of the Light. The fir'Bolg could be drawn in if he bre'Unor are caught up in this as well. There are numerous levels on this plot, tracing it around the world starting from the unusual bre'Unor activity outside the Ermine in conjunction with these necromancers and Myrkridia, then to the Spider Cult connection around Muirthemne, and on further east around the far edge of Forest Heart, until at one point the two plots recoverge when HOLY F*CK WHAT THE HELL IS THAT!?
Something really big throwing lots of nasty magics is on the side of the evil forces, and starts to just utterly decimate your army. You don't stand a snowball's chance in hell... until iron-clad Trow swinging broadswords arrive and HAK DEM 2 BITZ. The Trow are a bit more informative this time, and inform you that what they just killed was a Callieach, those damned things that created the Devoid, and that they seem to be back and the Trow are scared as all fsck because they don't have the numbers to fight them anymore. Which is what they're doing so far south...
They've come to make amens with the Forest Giants, and to ask their aid against the Callieach. The Giants may serve Wyrd and the Trow may serve Nyx, but the Callieach serve darker gods than either of them, and should be the mutual enemies of everyone. We accompany the Trow on their diplomatic mission and vouch for their cause. The Giants reluctantly agree to help hold defense against the Callieach.
So now, with Trow and Ents holding a wall to the east against the Callieach, the real climax begins. Under the direction of the new Avatara council, we begin searching the world for the Dreams of Wyrd, seeking out everyone who might know a Dream that would oppose the Dark Gods, every ancient tome of magic that might tell the location of a Runestone. It's unanimously agreed by the Avatara that Alric is the most worthy, that he will become the Avatar of Wyrd and fullfull the One Dream... whatever that might be. (Nobody knows what will happen).
While we quest, the forces of the Dark still ravage the lands of the Light, and we must fight through them to find the Dreams but otherwise, sacrifices have to be made - we can't waste time defending our cities, everyone must join the quest for the Dreams. Let the townfolk die, sorry, I hear there's an old book buried in those woods... real desperate TFL feel. We find more and more Dreams, and increasingly powerful magics become available to us, but for all the living enemies we kill more and more of them come back undead, and our own dead come back undead too... plus the Giants and Trow are losing against the Callieach in the east, and having to fall further west.
By the end, the forces of the Dark have overthrown the world. Not one brick lies atop another in the lands of men. The armies of darkness stretch from Ox Head to the Untamed Lands. The world is more ruined than any Leveller has ever made it... but there is only one dream left to be found, and we know where it is. The last ragtag survivors of Wyrd's creation - with the Trow now extinct - are desperately escorting Alric to the final runestone's location somewhere in the west. They arrive; Alric begins to diving the last Dream. We hold off the forces of the Darkness just one second longer. Alric stands and cries out "I see it now! The Dream is One again!" and raises his arms to the sky. The earth shakes, fires ignite, rains pour from the sky and the sea rushes in, thunder and lightning clash, and Alric radiates in a brilliant light that's brighter than anything the world would ever see again...
For this world would never see anything again.
But what of the next?
The Principia Mythica is not explained. There is no epilogue. All we learn is that the Fetch realm and Spider realm are the same place, the Callieach were from there too, and the Old/Dark Gods live there. I admit that's a pretty big revelation, but there's got to be SOME secrets revealed, and this one isn't even revealed directly: in one part we learn that the Fetch are trying to get home through the Devoid, and observe spiders coming out of it. Then we learn the Callieach are servants of the Dark Gods. From these events combined, players can piece together that the Callieach went down (and then came back up) the Devoid, and are thus from the same realm as the Fetch, and Spiders, and that the Dark Gods worshipped by the Ghols live down there if that's where Callieach come from.
So there's still plenty to figure out... but not for any of you, because I've already explained it all :-)