: 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 :-)
So for the normal nonayslumer who would sell his soul for a glance at the Total Codex there is plenty of mystery.
Still, I like the way this works out so I'm not objecting strongly.
A couple questions and a comment though.
1) *Watchs the Trow beg the Forest Giants, their enemies for eons, to aid them in an even more pathetic way then Murgen and Cu Roi did.* How strong is a Calliach in an actual fight?
2)Who's side would the Warlocks be on?
3) Screw the need for dreams, I'm sure the major cities will be defended at least to hold off the Dark if Alric is a half way sane leader. Major: Covenant, Madrigal, Muirthemne. (Scales, Tyr, Tandem and Tyr not having any mucho importance)
Seraph