: I think I said this before, but anyway, I see no problem
: with this. It says in Journeyman Flavor text, Myth II,
: "Their healing ritual has its roots in the
: initiation rites of the Heron Guard, but what brings
: about immortality in a truly exceptional person merely
: restores the vitality of lesser men." No doubt
: after a while in the Untamed Lands Damas
: exceptionality would dwindle, thus he needed something
: else to give him the immortaliy he once enjoyed.
I don't really buy it. I'd make him something other than a Heron.
: I used to support this but F***it it seems better the
: other way, though how to work in the Connacht-Trow
: struggle. What would be cool is a different version of
: the Flight from the Dark, where you're pursued by
: loads of Myrkridia and lead them into a load of Trow,
: while you disappear.
I like that idea for a level. And there's no real problem working in the Connacht-Trow struggle. The Trow are enemies of everybody, light and Dark. They look down on everything non-Trow. They may hate Krids but they'd hate humans too... well, hate is too strong a word, maybe disdain works better.
: I always imagined that Mazzarin escaped to the this
: hidden place to avoid becoming enthralled to the
: watcher. It's the easiest way of turning Connacht from
: General to Mage, though Myth III suggests that Mazz
: gave Connacht the ability to see the future, I'd
: change it to Mazz giving Connacht all his memories.
that's basically what M3 does. Mazzarin says "I have read the Total Codex, I have seen the future" or some such, and then gives Connacht his memories.
As for turning Connacht into a mage, I still think that just learning magics from the Avatara is the most sensible way. As the game goes on he just get more civilized and more magical and eventually morphs from a screaming barbarian into the gilded general we see in Tales.
: I'd change that to a "Well yea see if ya fill it up
: too much, it sorta explodes, so I wouldn't use it too
: much." comment from Traval.
Bah, that's too... cheesy. If you can beam all of the Myrkridia in there, the entire dominant race of the planet, then you could beam a bunch of pansy undead in there too.
: I'd agree to that, some for the Spiders other's against.
Not the Spiders, the Smiths. You would lead a force of Dwarves lead by some Smiths down into the forges and attack a bunch of Spider-cultists and stuff, just like normal. Only difference is, there are other Smiths on the enemy side too.
: Well you could have it that Connacht found an almost
: complete Sunhammer and with a s***load of help got it
: working. The Sunhammer I think needs to stay.
Sure, I suppose that could work. Maybe an old, broken Sunhammer. And not *a*, *the*. Big powerful magical artifacts are not mass-produced!
: I don't like the idea of shipping the Avatara to
: Madrigal, which I think should be a pile of ivy
: covered building about now, having been abaonded when
: it fell to a Myrk horde.
GURPS says the Avatara are traditionally based in Madrigal. I'm trying to contradict as few sources as possible here.
: I think my version of the Mjarin thing works, he wasn't
: the leveler but took advantage of moagim's attacks to
: aid his own rise to power. I think his and Myrdred's
: connection should be made a bit more obvious during
: the course of the game, rather than "oh and by
: the way Myrdred evil too." Oh and get rid of
: that, "Hello I'm the bad guy" voice that he
: has in the FMV.
Oh yes, that's another thing I'd change... Myrdred shouldn't be evil yet! He's one of the ones who wasn't turned from the Light. Hell, Myrdred shouldn't even be around back then! There were three ancient ones - Bahl'al, Soulblighter, and the Voiceless One. With that whole Shiver = Voiceless One thing, that makes having Ravanna back then OK (ooh, idea - see footnote). Replace the D's character with someone else instead, to remedy that.
: A mention of the erupting Tharsis would go down well. And
: mentioning that Connacht imprisoned the Trow rather
: than melted them. The level where you destroy the
: Heartstone could end in an ultamatum, either every
: Trow goes underground and I melt the city, or I melt
: the city while your still in it.
I like this.
: And i think the journal should be changed to first person
: again.
Agreed. That actually makes a decent explanation for the story revision as well - remember, the first one was some Jman translating some ancient ruined tome of Connacht. What we present here could be an actual first-hand account, and therefore much more accurate.
One other thing that really need changing, but would be somewhat difficult: Soulless were created by Soulblighter, who is not evil yet! They need to be replaced by something else. Wights may also be a problem - see footnote.
FOOTNOTE: Shiver, Ravanna, Culwyeh, and the Voiceless One. According to GURPS, which by our new cannon categories is more authoratative than Myth 3, Shiver's true name is Culwyeh. The Voiceless One, who is also listed in the prerelease info as one of the ancient three of the Fallen, is really named Ravanna. But, Myrdred called Shiver's second incarnation Ravanna - implying some identity connection between the two.
My favorite theory on this (and I know Sili had some disagreeing theory) was always that The Voiceless One, who according to GURPS is a shadowy thing whose actions were barely known even to Balor, was a previous incarnation of Shiver, who was killed in some way that didn't really destroy her, but made her effectively dead. She then reincarnated as Culwyeh, who eventually became Shiver. Balor, on his recruiting of evil folks, somehow managed to bring The Voiceless One back as well - splitting their mutual soul between the two of them.
It strikes me now, that this whole thing about disconnecting Shiver's soul from her body and it lingering behind, could have to do with this split soul. It was still linked to The Voiceless One, and thus still around. When Soulblighter made it corporeal, he more incarnated the old Ravanna/Voiceless One than he did Shiver/Culwyeh.
I'm really having trouble getting clear thoughts on this whole thing right now... so I'll let you stew over it and get back to me later. A few last thoughts though: if Culwyeh was a later life of Ravanna, then there should be no wights in Myth 3 either. Personally I thought the use of undead was a little overdone anyway - it's an entirely different era, I wanted more different monsters. The different kinds of Myrkridia, Trow, and Ghols were cool, as were the Spider-cultists. But the same old undead... meh. Thrall, sure, they're Bahl'al's staples. But there should be something more original for the rest of the stuff. Maybe some of those "even worse" things that come about from reanimating the creamated.