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Re: The Myth III Saga

Posted By: Forrest of B.org (cache2.avtel.net)
Date: 9/17/2000 at 2:30 p.m.

In Response To: Re: The Myth III Saga (Duckyjo)

: My three suggestions would be these: 1) Make the story
: line kick more ass than anything in existence. The
: first myth was great in story, the second, a little
: less. If the third could be better than anything, with
: a great mystery, psychotic twists and turns, and wierd
: shit going on, that would make it all the better.

Done.

: 3). The timeline should be set somewhere completely
: different. I like the idea of not doing it on the same
: 1000 year cycle, but maybe something more like Chimera
: (wait, wait! hear me out). Chimera was interesting
: because it had nothing to do with normal myth history.
: If there could be something like an invasion from
: beyond the normal borders of the map, or exploration.
: I've always wanted to see the untamed lands. Maybe
: something cool could happen beyond them and take a
: group of myth-people over and around the rest of the
: world... ooh. An non-linear story would also make
: these types of things really cool.

This is set somewhere in the decades after Myth II.

: oh yeah, and yes... this is the real Duckyjo, back for a
: while. Hi guys.

Hi Ducky!

Just for you, a C&P of my conceptual draft of this story of mine, which is really too complex to give a descriptive title...

There are three planes of existance: the One Dream, the paradise fantasy land where Wyrd and Nyx came from; our realm, once ruled by a mixture of Old "Dark" Gods; and the Spider-world, the dark and terrifying place on the other side of the Tain realm. (In a Bungie-sanctioned comic, we saw that there are temples inside the Tain that take people's souls to this realm and bring Spider Queens through).

The Old Gods had already established rule over a planet here in our realm. They had a basic order of geography; things near the poles were more orderly, things near the equator were more chaotic, things on one side of the globe were filled with absolute extremes of order and chaos, and things on the other side were a perfect balance. Their favored form of life was a mixture of insectoid races, including the Fetch (they're only wearing Human skins, we have no idea what they look like underneath except they have horns and spikes), their preistesses, and the common Spiders and Spider Queens. And there were all sorts of lesser races that were pretty much nonsentient and harmless, the Ghols being the greatest among them.

Wyrd had a vision back in the One Dream, and travelled through with his mate Nyx and son Segoth to our realm. The conduits between realms appear as comets (or, more accurately, hunks a substance which looks like a cross between ice, stone, and metal, and leave a ghostly white mist around and behind them; so the big ones look like comets. And bigger ones are more powerfull, of course). He set out to create his vision on earth, pushing the Old Gods creations into the netherrealm we now call the Spider-world, but had creative differences with Nyx about it. Nyx wanted to place their world on the pole of absolute balance, but Wyrd wanted to place it between the poles of balance and extremes. Wyrd began creating his vision at his chosen location, and Nyx threw a fit and scarred it, creating Tharsis. She left to create her own vision on her chosen location, which Mythworlders now call the Faraway (the Faraway is genuine Myth lore, a land of eternal spring across the western ocean), but first she created the Trow to be masters of Wyrd's lands.

The Old Gods, meanwhile, threw a fit that all their creations had been forced off into some other realm by these outsiders, and their world totally reformed. The most viscious among them, the Leveller, killed Wyrd's son Segoth, beheading and magically preserving his head and hurling it to the world below. Then the Old Gods took to the 'comet' that Wyrd and Nyx drew all their powers from, tore it into 49 pieces, and scattered them over the world as well. Wyrd, enraged, banished the Old Gods and all their kind into the Spider-realm, excepting stupid animals like the Ghols, but took enough pity on them to let their comet-portal pass by this world every thousand years, so that they could watch over their old home.

The Trow conquered the new world, while Wyrd and Nyx experimented with pre-humanoids like Elves and Goblins and other types of creatures around the rest of the world, but there had very limited power now. Every thousand years, the comet would pass by their world, and the Old Gods would bring some sort of race to power, digging them up from the earth or sky or sea, to rise to power and challenge the Trow. For millenia this continued, but every time they came into conflict with the Trow, they were crushed utterly. In a final desperate attempt, the Old Gods forcefull destroyed a piece of of their comet-portal, which crashed to earth and created the Deep. Through this, they managed to bring into being a race of avatars for them, the Callieach, powerfull magicians who nearly destroyed the Trow. They were eventually crushed as well, but not before creating a bottomless one-way chasm leading back to the Spider-realm, taking themselves home and sucking many Trow along to be slaughtered by the Old Gods on their home turf.

For aeons afterward, the Old Gods gave up their struggle against the Trow, finding them completely unbeatable. But the Trow were now weakened enough that Wyrd himself could try a new experiment on his world. He created the Younger Races - fir'Bolg, Dwarves, Oghres, Humans, and the like. They would be naturally balancing; every thousand years, two spirits incarnating chaos and order would be reborn, and battle for dominance of the world. The winners would alternate every era, and thus the world would never become too chaotic (anarchy) or too orderly (totilitarian slavery).

But the Old Gods saw their chance here. The titanic battles were scheduled to occur just as their comet passed by, and the Leveller took the chance to force one of the victors over the edge into an insane mania of order or chaos, either destroying the world or enslaving it. Unfortunately for them, the cycles of their comet and the cycles Wyrd had established intersected such that they could only win every other time. Thus the cycles of Light and Dark.

Mankind eventually took over the world. Segoth, The Head, helped every Great Hero to defeat the Leveller, teaching Tireces the first ways of magic, helping the unnamed Great Hero of the Wind Age to kill Moagim, and training Connacht to be one of the most powerfull sorcerors that ever lived. Meanwhile, Wyrd himself had set about means to break the vicious cycle of Light and Dark. In the Wind Age he created Mazzarin, an insanely powerfull sorceror who harnessed more raw magical might than anyone but the Callieach. He also created another Avatara who was overshadowed by Mazzarin's destructive powers, as he was a constructive man who developed the food college of spells and built the magic armor later to be used by Balor, seeking all sorts of ways to protect and preserve life.

Both of them died in the Wind Age, and were not reincarnated the next Era. The world had to progress one more cycle before the final stage could be set. But in the Wolf Age, the ball was set rolling. Segoth coached Connacht, the Great Hero of that age, in the legends of the gods which he had firsthandedly witnessed, and told him that it was his Wyrd-mandated place to set the stage for the apocolypse, ragnarok, armageddon, etc - the end of the world and the beginning of a newer, better one. So Connacht destroyed and secreted away what magical artifacts he could, and then disappeared.

Meanwhile, over the ages, some lowly Spiders were able to climb up the Devoid portal and into the tunnels where the Dwarves lived. Some Dwarves bargained with the Old, Dark, "Spider" Gods, to worship them and make sacrifices to them in exchange for safety from these vicious giant spiders. In their years of practice sending offerings to the Spider Gods, the Dwarves became quite proficient in interdimensional technology, building the great World Knots and eventually the Tain, which could force creatures to the intermediate realm between our world and the Spider-world, where the Spider Cults made their offerings. Connacht used the Tain to imprison the Myrkridia, and had it secreted away before he vanished.

When Connacht returned as Balor, the Leveller - though the innacurate calendars did not reflect it - he was fifty years early. The Comet had not yet arrived. He could not truely be the Leveller; and yet it seemed he was. He began to destroy the world as usual, but working with the Head managed for the Light to be able to resist for another fifty years despite his apparent best efforts to destroy them. Then, right on schedule, a great comet rose in the east, the volcano Tharsis erupted, the true Leveller possessed Balor - and his head was lopped off. What was destined to be an era of Dark then became an era of Light, and it seemed the cycle was broken.

But it wasn't to be that easy. Though both Wyrd and the Head overlooked it, the ruthless martyr Connacht knew that the Old Gods would not give up so easily. The Leveller would still remain for years to come and cause as much damage as he possibly could, turning this into another Dark Age. Moagim had been killed, yet the Myrkrida still ravaged the Wind Age. So more measures were neccesary. Aside from all that, Connacht felt that it was the Old Gods right to take back the world which Wyrd had taken from them, and so turned against his own species not only in a bid to get himself killed, but in a plot to destroy the world. If Wyrd' own plan went according to schedule, Wyrd would regain his great power at the same time the Old Gods returned, and they could work it all out like mature adults.

So while serving as the Dark Lord Balor during the Great War, Connacht used his knowledge of interdimensional physics learned from the Tain, and the massive shard of comet still buried in the Deep, to summon the Fetch from the Spider-realm and hide them in human clothes to keep Wyrd from smiting them. He also turned the Old Gods' last natives on this planet, the Ghols, into a united force. All of this was just a part of orchestrating the Old Gods' return, for Connacht knew that the Fetch, stranded in our world, would bargain with the Dwarven Spider-cults to return to their world, and then use the Dwarves old Gholish enemies to take over the portal and release their gods. All went roughly according to plan, but he failed to take into account the Trow, who put the whole thing to a stop.

Meanwhile, Mazzarin had reincarnated as an dark avatara named Soren. Soren's first bid for power was in taking control of an ancient battlefield centered on a fallen comet shard, called Nexus Point. (This is adapting an old map idea of mine to fit this great story). He intended to use the power of the Old Gods to destroy the world, which was the whole reason for his existance - to clean the slate so when his creative counterpart restored Wyrd's powers, Wyrd wouldn't have to bother with some rain of fire business or anything like that. But Soren failed to capture the Nexus Point. However, the Fetch which Balor had brough to our world corrupted him. They convinced him to hurl a fragment of the comet down the Devoid, where the Old Gods could use it to pry open the portal to our realm..

Thus we wind up with the Old Gods returning some while later, bringing the Callieach with them and wreaking havoc on the world. The Trow don their titanic battle armor and we all turn against the Callieach in a massive battle, defeating them but still leaving the portal to the Spider-world open. Meanwhile, however, the anti-Mazzarin has also reincarnated. He has devised a mathematical formula to locate the runestones of the 49 Dreams of Wyrd, and has been hunting them all down. When he comes into possession of all 49 Dreams, he becomes the Avatar of Wyrd. Simultaneously, the Dark Gods themselves spring forth from the Spider-realm.

The Dream of Unlife is cast upon the world. All mortal beings are immediately turned into immortal souls, their bodies remaining but no longer neccesary for the mind's existance in this plane. The Whisper Dream is cast, and these minds are linked in a collective dream state, all their knowledge, wills and desires flowing into the open and preparing to shape the world to come. They are then bound to the Avatar with the Binding Dream, and compelled to righteousness with the Dream of Compulsion. The Fear Dream is cast onto all those who resist, helping urge them to see the light. Eventually all are turned into a single, pure mind of absolute righteousness.

Then the Confinement Dream is cast, and their bodies are bound to the material world. A rotting mist creeps in from the ocean, the earth begins to shake, ribbons of fire pour down from the sky, and the world is consumed. A daze is cast upon the single mind, sheltering them from the terror, and their time is slowed down to make it all pass more quickly to them. All 49 Dreams of Wyrd are cast not only upon the known lands, but upon the world, preserving the goodness of life and destroying the rest.

And a new world is created. The Old Gods hesitate to strike out at Wyrd, for he is all-powerfull again. They offer their appologies and beg for mercy. Wyrd, being good, is mercifull on them, and offer to let them remain behind and rule over the new world with him. Their comet, and the newly-reformed comet of the One Dream, are placed in geosynchronous orbits around the world; the One Dream comet above the Faraway, the the spider-world comet above the far east.

In this new world, the elements of order and chaos laid out by the Dark Gods remains. The poles are order, the equator is chaos, one side is extremes, and the other balance. On one continent is the Faraway, a land of perfect balance and eternal peace where good souls are sent after trials in the intermediate lands to the east and west of it, across the ocean. Continually, four waves of orderly forces come from the poles to the four intermediate lands, one of which is the land of Myth. At the same time, a wave of chaos rises from the equatorial region and moves to challenge them. In the battles that ensue, people are torn to one side or another, or forced into balance. Those in balance are reincarnated in lands nearer the Faraway; those in extremes in the other direction, lands of eternal darkness and absolutisms. When a soul reaches absolute anything, it becomes a part of the waves of chaos or order, and after dying in those battles is banished to the Spider-realm, where they are tortured by the sadistic Leveller who rules all the lands of the extremes. But they reach the innermost lands of the Faraway, Nyx's land, they are offered passage into the One Dream, where they are as gods and can shape worlds to their liking. Wyrd watches over the trial process, keeping balance with the small human lives like grains of sand on a scale. The everyday people worship the Holy Trinity of Nyx, Wyrd, and Leveller, but patronize the lesser gods for their everyday wants and worshipping needs.

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