Staff Spoilers

Started by Halaster, October 29, 2024, 10:52:49 AM

Staff can feel free to post spoilers about what they were working on or planning here.

I'll go first with Elemental Transformation.

Elemental Transformation was the ability of Full Guild Elementalsts (only) to slowly transform into an elemental being.  We setup code so that as they maxed their spelltree (all spells at mon, % didn't matter), they began the process.  It would be a long process where they gained additional reaches, powers and eventually turn into an elemental being.

What they turned into would be unique per person, but would be something related to their element.  So a fire mage might turn into some creature with flames emanating from their body, causing heat in an area.  This would be their equivalent of turning into a Red Robe.  The final transformation that really gained all the powers would mean they'd have to eventually store, but they'd be able to play for a while.

The beginning phases involved someone getting personal echos about enhanced bonds with their element.  We had about 4 or 5 players already in this stage.

Then they would start getting additional reaches for specific spells over time.  Eventually they would start gaining other powers, their stats would start going up, their mana regen would increase.  We had a hidden "skill" on each full guild elementalist that somewhat tracked the progress of this.  Each time they cast a spell, there was a small chance that skill would go up, and that's how we tracked it.
"I agree with Halaster"  -- Riev


Necromancy

The code was probably 90% done, but we were going to introduce Necromancy as a new 'branch' of magick.  It was essentially a sub-set of sorcery as they were defilers who would only be able to gather land.  All those undead related spells that were removed from Nilaz would be under their tree.

Here's the wiki article.  What you see below was already coded and in the game.  The remaining work was going over the old spells like Animate Dead and making sure they were working how we wanted.


Introduction and Lore

Zalanthas has no afterlife and living beings have no such thing as a soul. Rather, practically all sentient beings have a presence on the Way and can make use of it for psionic abilities. Very rare individuals have a latent psionic ability that causes their mind to linger on the Way for some time after their death. This is what is attributed to spirits or ghosts. This ability is more common among dwarves, and in rare cases when a dwarf dies without having fulfilled their focus, the intense emotional regret causes their mind to manifest after death in what is known as a Banshee.

Over time this lingering mind of a deceased being will fade, as their presence on the Way diminishes, often rather rapidly. Their memories quickly fade and they become unresponsive and disoriented, causing many societies of Zalanthas to refer to them as lost souls.

Necromancy is using magick to manipulate and control the complex organic systems of lifeless flesh, causing a dead body to become animated with a corrupted, grotesque mockery of what was once alive. Masters of this art can manipulate bodies in various ways, even able to transfer their mind into the body of a dead being.


Corruption

As a necromancer uses their powers, their lifeforce will slowly become corrupted by the unnatural abilities they wield. This will be represented by a skill called Corruption. The necromancer will start with the skill at 1, and it will max at 100. Over time this will slowly fade back down, requiring the necromancer to continue efforts to keep their Corruption high (if they chose to). Each time they gain a corruption point, it has a gain timer like any other skill.

How to gain Corruption

    Casting of Necromancer-specific spells - most spells give 1 point per casting
    Using the Gather Corpse ability - each use gives 1 point

How to lose Corruption

    Naturally decays over time. The rate is set using the global variable GLOBAL_CORRUPTION_DECAY. Default is 14400 which means about once every 8 hours of time played

Corruption Affects and Abilities

Slowed Metabolism - Requires a minimum Corruption of 20. Slows down the loss of hunger/thirst.
- When Corruption reaches 50, the Necromancer no longer needs food or water. Appends their main description (and assess) with "appears a bit haggard and pale".
- When it reaches 75 they are immune to poison and the following spells: paralyze, sleep, insomnia, parch, firebreather, intoxicate, blindness, deafness. Appends their main description (and assess) with "'s body appears gaunt with dry, ashen skin".
- When Corruption reaches 95 the Necromancer no longer ages. Appends their main description (and assess) with "appears deathly gaunt with cracked, peeling skin".

Gather Corpse - An ability of the necromancer to type "gather corpse" and get some healing from a dead body. The amount healed is equal to the corpse's size, capped at the necromancer's gather skill. So if the size of the dead body is 250 but the necromancer's gather skill is 100 (maxed), then the most they'll heal is 100. This ability has a 30 minute cooldown before it can be used again, and it changes the body to "a withered husk" instead of "a body". Once a body has been drained like this, it can not be animated using Animate Dead, nor can it be gathered from again.  Essentially this means a body can either be used to heal OR used animated, but never both.

Sense Death - Allows the necromancer to sense recent deaths in a room, or be alerts when a death happens nearby.
- Active: When the necromancer types "sniff death" they will be shown a list of racial types that have died recently in that room. The room holds up to 10 deaths, and the necromancer can sense 1 per 10 points of Corruption.
- Passive: When something dies near a necromancer, they will automatically sense that it happened, and in what direction. They can sense it up to 1 room away per 20 corruption.



Future Plans

We were working on them having the ability to have Necromancer-specific crafting recipes.  For example, only they would be able to skill certain things, and then use those skinned body parts as components unique to them.



Skill Tree

  animate dead   (st=30, max=90, min_mana=7, go on=80, st_pow=wek, mx_pow=mon)
  . pseudo death   (st=30, max=90, min_mana=20, go on=80, st_pow=wek, mx_pow=mon)
  . . dead speak   (st=30, max=90, min_mana=33, go on=80, st_pow=wek, mx_pow=mon)
  . . . possess corpse   (st=30, max=90, min_mana=50, go on=80, st_pow=wek, mx_pow=mon)
  . . . disembody   (st=30, max=90, min_mana=33, go on=80, st_pow=wek, mx_pow=mon)
  contact   (st=80, max=80, go on=70)
  barrier   (st=80, max=80, go on=70)
  . expel   (st=5, max=80, go on=70)
  health drain   (st=30, max=90, min_mana=16, go on=80, st_pow=wek, mx_pow=mon)
  . rot items   (st=30, max=90, min_mana=12, go on=80, st_pow=wek, mx_pow=mon)
  . . healing mud   (st=30, max=90, min_mana=20, go on=80, st_pow=wek, mx_pow=mon)
  . . still form   (st=30, max=90, min_mana=20, go on=80, st_pow=wek, mx_pow=mon)
  . . . wither   (st=30, max=90, min_mana=20, go on=80, st_pow=wek, mx_pow=mon)
  dual wield   (st=5, max=25, go on=15)
  shield use   (st=5, max=25, go on=15)
  skinning   (st=30, max=95, go on=65)
  . bandage   (st=20, max=80, go on=60)
  . . bandagemaking   (st=20, max=80, go on=70)
  . leather working   (st=30, max=80, go on=70)
  forage   (st=10, max=70, go on=40)
  component crafting   (st=40, max=90, go on=80)
  cooking   (st=5, max=70, go on=60)
  analyze   (st=10, max=90, go on=80)
  two handed   (st=5, max=25, go on=15)
  imbue totem   (st=30, max=90, min_mana=33, go on=80, st_pow=wek, mx_pow=mon)
  . detect magick   (st=30, max=90, min_mana=7, go on=80, st_pow=wek, mx_pow=mon)
  . . dispel magick   (st=30, max=90, min_mana=7, go on=80, st_pow=wek, mx_pow=mon)
  . golem   (st=30, max=90, min_mana=50, go on=80, st_pow=wek, mx_pow=mon)
  . . mount   (st=30, max=90, min_mana=20, go on=80, st_pow=wek, mx_pow=mon)
  . identify   (st=30, max=90, min_mana=7, go on=80, st_pow=wek, mx_pow=mon)
  corruption   (st=1, max=100, go on=90)
  corpse snare   (st=30, max=90, min_mana=10, go on=80, st_pow=wek, mx_pow=mon)
  . cure disease   (st=30, max=90, go on=80)
  . cause disease   (st=30, max=90, min_mana=20, go on=80, st_pow=wek, mx_pow=mon)
  . banshee beacon   (st=30, max=90, min_mana=20, go on=80, st_pow=wek, mx_pow=mon)
  . . vampiric blade   (st=30, max=90, min_mana=25, go on=80, st_pow=wek, mx_pow=mon)
"I agree with Halaster"  -- Riev

For folks who want to know how stuff works:

Metalworking design doc and staff training slides. Not everything came out exactly as planned, but pretty close so far.

tbh it was too much detail to put into something that only (some) heavy crafters would use, but it was also a learning project.
"I wasn't afraid," said Pooh, said he,
"I'm never afraid with you."

October 29, 2024, 11:48:41 AM #4 Last Edit: October 29, 2024, 11:59:01 AM by Markku
Oh, God, where to start?

Undead Puppets
One of my first assignment coming on staff was to make objects and NPCs for Halaster's necomancer guild. They golems were as follows:


The Scorpkings
Usiku asked me to create a dungeon where Kastor and possibly the other Valika heirs could find a vault of lost artifacts. At the same time, I was taking over the Byn and realyzing they were OP AF so needed to create some new threats for them.  I built a dungeon under the old Tor for that was a hang out for a Band of raiders about 50% more powerful than our other simraiders and all were beast tamers.  There was even a big fight where one of their bosses were kitted out in full Tor gear and weapons to drop the hint.

Tor Fort Dungeon Run

Scorpkings

A Social Revolution in a Very Unlikely Place
100% player driven plot in and around the Byn that was moving waaaay faster than we could react to in an appropriate way.  Ended up writing about half a dozen NPCs (including a mage that got hired in as a runner and passed fairly well as a PC ;) that would have been captured and/or killed at a later time by my umanifested Nilazi trooper leading to a likely war within the byn (ala Gangs of New York).

I could not tell my players this, but their efforts would have likely led to a senate vote on whether or not to recognize gemmers as commoner citizens who could hold rank/power/accents.  We even worked out where all of our noble animated Noble NPCs and the houses at large stood and would stand on the issue.  The players really seemed to feel like I was working against them, but that wasn't true, I just couldn't share "the good stuff" because that was all future spoilers and IC secrets of other N/PCs.

Moby Dick Arrives on Gilligan's Island
I hyjacked what would have been a normal byn contract (if there is such a thing) with the intent of shipwrecking the Byn on a deserted island for several RL days. I had even made them a shelter, water source and added some... interesting things to the forage tables in a few rooms on the island. But my plans were thwarted by their EFFICIENCY as they were able to get someone else to rescue them a few hours later.

Here was moby since you all never got to see him up close:
Each of his tentacles were as strong as a normal horror since the Byn were so OP.

Quote[48204] an ancient, ashen-white silt horror - Moby horror ancient ashen-white silt [unique] [s1] [apex_horror] [archery]
[48207] a gargantuan, ashen-white tentacle - Mobys tentacle gargantuan ashen-white silt [moby's_tentacles] [s1] [apex_horror] [archery]

l horror
   This gargantuan silt horror dwarfs its common kin, a living relic of
untold centuries.  Its bulbous outer shell has paled to a ghostly, ashen-
white hue, like bone bleached by countless eons beneath the sun.  Its
barbed, immensely-strong tentacles, each as big around as a half-giant and
several times as long, move as if with a mind of their own.  Rows of jagged
teeth line its gaping maw, dulled but no less dangerous, and a sluggish,
serpentine appendage flickers from within its mouth, tasting the air like
some ancient predator, all its own, surveying a world it once ruled.  Every
movement is slow and deliberate, as if time itself bends to the creature's
will, and its mere presence suffocating the air, causing the very silt
trembles beneath its terrible majesty. 
An ancient, ashen-white silt horror is in excellent condition.

It is carrying:
nothing obvious


I'll do a quick response here (in between my classes I'm teaching).

Traps Script

I wrote a very nice script that was ready to set up traps for the unwary travelers.

One of the parts was to have a room collapse and throw you all through a chute and send the group in random directions.

Other parts were room traps that would dump hurt on you; falling onto spikes; poisoned darts, etc...

Man, were those dungeons going to be fun.

I'll try to do some more later.

The Gaj Who Got Away:

Plot doc: https://docs.google.com/document/d/127WcMj6MzBhnbv5gMSxrfZG_uTLof9dNRPeCHpuenQk/edit?usp=sharing
False flag attacks (October?): https://docs.google.com/document/d/1Lpp_C-OkYO9afnt4tO4UBfreeEPKY_qitMWvL76Gwrk/edit?usp=sharing

We had a dungeon planned in the Sewers that was near the Jal and Drovian Temple entrances in the map.
Lair room:
QuoteAn Ominous Cavern [11459]  [DARK INDOORS NO_MOUNT IMMORTAL] [W]
   A vast, ominous cavern stretches out to accommodate a place of rest
for the most vile of creatures.  All around are stalagmites and its
ceiling brethren stalactites that form an intimidating maw that seems
to extend in dozens of sharp teeth.  Along the walls and in tumbles of
dark rock are splintered and spidery veins of turquoise chunks of
stone, glimmering with any presentation of light.
   Brooding within the darkness is a collection of spinal cords and
skulls that have been strung up like heretics hung once they had been
picked clean by the vultures. Blood is smeared in splatters with an
effect as a crude nonverbal warning.

She Who Consumes:
QuoteARENA MATCH:
the ancient, black-backed gaj - Zelda She Who Consumes gaj black backed ancient [gaj_matron] [mega_boss] [villain_2024] [S1]
   Hulking and massive, this gaj far outstrips the size of any ever seen
in the Arena of Allanak.  Wider than it is high, the black color of its
carapace is strewn with twisting, jagged crevices that edge the deep matte
black shell with bits of grey and charcoal colors which help it mimic near
perfectly the look of natural stone.  Enhancing this look even further is
the fact that small bits of bone, gravel and silt run through the shell as
it moves.  Six spindly, chitinous legs lift it above its terrain and allow
it swift movement over nearly any type of surface, with each leg being
tipped with a tri-fingered claw hand which can exhibit great grip strength.
Its head is covered in old scars, and from the top a trio of iridescently
rainbow-hued antennae rise with feather like fronds to waft about, feeling
the air.  Six bulbous, insectoid eyes squat right below that, remaining
above its wide maw and huge, viciously barbed mandibles. 

POST-ARENA MATCH:
the ancient and scorched ore-backed gaj - Zelda She Who Consumes gaj black backed ancient [gaj_matron] [mega_boss] [villain_2024] [S1]
   Hulking and massive, this gaj far outstrips the size of any ever seen
in the Arena of Allanak. Wider than it is high, this gaj boasts a cut of
stone hollowed out to allow its body a protective shell, with a rocky pile
of turquoise and copper-veined ore. Six spindly, chitinous legs lift it
above its terrain and allow it swift movement over nearly any type of
surface, with each leg being tipped with a tri-fingered claw hand which can
exhibit great grip strength. Its head is covered in old scars, and from the
top a trio of iridescently rainbow-hued antennae rise with feather like
fronds to waft about, feeling the air. The most prominent mark of battle is
also the freshest - the scorching mark of a lightning bolt that streaks
across all visible parts of its body. Six bulbous, insectoid eyes squat
right below that, remaining above its wide maw and huge, viciously barbed
mandibles.

SOME OF YOU found the dungeon I thought, but this is where SWC's lair was in the sewers. The entrance was a "secret" room, but if you read the descriptions it was obvious it was there and you could just "walk in". You'd fall down a chute and it would split you into 2 paths. You see 1 and 2 there. That's where you'd land. You could not fly back up through bc you were sliding through shit pipes, haha.

The idea was that if you took a big group down there you would get split up. The initial discovery of it meant that you were going to get "mind crushed" by SWC until you escaped through the provided exit, or you died if you progressed too far. The lair tunnels were also packed with thralls.

There was a planned plot with House Oash that would require you all to develop a potion that cut you off from the way in the same way a particular nilazi spell did, so that you could not be mind crushed by SWC on your way into her lair. Once that was done and everyone imbibed their potions, they could assault the lair.

We playtested SWC (Zelda) quite a few times, but she was very tough. We expected there to be mass casualties. She gave area of effect deafness, forced flee, and skellebain in addition to her maxed armor and mega pile of hitpoints - not to mention the short range psionic blasts, etc.

ALSO, you may have noticed that she has an "ore" shell post-Arena incident. That is because she made her lair in a copper mine in the sewers, which would have probably resulted in the survivors of the plot fighting over it.

Pieces of Izdari plot:
This was to tie in the season's BBEG for Tor and Oash. The first was a crypt that the Lord Marshall was going to assign to Lady Tor's unit to investigate. The other quest was for Oash to push down to its Noble to investigate and involved a sub-elemental that would help in the anti-magick bronze development.

https://docs.google.com/document/d/1zHfQjDV8LRLxw5r482VhJVifZTJRyMww9d6iAoKnUqo/edit?usp=sharing

Izdari's Trojan Horse:
Unapproved, being workshopped plot for early 2025. The premise was that I wanted to have a city-wide siege occur so that everyone could get involved in their own way and get everyone oriented on the "big plot".

https://docs.google.com/document/d/1rvWfqUfWocm2F2x6XgD--ceRtbSsFcS4WnrioH0YDuM/edit?usp=sharing


Project Title:
The Nilazi and the Drovian


Overview
A powerful Nilazi encounters the Temple Leader of Drov and captures them. Luring the Drovian Temple to rescue the Leader, the Nilazi displays the terrible power of Nilaz over Elementalists, escaping, and leaving a message in their Temple. Introduction of a potential future 'Izdari Lieutenant'.

Project Purpose:
The purpose is to provide a meaningful threat to the Temples of Allanak, particularly the Temple of Drov, and tie in their missing leader. It's also meant to provide an antagonist that is a meaningful challenge to the Temples, and a future threat to be used with the meta-plot.

World Fit:
Focus is on Allanak and presenting the threat of Nilaz to all elementalists; we currently do not have any active Nilazi since I retired Zarekh and returned to Staff. This would represent the rare, and awful, power that Nilaz holds over even the most powerful Elementalists, while also not providing any 'mortal threat' to the PCs.

Outline/Storybeats:
The Drovian and the Nilazi

I. The Disappearance
   A. Temple of Drov leader goes missing (Already happened/been hinted to Arin/Shto)
   B. Initial confusion and concern within the Temple
   C. Drovian Leader (Hythar) went into the sewers to investigate a 'disturbance' he felt while traveling in ethereal. He wanders into a Nilazi 'Wall of Void' trap and meets Daksat, the Nilazi, who captures him and suppresses him (void touch), and begins to torture him to gain information on Allanak and the Temples and lure the other Drovians in to 'rescue' him.

II. Arin's Investigation Begins
   A. Arin / Shto volunteers to investigate the disappearance
   B. Initial search of the leader's office
      1. Discovery of a hand-drawn sewer map
      2. Signs of preparation for a long trip (packed bag, supplies left behind)
      3. Perhaps a 'Marked' item (Nilazi use these for travel gates)
      4. Perhaps the 'leader ring' is left behind; he knew he might not return where he was going.
      5. Leaves the opportunity for Arin/Shto to claim the leader ring.
   C. PCs piece together that the leader planned a sewer expedition, and perhaps piece together that a Nilazi is involved.

III. Uncovering the Truth
   A. PCs follow the clues to the sewers/Nilazi Lair
      1. Discovers signs of a struggle, further traps leading towards laid (walls of void)
      2. Finds a torn piece of Hythar's clothing / Drovian Robes / leader ring
   B. Arin learns of Nilazi presence in the sewers from discovery of more marked objects or 'wall of void' traps.
   C. Realization that the leader might have been captured, and may still be alive (could be contacted once or twice by Hythar, warning them not to come save him, and then desperately asking them to rescue him).

IV. The Rescue Mission
   A. PCs prepare for a dangerous sewer expedition
   B. Navigates the treacherous sewer system using the leader's map
   C. Confrontation with the Nilazi torturer
      1. Discovers the captured Drovian leader
      2. Nilazi either escapes or dies (likely escapes, with Fade and Far Step etc).

V. Resolution
   A. PCs attempt to rescue the leader
   B. Consequences of the leaked information
   C. Implications for the Temple of Drov and Allanak, depending on Nilazi's survival. Could become one of Izdari's Lieutenants.
   D. When the Drovians return to their Temple, they learn of a horrible attack on it; Daksat the Nilazi lays waste to the Drovians there who have no feasible defense against Shield of Nilaz / Turn Element.

Background:
Daksat the Nilazi is an Agent of Balance against the Forces of Chaos; he takes up the mantle of Warden; his quest is to regulate the unregulated Elementalists within Allanak who are given too much latitude by their false masters, the Templars. He monitors the Magefall movement from the shadows, neither influencing or stopping it.

The Drovian Leader, Hythar, stumbled upon his lair having tracked a marked stone that Daksat left as bait. He now uses Hythar as a bigger bait for the Drovians of the Temple, finding their 'spying' and 'ethereal nature' disturbing and unnatural, wishing to reduce the chances of being spied upon.

Daksat's Background:
QuoteText so far:
   Daksat the Nilazi was born with an innate connection to the Void, a
giftor cursethat he did not fully understand until Magefall.  As a younger
man, he watched helplessly as an Elkrosian mage, driven mad by the surge of
uncontrolled elemental magic and afraid for his life, killed his brother in
cold blood.  In that moment, something inside Daksat snapped, and the
dormant power within him awakened.  Without understanding how, he
instinctively wielded 'turn element,' deflecting every spell cast upon him
back to the Elkrosian, roasting him alive with his own lightning.  The
overwhelming surge of Void energy in that moment marked Daksats
transformation into something more than humanit marked the birth of The
Warden. 
   The awakening of his powers during Magefall ignited a cold fury within
him, one that demanded balance and retribution against those who wielded
magic recklessly.  The Elkrosian who killed his brother became the symbol of
all elementalists who disrupted the natural order, and Daksat vowed to hunt
down anyone who followed that path.  His encounter with the Void became more
than a curse; it was now a weapon he would refine and wield with purpose.
In time, this philosophy led him to the sorcerer Izdari, whose own dark
ambitions mirrored Daksats need for control and balance.  As Izdari's
enforcer, Daksat, now fully embracing his Nilazi heritage, would carry out
his mission with ruthless precision, driven by the memory of his brothers
death and the brutal awakening of his own powers.

Provides an inroad towards Izdari, if we wish to take it up later on, as one of Izdari's Lieutenants/Enforcers, tempted by Izdari's offer to remake the world and bring order to chaos.

Resources:
-Daksat, the Nilazi
-Hythar, the Drovian Leader
-No further room additions needed; going to use existent rooms in the sewers/access tunnels. Probably the mushroom cavern/cave that's above it.


Timeline:
ASAP

Project Leader:
Eurynomos

Team Members:
Eurynomos - To animate Daksat/ancillary assets
Talos - To animate Hythar/ancillary assets
Eurynomos
Producer
ArmageddonMUD Staff

Project Title:
The Fantastic Five

Overview
The Fantastic Five, rogue elementalists, are holed up in an old tunnel system in the red desert, and the goal is to successfully capture all five and gem them.  Killing them, while acceptable, is not the goal.

Project Purpose:
The purpose is to setup a nearby conflict to Allanak that Lord Templar Rahvik can succeed at and earn his War Ministry position.  The goal is to make this more of a finesse situation then a brute force which he has already been successful at.

World Fit:
Focus is on Allanak and bringing in rogues especially with a Drovian causing problems within Allanak itself.  It shows that the Allanak still has the ability to capture those who are dangerous.  They may be executed in Allanak to placate the magefallers or possibly used for other purposes once their knowledge has been gleaned from them.

Objectives:

a) Lord Commander Altronis of the Steel Talons has heard in a report from Captain Amani of the defeat of the Byn by a warband of gith.  Altronis reaches out to Lord Templar Rahvik to use his scouts to see if there is anything suspicious happening out in the red that the Steel Talons should be aware of.

b) Rahvik will send out scouts, probably a Drovian, who will hopefully come across one of the Fantastic Five as they are enhancing a group of gith.  Barring that, the Drovian will find a suspicious section that is magically closed off to the drovian, but will have that reported to Rahvik.  Either way, hopefully there will be further investigations and more will become known.

c) Rahvik reports back the findings and Altronis sees an opportunity for Rahvik to join the War Ministry by capturing these rogues and bringing them back, gemmed.  Altronis instructs Rahvik to not use the Byn and that the entire operation should be kept quiet so as not to let word spread of a dangerous group of rogues somewhat near the city.  There is already enough trouble.  Rahvik decides on the crew, it could involve Tor, possibly Oash, gemmed, AoD, etc...

d) The tunnel is the goal, though there are a number of enhanced gith nearby.  Rahvik could use the Byn to clear the gith and distract them while the real goal is to have a smaller party go to the old tunnels and have access inside.

e) Once inside, each of the five elementalists will be removed hopefully one by one in a stealthy manner.  The use of room_traps will hopefully be used as well as some other methods that will not just be a kill.  Hopefully.

f) Rahvik returns with as many alive as possible, they are presented by the Lord Commander Altronis to the Great Lady Syskana and the Great Lady decides if they are to be executed, or if only a few are, etc...

Group Strategy:
Agigaak will handle most of the required interplay and creation (though if others want to make an elementalist, they may).

During the actual tunnel RPT, other ST's may be required especially if more than one is interacted with at a time.

Background:
The Fantastic Five are all Allanak citizens who at one time or another have fled to Storm upon manifesting.  None of them really adapted to life in Storm and reached out to each other due to their origins.  The Whiran stumbles upon the old tunnel system and the five move there, the rukkian helping to expand the tunnel system and soon they have the almost perfect solitude they wish for learning.

To help protect themselves, they have been using the winds of whira to cloak themselves and to enhance the gith that are nearby, thus making it harder for anyone to stumble upon their hideout.

The Fantastic Five have also trapped their tunnels so that only they will be able to know the correct way through.

Resources:
Tunnel System: - already started but will be fleshed out - do not want it too large, but will have five different areas each with a different obstacle to defeat to capture the elementalist
Five Elementalists - At least one whiran and one rukkian, probably a krathi, the other two will determine.

Timeline:
Create the tunnel system and approved by Sept.22nd
RPT start of October.  Hopefully.

Project Leader:
Agigaak

Team Members:
Looking for volunteers.
May depend on who Rahvik ropes in.


- Note, that this was the build up of gith in the Red Desert that sparked panic amoung Kurac/Two Moons
- was blowing up, meeting in Red Storm, etc...

I was the staff member for Oash and the Shady Oasis.

Tree of Life:
House Oash has a "Tree of Life" in New Menos. Basically when a Dragonsthrall, powerful Vivaduan, or a sub-elemental drops dead somewhere, there is a good chance a Tree of Life will sprout there. (It's worth noting here that there was ALSO a magickal transformation plotline that would have turned powerful PC elementalists into sub-elementals...)

The Tree of Life in New Menos was being studied by Imperial Lord Sestius Oash, a PC turned NPC, and his crew. It was still a sapling. He was looking for someone to assist him in his studies. A PC noble and a circle of lifesworn Oash mages were the key for getting this off the ground. However, due to various circumstances it was only hinted at while waiting for PCs to get ready to tackle it.

The PCs would eventually discover that the essence of an elementalist helps the tree grow. An elementalist would have to sacrifice themselves, or *cough* be sacrificed *cough* to help it grow and sprout branches. The branches would become mana batteries, which would give the PCs in Oash a unique magickal edge that no one else would have, basically extra mana in their inventory. If a more powerful elementalist was sacrificed, the tree of life might have produced a mana battery so potent that a PC could imbue it with a spell, effectively turning it into a magick wand.

Urbais designed the plot and I took it into my care later on, and I was hoping to see how Oash would navigate the politics of Magefall while needing NPC souls to, uh, make wands. Alas, it never really materialized beyond its infancy.

Shady Oasis:
I wrote the Javascript that the dwarf NPC in the yard, Oblitha, used to buy specific items infinitely from hunters. I worked with Tamar, Phaerah, and Dzeda to help make the tavern more playable and less chorelike by looking into things like availability of food items and pricing. One of the last animations I did involved a House Rauch NPC walking in with his copper ring on to arrange a deal with Dzeda for stocking Red Sun in the tavern again. If you saw Alif, the milky-eyed old man, in there, it was most likely me behind the wheel also.

Magefall: The Second of Three Acts

1. (Altering as per Agigaak's suggestions) Magefall turns in Rolana
  - Rolana shows up to the first arranged 'Underground Meeting' and gives a sermon. At the end, she is restrained, and the new Leader NPC (Hythazar the Dragon's Maw AoD Sergeant, AKA, COMMONER) gives a short speech about how Rolana has been ineffective and done more harm to the movement than good, and she is no Daughter of Sythas.
  - Rolana is turned over to Rahvik specifically; Rahvik gets to have his moment of 'justice well dispensed', maybe executing her in the Arena and saying his piece about Magefall.
  - In exchange for turning in Rolana, the new Leader speaks of a more tempered approach with Magefall, that there won't be big crowds or riots on their watch, but there may still be targeted violence especially if they are targeted themselves. We can see what Rahvik/Kastor do with those terms.
2. Introduce a New Face of the Magefall Movement
  -  Hythazar AKA "Commoner" Member of the Dragon's Maw Legion
    - Complicates the political movement significantly / makes it much more difficult to violently suppress outright
    - Challenges perception of the supporters as seditious / treasonous rioters
    - Re-Introduces conflict between Dragon's Maw and Steel Talons
    - Re-Introduce Visali Fale, Dragon's Maw LT Commander, who supports Magefall / lack of Gemmed rights

3. Expand the Conflict
  - Add Magefall tattoos or Gemmed Support sash/tattoos to NPCs throughout the city, including people in positions of power (Byn Sergeants/LTs, Noble Aides, AoD Soldiers, etc)
  - Demonstrate that many citizens have chosen sides from all walks of life

4. Establish Underground Meetings
  - Locations: Five of Pipes spice den speakeasy beneath the Slaughterhouse, rooftops, back of Shady Oasis, rundown den near Stonecarvers, other squats. (Added a new alleyway off Stonecarvers)
  - Opportunities for PC involvement (both supporters and infiltrators)

5. Establish a new face to the Mage Supporter Movement:
  - Might be a good opportunity to loop in one or more of the Mages of the Temples that are now senior members.
  - Maybe they are supported by a couple NPCs and asked to run their own meetings to support mage rights.
  - Run alongside 'Nilazi and the Drovian' plot, may have a more clear leader out of that.

6. Noble Involvement (PC and NPC)
  - Nobles and aides hiring PC informants to attend meetings
  - Nobles making decisions on supporting Magefall or Gemmed rights
  - Nobles meeting with other Nobles (PCs) to discuss the upcoming Senate Vote and how to help sway their House.

7. Senate Vote (PC and NPC involvement for Nobility)
  - Address Gemmed Rights officially in order to bring an end to the Magefall movement.
  - Also provides an opportunity to legitimize or denounce the Magefall movement.
  - Other Senate level proposals/RP we can push through; Junior Nobles can be ataches/assistants to Senators as in the past.
  - Provide a definite timeline for plot resolution
  - Fun little nibble for the Noble PCs.
Eurynomos
Producer
ArmageddonMUD Staff

https://docs.google.com/document/d/1SkfeHIznRwzeHkfWkc8ki0V_ri_erhnPbPNkoPXQlII/edit?usp=sharing

Salarri Man: Welcome to the End of the World (Helwith's Redemption)
Eurynomos
Producer
ArmageddonMUD Staff