THe Expulsion of the Wesfolk
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THe Expulsion of the Wesfolk
(Had a glitch so this is a second version of another post...not sure if it was posted.)
I am working on a campaign set in the time before the Rise of Wesnoth which Explains how the Wesfolk were driven out of their western continent. I have the main cfg done but am working on the scenarios, I still have to examine the text of different cfg campaigns to figure out how to piece the scenarios together with the WML. I wanted to give what I have come up with for the plot so that I can hear feedback about whether or not the plot has the hook that a good campaign should.
PART I: The Caves
1.Gerund, an adept, enslaved by his father to learn the dark arts rises against his father, a necromancer lord in rebellion and in revenge to enslave those who have enslaved him. He defeats his father and vows to bring the other lord necromancers under his power and vows to leave the caves to subdue all the vile creatures without who have forced the necromancers for so long to remain in the terrible caves.
2. Gerund fights the three other lord necromancers, defeats them, and seeks to go through the tunnels to find an exit from which he can fight his way out.
3. On his quest for the exit, he comes accross a cavern in which resides a race neither has he seen nor has he heard any tales of them in the lore of the necromancers. This mighty race identifies itself as warrior elfin monks who long ago came to the continent from the east in search of verifying a piece of their lore which indicates that the birthplace of the world is found in caves of the west. Here they have found such a place. (The map for this worked really well with the plot.) The young dark adept would not be able to defeat the elves both because of the sanctity of the place and because of the fierce and true power of the elfin monks. All Gerund can do is escape.
4. Gerund finally makes his way into an exit cavern in which he finds dark creatures (probably a chocobone and some other unit) beset by an enemy (the enemy isn't decided on. Whatever it is, my goal is to have it add to later plot development.) He assists the chocobones in defeating those besieging them but requires their service in return. (Thence he is able to recall the units recruitable by the chocobones, 2 units total including the chocobone.)
Part II: The Continent of Grimm More
5.Gerund leaves the caves and enters a plain between mountain ranges. He is beset by wild creatures who are called upon and obey only their wild queen (a human) whom they have chosen to serve. He must defeat the queen because it is the wild beasts which serve as the barrier to keep the necromancers in the caves. (This wild princess is one of the few if not only one to be a "good" character, apart from her enigmatic wildness. The Wesfolk are "good" but they make alliances with evil.)
(6, 7a, and 7b will be added later and modifications of other scenarios to match their plot will be added AFTER the general scenario is finished, to make sure at least some form of campaign is completed)
6. Gerund decides he must have more information in order to conquer the continent. He has a choice to go either to one nearby village or another to force an inhabitant to act as guide. Each of the two choices will lead to a separate scenario.
7a. Gerund enters one village of creatures and must go house to house (which are still the village icon and give the same gold) searching for an inhabitant to force to act as a guide. He is unable to control them by their mind, and the guide does not fear any kind of physical enslavement or death because he prefers it to aiding the spread of evil (another of the very rare good characters). The guide makes an agreement with Gerund that Gerund must agree to send away (i.e. not be able to recruit in the future) three kinds of units in exchange for the information in hopes that he will be defeatable. These three units will be predetermined. The guide does agree to fight with Gerund. He does it by feigning that he wants to follow Gerund as his leader because he sees Gerund's power and wants part of it in the role of a subject. However he secretly plans treachery in his heart. He really fights so that he can defeat other evil species and later revolt.
7b. Gerund enters a village and must do as above but the villages are spread much farther apart in what Gerund must only laugh at to be called a town. Also wild animals who did not submit themselves to the wild queen roam the terrain. When the guide is found he will be forced by mental compulsion to continue with Gerund as a guide and fighter. The guide will be a weaker unit than in 7a.
(back to gen. campaign)
8.Gerund will have a guide regardless of whether or not 6, 7a, and 7b are added (who the guide is can be later changed), and Gerund recognizes that there are three main power groups (four in an expanded version) he must attend to in order to gain control over Grimm More. One of these is a Wesfolk/Lich-Lord faction.
((The known area of the continent borders the rest of the continent in which is located ABSOLUTE EVIL CREATURES beyond comprehension. The known continent is in the southeast of the entire continent. The evil of the north is restrained by the mountains and the wild creatures who obey a little known old man, who is not wild but prefers solitude (another of the few of the truly good). The Wesfolk as far as the oldest tale can tell, lived on the Western-most borders of the known continent and kept back the dark hoards, but over the years factions of evil creatures have driven the Wesfolk and other evil factions which have come driving at the Wesfolk towards the sea. The Wesfolk retained their name (so it wasn't given by the loyalists from the Rise of Wesnoth) as they were driven east and stopped the push when they joined with the Lich-Lords naming their capital city "Jevyan" after the powerful lich-lord who aided them most but exacted a high price.))
In this scenario, Gerund learns must of this information and fights the first of the three factions (four if I am able to expand), which is located in the central plains nearest the mountains in which the Necromancers are held.)
(scenario 9 is another that will not be put in unless time is permitting after the general campaign is finished)
9. The second faction he will face is in the most western faction of the known continent which keeps back the ABSOLUTE EVIL, and this faction is a located in a more vertical part of the mountain range (map-wise) that rings the known continent and aids in keeping greater evil at bay. On his way to this faction he comes across in a valley few have before entered and even few before have left, the Pool of Souls. This place is only recorded in one place in all the lore of every race upon the world, which is in the same obscure passage of the tome which the earliest of the warrior monks had access to and which contained the tale of the beginning of the world. In this pool the souls of races from every continent (including those yet unknown in this point in history) battle eternally the good against the evil until balance shall have been restored, if by chance it ever shall be.) Gerund's only goal is to get though the pass. The ghosts of dark creatures aid him while those of the good seek to destroy him.
10.Gerund travels to the far west of the known continent to defeat the second of the major factions.
(Campaign 11 is the fourth faction that will be added if the campaign ever reaches its expanded form)
11. Gerund travels to the north-east coast to defeat a colony of Nagas.
12.Gerund fights the final battle against the Wesfolk and Lich-Lords. The guide escapes (whoever it is) at this point and goes to the Wesfolk, who are not wholly free from guilt, but they are the only faction capable of turning to good and fighting the evil hoards. The guide tells them that he heard recruits of Gerund discussing some race which they have never even heard of and who do not mention the name of that race. The guide further tells the Wesfolk that this unknown race comes from the far east. The Wesfolk leader likes the concept of escaping east if they are defeated. The Wesfolk ally themselves with the Merman as well in exchange for metals from a nearby but small mountain range. They also must form them into weapons so that the mermen can fight their wars in the deepest regions of the oceans. But the Mermen do not fight in this battle. Instead they agree to guide the Wesfolk to an eastern island if the Wesfolk are forced to flee. Gerund, burning with hate for his father and all most like him, desires to kill the Lich-Lord first. Gerund must kill the Lich-Lord first. When the Lich-lord is killed, the Wesfolk will escape because they are not strong enough if they are not aided by the evil power. They flee. After they flee, certain lich-lords which appear in the Rise of Wesnoth will learn of this and follow as they are not able to exact the price of aid from the Wesfolk, enslaved people of the Wesfolk to keep their hold, but Gerund will dominate Grimm More and have his victory.
I thank anyone still actually reading this lengthy post and ask for feedback....you might as well if you actually read that much. There are only 13 proposed scenarios, but there is a lot of information that should be brought in by a number of different methods in each scenario and not all 13 will be finished for the general campaign as noted. The art will probably be the most difficult as it needs a map and at least 2 individualized characters.
I am working on a campaign set in the time before the Rise of Wesnoth which Explains how the Wesfolk were driven out of their western continent. I have the main cfg done but am working on the scenarios, I still have to examine the text of different cfg campaigns to figure out how to piece the scenarios together with the WML. I wanted to give what I have come up with for the plot so that I can hear feedback about whether or not the plot has the hook that a good campaign should.
PART I: The Caves
1.Gerund, an adept, enslaved by his father to learn the dark arts rises against his father, a necromancer lord in rebellion and in revenge to enslave those who have enslaved him. He defeats his father and vows to bring the other lord necromancers under his power and vows to leave the caves to subdue all the vile creatures without who have forced the necromancers for so long to remain in the terrible caves.
2. Gerund fights the three other lord necromancers, defeats them, and seeks to go through the tunnels to find an exit from which he can fight his way out.
3. On his quest for the exit, he comes accross a cavern in which resides a race neither has he seen nor has he heard any tales of them in the lore of the necromancers. This mighty race identifies itself as warrior elfin monks who long ago came to the continent from the east in search of verifying a piece of their lore which indicates that the birthplace of the world is found in caves of the west. Here they have found such a place. (The map for this worked really well with the plot.) The young dark adept would not be able to defeat the elves both because of the sanctity of the place and because of the fierce and true power of the elfin monks. All Gerund can do is escape.
4. Gerund finally makes his way into an exit cavern in which he finds dark creatures (probably a chocobone and some other unit) beset by an enemy (the enemy isn't decided on. Whatever it is, my goal is to have it add to later plot development.) He assists the chocobones in defeating those besieging them but requires their service in return. (Thence he is able to recall the units recruitable by the chocobones, 2 units total including the chocobone.)
Part II: The Continent of Grimm More
5.Gerund leaves the caves and enters a plain between mountain ranges. He is beset by wild creatures who are called upon and obey only their wild queen (a human) whom they have chosen to serve. He must defeat the queen because it is the wild beasts which serve as the barrier to keep the necromancers in the caves. (This wild princess is one of the few if not only one to be a "good" character, apart from her enigmatic wildness. The Wesfolk are "good" but they make alliances with evil.)
(6, 7a, and 7b will be added later and modifications of other scenarios to match their plot will be added AFTER the general scenario is finished, to make sure at least some form of campaign is completed)
6. Gerund decides he must have more information in order to conquer the continent. He has a choice to go either to one nearby village or another to force an inhabitant to act as guide. Each of the two choices will lead to a separate scenario.
7a. Gerund enters one village of creatures and must go house to house (which are still the village icon and give the same gold) searching for an inhabitant to force to act as a guide. He is unable to control them by their mind, and the guide does not fear any kind of physical enslavement or death because he prefers it to aiding the spread of evil (another of the very rare good characters). The guide makes an agreement with Gerund that Gerund must agree to send away (i.e. not be able to recruit in the future) three kinds of units in exchange for the information in hopes that he will be defeatable. These three units will be predetermined. The guide does agree to fight with Gerund. He does it by feigning that he wants to follow Gerund as his leader because he sees Gerund's power and wants part of it in the role of a subject. However he secretly plans treachery in his heart. He really fights so that he can defeat other evil species and later revolt.
7b. Gerund enters a village and must do as above but the villages are spread much farther apart in what Gerund must only laugh at to be called a town. Also wild animals who did not submit themselves to the wild queen roam the terrain. When the guide is found he will be forced by mental compulsion to continue with Gerund as a guide and fighter. The guide will be a weaker unit than in 7a.
(back to gen. campaign)
8.Gerund will have a guide regardless of whether or not 6, 7a, and 7b are added (who the guide is can be later changed), and Gerund recognizes that there are three main power groups (four in an expanded version) he must attend to in order to gain control over Grimm More. One of these is a Wesfolk/Lich-Lord faction.
((The known area of the continent borders the rest of the continent in which is located ABSOLUTE EVIL CREATURES beyond comprehension. The known continent is in the southeast of the entire continent. The evil of the north is restrained by the mountains and the wild creatures who obey a little known old man, who is not wild but prefers solitude (another of the few of the truly good). The Wesfolk as far as the oldest tale can tell, lived on the Western-most borders of the known continent and kept back the dark hoards, but over the years factions of evil creatures have driven the Wesfolk and other evil factions which have come driving at the Wesfolk towards the sea. The Wesfolk retained their name (so it wasn't given by the loyalists from the Rise of Wesnoth) as they were driven east and stopped the push when they joined with the Lich-Lords naming their capital city "Jevyan" after the powerful lich-lord who aided them most but exacted a high price.))
In this scenario, Gerund learns must of this information and fights the first of the three factions (four if I am able to expand), which is located in the central plains nearest the mountains in which the Necromancers are held.)
(scenario 9 is another that will not be put in unless time is permitting after the general campaign is finished)
9. The second faction he will face is in the most western faction of the known continent which keeps back the ABSOLUTE EVIL, and this faction is a located in a more vertical part of the mountain range (map-wise) that rings the known continent and aids in keeping greater evil at bay. On his way to this faction he comes across in a valley few have before entered and even few before have left, the Pool of Souls. This place is only recorded in one place in all the lore of every race upon the world, which is in the same obscure passage of the tome which the earliest of the warrior monks had access to and which contained the tale of the beginning of the world. In this pool the souls of races from every continent (including those yet unknown in this point in history) battle eternally the good against the evil until balance shall have been restored, if by chance it ever shall be.) Gerund's only goal is to get though the pass. The ghosts of dark creatures aid him while those of the good seek to destroy him.
10.Gerund travels to the far west of the known continent to defeat the second of the major factions.
(Campaign 11 is the fourth faction that will be added if the campaign ever reaches its expanded form)
11. Gerund travels to the north-east coast to defeat a colony of Nagas.
12.Gerund fights the final battle against the Wesfolk and Lich-Lords. The guide escapes (whoever it is) at this point and goes to the Wesfolk, who are not wholly free from guilt, but they are the only faction capable of turning to good and fighting the evil hoards. The guide tells them that he heard recruits of Gerund discussing some race which they have never even heard of and who do not mention the name of that race. The guide further tells the Wesfolk that this unknown race comes from the far east. The Wesfolk leader likes the concept of escaping east if they are defeated. The Wesfolk ally themselves with the Merman as well in exchange for metals from a nearby but small mountain range. They also must form them into weapons so that the mermen can fight their wars in the deepest regions of the oceans. But the Mermen do not fight in this battle. Instead they agree to guide the Wesfolk to an eastern island if the Wesfolk are forced to flee. Gerund, burning with hate for his father and all most like him, desires to kill the Lich-Lord first. Gerund must kill the Lich-Lord first. When the Lich-lord is killed, the Wesfolk will escape because they are not strong enough if they are not aided by the evil power. They flee. After they flee, certain lich-lords which appear in the Rise of Wesnoth will learn of this and follow as they are not able to exact the price of aid from the Wesfolk, enslaved people of the Wesfolk to keep their hold, but Gerund will dominate Grimm More and have his victory.
I thank anyone still actually reading this lengthy post and ask for feedback....you might as well if you actually read that much. There are only 13 proposed scenarios, but there is a lot of information that should be brought in by a number of different methods in each scenario and not all 13 will be finished for the general campaign as noted. The art will probably be the most difficult as it needs a map and at least 2 individualized characters.
Sr. Bigfoot the Killing Nun
- Temuchin Khan
- Posts: 1845
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
My dear sadistic female religious wanna-be,
It appears that the comments originally made in this thread have all been lost in the recent spate of technical difficulties. Best of luck with the campaign, though.
As I recall, my original comments were refuted, but I thought I'd add one or two more:
1) I like the idea of naming the continent Grimm More. It sounds much better than "Old Continent."
2) Do you have a name for the Wild Princess, yet? I forgot to mention it earlier, but I do have one or two ideas.
3) What are the "ABSOLUTE EVIL CREATURES beyond comprehension" you refer to? Or is that as yet unspecified?
4) How many more days do I have before you seek to kill me?
It appears that the comments originally made in this thread have all been lost in the recent spate of technical difficulties. Best of luck with the campaign, though.
As I recall, my original comments were refuted, but I thought I'd add one or two more:
1) I like the idea of naming the continent Grimm More. It sounds much better than "Old Continent."
2) Do you have a name for the Wild Princess, yet? I forgot to mention it earlier, but I do have one or two ideas.
3) What are the "ABSOLUTE EVIL CREATURES beyond comprehension" you refer to? Or is that as yet unspecified?
4) How many more days do I have before you seek to kill me?
Check out my book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
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- Joined: March 26th, 2007, 3:07 am
the Wild Queen and the ABSOLUTE EVIL
Temuchin Khan wrote:My dear sadistic female religious wanna-be,
It appears that the comments originally made in this thread have all been lost in the recent spate of technical difficulties. Best of luck with the campaign, though.
As I recall, my original comments were refuted, but I thought I'd add one or two more:
1) I like the idea of naming the continent Grimm More. It sounds much better than "Old Continent."
2) Do you have a name for the Wild Princess, yet? I forgot to mention it earlier, but I do have one or two ideas.
3) What are the "ABSOLUTE EVIL CREATURES beyond comprehension" you refer to? Or is that as yet unspecified?
4) How many more days do I have before you seek to kill me?
My dear poor pathetic Temuchin Khan,
1) The continent name: I thought it was appropriate.
2)I don't yet have a name for the Queen of the wild animals (she is a queen. I've just been naming her animation frams as a princess for certain personal aesthertic reasons), but I'll set that aside for now. There is much else to do before I have to have a name for her.
3)The ABSOLUTE EVIL is unspecific as of yet. I don't think that there are even creatures which have been made that reach the ABSOLUTE EVIL point. I'm starting to form a conception of them, but it is so undeveloped as of yet that I haven't nailed down specifics. I have a good start in conception, but it's not developed enough to argue for yet.
ORCS: Now the orcs also, according to the Rise of Wesnoth, come from the West because it is said that one of the Lich-Lords (either Lenvan or Jevyan) opened the gates to their home and consequently, they flooded the island. I neither want to posit that it is the Orcs that constitute the ABSOLUTE EVIL, as they don't seem evil enough, nor do I want to posit some land mass still yet farther West than Grimm More as the place from which they came for several reasons:
A) The ABSOLUTE EVIL is coming from somewhere and to posit Orcs to the east of them would mean that the orcs would have had to cross accross the absolute evil, cross Grimm More and then get to the Green Isle.
B) To posit still yet a Western continent seems redundant because soon enough, the globe of which Wesnoth is located will have to be larger than the Earth in order to fit all these continents.
C) There are four points on a compass rose, and I think it would be boring to keep positing things further west when they can come from the North, or North West, or South, or South-east, or even perhaps an exploring of the rest of the continent Wesnoth is situated on could take place.
D) Grimm More really is a very big continent. It is not like and island, so there would be no reason to argue that the orcs sailed around it.
E)Some explanation has to be derived regarding what is meant by a "gate" to the west from which the Orcs come, and the farther west the orcs are said to come from, the more difficult it would be to explain the gate.
What I really prefer to do with the orcs is to posit that they also come from Grimm More, but not the known part of Grimm More (i.e. known to the Wesfolk and those living in the "known part"). Rather The ABSOLUTE EVIL encompasses the western part of the continent but has pushed so far into the east in times long past remembrance that there is a stretch of land controled by the ABSOLUTE EVIL reaching the ocean, which makes a thick uncrossable bar between the known continent and the ancient home of the Orcs. Why haven't the factions of known continent gone north by ship or the orcs gone south by boat, I can think of quite a few reasons, but as this post is already quite long, I won't argue the points unless someone wants me too. Or even, they could be said to come from the extreme northeast of Grimm More. As for what is referred to as "the gate," I'm only in the beginning statges of figuring out how to explain it, and any explanation of it should be in another campaign about the ancient orcish homeland regardless of what may be argued about it. I still need to play rise of wesnoth a few more times to complete the story board of the established history (or I could just go to the scenario files and take it from there).
4) How many more days?????................I'm not even deigning to answer such a foolish question.
Sr. Bigfoot the Killing Nun
- Temuchin Khan
- Posts: 1845
- Joined: September 3rd, 2004, 6:35 pm
- Location: Player 6 on the original Agaia map
Re: the Wild Queen and the ABSOLUTE EVIL
The Killing Nun wrote:My dear poor pathetic Temuchin Khan,
There is a huntress/warrior in Virgil's Aenied named Camilla. It seems to me that this might be a good name for the queen of the wild animals.The Killing Nun wrote:2)I don't yet have a name for the Queen of the wild animals (she is a queen. I've just been naming her animation frams as a princess for certain personal aesthertic reasons), but I'll set that aside for now. There is much else to do before I have to have a name for her.
Maybe we can hash it out sometime.The Killing Nun wrote:3)The ABSOLUTE EVIL is unspecific as of yet. I don't think that there are even creatures which have been made that reach the ABSOLUTE EVIL point. I'm starting to form a conception of them, but it is so undeveloped as of yet that I haven't nailed down specifics. I have a good start in conception, but it's not developed enough to argue for yet.
Sounds good.The Killing Nun wrote:What I really prefer to do with the orcs is to posit that they also come from Grimm More, but not the known part of Grimm More (i.e. known to the Wesfolk and those living in the "known part"). Rather The ABSOLUTE EVIL encompasses the western part of the continent but has pushed so far into the east in times long past remembrance that there is a stretch of land controled by the ABSOLUTE EVIL reaching the ocean, which makes a thick uncrossable bar between the known continent and the ancient home of the Orcs. Why haven't the factions of known continent gone north by ship or the orcs gone south by boat, I can think of quite a few reasons, but as this post is already quite long, I won't argue the points unless someone wants me too. Or even, they could be said to come from the extreme northeast of Grimm More.
I'll prepare for your inevitable attack by sharpening my swords.The Killing Nun wrote:4) How many more days?????................I'm not even deigning to answer such a foolish question.
Check out my book!
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
https://www.amazon.com/dp/1956715029/re ... oks&sr=1-1
Format the WML in the form the WML of Descent of Darkness is
designed, since it is nice, clean and organized. In fact I am basing my cfg files off of Descent's cfg files.