Untitled

by Mars

At the end of civil war many Mercians wanted peace, but there were those who would oppose it. A powerful zealot named Velctor was not content to share power with a heathen King. Velctor swore to rid Mercia of all resistance to the church and prevent a compromise of power.

Velctor raised an army of devout followers and devised a plan. Velctor would slay King John IV and imprison his essence with an ancient rune. The absense of a King would allow the Lightbringers to become the sole rulers of Mercia. With his most devout men, Velctor set out under the guise of diplomacy to assasonate King John IV and sever the blood line.

As Velctor's men approached, the King's loyalists sensed danger and tried to call for reinforcements, but it was too late. Velctor's men had passed the castle's defenses and were quickly approaching the King's chamber. In a desparate bid for time, King John IV was hidden away. One of the King's loyalists disguised himself as the King and fled the castle leading Velctor's army into a nearby mine.

The King's men fought bravely, but reinforcements never came. Outnumbered, the loyalists were forced retreat into the very depths of the labyrinth. Corpses littered the hallways and screams of agony rang out as the last loyalist crumpled before Velctor's might.

Injured from combat and in haste to carry out his plans, Velctor quickly carved his rune into the blood soaked floor. Velctor began to mumble, "Finally the land will be free of a heathen King... Finally the Lightbringer will rule Mercia, and the heathen King will be damned... forever an undead, never to be ressurected." The magic proved to be too much for Velctor's weakened body, and he collapsed onto the floor.

Damned were the loyalists who had fallen to save the King. Damned were Velctor's fallen men. Damned was Velctor by his folly.

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A once prominent mine is now the home to undead. There are rumors that this mine is where the King's missing men and Velctor had disappeared so many years before. There are also rumors of the mines ability to produce resources, ancient magics to be learned, Velctor's treasures, and an ancient curse on any who would seek those treasures.

The Mine's Entrance:

The entrance is covered in vines that must be hacked away to reveal a locked door. There is no key for the lock, so the door's lock must be picked. When door is opened a rush of wind blasts outward knocking players to the ground and then inward draging players inside and slamming the door shut. Wind prevents players from escaping through the door, but can be stopped by closing a nearby door. It's not meant to be a trap more than to startle players into thinking that they have entered a trap.

The Mine's Surfaces:

The mine's walls are rough and carved from common stone. The hallways are wide and low with wooden supports. Cob webs adorn the supports and even cover entire corridors.

The Mine's Inhabitants:

Rats, bats, spiders... the usual... and a few special inhabitants...

Undead loyalists and Velctor's devout followers. Unable to respawn, yet still clinging to life, the undead rise up from underneath the mine's floors. Although the undead still wear rags that are representative of their previous allegiances, they are confused, angry and lash out at all living beings with equal hatred.

Velctor's Spirit. Disturbing the rune that is carved into the floor in the deepest room will summon Velctor's spirit to fight the intrudors.

[optional] Velctor, his army and the loyalists. Destroying the rune will bring Velctor, his small army and the few loyalists back to life. The loyalists stay in the bottom of the mine offering information on how to track Velctor, capture Velctor and return him to the mine. Velctor and his army seek his unique stolen treasures. He and his army hunt the players that own them, and attack the towns where those players reside. Velctor will only return to the mine once his possessions have been aquired and returned to the mines (or if he is killed... to respawn and continue hunting for his possessions). Velctor announces the name(s) of the thieves and what they stole during his attacks so that everyone knows who he's looking for and why. He can then be defeated and trapped by repairing the rune (loyalists tell how). Once trapped, all loyalists, Velctor and his men return to their undead selves... until the rune is destroyed, again... to repeat.[/optional]

The Mine's Treasures:

Nothing too fancy... maybe some useful ore from mining in such a dangerous place. Maybe a couple of Velctor's items that could be relics, again nothing powerful but at least interesting enough to want. Possibly to learn a rune spell that will let players convert normal spawns to undead in a limited area (similar to the one that trapped Velctor, but only useful to change NPC spawns in a small area to undead and easy to find and destroy).

The Mine's Features:


It's a maze that's easy to get out of, but hard to get to the center of. The undead work as slaves to the rune's magic. Velctor's rune does not want to be found, and does everything it can to remain hidden. The closer adventurers get to the rune, the more tricks the rune will employ to keep them away. Walls move from time to time in an attempt to confuse adventurers. Doors "warp" players to different parts of the dungeon in an manner that would make Escher proud.

For some of the rooms: A room with 2 or more doors will only allow one door to open at a time. You must enter the room, close the door, and then open another. Going through a door transparently "warps" you to another room. Moving forward seems to go on forever (because you are warping to the same room), but moving backword takes you immediately to the beginning. Learning to navigate the deepest parts of the mine is an ever changing challenge (maybe change warp patterns every hour... ie: Left, Left, Straight, Left... then the next hour Left, Right, Straight, Left).

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