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Proposal for a dungeon for Darkfall
by Francois-X. Sarrazin
Setting
This dungeon is a series of caves.
8 in all. 6 flow in paralel, while generaly decending
consiting of two sections of three. Each of the six meet
at the mouth, vestibule and the pit of the cave network.
The seventh extends from the vestibule to a separate chamber
containing a sphere of blue hot mythril. From the vestibule
the three more paralel caves continue to meet again at
the pit. Within the pit is a crack in the rock of fair
size that is emiting a deep golden light. This is a cave
within a sphere of solid Gold.
The Mouth
The entrance is hidden from view
from the surface by a thick forest which is entirely flat.
The creatures inhabiting it are sparse and of little value.
The entrence is about 200 meters wide and falls slowly
for another 200 to 300 meters in a downward cone. This
is based on the idea of the great limestone caves of the
Yucatan Peninsula. Other elements of the cave system derive
from Cenotes. Smaller subteranian lagoons also of the
Yucatan.
The entrance floor is covered in sand. Huge stalagtites
hang from the ceiling but no
stalagmites emerge from the floor. A few pools of water
lie here and there. One pool of water to the side has
a few fish, wich are quite colorful. The entrances to
the first three caves open at the end of the funnel. The
first two are easily seen. One dives deep into the rock.
The second goes right to a flat and slowly curving and
large tunnel. The third is hidden. The theme of the Entrance
is intimidation by scale. And choosing of the path of
procedure. Frontal assault, evation, and inspection.
The Passages
The three sets were made when a race occured between three
large gangs of proffesional grave looters. The seventh
was dug by a clan of Mirdain Magus. The three main gangs
were Mahirim, Dwarven, and Alfar. This is signfificant
in the core design of the dungeon.
Combat having been part of the entire enterprize, from
ground breaking to the reach of the
pit. And each was desgned for tactical reasons. The Alfar
remained close to the dark and listened for their enemies
in large yet completly dark and including many hiding
places along the pocked floor. This is an early example
of Alfar digging. Meaning that it reflects those of today.
The dwarves tried to confuse them in warrens of tight,
easily blockable and including alcoves where they could
easlity corner an enemy and kill it. The Mirdain built
high or wide tunnels, with large columbs in the center,
or a couple of platforms. Or sometimes one of each or
both of each. These to evade and catch their enemies.
The Mirdain though used magical means to burrough. They
left a cylinder directly in the center of the sphere of
Mythryl's impact trajectory after reaching it by hand.
This tunnel faces directly into the sphere of mythryl.
And it's light is visible from it's entrance into the
cylinder, near the vestibule. Though it is not visible
within the vestibule.
Significances. The Alfar tunnels will favor the use of
stealth to evade or surprise their enemy. The dwarven
tunnels favor the use of hand weapons and brutal tactics.
The Mahrim tunnel encourages the use of mobility to out
maneuver the enemy. The tunnel to the sphere of mythryl
will contain magical creatures. The goal of this tunnel
is to outthink enemies which share the same tactical situation.
The tunnel designs are based on tactical specialities.
And in the case of the magic one, mental agility.
The globes.
One of Gold and one of Mythryl.
The chamber surrounding the Mythryl sphere is large and
completly sphereical. There is a floor of the tunnel decends
to a on the same angle throught a deep pool, also spherical,
the sphere having the same center as the mythryl sphere.
But the sqhere of mythryl, though some 20 meters in diameter,
is firmly held by the rock around it. The rock has been
smoothed to a near poslish. A perfectly cylindrical tunnel
Looking into the pool the blue light of the sqhere turns
pure white (I mean pure CYM white) through wich can be
seen fish of bright and glimering color. To touch the
sphere, one must swim to it. But the touch the sphere
is cold. But all damage fatigue, poisons, harmful spells,
and mana are healed at it's touch. The water is pure and,
if imbibed will also heal all these ailments. Yet the
climb down is terrible. Though the creatures at the top
are more dangerous then those at the end those at the
end are just as deadly as the party is weakened further
and further. But after being healed and having replenshed
their supplies and rested, the climb up seems much easier.
The point of this peartifular setting is as a recuperation
area. Where they will need to go down one of the lower
3 tunnels.
Within these tunnels lives a the nine siblings of a species
of demon. But not deamons of the mind. Deamons of void.
They do not belong to this world. Yet they walk on it
as freely as any player. These three will attack two from
behind and one from the front any party which progresses
into these tunnels. They will be as poweful a mage as
all of Mirdain, of lethal combat tactics. Tactics such
as eye gouging, throat slashing, and peircing of other
vulnerable spots. These they do with their 4 arms and
projectile tougne, all of mythryl.
They stand on four legs which allows them to run as fast
as horses. And have senses keener then most Alfar and
fight with no moral resteraint. These are meant to be
terror incarnate. These are amongst some the the toughest
creatures of darkfall alone. But there are three to be
beaten.
This will be a great shock compared to the creatures they
have fought from the begining. The creatures they have
fought were endemic to the caves. Predator upon greater
predator. Such as the termites of the Alfar tunels. Large
and deadly. They are mindless yet attack anything they
can sense. They will move in predictiable ways. The significance
of this is to the player wishing to develop stealth, is
that they will learn to watch and learn. To observe. The
Dwarven warrens are full of smaller or larger melee style
creatures. "Their skins will be as tough as 20 hides
of leather compressed". The significance of this
creature is for the warrior to learn how to hold the line.
To fend off a brutal assault. And to develop morale, if
they are successful, They will most probably become lost,
in what are in fact mazes. The choosers Mahirim tunnels
will face fast, agile yet relatively weak creatures that
will attack from many sides at once. Here they will learn
to plan their movements. The Mages will start down the
tunnel to the Blue Orb after having crossed one of the
3 types of previous tunnels. Staying alive is their main
goal there. If they can realise it they will probably
do it. But on the way down they have to beat weaker and
weaker magical creatures. As their resources are depleated,
such as scrolls, reagents and Mana, they will begin to
think of conserving them and of what they can be used
on. They will stop using their most mana draining, and
most powerful spells, and begin to think of more efficient
ways to weaken their enemies. And on the way up, to kill
the weaker mobs with weaker means to save what they can
for the stronger ones at the top.
These four types of tunnels will ultimatly teach the player
the fundamental principles of combat, surveilience, maneuvering
and resource management. Strength in numbers, remaining
undetected, use of space, and conservation. This part
of the dungeon is used to teach veteran players how to
start thinking about conflict. To start to think about
ordering cooperation anto begin to see what they lack
and to either redress or copensate. And most important,
how to beat panic with a stronger presence of mind.
The Vestiblue
The Vestiblue is a relatively safe
zone. Though creatures will wander from the higher tunnels
at times. And if they linger too long one of the deamons
will rise and attack the party.
If they succeed in reaching the Mythryl sphere. They will
be able to recuperate.
If they do they will still have to return to the Vestibule.
One of the features of the straight decent, and view of
a glowing light of the tunnel to the Mythryl sphere is
that it will cause the persued and panicing player to
flee into it. Where they will most probably die. But if
they do not they will still have to climb up to the alcove.
The Alcove proper is a vaguely triangular shape. With
the three ascending tunnels exiting in one side alone
and 3 further decending tunnels at each exiting to the
Alcove from the angle opposite. The passage to the Mythryl
sphere will have to be looked for as it will not be ovbious.
It will be in a dark corner. The ceiling of the Alcove
cannot be seen. It cannot be seen. It is too high up.
There will be nothing on the floor of broken rock but
chips of stone. This place will be where paties decide
weather to proceed or turn back.
Where they must judge themselves. And if they find themselves
true they will not have regrets.
The chips of stone will be irridecent in sunlight. If
a player has taken one of them as a trophy he will be
well rewarded.
The lower tunnels.
These are the domain of the 9 deamons. They also allow
weaker creatures to attack the parties attempting to go
through. The lower reaches are for players of exceptional
skill and power. With forknowledge of what they are facing.
Strong cooperational skills and well formed and practiced
combat tactics. This is one of the toughest challenges
that Darkfall as code should be able to provide the player.
They should have passed the upper reaches with relative
ease.
These guys have to have it all. Combat and deaths are
inevitable. To all levels of party.
On the way back up they will face a frontal attack then
entire way up from the surviving deamons.
The Pit
Where the three caverns of the lower reaches meet. There
is nothing but a small cul of chizzled rock. But with
a large crevace, the size of a tall Mahirim, out of which
flow a deep golden Light.
The Gold Sphere
Once the warriors enter the crevace
they find themsleves in the proverbial treasure horde.
A small cave with nothing else then gold for walls. Litterally
more then all them put together can carry. Here they must
look past immediate gratification and realize that they
are olny half way done. They will still need to count
their weight and the value of what they carry.
Within the loot they will find a great variety of tools,
potions, and spell components, except for reagents which
will be very rare. Some of the best spellbooks are to
be found here as well.
What the players will not know is that all the items held
in this Gold sphere are indestructible.
They will find that any tools they take will give exeptional
results. And any perishables such as potions and reagents
will never be used up. But these items are not bound to
their owners.
Exploration
There is a last tunnel from one of
the pools in the mouth of the cave to pool under the Mythryl
Sphere. It is entirely dark, free of any mob, and entirely
submerged in water. It will be up to the player to find
a way to swim the entire way. As well as find a way throught
the maze it is. The pool contains the same fish that are
in the pool of the Mythril Orb. To pass this test the
player will have to show incredible courage.
They will also gain, if they are the first to do it, the
ability to swim underwater without ever needing to breathe.
Safety
The common feature of the Spheres is their absolute safety.
To swim in the water surrounding the Mythryl Sphere will
keep a player's Avatar entirely healthy in perpetuety.
The Gold sphere entrance is too small for the deamons
to enter, and they do not allow weaker creatures to near
it. Any players inside will find that any food they eat
will keep them fed for the entirety of their Avatar's
lives. These are places where it is possible to stay stranded.
Fauna and Flora
Apart from the mean stuff, there are many living things
of great use in the caves.
Use as reagents and alchemical ingredients. All of the
small living things and minerals of the caves are endemic.
And many carry powerful effects within their bodies. Taking
these home will be a strong reward in themsleves.
Lore
History
The two spheres of metal are the
cooling and cooled cores of twin moons which collided
when one was suddenly attracted to the other when the
second was strongly attractied by a mass of dark matter
surrounding a comet and passed too close. The collision
caused the both of them to be knocked out of orbit and
spiral down to the surface of the planet in tandem. During
their falls and their impacts the moons lost all but their
fusing cores. This happened before the rising of the continent.
The ancients know of this but not of the proceeding history.
Humanoids living on the continent became conscious of
the strong magnetic fields encicling the cores. The area
then became the site of great cities. Of Imperical Capitals
to prosperous Principalities. Some were able to create
street lighting from simple familarity to the fields.
Others built massive electrical generators which did not
need a motor force. In the successive millenia of strong
powers of production other species of sencient life began
to emerge from strong contacts with the one controling
the area of the twin moon cores. And after a few more,
they were challenged for the seat many times. Until they
were ousted. And their userpers were userped. And so on
until no one could remember who were the first to be there.
But all this was eons before the first forgoten age.
But the fields did not abate. Nor
did the consciousness of them by those living within them.
And during an period of complete anarchy three gangs of
grave looters of no present fame but of skill never again
seen, began to excavate this source of massive power.
They were one Alfar, one Dwarven and one Mahirim. Here
the Ancients find their thread again. Knowing of what
they were excavating they took the Mahirm in charge and
comissioned them to cease all excavations. Theirs and
those of the other two gangs. Gangs of 120 men each. But
they were not able to restrain the Mahirim's beligerance
and all three reached the Heart of Gold, as he is called.
A Mirdain cult of Magi thought of exploiting the work
of the three gangs and make their way to the second source
of power. Where the found the brother of the Heart of
Gold. The Heart of Myth. They also found that the Heart
of Myth was not hot to the touch, though it was obviously
metal at very high temperatures. They concluded that it
was acutally absorbing energy.
In fact the Heart of Myth was absorbing
the Heart of Gold's energy as punishment for now being
vulnrable too destruction. For he blamed his brother for
their fall, when he got in the way of him when he wanted
to get closer to a comet he wanted to come his way.
The Heart of Gold has been suffering his brother's ire
for stopping him from touching what he knew was poison.
By knowingly plunging them both to their center, the planet.
If he had not done so his brother's
Heart would no longer be of Mythryl, but of nickel or
iron. Had he lost his Brother of Myth, the Heart of Gold
would no longer be able to define himself as part of a
multitude, even of two. And would become nothing but empty
vanity.
For a while until the Heart of Myth
drew enough energy to protect it'self from harm by
offering immortality to any who touched it. But hte Heart
of Gold was not able to afford such protection and was
attacked until his wounds made the Heart of Myth realize
that without his brother he would soon be attacked. And
both agreed that all that is in the cave stays in the
cave. And the Heart of Myth summoned whatever powers he
could. In all they found 15 which would protect them for
lives as long as Brothers' would be. 5 gate keepers and
9 guards and one Spy.
The 5 gate keepers would count all who came in and all
that was taken in and out as well. They would not allow
them to take more then they put in. In energy as well
as matter. They also stopped anyone from entering of light
foot or anyone fleeing the cave by moving the sands of
the floor of the cave to engulf them. They stop anyone
from entering the cave who have broken the heart of gold
more then five times. But if great show of sacrifice to
the Heart of Myth and doubly for the Heart of Gold a mark
will be removed against them.
This sacrifice must be of value greater then the total
they have removed from the cave. If the Avartar is found
in breach of these conditions their bodies and all they
carry are taken and given to the Heart of Myth.
The Spy sits on the ceiling of the
Vestibule. He observes all there is to see of the people
below. He analyses their weaknessess and strengths. He
counts all that is carried. And gives the information
to the Gate Keepers and the Guards.
The 9 guards will attempt to stop
anyone from reaching the Heart of Gold by their lair caves.
They are not above killing some to do this. And attempt
to kill any that return which pass through their lair
caves. They will chase them to the top end of the first
tunnels. Where the gate keepers will deal with them as
they see fit.
Once the bodies are taken by the
gate keepers they are given to the Heart of Myth. Then
placed in the pool at his belly. Their spirits are put
to defend the way to his Lair. The stronger spirits are
put at the mouth. As stronger and more spirits are taken
the stronger the guard. When enough bodies are taken the
Heart of Myth ejects them from the cave with orders to
seak and kill any who come near the mouth. These bodies,
though entirely alive have no substance. Though they are
vastly more powerful then their sources, the adventurers
who have lost their bodies and spirits. They do no leave
corpses when they are killed. The adventurers do not cease
to exist as their souls are theirs under all cicumstances.
The souls are returned to the point they are bound to.
And so their bodies are renewed. Though completly devoid
of any of the things they brought in with them the time
they had the gate closed on them.
During this time the Heart of Myth
rests. After his rest is done he gives back to his Brother
all that was taken from him of which he has. The gate
keepers sleep. When they awake they lose all memory of
what they knew before their sleep about those who passed
by. Though the spy stays awake.
After which the the cycle of gain
is repeated.
Such is the History.
I do not have time to go into the Vicarious Lore. That
of rumors, tales, legends and myths.
In which the brothers are defined and their names found.
But i will go into Experiencial Lore.
This is the lore given from the players who have been
to the cave and of the things they have to show for it.
Such things as when a body is taken
by the gate keeper the player simply dissapears from the
cave. This effect is ment to cause great confusion and
terror in the witnesses. The victim simply repsawns at
their bind points with none of their equipement. This
trumps any looting rules.
The fabulous weath aquired by the
successful will fuel vast intrest in the dungeon and drive
many stronger players to attempt it. Brining more and
more loot to it.
Stories of metal armor sparking and
arking.
stories of the heart of Myth.
stories of seasoned veterans disappearing
in thin air. the stories of those who disappear in thin
air.
Stories of quicksand
Of the released dopplegangers.
These stories will be the true lore
of this dungeon.
All the equipment that is not bound
to the avatar remains on the floor of the dungeon.
The themes and purpose of the dungeon.
The first purpose is to teach players
how to use their characters to the fullest.
Through training in combat and the realization of their
weakness in it.
Though they will hopefuly return.
the second is that of instilling wonder
in the twin hearts.
the purpose and theme of the closing
of the gate is the arbitrary loss of a great source of
wealth and power. it is not depending on that steady source.
of independence as a manner of will.
the purpose of the expultion and rest
of the Heart of Myth is to renew the dungeon to it's virgin
state. And to renew the loot keep in it.
The blant symbolism in the names
Myth and Gold represent love and wonder.
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