Jump to content

Ess-Eschas

Global Moderator
  • Posts

    511
  • Joined

  • Last visited

Everything posted by Ess-Eschas

  1. Ah, this is something that's come up before, so I just thought I'd give a heads up here. The attachments that keira put up can only be accessed by moderators; I don't think that's made very clear when a moderator is logged in. A setting needs to be changed to make them accessible to regular users, but I think only keira or another moderator can do that.
  2. I mentioned my doubts about Pyrog because it’s something that was on my mind when playing through the new Avernum 1. I agree with you in that I think the party is supposed to think of him as a cruel monster. After all, as you pointed out, Jeff refers to Pyrog partially in the neuter in order to dehumanise (dedraconise?) him. I don’t think killing Pyrog is supposed to be a moral quandary, especially as it’s necessary to get the best ending. Still, I couldn’t help thinking about whether Pyrog was actually a monster. Here are my thoughts. In X1, Motrax refers to him as ‘cruel’. Athron sings his praises in X1, but then oddly changes her mind and calls him cruel in X2. Those, I think, are the only actual references to cruelty. Otherwise, Pyrog is heralded as a strong dragon, but criticised as being foolish for dealing with lesser beings and/or being killed by them. If the idea of cruelty stemmed from Motrax, is it not possible that he was mistaken, or at the very least biased against how Pyrog dealt with other species? More on that in a moment. The vahnatai do indeed say that ‘no-one will miss him’. This is said by Glantris-Bok on the quest to claim the Crystal Souls. It’s a vague statement, though, and all it really says is that Pyrog wasn’t much liked. That could be for any number of reasons, and doesn’t imply that he is cruel. Perhaps the vahnatai disliked him because he coveted their lands near his lair? In the game itself, there are giants who work for Pyrog. The party can talk to these giants, and they come across as strong and confident. They show no signs of fear towards the dragon, nor any signs of mistreatment. The dragon provides them with ample living space, a huge larder chilled by the dragon’s magic, and even a little temple. Granted, it is possible to treat slaves well, but I’m not convinced these giants are slaves. To me, they come across as servants – giants who work for Pyrog because they respect his might, and have their living needs met in payment. In essence, they are like Melanchion’s Drayssa – but freer, perhaps, since there is no sign of mental control here. Here’s what Pyrog has to say about them: “Strong. Worthy of respect. And useful as well.” Those don’t sound like words said about slaves. Otherwise, Pyrog takes offerings, presumably from the other giants living nearby. There’s no sign that these offerings are enforced, or that the dragon actively attacks those who don’t pay him. I interpret this as the giants in the area who live independently offering tribute out of respect for the dragon’s might. I expect Pyrog doesn't discourage them. I don’t see any signs of cruelty, or sadism. So far as I can see, besides attacking trespassing adventurers, Pyrog is behaving just as Melanchion will a century later. Interestingly, although it has no bearing on this, their lairs are practically on top of one another. However, it’s entirely possible there’s something obvious that I’m forgetting, and that there's some cruelty that I've overlooked. Briefly, since I’ve already been rambling a bit, I agree that Erika’s pride is a part of her personality, and that it almost never causes her to make mistakes. However, I do think the way the fight with Rentar ended was a mistake born of over-confidence. As for the fight itself, I agree that it was entered nobly and selflessly, and that Erika has every reason to be proud of her ability during it: Jeff makes it clear that she is somewhat stronger than Rentar. However, the actual killing blow is one that should be easily preventable by someone of Erika’s power. She could plug up the shaft as it was forming with a Force Barrier. She could teleport out of the way. Hey, she could even set the ceiling on fire, and use the ash to prevent sunlight coming in from any possible hole. But she doesn’t anticipate that Rentar will use such tactics. Since she’s more than clever enough to think of such things, I feel that she doesn’t in this case because she is over-confident of her ability, and that that over-confidence is born of pride. Of course, this is somewhat moot, as you say. Erika’s death, from a narrative perspective, is a sacrifice, something to give the adventurers time to save the day. Still, with the greatest respect for Erika, I can’t help but feel that her death came about because hubris caused her to make a mistake. This was deliberate on my part. My reasoning is that a big part of these two dragons’ anger against the Empire is what happened to them during the Exile/Empire war. At this time, Prazac was the Empress, and therefore ultimately accountable for the actions of the Empire. Of course, it’s entirely likely that the war was driven by the commanders of the army and Garzahd himself, and that Prazac had little input on the war itself. She was probably grieving for her father for a while, in any case. Still, I’m not sure the dragons would grant Prazac this relief. She commanded the Empire when they were abused and, regardless of her actions since, I feel that they would think that she had not paid for that transgression. However, your interpretation does allow for the plot of this new Avernum 5 to be closer to that of the older, and that’s no bad thing. You make a good point about needing incentive for Athron to attack Exile, and adding Gladwell into the mix is a nice touch. After all, Melanchion is holding one of Athron’s new eggs, and Gladwell would almost certainly wish to claim it. No doubt he would be interested in a dead dragon as well. It seems only natural that he would appear on the scene of Melanchion’s death. Perhaps the party chooses to spare Melanchion after he agrees to flee, and then Gladwell teleports in and kills him anyway? This made me laugh when I first read it, but it’s actually a great idea! Tor is known personally to most of the powerful, older people in Exile, and will be known by reputation to the younger ones. He would make an excellent figurehead, and has enough gumption to make decisions himself. It also avoids that unusual addition of a previously unmentioned character: Starrus. One problem is that he’s quite old by the time of Avernum 4, but that’s not the end of the world. He’s shown as still working, doing some quite complicated work at that, and I imagine he’d be more than capable of being king. This could lead into something nice in the new Avernum 6. Say that Tor dies suddenly a short way into the game, a death resulting from stress and his old age. This leads to some political turmoil, since he has no heir, right in the middle of a war waged by a furious dragon. This is eventually solved as in one of the routes of the original game: Gladwell takes over. As probably about the worst person to lead the Exiles at this time, he launches counter-attacks against Athron, causing serious damage to the caves in the process. It also allows a final showdown of sorts between Gladwell and Athron, giving the player some choices about who ends up victorious. I vote Athron!
  3. Hmm, I rather like that idea. It seems fitting, too, since Erika seems to be the only human who merits a sort of respect from most of the dragons. I’d argue that Erika merely gets her strength from Sulfras, but that her pride and confidence comes more from Pyrog. After all, unfortunately, it was ultimately pride that caused the demise of both of them. Pyrog’s pride didn’t allow him to acknowledge that adventurers might be able to slay him. Erika’s pride, meanwhile, didn’t allow her to acknowledge that Rentar-Ihrno might be able to defeat her through underhanded tactics. So the pride is still linked to the curse! I would also say that Pyrog is nothing if not confident, something the other dragons tend to attack him for later on. Erika is much the same. You know, I think Pyrog tends to get a bit a bad rep. After all, besides attacking adventurers, aren’t his methods and ultimate goal not entirely dissimilar to Melanchion’s? That’s a nice little comparison with Rentar, too. Thinking of her as an artist, it stands to reason that she might unconsciously create art that develops from her own character traits and personality. Oops. That's embarrassing! It's been a little while since I've played the second trilogy, so I'd forgotten how vehemently opposed to non-humans the Loyalists are. As a fiction-writer, I'm not sure I want to let that stand, so I'll adjust the plot slightly as a matter of principle: Take everything as before, but this time have Sulfras and Khoth kill the Empress and destroy the higher levels of power in the Empire – and then do nothing more. Their vengeance is sated. The Darkside Loyalists take advantage of the confusion and suddenly grow in strength, manipulating events so that one of their number can be crowned as the new Emperor. Unfortunately, they are not entirely successful, and in the political chaos Dorikas flees to Avernum. The Avernum 5 party is sent after them, and the game happens. As before, Melanchion aids the exiled Loyalists, and is the final boss of the loyal plotline. He is killed at the end, enraging Athron. However, the reasoning is different. Melanchion aids the Loyalists because he believes he will be harming the Empire. He has grown up with dragons who strongly to wish to harm it, and he feels that dealing the Empire his own blow will earn him some respect from the other dragons, along with showing his mother that he is independent and capable. The Loyalists are fully aware of this desire, and paint a rosy picture of themselves to him. They make no mention of their distrust of non-humans, and put aside that distrust temporarily due to the dire circumstances in which they find themselves. In essence, the Loyalists manipulate Melanchion into helping them. This might seem naïve on Melanchion's part, but he's very, very young in Avernum 5. I think it entirely plausible that he would not yet be wise enough to figure out that the Loyalists were playing him. This motivation of the Loyalists has a nice touch, too, in that Melanchion could also die in the traitor plotline, too. If the party defects, and the Loyalists attack the Empure forces, they could arrange it so that Melanchion is killed in the assault. That kills two birds with one stone: they get the end-goal they want, and the dangerous loose-end of a dragon is also dealt with, one they inherently despise working with. Either way, Athron is infuriated, and becomes the antagonist of Avernum 6.
  4. Ah, fair enough! I was being a little too hasty in interpreting what you said here. Thinking about it, I think it might be possible to make an analogy between Erika and Khoth, at least in terms of how they might approach revenge against the Empire. Like Erika, Khoth seems to want to attack only very specific targets – presumably powerful people who were directly involved in his capture. Khoth's behaviour in the Za-Khazi Run always struck me as slightly odd. I'm not sure if it's just me, but he seems to be a little different there compared to his other appearances. I'm not sure I can put my finger on exactly why, though. Perhaps it's his sudden reclusiveness and the huge amount of protection that he's built around his (very isolated) lair, something that only really Athron has ever done before. It's a huge escalation from the couple of golems that defend his lair in Exile I, or the lack of any protection at all in Exile III. He also seems to be far more mercenary than he's ever been before, but that not's entirely out of character. In any case, even here Khoth expresses a desire for vengeance against the Empire, although somewhat dulled compared to Exile III: "[The Empire] drove dragons from the surface! They stole from us and harassed us and even enslaved me for a time. Me! I will never pass up on a chance to harm the Empire. Never." It would have been nice if Jeff had gone down this route, since I feel it's a bit of a shame that the three Dragons essentially disappear from the narrative. I think you could probably wangle Melanchion into the plot too, at least at the level of Avernum 5. Consider this: The story of Avernum 5 plays out much as it does in the version we know, but with more serious destruction of the Empire's political systems. However, when meeting the Darkside Loyalists, you discover that they are actively being aided by a powerful creature, one the party has already met: Melanchion. The other dragons are too careful for there to be any hint of their involvement, but Melanchion is young and headstrong, and actively going against the advice of his mother. He has been brought up in an environment where he was constantly taught to hate the Empire, so I don't think it would be overly surprising if he went out on his own and tried to hurt the Empire by aiding the Loyalists directly. The final fight of the game, assuming you don't join the Loyalists, would not be against Dorikas, but instead against Melanchion himself. The party then discovers the orb which Athron uses to communicate with her son, and Athron learns of her son's death. She is furious, and vows revenge. At the same time, the party learns that Sulfras and Khoth have been behind the attacks on the surface, which presumably stop while the dragons regroup. The ending is somewhat dour. Cue Avernum 6, where the Empire (and perhaps Avernum simultaneously) are being attacked, this time openly, by all three Dragons. It's a bit of a hack, granted, but I think it would work. Of course, you do lose the nice imperial Melanchion of Avernum 6. I always thought that was a good touch.
  5. I agree that neither the Dragons nor Erika come across as all that likely to be the driving force behind the plagues. As you say, Erika has no desire to attack the surface en masse, and the plagues just don't seem to be in the Dragons' style. I can't imagine Sulfras attacking the Empire from the shadows like that – it's not exactly what happened at his lair in Exile II. However, I do think you do the Dragons a disservice, Slarty, and especially Khoth. I think it very likely that the Dragons would enact some kind of revenge against the Empire. It wouldn't take this form, but I think it would happen. And Khoth would be very much a part of it. After all, he was captured by the Empire in Exile II, and I imagine they didn't leave his impressive library in tact. Do you remember how cross he got in Exile I with the theft of one scroll? How about hundreds? I suspect that Khoth's pride was also quite substantially wounded in the process, too. As for Athron, she's busy with her brood. But the other Dragons seem to think she'll come around when her children become independent. The Dragons have some interesting things to say on this. Here are some words from Athron: "My siblings, Khoth and Sulfras, wish to do battle. The Empire captured them both and used them against Avernum. They will not admit this to you, but it drives them to get revenge. I do not believe their revenge has begun yet, but it will bring doom upon us for sure. [Khoth] is the most learned of our kind, but the Empire humans forced him to aid them in the war with your people. The hatred that came from that overpowers his mind." Sulfras says much the same: "Khoth's wisdom is infinite, and his hatred of the humans is almost as great as mine." In fact, Khoth even hints at a possible plan of action: "Well, if we were going to strike out at the Empire, we would do more than this. Our blow would be much more decisive, and aimed at the highest levels." Here's a rogue thought. Perhaps one original plan for Avernum 5 involved not just the assassination of the Empress, but also more widespread political destruction caused by the Dragons? I've always thought it a bit of a shame that we never saw the revenge the Dragons were planning.
  6. It's entirely possible that the Cloak, and the other items, were randomly placed, even if they've carried over into the remakes! I like to think of it a subtle clue, but it could be either way. Not all vahnatai items can be easily explained that way, as you say with the Alien Blade in the Manse. There are a few items around on the surface, and some of them could have come from other sources – such as the vahnatai crypt in northern Valorim. This also reminded me of the second, secret Alien Blade stuck in the quickfire machinery in Dellskeep in Footracer Province. Now that I think about it, that Blade isn't very well known about at all. How did it get there? :)
  7. Hello Thaluikhain, Yes, you can ask the Bunker to make a weapon against a group you've not found evidence for in Exile 3. This is something that was changed in the Avernum remakes, I suspect because the engine moved from one based on typing in responses to one that used pre-programmed dialogue options. In the Exile engine, you can guess! When I played the game for the first time, I didn't know who was causing the plagues. I didn't really base my suspicions on the big pieces of evidence (at least until the clincher near the end of the game), but rather on some smaller indications:
  8. Hello tallrice, I think the Ouroboros comment from Glantris-Bok in Ghikra wasn't ever intended to lead on to anything, but rather was a subtle message from the vahnatai to the party. While the Avernites and the vahnatai are allies, and have been for some time, even at this point the vahnatai still seem to be playing their cards quite close to their chest. They don't want to tell the Avernites what they are doing, but they might just hint at it. To put this in context, an Ouroboros is a serpent or dragon that is shown as holding its own tail in its mouth. Sometimes, the creature actually eats its tail, and goes on to consume itself, popping out of existence. These creatures can be *very* large. In Norse Mythology, Jörmungandr is so large that he circles the whole Earth.
  9. Sure! However, Duck did ask for a copy of all the scenarios a little earlier in the thread. While a workaround was posted involving bash, I thought that I would put up a more conventional download link; it might help anyone in future that stumbles across this thread looking for something similar, but is not confident in using bash commands. Sorry for the confusion!
  10. Hello all, Duck did post a good way of getting all the downloads from the OpenBoE list above. However, for those who are less programming savvy, I have a mostly complete list of BoE scenarios in a single zip file, which I’ll upload for a while for convenience. This is a copy of the old BoE AllScen project that was put together by w-dueck ten years ago. It contains the majority of BoE scenarios written by mid-2008, which I believe is almost everything that used to be on TrueSite and Kel’s archive. It contains 293 scenarios in all! Here’s a link that should last for a month or two: http://wikisend.com/download/236460/ It also includes a few scenarios that aren’t on the OpenBoE scenario list posted above – although the reverse is also true!
  11. Hello ohbejuan, I'm not entirely sure about this, but I suspect the problem is the order in which you've dealt with the plagues. The golem plague is optional, and behaves a little differently from the others. While the game is an open one, it's generally arranged with the expectation that the player will deal with the plagues in a particular order. It sounds like, for the tower, the golem plague 'doesn't count'. You'll need to deal with the troglodyte/giant plagues before you can enter the tower. On the upside, since you've dealt with the golems already, your party should be able to breeze through them!
  12. You know, I actually missed that little extra until you pointed it out here! It's even missing from the walkthrough I posted above. I'll have to go back through Avernum 5 again at some point and see if there's anything else I missed! In case you haven't found the reward yet, you can find the statue here:
  13. Hello Wendy, This editor is packaged in an unusual way, and one that's slightly confusing! When it was written, the original developer came up with a way for the editor to install itself automatically by making use of the file structure of zip archives. There's no installer as such in the zip file; rather, the zip file itself is the installer! By opening the file in the Averum 4 folder, all the required components would install themselves in the appropriate places. However, given the age of the editor, that approach might not work any more, and I wouldn't recommend trying it. Instead, to install the editor, do the following: 1. Go into the 'Scripts' folder which you should find inside the 'Avernum 4 Data' folder where you keep Avernum 4. 2. Find the file z60monasterdlg.txt, make a copy of it and put it somewhere safe. This is to make sure that you can always return the game to its original state should something go wrong. 3. Replace the file in this 'Scripts' folder with the file of the same name in the 'Scripts' folder in the editor (which is inside the 'Data' folder). Ignore the file with a 1 on the end! That's another backup. 4. Load Avernum 4 and speak to Bodrie in the dining hall of Fort Monastery. Note that you might need to exit the area and re-enter if you're using a game saved in Fort Monastery itself, since otherwise the correct scripts will not load. I hope this is helpful!
  14. Hello Wendy, In order to get in to Khora-Vysss, you need to head there from underground. You can't do that from the south, so you'll need to head there from the north. The path starts in the underground section of the Drake Pillars. You can get underground from the south-eastern corner of the Pillars. Once you've gone far enough, you'll find yourself in Khora-Vysss's sewer systems. You'll need to use several wheels to lower the water level at various points, allowing you to access the entire area. Once you find Kazhri-Uss, you'll also find a staircase that leads upstairs and into the heart of Khora-Vysss itself. Be careful there! The sliths are strong, and the Slithzerikai Horror is especially so. If you'd like a more visual guide, you can trace the route you'll need to take using the Avernum 5 Annotated Maps, which also feature a complete guide on how to pass the sewer systems: http://www.harehunter.info/Avernum5/Maps/MainMap51.html
  15. The way that mapping works in Avernum 3 is slightly different from the other Avernum games, so it can be a little unexpected if you’re not used to it. In order to see the map of an area, you need to buy a physical map. After all, you’re exploring territory that neither your party nor most Avernites know particularly well, so a map is an important tool to help you travel around on the surface! You had a map of the first area because it was given to you in Avernum; all the rest you’ll need to buy yourself. Talking to people in the major cities in each region is usually (but not always!) a good starting point. If you want to find the map of Bigail, have you tried:
  16. I hope that you change your mind sometime! There are some really nice moments in the later Avernum games, and I feel that they are well worth playing. Just because this hasn't been said yet, the way in which the Avernum games are structured underwent some significant changes in the second Avernum trilogy. In particular, Jeff started to experiment with a new idea: that new areas may not necessarily be fully completable when they are first encountered. This is not so evident in Avernum 4, but it becomes much, much more obvious in Avernum 5. Khora-Vysss is the most memorable example (where the player is actually warned about the difficulty), but many of the early segments of the game contain fights and events that were intended to be too hard to deal with when the player first encounters them. It sounds like this is the problem that you are coming up against. Unfortunately, this probably doesn't help too much. To play the game on Torment, you'll probably need to leave a lot of fights and side-areas until you're stronger, and that doesn't fit with the time you have available. You could, I suppose, always keep a quick text file on hand as a reminder about what you need to go back to, but that is a little extra faff. If you're not a fan of hard sidequests, and you don't want to continue with Avernum 5, I would still suggest trying Avernum 6. Sidequest difficulty is much more manageable in the sixth game, so your experience may match up more with what you're used to from the first trilogy.
  17. Hello Pajama, The coding language for the games has changed slightly since the secret switch mods were released, so unfortunately those mods can't simply be transferred into Avernum 3. However, I've put together something quickly for this game that has the same effect. Go into your script folder and find secdoor.txt. Before you modify it, make sure you make a copy of it in case anything goes wrong. Now, open the file and, at the very bottom, add the following: beginstate RUN_ANIM_STATE; if (get_ran(1,0,2) == 1) run_sparkles_on_object(ME,21,6,0); break; This will make secret switches sparkle occasionally, making them a little more visible. The sparkles only happen every now and again, so it shouldn't make the switches too obvious. However, if it's a little too subtle, remove the line 'if (get_ran(1,0,2) == 1)'. This will make the switches sparkle constantly. P. S. I actually came up with another change that made the switches flash white, even when the player is far away. However, it was really annoying in practice, since it was like having a warning light flashing on the screen. You wouldn't miss the switches, but the game would be quite uncomfortable to play at the same time!
  18. Well done for figuring it out, Californian! The Golem Factory is a tough place to get through, with hard fights and some tricky machinery, so I can understand your frustration! You’re essentially trying to work a big contraption without the manual, all the while avoiding tough, constantly spawning foes. It’s not easy! Part of the reason for the factory's difficulty is because it's an optional part of the game. A player can actually bypass the golems entirely and head on to Blackcrag Fortress to continue with the main storyline without any repercussions. I was going to suggest this as an option, along with the settings to use on the control panel, but you managed to figure out the puzzle before I got my reply in! P. S. I quite enjoy playing around with beam puzzles, although I think I'm in the minority there. Since you've solved the puzzle, I felt I should mention that it *is* actually possible to get past the four beams with only two mirrors. It requires some careful positioning, and three characters in combat mode. This destroys three beams, and blocks the fourth. I don't think it's an intended solution, since it skips some fights in the factory itself (and isn't possible with small parties), but it makes the journey through a little easier!
  19. Hello suebee, Unfortunately, unlike the other Avernum games, Avernum 4 has no inbuilt editor. This means that the 'editor' code won't do anything in this game. However, there is a user-created editor which you can download from this topic: http://spiderwebforums.ipbhost.com/topic/6800-new-a4-editor/ In the first post, click on the link with the title 'A4editor.zip'. This contains the editor and all the documentation you need. Note that the other links in the post no longer work, mainly because this editor is quite old now. This editor doesn't have the full functionality of Spiderweb's editors, but with it you will be able to increase your party's experience and level, and give your party items, money, herbs etc.. Given the way this board handles downloads, it's possible you also might not be able to download from the 'A4editor.zip' link. If that's the case, let me know, and I'll upload the editor somewhere else temporarily. Welcome to the boards. And do enjoy your time with Avernum 4!
  20. You can find links to the original versions of Exile I and II here: Mac: http://spiderwebforums.ipbhost.com/topic/8259-old-versions-of-exile-exile-ii/?page=3&tab=comments#comment-278123 Windows: http://spiderwebforums.ipbhost.com/topic/8259-old-versions-of-exile-exile-ii/?page=3&tab=comments#comment-294941 Everything with version number 1 (that is, 1.[something]) has the original graphics. I recommend going for the latest version 1 in both cases; these are closest to the Exile experience you will remember from version 2. The very early versions of Exile I had no AP system; each party member and each enemy had only one move per turn! You’ll also be able to listen to the inbuilt music, which wasn’t present either in the very early versions, or in version 2. These links are for the demo versions. However, since Spiderweb has released the games for free, you can email support@spiderwebsoftware.com and ask for registration codes for the games for no charge. Be aware that the registration system for Exile I version 1 is different from all subsequent Spiderweb games, so make sure to be clear that you’re asking for a code for an early version of that game. Because these games herald from the middle of the 1990s, you’ll probably need to use an emulator to run them. Something like DOSBox should work for the Windows versions, and Sheepshaver or Basilisk (an appropriate name!) should work for the Mac versions. I can testify that Sheepshaver emulates the Mac versions of Exile beautifully. On the subject of the vahnatai, I think it’s implied that most of the old structures you see in Exile that aren’t built by the sliths are built by the vahnatai. After all, the nation of Exile is still quite young by the time of Exile I. There are a number of references to odd writing and spindly humanoids, especially in the areas around the barrier tunnel (just ‘Cave’ in Exile I) and the Crypt of Drath, as Samael101 mentioned. Don't forget the alien blade, too! Interestingly, Exile II adds a few more references in the main body of the caves, including an obelisk in the Great Cave itself, implying that the vahnatai had quite an expansive empire in the caves that we know from the games. However, the only explicit references are those that Slarty pointed out above.
  21. Hello SkeleTony_13, Thankfully, several of the old links in the forum header have been preserved by the excellent Internet Archive. I'm not a Windows user myself, so I'm afraid I can't test this, but I believe you can find the version of BoE you are looking for at this link: https://web.archive.org/web/20171027113618/https://blades.calref.net/files/BoE-1.2.0a-win32.exe
  22. Yes, I was right! I was hoping that that was what you were referring to with your talk of 'trippy' floors. I always thought that aesthetic was really nice in Exodus, and I think it's good that we'll get to see it again. I didn't think too much of the Thkhi themselves when I first played through Exodus. However, thinking about the plot a little more closely for Thissa in Thassaka made me suspicious that there might be more there than first meets the eye. Granted, it's said in a throwaway line, but the connection between the rise in power of Thkhi and the cavequake that destroyed Bahssikava seems unlikely to be a coincidence. I have some ideas of how that might tie into the broader themes too, but I'll wait with interest to see how that all pans out. In any case, the name 'Thkhi' is great. Keep up the good work, Kel!
  23. Hello iris56, You should be able to get Mugain to tell you how to reach Annwn, but it's a little hidden away in her dialogue chain. When talking to her, try using the following options in sequence: 1. What are your duties here? 2. Have you been required to perform many tasks? 1. What service can you perform for me? That should open up the option for her to tell you about Annwn!
  24. Oops. And here I was inadvertently bragging that my confidence level was higher than everyone else's. That's not quite what I meant!
  25. Ooo, this is exciting! Such an important scene in the scenario is coming together and, if even the introduction takes place over two towns, it sounds like it’s even more broad in scope than I’d imagined! Moreover, the consequences are likely to be quite something. I can understand being nervous about it, too. At least to me, there a curious sort of responsibility in finally committing to words an idea that’s been spinning around in your head for a long time, especially if its one of the focal points of a work. Crystallising a fluid idea into reality is oddly daunting, and it never seems to get much easier, even with plenty of experience. However, its that same experience that helps ensure the final product is a good one, even if starting the process off is difficult. With your excellent track record, I have the upmost confidence that you’ll make something exceptional out of this!
×
×
  • Create New...