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A "Relic" System

When I heard there will be total destruction on nodes, a little idea popped up in my head.

I propose a sort of "relic" system that, over a long amount of time, will be triggered after the same node has been demolished and rebuilt more than a couple of times. Sometimes, rubble from previous cities will either be discarded by the newest community rebuilding at the site and/or buried even deeper into the earth to later be discovered. Maybe that rubble is scavenged by an ogre because it's "oooooh shiny" or carried away by the claws of a griffin for the foundation of its nest.

That relic may just be associated in one way or another with a past siege.

Given time, be it weeks or months even, certain NPCS or players will stumble upon these relics, which in turn are keys to unlocking additional secrets that reveal that node's past - perhaps just to use that piece of information to help write dynamic history, be it right or wrong. For instance, that piece of history will help us interpret one side of the siege or another.

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<ul>Example One</ul>

- Subject: A soldier gazing at the metropolis walls with bloodthirsty eyes, ready for battle.
- Relic: His abandoned shield.
- Discovery: A(n) NPC/Player farmer comes across hard ground while tilling, believing it to be a large rock. He unearths the old shield.
- Branches in History: The soldier abandoned his shield retreating from the failed siege; the soldier abandoned his shield for victory, leaving behind his warrior life to settle down for a family, and can be found in the next metropolis.

<ul>Example Two</ul>

- Subject: A merchant who is haggling with one of her customers when suddenly she hears the cracking thunder of war crashing down all around her.
- Relic: Outdated currency from her coin purse.
Discovery: A(n) NPC/Player mugs a beggar and finds old coins.
- Branches in History: The merchant flees from the scene, dropping everything she has in her possession, and is later found in a different node as an eventual innkeeper; the merchant dies with the coin pouch in her hand and is recovered by the aforementioned beggar.

<ul>Example Three</ul>

- Subject: An adventurer who is on the side of a mountain from a neighboring node that had witnessed the siege underway from afar.
- Relic: His cape wrapped around a stalagmite at the entrance of a cave, waving in the wind.
- Discovery: A(n) NPC/Player explorer discovers the cape at the entrance of the cave.
- Branches in History: The adventurer is killed in the cave from a mob of ferocious ghouls, and his bones can be found down in the depths; the adventurer is known as a hero for slaying a fire-breathing dragon that once resided within the cave, and is found in the same neighboring node.
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With the thought of players controlling history I thought a little system like this could become some sort of conduit to help to write some of it, and bring little bits and pieces of information together. Small details - not just in the main event, but around it as well.
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