Friday, September 21, 2007

FINAL AIR Skeleton

AIR – 1st World Encounter
Story Skeleton

Beginning
Heroine is teleported into this world, where the place that holds the power of the Air element is said to exist
Immediately on arrival, she is called over by a watch-guard [?] from a near-by village
He tries to discourage her from walking around in the fog, let alone at night
Mentions some children have gone missing off the roads and it isn’t safe.
When our heroine is adamant about investigating the area, he feels obliged to give her a protective spell, along with everything he knows about the surrounding terrain and the likely source of the fog aka the Element of Air (I made the bridge that leads to the next map -_-; ).
As a favour, he asks her to keep an eye out for the children, as the village considers it too dangerous to send out a search party of their own right now (yay a side-quest!)
Trying to find the bridge to the source, the heroine encounters very low-grade enemies, most of which attack her out of surprise as she looms in out of the fog.

Middle
After exploring the area a little, the heroine comes across a person blocking a narrow crevice/entrance
To pass the person, the heroine must answer a riddle correctly (or kill the person and break through)
Walking through along the narrow path into another clearing, she find another person blocking the way forward yet again – again she has the choice of answering the question or killing the person. This happens in total three separate times.
When the third and last riddle has been answered correctly, the previous two people suddenly burst into that room – they have now all snapped out of whatever spell they were under and lo and behold, they are the missing children the watch-guard spoke of
They tell her the last thing they remember is they went to play in the forest and the next thing they new, they woke up here
Isis encounters no further resistance as she takes the air element

End
The fog has now cleared from the entire area
Isis now has two choices, take the children back to the village, or leave them to fend for themselves
On agreeing to see them home, once their dialogue has finished, the game cuts straight to their home village, where congratulations are in order à a truckload of experience and freestuffs bestowed upon you before thee must continue on thine quest
If she chooses to leave them there, Isis must make her way back to the portal area by herself, receiving no awesome prizes.

Fin for now D: Sleep is what I yearn for.

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