[Spotlight Concept #3] Melandru's Realm

Symeon

Symeon

Forge Runner

Join Date: Jul 2005

Hello all. Yes, it has been a while since the last one, [Spotlight Concept #2] Lyssa's Realm, but I've finally got it together to begin a new Spotlight Concept.

If you're not sure what these things are about, see this thread.

This Spotlight Concept is on Melandru's Realm - the goddess Melandru's equivalent to the Fissure of Woe and the Underworld.

Some things to bear in mind right from the beginning:
  • Page 48 in the Guild Wars Manuscripts Book 1.
  • Page 21 in the Guild Wars Factions Manuscripts.

  • (this is what you'll get when you click on any 'Statue of Melandru')
  • The layout, design and feel of the two already existing gods' realms.

As stated in the thread linked to earlier in this post, we are starting on a blank canvas here, and it does not matter how many threads have gone before on any Spotlight Concept topics. We as a community will create and expand these concepts together with everybody's ideas. Feel free to contribute as many ideas as you like, and discuss others'. Above all, stay on topic and don't let arguments take over - I sincerely doubt there will be any arguments anyway.

So, contribute what you like.

Ideas could include:
  • Landscapes and layout
  • Puzzles?
  • Enemies
  • Allies/NPCs
  • Quests
  • Tamable creatures
  • Tie-ins with the main Guild Wars/Guild Wars Factions storyline
  • Drops
  • Special Armourers/Weaponsmiths?
  • The name for this place!

I'm looking forward to seeing the community's contributions on this one!

(my ideas/thoughts will be posted in a week's time as I'm going on vacation tomorrow)

MMSDome

MMSDome

Raged Out

Join Date: Sep 2005

The land could be very similar to pre searing, very beautfiul and very Lush and green! There could be some special pet you can cap from beating a class (like the spider except different) You can have streams and stuff, just get the graphic artists to work and make it awsome like pre-searing. My mind is blank right now but thats all i can think of.

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

This would also be a good place to install anything more modern (not Extremly modern, butt anysort of contraption)as the primary foe of melendrus realm

Vilaptca

Vilaptca

Pre-Searing Vanquisher

Join Date: Jun 2005

Fifteen Over Fifty [Rare]

I kind of think it would more look like the Kurzick's forests. With many plant-like beasts living amongst it. I guess from that picture in the OP, I would go with a place where people are condemned for harming nature and such. I think we would see twisted beings much like the Afflicted, but instead of looking like pimples, they would be more human/plant or human/animal. Kind of to show what it was the person did to deserve such a punishment.

Thats also why I think it would look like the Kurzick forests. They are still very green and full of life, but its also very dark and gloomy.

I'd think there would be larger monsters that are just huge living plants that keep the other things in-line. Sort of like Melandru's personal thugs. You're in her hell, but you also must obey her rules. Things like the skeletons and shadows in FoW, that you can aggro together and they'll fight, this is how I'd view the plant thugs versus the tormented nature people.

Any quests would most likely be given by the larger plant thug guys. But there may be quests like we have for the Dredge, kind of like help me rebel against these big guys type thing.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

I kind of think it would be a very unoriginal Spotlight..... could you mix it up a bit? or did you have to feature all 3 Goddess realms in a row?

At least we have the comfort of knowing another "realm" spotlight woln't be next, they would have been alot better if they were spaced out with other topics, like ideas to improve player transactions, or new types of exploration, or ideas for a working Z axis.........

P.S. unless of course you have to do a spotlight on the "Outcast God" Realm from the upcoming Nightfall expansion.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

outcast god realm would be intesting ^

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

for landscape... I am seeing....

Large Giant Trees...
Land of 4 Season...
Field of Slash/Burn, with only tree stamp left....


Deer or Stag would be a nice pet in such area.

brute blake

Krytan Explorer

Join Date: Aug 2005

NSW, Australia

International Moa Society [Moa]

E/

A Moose with MASSIVE HORNS!

ChuckNorrispwns

ChuckNorrispwns

Ascalonian Squire

Join Date: Jun 2006

The Engineered Plague [TEP]

'Forest Of Tormented Souls'

I think maybe a quest where you have to help the tormented beings free themselves from Melandru's living hell by doing some heroic act in the name of Mother Nature.

Mad King Thorn - ever wonder why he is mad?
Maybe he was the leader of these tormented beings - and he can visit the surface world once a year for 24 hours.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

For enemies probably lots of animals and plants.

xBakox

xBakox

Lion's Arch Merchant

Join Date: Oct 2005

[JF] Just Friends, [NOT] Nomads of Turmoil

Well I have an idea for a quest or two that have interesting twists.

There would be an NPC that gives a quest (not sure of the name). He could be an armorer. On your way to him you pass some sort of animal in large groups (could be stalkers, a new monster) that are near a spring. Though they are all level 20 and in a big mob, they dont attack you (I'm still not sure if they should be light green on the map that can not be targeted, or be a non responsive red mob).

You take the quest and the armorer/weaponsmith says before he can craft you anything he needs you to kill these beasts at the spring because the water they drink from the spring makes their coats extra thick, and are needed to make his weapons/armor.

So you decide to do it and you attempt to kill them. When you do, they all become aggresive monsters and will attack you and your party members. You collect the hides and take it back, but heres the twist to it.

Because you harmed Melandru's (insert name of creature), and therefore harming nature and things that ahve done no harm to you, Melandru becomes angry. Now, traps (barbed, snare, dust, flame, vipers nest) have been placed randomly around her realm, as well as all the creatures in her realm you havent killed become aggresive towards you (for they are intelligent and have heard of your misdoings. The traps would be random each visit so it would still remain a challenge.

The quest is the first of the 2 or 3 quests to be able to craft armor. People who are just there for drops or quests have the choice to not do the quest, and therefore no traps are set and the specific creatures are not aggresive towards you.

Comments?

Plushie Penguin

Plushie Penguin

Krytan Explorer

Join Date: Apr 2006

That plushie penguin on a shelf in your bed room

Rt/E

bunnies!
I would mix presearing, un-snowed parts of the factions starter island and the jungle[maybe a little kurzick in there, but not much]
possably a desert area where your typical oposing forces are duking it out
Maybe that floating fort in kryta could take on a possable role in here, verata got in and is screwing around, turning parts of the forests/fields dark, with undead.. and turns into a desert since the life leaves the plants.. meaning the plants are fighting back, but they're agressive to us too...

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

Quote:
Originally Posted by BahamutKaiser
I kind of think it would be a very unoriginal Spotlight..... could you mix it up a bit? or did you have to feature all 3 Goddess realms in a row?

At least we have the comfort of knowing another "realm" spotlight woln't be next, they would have been alot better if they were spaced out with other topics, like ideas to improve player transactions, or new types of exploration, or ideas for a working Z axis.........

P.S. unless of course you have to do a spotlight on the "Outcast God" Realm from the upcoming Nightfall expansion.
We have no shortage of ideas, but we felt that we had to get these out of the way first. Don't worry.

And no, we're not rolling out another realm thread after some god.

zeroxy

zeroxy

Lion's Arch Merchant

Join Date: Dec 2005

Dark Angels of Rising Chaos [DaRc]

W/

I just thought of something..
How about a quest where you go to say the underworld and fight your way to Grenth(He is an npc not a creature unless the target of a quest maybe)
And he has some quests you can do to become his servant.
Let's say for example, he tells you that Balthazaar's army of shadows is marching to the underworld, and he needs you to stop the approaching army.
And you go on a series of quests that when you finish, will give you the servant of Grenth title.
You can only be allied to one God at a time.
Say you can't be Dwayna's Saviour and Balthazaar's Champion at the same time.
End of Idea
----------------
New idea (kinda extreme would change the entire way the game works..

Let's say you're Grenth's Servant..you would say have the option of having one of these things applied to you http://216.86.149.248/wiki/Blessing but you would have a negative effect on you (Ie.:hexes last 10% longer, -1 health regeneration,elemental dmg increased by 5 etc..)
These things are not permanent of course, but could be added if they decide to add a core story line. Where you would have these boosts inside the missions.

In the story line there would be a mission where a hero npc(like master togo or those freaky spirits) tells you that this is too hard to be done by mortals(whatever the major plot is) so you need to seek the help of the gods.You then choose which god to ally with, then try to become his servant,champion etc.. and do his missions, Then go back to the person who advised you to ally with the gods(The master togo type guy) and continue the story line as usual.

Now I don't think A-net would waste their time doing such a major update as core is not a pack. It's available in all packs. Unless of course they apply it to other chapters!!

Sorry for any bad punctuation or grammar. English is my second language

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

It's weird how the scriptures of Melandru closely depict EoE^^"

The effect of Melandru is to force players into very limited situations, and cause them to use resources that would otherwise be neglected. It would put a strong emphasis of Cause and Effect, and... something along the lines of the Butterfly Effect. If you keep those things in mind when making her realm, I will die a Happier man^^.

Yajinden

Ascalonian Squire

Join Date: Dec 2005

Sacred Sword

N/

Wylds of the Hunter or Hunting Wylds can be a good name for melandru's realm.

As for ideas, there could be a new kind of pet like a "familiar" that have a special appareance and require specific atributes. And be designed for the secundary professions of the ranger, or for the secondary ranger on other primaries.


Water elemental , requires Water 8
Skeletal Tiger, requires death 8
Vengeful ghost , requires comunion 8
Doppleganger, requires illusion 8
Shadow Killer, requires shadow arts 8
Lesser Daeva, requires attack prayers 8
Dancing Swords, requires sword mastery 8


This kind fo familiars could be as the normal pets, or perhaps be less combat active and give key benefits to it's master.

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

It could have the same effects 'Aspects' have on 'The deep' and, judging by the skills 'Melandrus arrows' she obviously HATES enchants, so you could have an AoE effect that also hates enchants. It would obviosuly be a very nature based landscape, full of monsters with the skins of island gaurdians and the like. It could also be themed on negative conditions aswell.

CrazyTreeBoy

Pre-Searing Cadet

Join Date: Apr 2006

Nature rituals. We all use them. But where do these spirits COME from? Maybe from Melandrus Realm.

I figure, a fair portion of the enemies we fight can be the very spirits we bind to our uses in the 'real' world. They would have their own Auras (a monster skill) that would give the exact same effects that they do when bound, though maybe over a smaller area. Killing the spirits would remove the effect from us.

No mesmers or monks here. Rangers and warriors mostly. But don't go thinking it'll be easy. Interrupts abound and spirit auras make hexes and enchantments take much longer to cast, and last even less time. Energy will be at a premium. Spirits of Renewal, Tranquility, Quickening, and countless other spirits and forms of weather will all be ready to destroy you at a moments notice.

Be prepared for the unexpected though. Elementalists and Assassins will sometimes pop up, ready to smash through your weakened party after a fight. Trappers will travel the map. Making dangerous paths you've already cleared. And every small beast has the potential to become a dire threat to a member who lags behind.

The weather and terrain will change rapidly. From warm beaches to icy mountaintops. Thundering, tornado-launching stormclouds that blow arrows off path and can carry party members far away to to roasting, abrasive sandstorms that blind and tear through any unprepared creature and provide perfect cover for hunting beasts.

Here, in Melandru's Realm, it's a challenge to survive. Stick together, stay organized, be prepared for anything. But never depend on your team members. You never know when they'll fall in battle, or some storm or spirit will catch you unawares and carry you miles away.

Mera Regila

Mera Regila

Krytan Explorer

Join Date: Jul 2006

In The Deep

R/A

Hmm... The Nature Rituals sound good. I have an idea for a quest.

Ah, there you are. I wasn't expecting you to get this far into my forest, it sometimes amazes me how you mortals can get out of sticky situations. Nonetheless, I don't believe you can clear the entire forest of its corruption on your own. I sent out a plea to Grenth, god of Death and Ice, he has sent his voice here to assist you in your efforts.

The Voice of Grenth is a powerful spirit, but even he is no match for the hordes of beasts alone. Do not let him fall into any traps, or gather many groups at once to fight. If this Voice dies, you will feel the agony that Melandru can bestow upon the failures of the forest. Good luck, mortals. You shall need it.

XP: 15,000

For rangers: Strongroot Bow. Max Dmage (req. 8 Marksmanship) 15% More Damage While Health is above 50%. (graphic of an Urgoz's Longbow, though it has the same firing capabilities as a Recurve Bow)
For warriors: Strongroot Axe, Sword, or Hammer. Max Damage. (req. 8 of the mastery attribute) 15% More Damage While Health is above 50%. (wooden swords, axes, and hammers. As strong as regular weapons).
For anything else: (get to choose the stats of your reward while taking the quest) Strongroot Wand and Focus, or Staff. Max Damage. (req. 8 of the attribute in question). Wands are 20/20 for the particular attribute, focuses are attribute +1 chance 20%. Staves are 20/20 for the attribute, but already have a +5 energy mod IN ADDITION to anything you put on it.

Acception Message: Thank you, Melandru. We could really use the help.
Declination Message: We don't need help from some other god. We are strong enough as is.

If you accept, a large spirit that has the same graphic as the Voice of Grenth in front of his statue in Temple of the Ages will appear, any character can talk to it and have it follow him/her. It is a very powerful Water Elementalist, with 20 points in Water Magic and 16 points in Energy Storage. It is a E/N. Skill setup:

Mind Freeze
Ice Spear
Deep Freeze
Frozen Burst
Ice Spikes
Ice Prison
Water Attunement
Elemental Attunement
Grenth's Balance
Vengeance of Grenth (Monster Skill) Description: In the next 30 seconds, if target ally dies, all foes take damage equil to double the damage the ally took in the last 5 seconds of its life. The damage is then transferred to this spirit as health gain.

The mission itsself is simple, fight through the creatures of Melandru's Realm towards a portal into the living world, which is the end of the Forest. The end quest reward is from the Voice of Grenth. NOTE: The bow is customized as soon as you get it, and even if a decustomizer comes out, it cannot be decustomized. Mods can be added onto it, and it can be dyed.

I Shot Kennedy

Pre-Searing Cadet

Join Date: Aug 2006

Milwaukee, Lexington, Madisonville, and Sin-citynati

Me/

I'd like to see something really different that totally messes around with gameplay. Something like when entering the realm there is a quest automatically put into your bar from Melandru. There's some ridiculous zone wide nature ritual exerting itself from a huge druid like spirit. What it does is flip around some skill requirements. Attacks and shouts costing adreniline now cost that much energy and have a recharge time equal to their energy cost and Spells and shouts costing energy cost that much adreniline divided by two, max 10 or something. Other things, skills, stances, and signets, stay the same. Once the quest is complete by killing the spirit skills are returned to normal. Then there'd be more quests with the normal gameplay. Since the spirit would only be in this zone and not pvp or other pve zones it wouldn't mess up the metagame, might just make some normally nonuseful skills useful.

Not to mention I'd like to see some use for Otugah's Cry. Some nice high level wild animals.

Ian Savage

Academy Page

Join Date: Nov 2005

Nowhere. And Everywhere. At the same time!

Born of Revolution [BoRN]

Mo/Me

Note: The following is reallllllllllly long. When I say realllllllllllly, I mean really really. Yeah. You can jump paragraphs, read through the whole thing, or just tidbits. If you choose to read it all, thank you for your patience and dedication to the idea. If you don't, thank you for putting up with this first paragraph at the very least. On to your featured presentation.

I think that we need to start at the beginning and work up from there. In designing anything, you first need a purpose for that class/realm/skill/environmental effect/etc, from which breeds more ideas.

So! Starting at the top, why are we here? Why do your characters see the need to go to Melandru's Realm at all? There are three deeper options here. First, It's storyline based. Some idea from the Prophecies/Factions storyline that creates a need for your characters. Second, Tangent based. It's got an in depth plotline alright, but it has NOTHING to do with the Prophecies/Factions storyline, it is simply, its own tangent. Lastly, it can be non-plot based, and you're there because you're adventures. This is what you do. You go to places and adventure. And stuff.
Personally, I hate the third option. There is fun in: "Lets go kill stuff, Yay!", but not as much fun as if there is a storyline behind it. If we do Prophecies/Factions based, we have a semblance of limits when working with certain ideas. I've always been a fan of the whole story following the bloodstones. The Origin of Magic in Tyria/Cantha/Everyfreakingwhere. Assuming we take this and work with it, lets expand. The Bloodstones are divided, one of each of the first four for each school of Magic. Preservation, Destruction, Aggression, Denial.

Since the overall aim of business is to make money, its best if you leave room for a follow-up, which you can tie in later, thus making you more money. Therefore, from a practical standpoint, lets leave the Keystone out of this. Next, this is Melandru's realm. Goddess of Earth and Nature, of Preservation and Aid. Enemy of the unnatural, of the mechanic. Therefore, since we're working with bloodstones, it’s going to be either the ally of Melandru, (Preservation) or the enemy. (Destruction)
Unfortunately, since we're working with a God's realm, there's slim chance that Mel would still be hanging around with the embodiment of Destruction magic sitting there. So, Preservation it is.

Coming back to the original point, we need a plot basis for being here. I know plot isn't favored among some players who want to just hang and have fun, but there are plenty out there that enjoy a rich, well developed story. If we work with the Preservation Bloodstone, we can spin off one of a few things.
1, the traditional corruption story. "ZOMG! Teh bloodstonez is getting teh corruptzorz! Save us, Heroz!"
2, Invading army. "Crap, so there’s a whole freaking army down here trying to control this object of eternal power? And there are only 8 of us against all of them? Oh well...."
3, self gain. "Yeah, so this place has got phat l00t, and awesome armor. And there’s this thing, with never-ending power spawning from it, and it rox. Lets go get it!"
4, strife among the Gods. "The Gods are warring among themselves, and centerpieces for the arguments are the Bloodstones. Each God is wary to release control of their own, but there are always those that seek power... 8 Heroes answer a call for aid..."
5, curveball. "A lure to snare the greedy to her realm brings 8 battle hardened heroes to Melandru’s home. Looking to eliminate the greed that feeds the wars that sweep the mortal land like a scourge, she prepares to perform a ritual upon the Bloodstone of Preservation that will make these 8 her druids of preservation."

These are all based off of basic ideas that are all relatively traditional, but as far as storyline goes, there are infinite options. In my personal opinion, the 5th is the best, but it's a tad bit too active of a storyline for one of the Gods realms, given what we have so far. However, I'm going to run with it. The others that popped out of my head don’t work. Corruption has been done, done, and done again. It's dead now. Invading army has been done a little less, but still seems far too generic. That’s one of the things I never understood. They're freaking GODS! They don’t need mortal help to get rid of invading armies! GODS! Anyways, self-gain leaves no room for story twist or advancement, b/c the people that will buy that don’t want story. I suppose I like strife among the Gods, but it isn’t practical. If there was strife among the Gods, then it'd show elsewhere. It isn't something that would stay confined to Melandru’s realm. I love the idea though, but it's the kind of thing that you devote a larger region to. A bigger idea than we have space.

Wow, that only took half a page. Oh joy. Next! Enjoinment, including visual, audio, and mental.

I am absolutely positive that everyone has their own idea on how this should look, and that it will be very hard to come to a consensus on this one, but the way I see it, its a place entirely based on nature. Regardless, the environment is entirely based upon the plot. You aren't going to have a forest untouched by war or strife if there's an invading army. Forget it. There's going to be things of fire, and dead stuff. In this case, there is no war, there is no invasion. Beyond the whole "OMG a God is going to beat the unholy crap out of us" thing, there's not much wrong. So we need an environment that emphasizes the Nature and Earth elements of Melandru, but isn't so friendly that the players can kill things because all they see is "Happy Land Super Forest Yay!"
The mental aspect of any area is as big as the visual. So while we need a forest, it has to be slightly dark, in order to remind the players that they aren’t on a picnic. Normally, I'd revert to something like what the Kurz have, but for 2 reasons. One, it isn't natural. Its petrified, which is anything but natural. Two, Its been done. Don't do it again. As a result, you need tall trees with thick branches, giving a shading effect that darkens the environment. However, if the whole thing is exactly the same, we might as well name it the Redundancy Realm of Redundancy. Need variation. Lets also work with a rainforest type variation, a grasslands area, some kind of underground section, and then the Bloodstones area, obviously something climactic, but make sure to make it different than the Maguuma Jungle Bloodstone.
Aright, got our areas, now what order? 3 options here.
1) There is a set order that the players MUST follow, making this more like a gigantic mission.
2) Entirely explorable, similar to FoW and UW, with no restrictions at all. You can go anywhere at any time.
3) Both.

#1 Limits what you can do with just about everything, and tends to aggravate players. They already have missions, they don’t need it here.
#2 is nice, but doesn't work if you're going to set an in-depth storyline, or one that plays any part at all. I mean, if you can just walk straight to the bloodstone, then it kinda kills it.
#3 is a personal favorite. It gives the storyline guys a path to follow, and the exploration guys their fun as well.

A few ways to implement this. First, make the area mostly open, with a few places closed off. (Bloodstone, maybe some sort of inner sanctum, exit. you are trapped here after all...) If you want to explore the storyline and so down that path, you can accept quests that open up other areas, which are straightforward areas. This allows casual players to explore the area and enjoy the little touches that Anet puts on things, and hardcore players who want to be in here for 6 hrs to quest, explore, kill, storyline, and hopefully not err 7.
Audio is almost a footnote, simply because I'm not actually going to write out all the music, but there are things here that should be said. Given what our realm is, we want orchestral music, with no audio tweakage, nothing artificial. Next, we're going to be looking at foreground or background music. Guild Wars is typically about soft background music that simply gives you an afterthought as to the mood of any given area. It isn't ever way out there, in your face. I'm thinking that the mental environment/mood would benefit if we followed that pattern for Mel's Realm.

There's plot and environment. Bear with me. Enemies time.

Again, what you have to work with is all based on your plot. In this case, still working with the whole snared in thing, your enemies are going to be Melandru’s henchmen/underlings, which means we're going to be working with a couple of traditional skins and some new. First we need basic enemies, which we can then apply class rules to in order to make unique. Then Commander type enemies, uniques, and lastly bosses.

Basic enemy templates. I think we can recycle 1-2 skins, and bring in 1-2 new ones for each recycled. New things are good. Enemies have to originate based upon the area they are found in. Grasslands, we need something that looks bright and natural. Free and imposing. Grasslands are open, are never-ending oceans of grass. Something that represents that, which gives us a few options. We can work with actual animal type creatures, such as lions, tigers, and bears. (Oh my) OR, we can do the traditional Guild Wars monster animal. The enemies here are all going to be nature dwellers, things that seem at home in these environments, so nothing that is humanoid, incredibly foreign, or mechanic.

In all honesty, I don't have ideas for the grassland enemy. Seems lame after all the build-up, I know. If you have an idea you think fits in here, PLEASE let me know. I'd love to finish this.

Rainforest enemy. This is going to involve some recycling. Maguuma had a couple nice ones, we'll probably pull the Redwood Shepard skin, and the entire realm will probably feature Spider enemies with variation on that theme. Shepherds are nice, but they aren’t fodder. So maybe a scarab mod, certainly a different skin, but the same kind of cannon fodderish with mass rush element. Another new enemy could be a Trent type enemy, and the best part.... they could be anywhere! You're in a forest, and through the slanting light filtering through from the branches high overhead, you can see a clearing about 100 paces away. You move into the clearing, stop to get your bearings, and as you prepare to move on, you realize that you're surrounded! ZOMFGWTFBBQSAUSE! Yeah, just the kind of element that while you're in the forest that there could be enemies anywhere, masquerading as a tree, then ambushing your party from all directions. This adds to the mood quite a bit.

I realize that the last 2 paragraphs have been mostly ranting, so I'm going to wrap up this section with a couple statements. First of all, like anything else, your enemies have to make sense for the area and the plot. Secondly, which enemies you chose and how you make them appear will influence the mood quite a bit, which in turn, influences the gamers experience. And we all want to have a good experience.

Almost there, 2 more to go. Allied NPC's/Drops.

I'm combining the two because they're both relatively short. Allies first. Referring back to our plot, it seems as though you don’t have any allies, given the situation with which you're thrown into the realm. However, if you take a look at Melandru's lore, maybe you do have allies. This realm would be an excellent place to reference the original tribe of trees from which Melandru bred her watchers. From there, Allies all depend upon the plot. In order to ensure that your visit isn't short lived, that means plot twist! As a result, you may end up allied with Mel and her watchers, maybe druids, maybe simply some of the natives. Who knows. Maybe I'll go more in depth and write out an even more detailed realm...

Drops are probably going to fall under one of 3 categories. Weapons, Enemy Items, (carapaces, gargoyle skull, etc) and Crafting Materials.
Unique weapons will be nature based, I'm not too creative in this area, fill in your own thoughts here. Enemy Items will be Spider Legs, Tree Bark, (hell, irk) etc. Crafting Materials will most likely end up as Spiritwood Planks, wood planks, etc. Not much to do here, its all basic stuff that just gets filled in based on what has been done earlier.

Final Words

Well, sitting here for 3 hours and brainstorming and writing this has been fun, I must say. I hope that at least one person out there reads it all, making the entire thing worth it. There is one thing I want to say. For all of you out there who always want Anet to put out something new, stop and read all that I wrote. Now take that, make it three times longer, more detailed, and more original. Then code it, test it, debug it, test it again, and then release it. That’s what Anet has to do, and it is one hell of a workload. So please please please, don't get mad at them because they can't implement a favor emote, or because they haven’t put in a Sorrows Furnace for Factions yet, or because they haven’t done any new God realms, because they have it tough. Really tough. Especially since they're ALWAYS working on two new expansions, with a 1 year period to work on each, and that is one hell of a workload.

To you, A-Net, if you chose to read this monstrosity, thank you for everything. The great game, the great events, the non-existent subscription fee, everything.

There, I'm done ranting, writing, and giving myself Carpal Tunnel. Enjoy.

Depths Of Dreams

Banned

Join Date: Jul 2006

Illusion Of Skill [IoS]

W/E

Ok well basically all this sounds like is Maguuma Jungle...seeing as there is guardians of the forest and whatever there called around...as well as big trees, etc, etc. So it might just be me but this sounds pretty pointless.

Ian Savage

Academy Page

Join Date: Nov 2005

Nowhere. And Everywhere. At the same time!

Born of Revolution [BoRN]

Mo/Me

The thing here, is that it can be pointless, or it can be very new and original. It becomes what you make it. Add something that hasn't been done before. Add a solidly underground area. Make the storyline more prominent. Again, in creating anything, it becomes what you make it become. So if you're convinced that it's Maguuma Jungle, then thats how you see it. But if I see something else, and A-Net something else again, then things will differ.

The Lone Warrior

The Lone Warrior

Pre-Searing Cadet

Join Date: Jun 2006

The RAT Hall

Radicals Against Tyrants [RAT]

W/

I'd like to add on that A-Net used all the basic terrain types, thus a repeat of the jungle is going to happen sooner or later. However, the fact that someone took time to make a post that in-depthed (even if you could tell they slacked at some points) does deserver atleast some apreciation. I'd say this savage girl actualy put some decent effort into this. she does deserve atleast a clap

/clap

And as for Teh Ianzors, wow... i thought the rant would be bigger... you make me ashamed :-(