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[SIZE="5"][COLOR="DarkRed"]The Charr Scenario [/COLOR][/SIZE]
Background Plot
After years of war with the humans of Ascalon, with neither gaining any ground, and pressured by a new emerging threat from the east (foreshadow a new enemy for later stories), the Charrs has send Ascalon a courier for peace.
The Messenger
Plot:
You started with taking a mission to go further into the wall and investigate the recent decrease in attacks from the Charrs.
Mission:
You will lead your group to patrol the few assigned spot around the human/charr boarders. After killing few local beast, you will come a across a strange sight, where a group of Charrs are being chased by another group of Charrs. You decided to help the group that is in trouble. After defeating the enemy group and its second and forth waves, you will learn that the Charrs you saved are a group Messengers that the Charr Grand Chief send for talks of treaty, where the group that is attacking them are from the more Militaristic Faction of the Charr that does not want peace.
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Into The Blacken Ground
Plot:
The King decided to send a party of ambassadors into the Charr’s home tribal land, “The Blacken Ground”, to negotiate a treaty with the Charr Grand Chief.
Mission:
The mission will have you escort the Ambassador Party, with the Charr Guide, through a more unused passage into the tribal land. You will have to fend off wild savage beast, as well as parties of Faction Charrs that is send to destroy your party in hope of ruin the negotiation.
The Mission will end when you reach into the main Charr camp, and be welcome in into the Grand Chief’s tent.
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Test of Strength
Plot:
While the Charr Grand Chief is willing to agree to the treaty, he still is unwilling to agree so easily, else would appear weak in front of his people. Thus he sets out a test for you. You are to take back a stolen statue from a tribe of Fire Trolls, who are enemy of Charrs.
Mission:
The Mission will have you journey further into the Charr’s land’s wilderness. There, you are to fight your way/sneak in to the Fire Troll’s tribe to take back the statue. But as you take hold of the statue and on your way to return, the Trolls will release their slave pet/guardian beast, a Giant Creature Monster, that you must kill in order to escape. Mission end with you returning to a point with the statue.
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Uninvited Guest
Plot:
The Grand Chief is delighted to have the statue return and the creature kill, and he approve of the treaty. He invites you to the celebration party that night where he will announce this decision.
Mission:
The Mission will have you start in the middle of the party, where suddenly the Military Faction of the Charr will break in and attempt to kill you and the Grand Chief. You must help protect your ambassador, as well as the Grand Chief from coming waves of enemy Charrs. After you defeated the last wave, a movie will play, where the Grand Chief will be shot by a poison arrow from a Charr Assassin. For the 2nd part, you must chase after this Assassin as he runs away, all while still taking care of all the Charr enemy along the way. It will than reveal who is behind the Charr Military Faction. (Blackenklaw, a Grand Fire Priest and close advisor of the Grand Chief)
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Path of Blood
Plot:
After the attack, you and your party are expel/chase out of the Main Camp. The Grand Chief is slowly dying from the poison. Knowing that if he is dead, there will be no hope for peace, and knowing you must find the antidote, as well as a show of power, you decided to kill your way into the Main Camp to find and kill Blackenklaw.
Mission:
You will battle your way into the Main Camp, with enemy Charrs at every corner, to break into Blackenklaw’s Tent. Blackenklaw, if not kill soon, will run away, where you have to chase him down. To make it worst, this mission will have a time counter, where you must kill Blakenklaw and retrieve the antidote before the Grand Chief dies.
Conclusion
You save Grand Chief’s life, who is grateful to your deeds. Also your rampage to kill Blakenklaw prove your strength, which the Charr’s respect, and silence thee Militaristic Factions within the Charrs. So with the treaty in place, everyone will be happy, for now…
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Additional Stuff
- -Play as a Charr Character!! (note, a charr character will come in as already lv20, and not be playable in RP mode. (you can create as one for the PvP mode, or for PvE, it will drop you at the Charr Camp. Charr Character will come in 6 (?) differnt profession, but they don't have 2ndary, and have access to their own set of skills (so playing you as a Charr warrior might grant you access to say 80% of exisiting Warrior skill, pluse 3 or 4 special charr skills to use)
- -the Blacken Ground – a land where every thing seems burn. The Ground with be cover by a thick ash, the sky fill with smoke, tarred water, and fires leaping from the ground.
- - An additional city, the Charr’s Main Campsite, as well as few other outposts.
- New Monster, such as new and higher level Charr warrior and magic user, Fire Trolls, and other local monster found in the Blacken Ground.
- -Beside the Mission Areas, there will also be few exploration areas around the Charr’s Trible land, where can provide other side quests.
- -Also can add few new collectors items, new Charr Weapons, and collector’s charr headgear.
- -As almost a mini-game, can take go into the Charr’s Arena, where you will be face 1v1 with a mob Charr. (what type will be random)
Also if I have any say in how this is distributed, I would make it as an Expansion Pak (and not a chapter) By that I mean you can buy this Pak online or at selective distributions (giving you a key, allow you to unaccess the new areas and missions) It won't be a whole box, just maybe a card. It won't be a stand alone, and need GW install to play. But would come in cheaper price (around $15 to $25 dollar range)
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More possible feature (added oct 20, 06)
Charr Heritage Attribute
Player can learn a new Attribute (usible by all classes), call Charr Heritage (or some better name). Its where the player’s character learns the way of Charr, able to behave and act more like those savage beast. Like any other attribute, there are skills linking to it, and you must put in points in it in order to perform better. There could be about 10 – 16 or so skills associate with it. Some suggestion for such skills included:
Fire Worshiper: Gain X energy when attack by fire attack.
Toothy Bite: Deal X damage, and has 25% armor pentration.
Slashing Claws: Deal X damage and cause Bleed.
Savage Pounce: Knock all foe next to the target, and you self, down for 3 seconds.
Burning Cremation: exploit a corpse, and set it on fire. Any foe near it will be Burn too.
Flame Zealot: Gain X HP for every nearby foe that is Burnning.
Wild Frenzy: Attack X% faster for T seconds, but loose X energy regen.
Etc etc.
A PvE player would unlock such attribute when they finish this campaign. A PvP player would have them unlock for use automatically.
While they offer more diverse selection of skill combination to a character, that does not mean it would give them overwhelming advantages, as its effect are still cap by how many skills you could carry, and points you put into such attribute.
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Feel free to give some feed backs and what you think, or what should be add or change.