Wilderlands Mods (
wildermods) wrote in
wilderooc2018-05-10 09:02 pm
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STATE OF THE PLOT ※ 1

STATE OF THE PLOT
This is your periodic upcoming plots update/discussion. Based on player input and how quickly the game moves along, some plots may have their order be shifted around in the future, or new plots may be added, but this is the current lineup of the game's upcoming mod plots.
The mods may occasionally have to adjust the dates of plots on the go and it's easiest to do that on the calendar, so to see the actual dates of the plots, see the game calendar.
![]() CAMPVENTURE: RIVENDELL Rivendell is the Last Homely House weary travelers see before the Misty Mountains. Though its halls are emptier now due to so many Elves taking the Straight Road to Valinor, the land of their gods, it's a place of beauty and song. Those with any remaining Morgul-blade wounds or severe injuries can find healing and convalescence in its peaceful halls. Here the squad will get information about their place in the grand scheme of the Wilderlands from the Elves, visiting Men, and a few mysterious visitors to Rivendell. They can also potentially gain important information about Sauron and the Unfinished Princess - but only if they earn the trust of Elrond, the Lord of the house. ![]() EVENT: THE PARLIAMENT OF TREES Not far from Rivendell is one of the meeting places of the Parliament of Trees, where the many nature spirits of the Wilderlands gather to discuss goings on in the world. Many of these spirits are connected to the Green and though they're not the ones responsible for the characters being brought into the game, they can interpret the Green's will enough to finally provide the squad answers about the Green and the nature of the Wilderlands. Here, the squad will learn the full extent of their role in the Wilderlands and will be provided a way of saving the Wilderlands: undergoing different quests assigned to them by Gaia and the spirits of the seasons. The quest they choose first will affect the challenges they face once they reach the lands beyond the Misty Mountains. ![]() EXPLORATION EVENT: THE SQUAD GOES HANG-GLIDING The squad must pass through an area where the ground is unstable and travel is only possible over floating islands. Beautiful secret places and natural wonders can be discovered on this path. The winds of this place will also allow characters to float on thermals between islands, as if they're hang-gliding, even though they don't have hang-gliders. ![]() PLOT: MORIA No matter which path the squad tries to take after leaving behind the Parliament of Tree, they won't have a say about where they travel to next. A great evil has taken hold of the Mines of Moria - an evil even greater than its resident Balrog - and its presence is warping the Wilderlands to force all nearby paths to draw travelers to Moria's door. This is the the only way through the Misty Mountains to the lands beyond. To continue their quest and get back to the paths they intend to take, they must travel through the Mines and face the orcs and other evils within. They'll also have to face a beleaguered people trapped inside the mines, a race of beings that lost their home long before getting pulled to the Wilderlands. The squad will have a range of choices to make regarding how much they'll help them or not, and what they choose to do will shape the dangerous tasks they may have to split up to face in the mines. ![]() CAMP: LOTHLORIEN Lothlorien is a golden forest that lies on the other side of the Mines of Moria like an oasis of beauty and light. Here the characters can make camp once more as a guest of the Elves and find rest and healing from the ordeal in the mines. Their choices in the mines - and whether or not they helped the people trapped in the mines - will influence their stay here and whether or not they win the trust and blessings of the Lady of the Wood, Galadriel. Though most of the group will find Lothlorien to be a welcome respite after Moria, those with a darker nature, such as Necromancers or cursed beings, may find the Elves distrusting and twitchy around them. ![]() PLOT: ANBARICA Beyond Lothorien, the squad will start facing new lands not tied to Middle-Earth, and one of these lands has a particularly strange nature. Here, they'll find their souls separating from their bodies into companion animals called daemons that have a complex connection with the person they belong to. Called Anbarica by the people of the Wilderlands, this land is drawn from a dimensional variant of modern-day Earth, where anbaric power and airships are the height of technology. Magic still exists here in the form of the daemons and beings like sentient armored bears and witches. The quest path the squad chooses in the meeting with the Parliament of Trees will decide what different tasks they may face in this land, as the mission of each of the Seasons differs, but one potential enemy in all these possible tasks will be The Magisterium, a religious faction that's obsessed with the destruction of sin and dark magic. Rumor has it that the Magisterium has grown more controlling and dangerous in recent times due to the threats in the Wilderlands - and due to allying with a similar order of another world known as the Circle. ![]() CROSSROADS After Anbarica, the squad will face another Crossroads decision that allows them to pick a path and what potential plots they face next. ✧ Date(s): 8-17-18 |
Please feel free to discuss the plots or ask questions below. This plot schedule is not set in stone and is open to player influence. You can feel free to discuss rearranging plots, dropping plots, changing dates or the length of plots, or adding something different. If the mods have to say no to anything we'll try our best to make sure we have a reasonable justification for it.







