This IS a re-post of my old thread, however now that there is a Fable 4 section, its obviously more appropriate to post it in here.
Fable 4,
The return of magic to the world,
200 years in the future, as of the end of Fable 3, a new family has been ruling the
joint-countries of Albion and Aurora, with Samarkand as a trading partner, the bloodline of the Archons has been diluted with the breeding on non Heroes, and have been needed less and less over the years as the magical creatures of the world have been going into hiding and being hunted to exstinction. Do the bloodline gave up the ruling of the kingdom and over the years they have just been adventuring and doing mercenary work, etc. Guns are a very common weapon by now. ( I myself hate the addition of guns but it must have sense of realism with the evolution of the world, don't worry, as you may have read this is "Fable 4, The return of magic to the world,"
Pirates sail the seas, the main city of Aurora has been transformed into an enormous sandstone city, spanning miles along the coast and sandstone cliffs, ships are constantly coming to port bringing in building materials and ships are constantly leaving taking out gems and oil found in Aurora. Bowerstone has become one of the richest cities in the world, there is hardly any poverty, bower lake has been enveloped by the city and become a park.
Swords are still common, I'm not saying we're like modern now, not at all, infact not much more advanced than Fable 3 in terms of technology.
The Gypsies are many, and have created a permenant city in the forests near Bowerstone, though nobody permenantly lives there, people constantly come and go in their caravans, and houses and tents are taking by anyone. the poor usually stay here and enjoy the hospitality of the gypsies.
so, you're character is the descendant of the Hero of Oakvale ( The Greatest of all Heroes possibly ) and the blood of his/her ancestors is being diluted generation by generation with the constant mixing of non hero blood. Your Hero however knows this, and has been searching for a way to reawaken the power of the blood and restore the bloodline. You have been searching for years and collect several notes written by someone only called "the Archaeologist" and clues as to where he died, you take all the notes and try to find out by searching around, asking around, and following the notes on where he said he might go next in order to find his final resting place.
You find a small, multi-room home dug and carved into the side of a cliff on a mountain, its filled with shelves of notes and objects. His body is nothing but skeletal remains under the sheets on a bed, with a piece of charcoal in one hand, and his open journal in the other. In his journal is everything about his life and his studying of the bloodline, the focus sites, the Heroes, the Old Kingdom, The Septimal Key, everything!
He wrote that he found the location of The Septimal Key, but that he was dying and couldn't find it himself. You follow his instructions to the old Heroes Guild, where you go through several secret passage-ways and halls that had been untouched by time, far below in the Guild. You find the Septimal Key on a Pedestal in a room filled with Old Kingdom and bloodline arifacts.
When you touch the Septimal Key, the souls of all your past ancestors flow into your body and you are thrown back and levitate in the air while the same green glow that gave power to the Hero of Oakvale envelopes you. You have visions of Jack of Blades, all of your ancestors, and you experience the battle between Jack of Blades and William Black through Black's perspective.
Theresa appears, angry at you, telling you that you should have let the world take its course. The walls begin to crumble and you grab a glowing, but plain looking sword from the wall and run out of the chamber. The walls begin to pulse, as if a newborn heartbeat, but you hear dark evil laughter, and the voice of Jack of Blades, thanking you, and stating the has been reborn in a more terrible form than ever been. his power is weak however, as he has only just come back into the world, and it will take much time for him to be at his full power. You are attacked by Jacks minions as the heartbeat gets stronger and the Guild falls apart completely.
As you finally reach the surface you notice that the sky has gone a dark red. There is a large pulse and a deafening noise. As you run off away from the guild, you hear screams and see a village being attacked by Balverines, and for the first time in 200 years, White Balverines. Their eyes glow a bright red, as if suddenly filled with rage. You feel empowered after touching the Septimal Key and hear Theresa's voice in your head, and she tells you what youve done and teaches you about new Will Powers you have unlocked. The Archon could change the world itself with Will, The Hero of Oakvale was a master of Will, and neared the power of the Archon. The Hero of Bowerstone had far less magical power, and never really achieved the amount of power as the Hero of Oakvale. Even worse, the Hero of Brightwall couldn't even use magic without the assistance of magical gauntlets.
Theresa teaches you how to use some basic Will abilities and you save the village with the use of them. As the Balverines retreat you hear loud, strange magical sounds in the surrounding forest, and feel like the world has changed somehow. You find out that Bowerstone was also attacked, and that creatures that have been exstinct for hundreds or thousands of years have been attacking all over Albion. Unknown to all at this moment, hundreds of citizens around the world have also been altered by this event, and the Hero blood in their diluted bloodlines have been unlocked aswell. The Archon's bloodline was just a very powerful family, all other Heroes had their own family bloodlines, but they all died out or were simply diluted to nothing over the centuries.
Aurora has been attacked by several kraken along the coast, and the old Necropolis ghost city has all of a sudden begun to glow and eerie green, ghosts, and many other manner of ancient icy beasts have been lurking and attacking villages. The Oracle, reawakened after centuries asleep, and has led to thousands making the pilgrimage to the Oracle to ask questions from across the world.
Witchwood, which had been rid of Balverines for more than 60 years, all of a sudden was assaulted by giant white Balverines, who had transformed the old Witchwood Arena into a giant Balverine den. Knothole Glade, which had been re-inhabited and expanded after the original inhabitants left to Knothole Island, is constantly under siege, they have fortified their city to protect against Balverines, and almost every civilian is equipped with a Silver ammunition Shotgun.
The walls are taller than the trees, and extremely thick, all sides of it covered in scratches from Balverines trying to claw their way in. The ruins of the old Temple of Avo have created a protective ring, filled with beautiful ponds and trees. Balverines are harmed when trying to enter this Safehaven, some small villages have been built inside this ring for obvious reasons.
Dragons are spotted in the mountains of Albion, and giants Sandsnakes are rumored to be swallowing entire caravans in Aurora. All magical creatures seem to have multiplied and become more aggressive. Cullis gates have activated all over the world, sending off blue flares into the sky upon coming into proximity with a Hero.
So anyway, after fighting the Balverines Theresa notes something about your weapon, here there will be some different lines depending on how you fought the balverines. Slow attacks, make the blade more like a cleaver, make it thicker, etc. Fast attacks, make the blade thinner, sharper, lonegr, etc. and each Balverine killed gives the blade a more and more Silver look, Balverines claws, teeth and bones attached to it by string, fur used as decoration, etc. She will realise it is the sword of their ancestor, the Hero of Brightwall.
The sword can either be left in ever-changing mode, where depending on everything you do, the sword will change. The more magic you use, it will become more of a short-sword, with glowing blue runes, but if you also use it for killing Balverines aswell, it will have the traits of both magic user, and Balverine slayer, then you can lock and save that state. So you can start a blank state and start forging a new specialized weapon for killing say Kraken, or you can switch to the Magic/Balverine Slayer state when you are facing Balverine. So eventually you will have a different state which is the BEST possible weapon against the creature in question.
Onto magic, like Fable TLC, there are Evil, and Good oriented spells. and the more you use each will effect the appearance of your Hero. Evil magic gives you Red Will lines, eventually your hands will always be glowing and crackling with red lightning. Evil Magic gives Blue Will lines, white, longer hair, ( no wrinkles though >:C)
Bring back experience Orbs how they used to be, I think the best version was the Fable TLC, although Fable 2 was okay, I really didn't like the giant coloured bubbles that popped off enemies when you hit them. They broke my precious, precious immersion. The regular, bright, green, general experienceo orbs worked just fine. With the other special skills simply going up by using them. That made sense.
Each spell, or skill you buy with experience points in any of the three Hero attributes, increases your overall power in that tree, and allows you to unlock side skills and further up abilities.
Now, armour. Armour is something that lately I've been disappointed by in the Fable series. craftable armour needs to make its way into the Fable franchise. Creatures need to drop loot, because, we all love loot. But don't make it one of the main focuses of the game, Fable still needs to be unique. Try and handle it kinda like Mass Effect, or just go back to the system used in Fable 1. But the amount of loot needs to increase. Kill a Balverine, take its hide, craft the hide into Balverine skin armour, and using various materials like metal bars, leather plates, etc. You can craft spikes of different shapes and textures, plates which you can arrange into your own armour style over the basic armour you're creating. place the spikes on some metal plates you crafted and place it on the shoulder as a shoulder pad. Then hit the craft button, and wear it right there.
Armour can be enchanted, and there is a corresponding rune for each enchantment, the rune is then placed wherever you wan on the piece and it is given those effects.
You shoulb be able to dismantle already made sets of armour and use the pieces on another set. Then save that set once you've got the look you want and name it.
Now, onto something I think could be really cool.
The Archaeologists home is filled with documents and codexes, and his journal gives clues to locations of Silver keys, Demon doors, Cullis gates, and various other magical Old Kingdom locations which should be unmapped, and ready for the Hero to explore, following the Archaeologists clues and notes. None of them give an exact location, but speculation about where you would be able to find them. The Journal can be opened at any time and turned to any page to read up on a certain Demon door, or powerful weapon, or Silver key that you're hunting.
The scaling of creatures difficulty can be explained as the creatures of Albion slowing growing in power after the "Rebirth" triggered by your Hero. Speaking of Heroes...
Slowly as the story goes on, several individuals begin discovering their own Will abilities, or extreme stregnth. or skill. The hundreds of Hero bloodlines that had survided, but had slowly been diluted have been reawakened, along with the rest of magic itself. You are urged by Theresa to found a new Heroes guild in order to combat the growing threat of Jack returning to full power. hunting down new Heroes, helping them control and hone their power, raising enough money and getting enough power to rebuild the Heroes Guild. hiring instructors, Hero and non-hero, paying for expansions, WRITING quest cards as Guildmaster, sending apprentices on missions, leading hiring ranking missions yourself, building up your fellow Heroes skills and individual specialties.
instead of the world being seperated into zone upon zone, why not have each split up into four major zones, as opposed to one huge open world, or 20 different mini zones.
Cities having their own zones, aswell as some large towns, caves, ruins, mountains, etc.
Blueprints for different houses can be bought from Architects, and the documents for materials can be bought from traders. Each village, or city has its own style of building, and so blueprints for each type can be bought at their respective city, and built on any open ground. To place you home, you activate the blueprint in your inventory, and then a ghostly outline of the house will show infront of you, wherever you place it, the trees and stones will be cleared, ground smoothed out, etc. after you place it you must wait several days before the house is completed. Upon completion a Cullis gate will be built and activated in the main entrance.
Theresa tells you to meet her in the ruins of Oakvale, the swamps and darkness of Wraithmarsh, caused by the Shadow Court had subsided, as with the return of Jack, they left to help him restore his rule. The ruins of Oakvale and the Wraithmarsh instantly was transformed into an overgrown forest, green and full of magical animals and creatures. Ocassionally ghosts roam the overgrown ruins. You meet Theresa in the centre of Oakvale, you sit with her on an old bench infront of the massive Oak tree in the village square. She explains who Jack of Blades is, and the lives of William Black and the Hero of Oakvale. Being the first Hero of The Bloodline to face the threat of Jack in more than 700 years, you are the only one who has the power to defeat him again.
She explains that when you touched the Septimal Key, it caused a rebirth of the bloodline, and all things magic. A Hero of the bloodline had not had that amount of potential power since the Hero of Oakvale. Theresa tasks you with finding several artifacts of the bloodline before Jack does, in order to build up power and eventually fight him back with the rebuilt Guild of Heroes. Scythe arrives, old and weary, even more of a shell than he was at the time of Jack's original return. he explains who he is but it cut off by the arrival of Jack of Blades. you fend off shadow minions and the members of the Shadow Court, killing one before Theresa decides that they should all escape. Scythe blasts Jack with a massive Will surge, and destoys several minions with his scythe while they all escape into the forest.
The forest begins to burn, dark shadows and minions surge forward after the trio. You escape with Scythe while Theresa splits off from you and instructs you to meet her at the Archaeologists old house. You and Scythe eventually reach safety, and he tells you his home is not far. Along the way he explains his role in all of this, and who he really is. Upon arriving at his home he teaches you about the Bloodline, and unlocked untapped potential, like The Hero of Oakvale's mother did to him.
Scythe and Theresa are your advisors throughout the game, each with different opinions on each morality, and each choice you make. Though neither of them are evil or good.
Quests are divided in to Gold, Silver and Bronze.
Gold quests are the main storyline quests, and quests that involve finding bloodline relics to increase your power.
Silver quests are main side quests, quests that improve the guild, guild missions, and side missions assigned by Scythe or Theresa.
Bronze quests are small, short quests, such as killing a den of Balverines, clearing out caves, etc.
Creature spawn rates will be effected by the amount of a certain creature you kill. If you decide to quell the Knothole Glade Balverine siege, you can run through the zone hunting down every Balverine, so when you re-enter the zone, the amount that spawn will decrease, the more you kill, the less spawn. if you leave Knothole Glade alone for a few days, the population of Balverine will increase naturally. To dramatically reduce the amount of Balverine, you must kill the Balvorne Broodmother which has made its den in the Witchwood Arena.
This will be a Silver quest given to you by the Mayor of Knothole Glade, if you take this quest early on, you go in with the help of some local hunters. But large silver quests can also be put up on the map table in the Guild after you've rebuilt it. Heroes and apprentices who walk around the Guild will check the map table every day and apply for quests that match their skills or power level. After a certain time, the applications are closed for that quest and the Heroes that YOU choose accompany you on the Quest along with the hunters. Each Hero should have dynamic dialogue for each possible combination of situations with different Heroes, quests, etc. So that you actually get a feeling that you're getting to know your fellow Heroes.
I still have a ton of stuff in my head, so part 2 will be coming soon.
When you arrive at the Archaeologist's cave you find Theresa has set herself up there, stating that they will need a base of operations while they hunt down the artifacts. She has taken the time that you've been travelling to her to look through the Archaeologist's notes herself, and says that you need to find an object of great importance to Heroes, a Guild seal. The last known disappeared with the Hero of Brightwall, and so Theresa found an alternative. To explore the ancient ruins of a Smarkand based Heroes guild, she says an old friend of the bloodline who she has had dealings with before is also there. and that they will help you once they discover your identity. She also found out that the Archaeologist fled there on his was to the Western lands after his part in helping with the defeat of Jack, but returned to compile his life works, and everything he knew. (That is actually canon that he fled to the Western lands after the events of Fable) So she says to keep and eye out for evidence of him being there.
You sail to Samarkand and ask around the villages, and search the archaeologist's notes for the location of the ruins of the Guild. You finally discover the location and enter the ruins, inside is Garth, the powerful Will user who aided the Hero of Bowerstone in defeating Lucien. After the events of Fable 2, he travelled to Samarkand as a sort of retirement, his strong bloodline and will power allowed him to stay alive for the roughly 200 years inbetween Fable 2 and Fable 4. When the Hero triggered the "Rebirth" he was empowered aswell, and searched for the cause of the strange phenomenon, coming to the conclusion that if any evidence were to be found, it would be in the archives of the old Samarkand Branch of the Guild of Heroes.
With the help of Garth you make your way through the ruins to the Guildmaster's quarters, where you find the remains of Zuna Daichi, the owner of The Daichi Katana, and Guildmaster of the Samarkand Heroes Guild. On her body is her guild seal, upon touching it, the soul of Zuna Daichi flows into the body of your hero, Garth recognizes you as one of the Archon's bloodline, and pledges loyalty to you. In return you grant him the title of Guildmaster of the Samarkand Heroes Guild, and leave him in charge of rebuilding that Chapter.
When you return to Theresa, you find Scythe waiting with her aswell, he talks for a short time and says that although the Rebirth restored some of his power, he is nothing of what he used to be, and takes an instructing position at the Guild instead of taking a more direct place in the fight against Jack.
Speaking of Jack, after spending some time improving the guild, one day while arriving at the guild, the sky turns the same red it did on the Day of Rebirth (as its being called) and the voice of Jack is heard in every Heroes head, all the apprentices and students, Hero-blood teachers, clench their ears as he booms through their head. "Your reckoning is coming, little Heroes, flee for your lives! abandon your posts! ahahaha! the final destruction of your kind has been far too long overdue! When that ANCESTOR of yours destroyed me I thought I should never return! Until YOU, came along newblood. Thats riiight little Heroes, your fearless-leader is the reason I've returned, when he/she just couldn't stand her loss of power. Greedily searching for a way to bring back her lineage's strength. Ahahahahaha, this world will burn as it did before. but none of you will live to see it..." Everyone in the Guilds went silent, those around the Hero stared, startled at what they had just heard. Theresa communicates with you "Hero I think you should return to the Archaeologist's Cave, I'm assuming you heard that? We must speak at once" Theresa talks to you very urgently, that she feels Jack is about to attack. Scythe tells you about the possibilty of another powerful Hero relic in the mountains of Albion, The Twin Blades of Holdr, Commander of the Dragon Knights. Garth teleports in and rushes towards you yelling "They're attacking the Guild in Albion! The Knight of Blades is leading and army of Dark minions and shadows!"
You arrive at the guild to see a giant Black armoured knight bearing one of the masks on Jack's chest belt. He smashes one of the towers of the Guild with a giant Greatsword made of shadow and black steel. You run through the guild fighting off shadows, hobbes, wraiths, and minions dodging the Knight of Blade's giant sword. You eventually fight him until he melts into shadow and flows away to escape. You run through all the injured Heroes, dying minions being executed by Instructors, and rubble over to Scythe, Theresa and your top 3 most powerful Heroes who you have been on the most Guild missions with. Everyone agrees that they should go after the Twin Blades before Jack attacks again in force, you take your 3 top Heroes and Scythe to the Eastern mountains of Albion, to hunt for the blades, while Theresa stays with everyone at the guild to defend against the Minions that Jack was constantly sending in.
You, Scythe, and the Heroes ride Horses through the minions and off the Guild grounds, towards the mountains, along the road Scythe gives more backstory about Holdr, the Dragon Knights, and his Twin Blades, which were lit with Dragon's fire. you make you way up the mountain, facing rock trolls, another creature that was hunted to extinction before the Rebirth, and Dragonlings, a created that hadn't been seen since Jack of Blades took the form of a Dragon at the time of his return. as you reach the top and look down into the valley of the unexplored eastern lands, you see a huge nesting area for dragons, spanning the land for miles. Giant spires, with Dragon dens carved into the side dotting the rocky landscape. Cracks in the ground leading to lava pools and underground caves. The land had been completely scorched by Dragon's fire, the cracking ground constantly falling apart into the lava lakes below. An immense black cloud loomed over the entire, broken land, red lightning filled the cloud, always the sound of thunder was heard to some degree. Ruins of massive cities, advanced skyscrapers in the style of the Spire could be seen crumbling away into ash and dust.
Blue glow still eminating from them, as if the last of their Will force was crumbling away with the building.
Nearby is a tomb, which Scythe says is the tomb of Holdr, when he died and was entombed at the old Heroes guild, after a time the spirit of Holdr spoke to the Hero of Oakvale, and made the request that his remains be moved to his place of birth, in the mountains of the Eastern lands. He agreeds and had a tomb built to guard his body.
Scythe leads on, rushing to the Tomb, avoiding overhead Dragons. You enter the tomb, make your way through several puzzles and fighting the ghosts of Dragon Knights, whose bodies were moved there to be with their Commander. Eventually reaching his chamber, you find the same Sarchophagus from the Old Guild of Heroes, and slide off the lid, inside is the skeleton of Holdr, covered in a full set of Armour, and weilding his Blade, pressed against his chest.
The helm is shaped like a Dragon's head, gives protection against fire and grants a special Fire Breath spell. The Chestplate has large spiked pauldrons and gives protection from fire. The gloves are shaped like Dragon claws and give protection from fire. The boot have spiked wings on them and give protection from fire, and also allow Lava Walking.
The blade's hilts are shapped like Dragon's heads, and the blades are in the shape of Flames, covered in Flaming runes meaning "Holdr, Dragon of the Eastern Flame" When Equipped they light with Dragon's Fire, burning all enemies.
The moment the Hero touches the Blades, the soul of Holdr flows out of them into your body. You and the Heroes notice the sets of Dragon Knight Armour and Solus Greatswords on the walls, and you decide to revive the Dragon Knights, starting with yourself and the three most powerful Heroes in the Guild. From now on they hold the title "Dragon Knight" and now that the Eastern lands have been unlocked, they will be very useful in Silver quests that take place in this zone fighting Dragons. They will now always wear sets of Dragon Knight armour and weild Solus Greatswords like the Dragon Knights of old.
Now that all the old threats of the world are returning, the old Orders that were in place to defend against them are returning aswell. The Heroes with the return of Jack of Blades, the Dragon Knights with the return of the Dragons, etc.
Scythe then declares that the best next course of action would be to speak to the Oracle in Snowspire far in the Northern wastes. The only way to reach the Northern wastes is by cullis gate, the only one that leads directly to it is on Hook Coast. Over the 700 years from the first game, Hook coast has been enveloped in ice and snow, a huge glacier formed overtop of the town, and the lighthouse crumbled and fell long ago.
After making it through the ice caves and over the icy tundras of the ruins of Hook Coast, you find the Cullis gate, protected from ice and rubble in a Will bubble. a defense mechanism placed in all cullis gates to keep them from being destroyed.
You and Scythe go through the Cullis gate, teleporting to the Lost Bay up to your waists in snow. Slowly trudging through the blizzard it becomes so blinding that you and he get seperated. You begin to feel the cold, starting to black out you hear soft, ghostly voices as you fall face first into the snow.
You awaken hanging from the ceiling of a large room in the ruins of an empty, ghost city. The walls eerily glow a pale green, and moans can be heard coming from back alleys all across the city. A ghostly woman floats up to you and welcomes you to the Necropolis, city of the broken hearted. The Ghosts of the city died so quickly that they don't even remember dying, and go about their undeath in constant hunger, confusion, and fear. She lets you down and tells you that she will help lead you out of the city. You cut your way through mindless, terrified mobs and seas of ghosts, through empty town squares, across broken bridges, through Balverine dens. Eventually coming to the city gates. The ghostly woman sadly says goodbye, but asks that you bring her something from the cities of the living if they ever return.
You make your way out of the Necropolis and through the snowy pine forests to Snowspire, the main level of the city is where the original town was built, but over the years the city needed to expand, and so they built onto and into the side of the Cliffs and rocks surrounding the Oracle, who, after Jack was originally defeated, eventually simply ran out of Will, and became part of the cliffside. When the Rebirth occured the Oracle was reawoken, and the giant three faced behemoth breathed for the first time in centures, shaking the cliffs and destroying several homes in rock slides.
The upper city is where the Mayor's homes, and Museum of the Archon have been built. The museum was begun by Scythe, who had originally had it built in the lower city, some time after the defeat of Jack.
You run up the stairs to the Oracle, and see Scythe exiting a large, thick, fur tent he set up beside the Oracle.
Fable 4,
The return of magic to the world,
200 years in the future, as of the end of Fable 3, a new family has been ruling the
joint-countries of Albion and Aurora, with Samarkand as a trading partner, the bloodline of the Archons has been diluted with the breeding on non Heroes, and have been needed less and less over the years as the magical creatures of the world have been going into hiding and being hunted to exstinction. Do the bloodline gave up the ruling of the kingdom and over the years they have just been adventuring and doing mercenary work, etc. Guns are a very common weapon by now. ( I myself hate the addition of guns but it must have sense of realism with the evolution of the world, don't worry, as you may have read this is "Fable 4, The return of magic to the world,"
Pirates sail the seas, the main city of Aurora has been transformed into an enormous sandstone city, spanning miles along the coast and sandstone cliffs, ships are constantly coming to port bringing in building materials and ships are constantly leaving taking out gems and oil found in Aurora. Bowerstone has become one of the richest cities in the world, there is hardly any poverty, bower lake has been enveloped by the city and become a park.
Swords are still common, I'm not saying we're like modern now, not at all, infact not much more advanced than Fable 3 in terms of technology.
The Gypsies are many, and have created a permenant city in the forests near Bowerstone, though nobody permenantly lives there, people constantly come and go in their caravans, and houses and tents are taking by anyone. the poor usually stay here and enjoy the hospitality of the gypsies.
so, you're character is the descendant of the Hero of Oakvale ( The Greatest of all Heroes possibly ) and the blood of his/her ancestors is being diluted generation by generation with the constant mixing of non hero blood. Your Hero however knows this, and has been searching for a way to reawaken the power of the blood and restore the bloodline. You have been searching for years and collect several notes written by someone only called "the Archaeologist" and clues as to where he died, you take all the notes and try to find out by searching around, asking around, and following the notes on where he said he might go next in order to find his final resting place.
You find a small, multi-room home dug and carved into the side of a cliff on a mountain, its filled with shelves of notes and objects. His body is nothing but skeletal remains under the sheets on a bed, with a piece of charcoal in one hand, and his open journal in the other. In his journal is everything about his life and his studying of the bloodline, the focus sites, the Heroes, the Old Kingdom, The Septimal Key, everything!
He wrote that he found the location of The Septimal Key, but that he was dying and couldn't find it himself. You follow his instructions to the old Heroes Guild, where you go through several secret passage-ways and halls that had been untouched by time, far below in the Guild. You find the Septimal Key on a Pedestal in a room filled with Old Kingdom and bloodline arifacts.
When you touch the Septimal Key, the souls of all your past ancestors flow into your body and you are thrown back and levitate in the air while the same green glow that gave power to the Hero of Oakvale envelopes you. You have visions of Jack of Blades, all of your ancestors, and you experience the battle between Jack of Blades and William Black through Black's perspective.
Theresa appears, angry at you, telling you that you should have let the world take its course. The walls begin to crumble and you grab a glowing, but plain looking sword from the wall and run out of the chamber. The walls begin to pulse, as if a newborn heartbeat, but you hear dark evil laughter, and the voice of Jack of Blades, thanking you, and stating the has been reborn in a more terrible form than ever been. his power is weak however, as he has only just come back into the world, and it will take much time for him to be at his full power. You are attacked by Jacks minions as the heartbeat gets stronger and the Guild falls apart completely.
As you finally reach the surface you notice that the sky has gone a dark red. There is a large pulse and a deafening noise. As you run off away from the guild, you hear screams and see a village being attacked by Balverines, and for the first time in 200 years, White Balverines. Their eyes glow a bright red, as if suddenly filled with rage. You feel empowered after touching the Septimal Key and hear Theresa's voice in your head, and she tells you what youve done and teaches you about new Will Powers you have unlocked. The Archon could change the world itself with Will, The Hero of Oakvale was a master of Will, and neared the power of the Archon. The Hero of Bowerstone had far less magical power, and never really achieved the amount of power as the Hero of Oakvale. Even worse, the Hero of Brightwall couldn't even use magic without the assistance of magical gauntlets.
Theresa teaches you how to use some basic Will abilities and you save the village with the use of them. As the Balverines retreat you hear loud, strange magical sounds in the surrounding forest, and feel like the world has changed somehow. You find out that Bowerstone was also attacked, and that creatures that have been exstinct for hundreds or thousands of years have been attacking all over Albion. Unknown to all at this moment, hundreds of citizens around the world have also been altered by this event, and the Hero blood in their diluted bloodlines have been unlocked aswell. The Archon's bloodline was just a very powerful family, all other Heroes had their own family bloodlines, but they all died out or were simply diluted to nothing over the centuries.
Aurora has been attacked by several kraken along the coast, and the old Necropolis ghost city has all of a sudden begun to glow and eerie green, ghosts, and many other manner of ancient icy beasts have been lurking and attacking villages. The Oracle, reawakened after centuries asleep, and has led to thousands making the pilgrimage to the Oracle to ask questions from across the world.
Witchwood, which had been rid of Balverines for more than 60 years, all of a sudden was assaulted by giant white Balverines, who had transformed the old Witchwood Arena into a giant Balverine den. Knothole Glade, which had been re-inhabited and expanded after the original inhabitants left to Knothole Island, is constantly under siege, they have fortified their city to protect against Balverines, and almost every civilian is equipped with a Silver ammunition Shotgun.
The walls are taller than the trees, and extremely thick, all sides of it covered in scratches from Balverines trying to claw their way in. The ruins of the old Temple of Avo have created a protective ring, filled with beautiful ponds and trees. Balverines are harmed when trying to enter this Safehaven, some small villages have been built inside this ring for obvious reasons.
Dragons are spotted in the mountains of Albion, and giants Sandsnakes are rumored to be swallowing entire caravans in Aurora. All magical creatures seem to have multiplied and become more aggressive. Cullis gates have activated all over the world, sending off blue flares into the sky upon coming into proximity with a Hero.
So anyway, after fighting the Balverines Theresa notes something about your weapon, here there will be some different lines depending on how you fought the balverines. Slow attacks, make the blade more like a cleaver, make it thicker, etc. Fast attacks, make the blade thinner, sharper, lonegr, etc. and each Balverine killed gives the blade a more and more Silver look, Balverines claws, teeth and bones attached to it by string, fur used as decoration, etc. She will realise it is the sword of their ancestor, the Hero of Brightwall.
The sword can either be left in ever-changing mode, where depending on everything you do, the sword will change. The more magic you use, it will become more of a short-sword, with glowing blue runes, but if you also use it for killing Balverines aswell, it will have the traits of both magic user, and Balverine slayer, then you can lock and save that state. So you can start a blank state and start forging a new specialized weapon for killing say Kraken, or you can switch to the Magic/Balverine Slayer state when you are facing Balverine. So eventually you will have a different state which is the BEST possible weapon against the creature in question.
Onto magic, like Fable TLC, there are Evil, and Good oriented spells. and the more you use each will effect the appearance of your Hero. Evil magic gives you Red Will lines, eventually your hands will always be glowing and crackling with red lightning. Evil Magic gives Blue Will lines, white, longer hair, ( no wrinkles though >:C)
Bring back experience Orbs how they used to be, I think the best version was the Fable TLC, although Fable 2 was okay, I really didn't like the giant coloured bubbles that popped off enemies when you hit them. They broke my precious, precious immersion. The regular, bright, green, general experienceo orbs worked just fine. With the other special skills simply going up by using them. That made sense.
Each spell, or skill you buy with experience points in any of the three Hero attributes, increases your overall power in that tree, and allows you to unlock side skills and further up abilities.
Now, armour. Armour is something that lately I've been disappointed by in the Fable series. craftable armour needs to make its way into the Fable franchise. Creatures need to drop loot, because, we all love loot. But don't make it one of the main focuses of the game, Fable still needs to be unique. Try and handle it kinda like Mass Effect, or just go back to the system used in Fable 1. But the amount of loot needs to increase. Kill a Balverine, take its hide, craft the hide into Balverine skin armour, and using various materials like metal bars, leather plates, etc. You can craft spikes of different shapes and textures, plates which you can arrange into your own armour style over the basic armour you're creating. place the spikes on some metal plates you crafted and place it on the shoulder as a shoulder pad. Then hit the craft button, and wear it right there.
Armour can be enchanted, and there is a corresponding rune for each enchantment, the rune is then placed wherever you wan on the piece and it is given those effects.
You shoulb be able to dismantle already made sets of armour and use the pieces on another set. Then save that set once you've got the look you want and name it.
Now, onto something I think could be really cool.
The Archaeologists home is filled with documents and codexes, and his journal gives clues to locations of Silver keys, Demon doors, Cullis gates, and various other magical Old Kingdom locations which should be unmapped, and ready for the Hero to explore, following the Archaeologists clues and notes. None of them give an exact location, but speculation about where you would be able to find them. The Journal can be opened at any time and turned to any page to read up on a certain Demon door, or powerful weapon, or Silver key that you're hunting.
The scaling of creatures difficulty can be explained as the creatures of Albion slowing growing in power after the "Rebirth" triggered by your Hero. Speaking of Heroes...
Slowly as the story goes on, several individuals begin discovering their own Will abilities, or extreme stregnth. or skill. The hundreds of Hero bloodlines that had survided, but had slowly been diluted have been reawakened, along with the rest of magic itself. You are urged by Theresa to found a new Heroes guild in order to combat the growing threat of Jack returning to full power. hunting down new Heroes, helping them control and hone their power, raising enough money and getting enough power to rebuild the Heroes Guild. hiring instructors, Hero and non-hero, paying for expansions, WRITING quest cards as Guildmaster, sending apprentices on missions, leading hiring ranking missions yourself, building up your fellow Heroes skills and individual specialties.
instead of the world being seperated into zone upon zone, why not have each split up into four major zones, as opposed to one huge open world, or 20 different mini zones.
Cities having their own zones, aswell as some large towns, caves, ruins, mountains, etc.
Blueprints for different houses can be bought from Architects, and the documents for materials can be bought from traders. Each village, or city has its own style of building, and so blueprints for each type can be bought at their respective city, and built on any open ground. To place you home, you activate the blueprint in your inventory, and then a ghostly outline of the house will show infront of you, wherever you place it, the trees and stones will be cleared, ground smoothed out, etc. after you place it you must wait several days before the house is completed. Upon completion a Cullis gate will be built and activated in the main entrance.
Theresa tells you to meet her in the ruins of Oakvale, the swamps and darkness of Wraithmarsh, caused by the Shadow Court had subsided, as with the return of Jack, they left to help him restore his rule. The ruins of Oakvale and the Wraithmarsh instantly was transformed into an overgrown forest, green and full of magical animals and creatures. Ocassionally ghosts roam the overgrown ruins. You meet Theresa in the centre of Oakvale, you sit with her on an old bench infront of the massive Oak tree in the village square. She explains who Jack of Blades is, and the lives of William Black and the Hero of Oakvale. Being the first Hero of The Bloodline to face the threat of Jack in more than 700 years, you are the only one who has the power to defeat him again.
She explains that when you touched the Septimal Key, it caused a rebirth of the bloodline, and all things magic. A Hero of the bloodline had not had that amount of potential power since the Hero of Oakvale. Theresa tasks you with finding several artifacts of the bloodline before Jack does, in order to build up power and eventually fight him back with the rebuilt Guild of Heroes. Scythe arrives, old and weary, even more of a shell than he was at the time of Jack's original return. he explains who he is but it cut off by the arrival of Jack of Blades. you fend off shadow minions and the members of the Shadow Court, killing one before Theresa decides that they should all escape. Scythe blasts Jack with a massive Will surge, and destoys several minions with his scythe while they all escape into the forest.
The forest begins to burn, dark shadows and minions surge forward after the trio. You escape with Scythe while Theresa splits off from you and instructs you to meet her at the Archaeologists old house. You and Scythe eventually reach safety, and he tells you his home is not far. Along the way he explains his role in all of this, and who he really is. Upon arriving at his home he teaches you about the Bloodline, and unlocked untapped potential, like The Hero of Oakvale's mother did to him.
Scythe and Theresa are your advisors throughout the game, each with different opinions on each morality, and each choice you make. Though neither of them are evil or good.
Quests are divided in to Gold, Silver and Bronze.
Gold quests are the main storyline quests, and quests that involve finding bloodline relics to increase your power.
Silver quests are main side quests, quests that improve the guild, guild missions, and side missions assigned by Scythe or Theresa.
Bronze quests are small, short quests, such as killing a den of Balverines, clearing out caves, etc.
Creature spawn rates will be effected by the amount of a certain creature you kill. If you decide to quell the Knothole Glade Balverine siege, you can run through the zone hunting down every Balverine, so when you re-enter the zone, the amount that spawn will decrease, the more you kill, the less spawn. if you leave Knothole Glade alone for a few days, the population of Balverine will increase naturally. To dramatically reduce the amount of Balverine, you must kill the Balvorne Broodmother which has made its den in the Witchwood Arena.
This will be a Silver quest given to you by the Mayor of Knothole Glade, if you take this quest early on, you go in with the help of some local hunters. But large silver quests can also be put up on the map table in the Guild after you've rebuilt it. Heroes and apprentices who walk around the Guild will check the map table every day and apply for quests that match their skills or power level. After a certain time, the applications are closed for that quest and the Heroes that YOU choose accompany you on the Quest along with the hunters. Each Hero should have dynamic dialogue for each possible combination of situations with different Heroes, quests, etc. So that you actually get a feeling that you're getting to know your fellow Heroes.
I still have a ton of stuff in my head, so part 2 will be coming soon.
When you arrive at the Archaeologist's cave you find Theresa has set herself up there, stating that they will need a base of operations while they hunt down the artifacts. She has taken the time that you've been travelling to her to look through the Archaeologist's notes herself, and says that you need to find an object of great importance to Heroes, a Guild seal. The last known disappeared with the Hero of Brightwall, and so Theresa found an alternative. To explore the ancient ruins of a Smarkand based Heroes guild, she says an old friend of the bloodline who she has had dealings with before is also there. and that they will help you once they discover your identity. She also found out that the Archaeologist fled there on his was to the Western lands after his part in helping with the defeat of Jack, but returned to compile his life works, and everything he knew. (That is actually canon that he fled to the Western lands after the events of Fable) So she says to keep and eye out for evidence of him being there.
You sail to Samarkand and ask around the villages, and search the archaeologist's notes for the location of the ruins of the Guild. You finally discover the location and enter the ruins, inside is Garth, the powerful Will user who aided the Hero of Bowerstone in defeating Lucien. After the events of Fable 2, he travelled to Samarkand as a sort of retirement, his strong bloodline and will power allowed him to stay alive for the roughly 200 years inbetween Fable 2 and Fable 4. When the Hero triggered the "Rebirth" he was empowered aswell, and searched for the cause of the strange phenomenon, coming to the conclusion that if any evidence were to be found, it would be in the archives of the old Samarkand Branch of the Guild of Heroes.
With the help of Garth you make your way through the ruins to the Guildmaster's quarters, where you find the remains of Zuna Daichi, the owner of The Daichi Katana, and Guildmaster of the Samarkand Heroes Guild. On her body is her guild seal, upon touching it, the soul of Zuna Daichi flows into the body of your hero, Garth recognizes you as one of the Archon's bloodline, and pledges loyalty to you. In return you grant him the title of Guildmaster of the Samarkand Heroes Guild, and leave him in charge of rebuilding that Chapter.
When you return to Theresa, you find Scythe waiting with her aswell, he talks for a short time and says that although the Rebirth restored some of his power, he is nothing of what he used to be, and takes an instructing position at the Guild instead of taking a more direct place in the fight against Jack.
Speaking of Jack, after spending some time improving the guild, one day while arriving at the guild, the sky turns the same red it did on the Day of Rebirth (as its being called) and the voice of Jack is heard in every Heroes head, all the apprentices and students, Hero-blood teachers, clench their ears as he booms through their head. "Your reckoning is coming, little Heroes, flee for your lives! abandon your posts! ahahaha! the final destruction of your kind has been far too long overdue! When that ANCESTOR of yours destroyed me I thought I should never return! Until YOU, came along newblood. Thats riiight little Heroes, your fearless-leader is the reason I've returned, when he/she just couldn't stand her loss of power. Greedily searching for a way to bring back her lineage's strength. Ahahahahaha, this world will burn as it did before. but none of you will live to see it..." Everyone in the Guilds went silent, those around the Hero stared, startled at what they had just heard. Theresa communicates with you "Hero I think you should return to the Archaeologist's Cave, I'm assuming you heard that? We must speak at once" Theresa talks to you very urgently, that she feels Jack is about to attack. Scythe tells you about the possibilty of another powerful Hero relic in the mountains of Albion, The Twin Blades of Holdr, Commander of the Dragon Knights. Garth teleports in and rushes towards you yelling "They're attacking the Guild in Albion! The Knight of Blades is leading and army of Dark minions and shadows!"
You arrive at the guild to see a giant Black armoured knight bearing one of the masks on Jack's chest belt. He smashes one of the towers of the Guild with a giant Greatsword made of shadow and black steel. You run through the guild fighting off shadows, hobbes, wraiths, and minions dodging the Knight of Blade's giant sword. You eventually fight him until he melts into shadow and flows away to escape. You run through all the injured Heroes, dying minions being executed by Instructors, and rubble over to Scythe, Theresa and your top 3 most powerful Heroes who you have been on the most Guild missions with. Everyone agrees that they should go after the Twin Blades before Jack attacks again in force, you take your 3 top Heroes and Scythe to the Eastern mountains of Albion, to hunt for the blades, while Theresa stays with everyone at the guild to defend against the Minions that Jack was constantly sending in.
You, Scythe, and the Heroes ride Horses through the minions and off the Guild grounds, towards the mountains, along the road Scythe gives more backstory about Holdr, the Dragon Knights, and his Twin Blades, which were lit with Dragon's fire. you make you way up the mountain, facing rock trolls, another creature that was hunted to extinction before the Rebirth, and Dragonlings, a created that hadn't been seen since Jack of Blades took the form of a Dragon at the time of his return. as you reach the top and look down into the valley of the unexplored eastern lands, you see a huge nesting area for dragons, spanning the land for miles. Giant spires, with Dragon dens carved into the side dotting the rocky landscape. Cracks in the ground leading to lava pools and underground caves. The land had been completely scorched by Dragon's fire, the cracking ground constantly falling apart into the lava lakes below. An immense black cloud loomed over the entire, broken land, red lightning filled the cloud, always the sound of thunder was heard to some degree. Ruins of massive cities, advanced skyscrapers in the style of the Spire could be seen crumbling away into ash and dust.
Blue glow still eminating from them, as if the last of their Will force was crumbling away with the building.
Nearby is a tomb, which Scythe says is the tomb of Holdr, when he died and was entombed at the old Heroes guild, after a time the spirit of Holdr spoke to the Hero of Oakvale, and made the request that his remains be moved to his place of birth, in the mountains of the Eastern lands. He agreeds and had a tomb built to guard his body.
Scythe leads on, rushing to the Tomb, avoiding overhead Dragons. You enter the tomb, make your way through several puzzles and fighting the ghosts of Dragon Knights, whose bodies were moved there to be with their Commander. Eventually reaching his chamber, you find the same Sarchophagus from the Old Guild of Heroes, and slide off the lid, inside is the skeleton of Holdr, covered in a full set of Armour, and weilding his Blade, pressed against his chest.
The helm is shaped like a Dragon's head, gives protection against fire and grants a special Fire Breath spell. The Chestplate has large spiked pauldrons and gives protection from fire. The gloves are shaped like Dragon claws and give protection from fire. The boot have spiked wings on them and give protection from fire, and also allow Lava Walking.
The blade's hilts are shapped like Dragon's heads, and the blades are in the shape of Flames, covered in Flaming runes meaning "Holdr, Dragon of the Eastern Flame" When Equipped they light with Dragon's Fire, burning all enemies.
The moment the Hero touches the Blades, the soul of Holdr flows out of them into your body. You and the Heroes notice the sets of Dragon Knight Armour and Solus Greatswords on the walls, and you decide to revive the Dragon Knights, starting with yourself and the three most powerful Heroes in the Guild. From now on they hold the title "Dragon Knight" and now that the Eastern lands have been unlocked, they will be very useful in Silver quests that take place in this zone fighting Dragons. They will now always wear sets of Dragon Knight armour and weild Solus Greatswords like the Dragon Knights of old.
Now that all the old threats of the world are returning, the old Orders that were in place to defend against them are returning aswell. The Heroes with the return of Jack of Blades, the Dragon Knights with the return of the Dragons, etc.
Scythe then declares that the best next course of action would be to speak to the Oracle in Snowspire far in the Northern wastes. The only way to reach the Northern wastes is by cullis gate, the only one that leads directly to it is on Hook Coast. Over the 700 years from the first game, Hook coast has been enveloped in ice and snow, a huge glacier formed overtop of the town, and the lighthouse crumbled and fell long ago.
After making it through the ice caves and over the icy tundras of the ruins of Hook Coast, you find the Cullis gate, protected from ice and rubble in a Will bubble. a defense mechanism placed in all cullis gates to keep them from being destroyed.
You and Scythe go through the Cullis gate, teleporting to the Lost Bay up to your waists in snow. Slowly trudging through the blizzard it becomes so blinding that you and he get seperated. You begin to feel the cold, starting to black out you hear soft, ghostly voices as you fall face first into the snow.
You awaken hanging from the ceiling of a large room in the ruins of an empty, ghost city. The walls eerily glow a pale green, and moans can be heard coming from back alleys all across the city. A ghostly woman floats up to you and welcomes you to the Necropolis, city of the broken hearted. The Ghosts of the city died so quickly that they don't even remember dying, and go about their undeath in constant hunger, confusion, and fear. She lets you down and tells you that she will help lead you out of the city. You cut your way through mindless, terrified mobs and seas of ghosts, through empty town squares, across broken bridges, through Balverine dens. Eventually coming to the city gates. The ghostly woman sadly says goodbye, but asks that you bring her something from the cities of the living if they ever return.
You make your way out of the Necropolis and through the snowy pine forests to Snowspire, the main level of the city is where the original town was built, but over the years the city needed to expand, and so they built onto and into the side of the Cliffs and rocks surrounding the Oracle, who, after Jack was originally defeated, eventually simply ran out of Will, and became part of the cliffside. When the Rebirth occured the Oracle was reawoken, and the giant three faced behemoth breathed for the first time in centures, shaking the cliffs and destroying several homes in rock slides.
The upper city is where the Mayor's homes, and Museum of the Archon have been built. The museum was begun by Scythe, who had originally had it built in the lower city, some time after the defeat of Jack.
You run up the stairs to the Oracle, and see Scythe exiting a large, thick, fur tent he set up beside the Oracle.