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.
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.