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Cantina 6: PTH Part V Revenge (Discussion)


Admiral Odin

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Before anything else, a little explanation in case new people join ^_^

 

"PtH", or, "Postlude to Holocaust", is about a quest to undo the end of the galaxy. It's a spinoff of another RPG;

"Cantina", Part Six, but you don't have to read that to know what's going on. (Although if you read that and Part Seven onwards, you may get some idea of how this all ends...)

 

This RPG is very character-, group-, and story-oriented. Thus, it's kind of hard to join sometimes, because the story might be taking place on some planet where no one could just show up off the street. ;) But that's what this thread is for; post here, and you'll be worked in. ^_^

 

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With that out of the way, a subject for everyone.

 

Admiral and I have done alot of (if not all of) the PtH plotwork for the past few threads, in case no one noticed... ;) The end result, unfortunately, is that everything seems to happen to our characters, while everyone else just reacts.

 

So, we can plan stuff here. Plots always work better when coordinated with other people. (If you're big on secrets, like me, there's always PMs :p)

 

There's going to at least ten, probably eleven, chapters to Postlude to Holocaust. Admiral and I have a rough framework for these eleven threads (which I'll post if anyone wants to see it), but it's not entirely filled in, and there's plenty of room to add stuff.

 

What do you want to happen in the upcoming quests? What do you want to happen to your characters? What do you want to happen to the galaxy?

 

Discuss.

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I have an idea, but need to talk to Red a little more about it.

 

In rough: The Irvines and possibly others will be captured and seperated. The Irvines will seem to be dead and the group will not look for them. Afterwards one of the Irvines can talk to Drode and be sent back while the other one escapes/freed/rescued.

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((i was going to have this in the main thread, but then i noticed it turned out to be less of a brief decription and more of a bio...))

 

Name: Irvine Palpatine/RH Irvine/Sir-Vin: He is a human in his mid-late twenties, roughly 2 meters tall. He grew out his facal hair, while keeping it well groomed, makes him look a bit more older then his counterpart. He keeps his hair long. He makes solid claim that he is well trained in Jedi arts, in which he shown a fair enough to prove his logic. Not only that he had been training himself to become more Jedi-like in a more mentality state, rather in just phsical stature.

For the meantime he trains Matt, keeping his promise to Svafa, while not exactly made clear on his reasons to do so...

 

Name Irvine Cracern/WH Irvine: Also human, a clone of an infant Irvine Palpatine, whom had been though dead. He keeps his hair short, in which in attempts to not confuse the rest fo the group. His hair also lacks pigment due to a strange illness when he was young.

Other then that, he pocesses a decent grade of force training, unmastered in meny areas, he makes up for it in the variety of how often he can switch between each skill. He also is able to wield a Force ability that is unique, he able to allow the Force to augment and amplify his phsyical strength, and not just agility.

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Just an FYI: superthrawn (remember him? the guy who started this RPG?) is coming back. ^_^

 

(He didn't say whether he'd finally wake Josine up or make a new character, but either way ^_^)

 

Scar: (Yeah, I'm using that tag to get people's attention, now) Why not just post a full bio here, and put descriptions (plus the names of your characters that the group knows in the main thread?

 

In a normal RPG (or something like Cantina) people are scattered round the galaxy and may never even meet. But in something like this, where everyone has known each other for at least eight months, everybody should at least recognize their looks, or will eventually if they join.

 

Bios, etc, tho, can go in here.

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Dunno, but I think he ought to. ^_^

 

'Course, I'm trying to get people to join now, while the group is on a colony world, because in the next place everyone is going, well...let's just say it'll be a tad difficult for new characters to just pop in :D

 

I'm going to post a version of the PtH plot framework in a while...

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Originally posted by Redwing

Dunno, but I think he ought to. ^_^

 

'Course, I'm trying to get people to join now, while the group is on a colony world, because in the next place everyone is going, well...let's just say it'll be a tad difficult for new characters to just pop in :D

 

I'm going to post a version of the PtH plot framework in a while...

Work my character in there somewhere important will ya?

*hands RW 100 bucks*

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JM, your character is already with the group so he will have a part to play. You do need to decide on how much he has learned in the eight month time lapse. I will say Matt will eventually need to handle himself against some powerful enemies (something to keep in mind).

 

The main difficutly is getting others to join the group.

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Posted in my next couple of posts is the PtH plot framework, such as it is, in outline format. Consider this an immense experiment.

 

I hope the categories are self-explanatory.

 

This is for major stuff. If it won't affect other people's plots, you don't need to put it here. Be more detailed than my examples if required (I was lazy.)

 

If you have a secret, you can always post vague details on what it will involve ;)

 

Also, this is unofficial. I've filled out stuff for the previous four chapters just to give examples. (by the way, don't kill me if I missed some Themes or Plots, coz I'm sure I did)

 

For new material, quote my post and add to it. The next person can do the same, and so on. ^_^

 

For everything you add in the outline, put in parentheses afterwards - i.e. "(" ")" - to indicate who came up with it. [i.e. "I want blah-blah-bah to happen. (Redwing)]

 

See below...

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These are Examples. Here for completeness' sake. Skip this post entirely if you don't care about them.

 

[align=center]--------------------[/align]

 

I. PtH I - [No official title]: Completed

 

A. Locales

1. Coruscant

2. Freedon VII [space station]

3. Midgard [Home of the Aesir]

 

 

B. Running Themes

1. Adjustment

2. Trust

3. Anger

4. Secrets

5. Fighting Imperials/Shadows/Other enemies

 

C. Quest

 

1. The "Time Matrix", described as a silver ball, is a device that can change time itself. Its hiding place was destroyed when the Aesir destroyed the stars. A group is formed to retrieve it. The group obtains a mysterious key and directions to where to start. Prophecy: "To find [the Time Matrix], seek ten keys, seven gates, fire, eye, and ice." (Redwing/Admiral)

 

2. The first key is given to the group. It is made of crystal, engraved with runes, and has no color. (Redwing)

 

D. Plots

 

1. After the Holocaust, the Imperials make an alliance with the remainder of the New Republic, claiming they know how to find the Aesir. The "Imperial Republic" is formed. Everyone who is an enemy of those in power is labelled part of the "Aesirian Alliance" and hunted down. In reality, no one knows what happened to the Aesir after they blew up the stars. (Redwing/Admiral/Deac)

 

2. A strange man in a coat (calling himself only "T"), who can walk through walls and knows information he was never told, brings some of the group together for an unknown purpose. (Redwing)

 

3. Syrnl Darkstar, reformed former Dark Jedi under the Empire, leads a revolt against the Imperial Alliance. (Deac)

 

4. Other-dimensional beings, assassins, and Imperials attack the group. (Everyone)

 

5. An ancient evil in the form of a wolf, named Fenrir, has escaped his prison and is beginning to ravage the surviving galaxy. In twenty-two years, he will have completed his destruction. That is the deadline for the group to find the Time Matrix. (Admiral)

 

E. Suggested Titles (Note, this is only here for entertainment value, since it isn't really necessary to retroactively name old chapters)

1. "Beginning" or "The Key" (Redwing)

 

[align=center]--------------------[/align]

 

II. PtH II - [No official title]: Completed

 

A. Locales

1. Fenrir's Tomb [space station where Fenrir was formerly imprisoned by the Aesir]

2. Coruscant - Abandoned Buildings

3. Coruscant - Jedi Temple

4. Coruscant - Darkstar Towers

5. Balmora [Desert planet] - Aesir Outpost

 

B. Running Themes

1. Wisdom

2. Knowledge

3. Cooperation

1. Patience

2. Characters beset by many different enemies

 

C. Quest

 

1. The group reaches the first gate in Fenrir's Tomb. They must pass a test of knowledge (through a set of questions), and a test of wisdom (through a room that causes the group to be trapped in an illusory world made up of their own memories and fears, which they much "solve" in different ways to escape). Finally they are faced by an opponent (a mysterious beast) which they must work together to defeat. (Redwing/Admiral)

 

2. The group obtains the second key. It like the first, except violet in color.

 

3. The group also obtains an enchanted, ever-changing map to guide them to their next destination(s).

 

4. The group, following the map, meet a strange figure that offers them a choice. They can take one of two paths next. Either they can take a path of speed, or a longer, more dangerous path. If they take the longer path they can obtain something valuable in the rest of their quest. (Redwing/Admiral)

 

5. The long path takes them to find the separated pieces of a strange sword that emanates positive ("good") energy. They go to several locations and win several hard fights to get them. (Redwing/Admiral/Deac)

 

D. Plots

 

1. A mysterious being (ascended Sith ghost) called the Spectar tries to interfere in the quest. (Scar)

 

2. When the mysterious beast (Caloslocke) is destroyed by the group the crystal powering it, called the Crystal of Orthaeur, is destroyed with it. The side effect of this seemingly small act is that ancient magical forces, locked away somehow for centuries, are now being unleashed upon the galaxy. (Redwing)

 

3. A strange being named Sakara, apparently an enemy of "T", tries to align things against the group, create enemies for them, and generally make life difficult without ever directly confronting them. (Redwing/Scar)

 

4. Mysterious creatures appear from portals and attack the group, apparently attracted to magic forming inside of them (placed there by whatever force is running the quest itself) (Redwing)

 

5. Sakara goes to the lower planes to ally himself with an ancient enemy of the Aesir named Hel. Hel sends immense dragons to attack the group. (Redwing/Admiral)

 

6. Halren Flax (Hal) joins the group. (Battledog)

 

7. RH Irvine (Sir-Vin) joins the group. (Scar)

 

 

E. Suggested Titles (Note, this is only here for entertainment value, since it isn't really necessary to retroactively name old chapters)

1. "The Shattered" or "Unleashed" (Redwing)

 

[align=center]--------------------[/align]

 

III. PtH III - "Shadows of the Past": Completed

 

A. Locales

1. Balmora [Desert planet] - Aesir Outpost

2. Dagon Fel (Ancient Sith world) - Forest

3. Dagon Fel - Sith Temple

4. Dagon Fel - Dwarven Underground City

 

B. Running Themes

1. Infighting amongst characters (the most runningest theme of them all ;))

2. Mercy

 

C. Quest

1. The group reaches the second gate in an underground city inhabited by ancient dwarves. They pass through a Sith temple to get there. (Admiral)

 

2. The group obtains the third key. [i never specified, but it was probably red in color. This can be changed if that color is more appropriate for later use] The group also obtains a new map.

 

D. Plots

1. Ancient, evil enemies of the Aesir are gathering an army of Sith for an unknown purpose. The Sith were killed long ago, and have been resurrected. (Admiral)

 

2. Misae (Jedi character) hears a Sith's voice in her head that urges her to join them. (Redwing)

 

3. Elella, Orthos' sister, is introduced. (Deac)

 

4. Guy has strange visions of man and a "demon" making a bargain. (Redwing)

 

5. Guy finds out that the group is being secretly followed by unknown strangers. (Redwing)

 

[align=center]--------------------[/align]

 

IV. PtH IV - "Dark Surprises": Completed

 

A. Locales

1. Enoy [Mining world] - Crystal Mines

2. Enoy - Forests/Hills/Town [we really tore that place apart]

 

B. Running Themes

1. Trust

2. Trickery

3. Infighting

4. Surprises (especially nasty ones...or dark ones, obviously)

5. Dark/Evil vs. Light/Good

 

C. Quest

1. The group reaches the third gate in the inner depths of a mine, in shafts full of magical crystals. (Redwing)

 

2. The group obtains the fourth key. It is black in color. The group also obtains a new map.

 

3. Just after obtaining the key and map, mind-altering crystals start to affect those of the group unlucky enough to touch them (Marin, Aidan and Heimdall). They turn on their friends, nearly bury them in a cave-in, and leave to cause destruction and chaos. The map does not give a new direction for the remainder of the group.

 

D. Plots

1. A great darkness eclipses all light from all the suns/stars in the galaxy as the quest begins. The darkness stays there till the end of the quest. (Admiral)

 

2. Gerd, a mysterious girl, arrives in an escape pod out of nowhere. The Aesir take her in. (Admiral)

 

3. Heimdall, Aidan and Marin gleefully slaughter innocents after being changed by crystals. Finally, the sword from the previous quest restores the three to their normal states of mind, but not before the trio toys with the group enough to cause it to start coming apart at the seams. (Redwing/Admiral/Battledog)

 

4. Matt is introduced. (jokemaster)

 

5. Gortick, Orthos' brother, is introduced. (Deac)

 

6. As the group prepares to leave, three strangers attack the group. These strangers have technology (magic) the likes of which most of them have never seen before. One is Guy's sister. Several of the group are seriously injured, and are clearly outmatched. However, everyone manages to escape once they try to retreat, leaving before the strangers' allies arrive. [The strangers are the ones Guy detected following the group last chapter.] (Redwing)

 

[align=center]--------------------[/align]

 

Okay, now my next post will have the current stuff, that actually matters. ;)

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First, the present:

 

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V. PtH V - "Revenge" :

 

A. Locales/Locale Suggestions

 

1. Yevoh [Poor colony]

1. Midgard: Vidgard

3. Midgard: Lieskirnir

4. Midgard: Yggdrasil

5. Midgard: Vigrid

 

B. Themes/Theme Suggestions

 

1. Revenge (an obvious one)

2. Courage, Honor and Valor (see Plot)

3. Doing one's duty (following orders)

4. Loss

5. Hate

6. Choice and loyalty (see Plot)

 

C. Quest /Quest Ideas

 

1. The fourth gate will be reached, and the fifth key obtained. It will probably be dark green in color. (Redwing/Admiral)

 

2. The fifth key is in enemy territory, and the group will have to cross a no mans land. (Admiral)

 

3. The Eye of Odin [an artifact to be used later in the quest (Redwing)] will be entrusted to an innocent. (Admiral)

 

D. Plot/Plot Ideas

 

1. The group is lead to Midgard by the map. Midgard is undersiege and the Aesir are being pushed back. (Admiral)

 

2. The gate is within occupied territory. The group will have to move quickly and try to keep undetected. (Admiral)

 

3. After the fifth key is reached and the group leave the castle Heimdall and any who choose to go with him head towards Yggdrasil to retrieve a horn. (Admiral)

 

4. When the group arrives at Vidgard they are given a choice, they can stand with the Aesir and fight in a huge battle or they can stay in Vidgard until the fight is over. (Admiral)

 

5. The Horn retrieved by Heimdall is blown calling all the Aesir to the battlefield of Vigrid to fight a Gentlemen's war. (Admiral)

 

6. Something may happen involving Misae and Guy, furthering their plots from earlier chapters. (Redwing)

 

7. The group who attacked our characters earlier will probably make another appearance. (Redwing)

 

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And finally, the future.

 

[align=center]--------------------[/align]

 

VI. Later PtH Chapters (6 through 11)

 

A. Locale Suggestions

 

1. PtH VI (Six) will probably take place in an alternate dimension, in a world of magic, not the Force; with an alternate Earth possibly being a visited locale. (Redwing)

2.

 

B. Theme Suggestions

 

1. PtH VIII (Eight) will have a Fire theme. (Redwing)

2. PtH IX (Nine) will have an Eye/Wisdom theme. (Redwing)

3. PtH X (Ten) will have an Ice theme. (Redwing)

4.

 

C. Quest Ideas

 

1. Note that in the end, a stranger named Ken'atra Sorack Darkstar ends up with the Time Matrix. This either means that in the end, the group fails to get the Time Matrix, or gets the Time Matrix and does not use it, or are stopped from using it. The group is being prepared for another fate, possibly, under the guise of having them obtain the Time Matrix. Details are up in the air, but remember that someone else must end up with the Time Matrix when all is said and done. (Redwing/Admiral/Everyone who posted in Cantina 7 ;))

 

2. The fifth, sixth, and seventh gates will be reached in PtH VI, VII, and VIII (6, 7, and 8) respectively. (Redwing)

 

3. The sixth, seventh, eighth, ninth, and tenth keys will be obtained, one per chapter except for the possible 11th chapter (for the finale). (Redwing)

 

4. The eighth key will probably be orange (for fire). The ninth key will probably be blue (the color of the Eye of Odin). The tenth key will probably be white (for ice). [Keys 6 and 7 might be Rose/Pink and Yellow/Gold. Or one can be orange, and the Fire key can be yellow instead] (Redwing)

 

5.

 

D. Plot Ideas

 

1. Possibly introduced: Acompletely non-humanoid group of Jedi, which encompasses most or all remaining Jedi in the galaxy. All human Jedi except the ones in the group have been killed by [insert Mystery Force Here?]. This is partly to remedy the fact that everyone in the group is human or a non-SW alien :p (Redwing)

 

2. Possibly Introduced: (In PtH VI/6) Some characters from the magic world that will probably end up joining the group. (Redwing)

 

3.

 

E. Title Suggestions

 

1. PtH XI (11) might be called "Eleventh Hour". [Kudos to anyone who gets the reference...] (Redwing)

 

2.

 

[align=center]--------------------[/align]

 

Comments? Got a better idea, or do you like these funny outlines? :p

 

(I'm wondering if we ought to do color-coding, to more easily figure out whose plot is whose...but anyway ^^;;)

 

Edit: Also, if you're too lazy to quote this and add to it, just post your stuff in this thread and I'll update it myself. ;)

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Well if the group will be hitting the 'new' dimension in the next episode, then that *could* be a way for the 'twins' to be separated from the group, like in the end of pth 5

 

they could just be left behind

 

and if its all going to be on earth, then i think maybe those two are left on the asgardried, in which for some reason (which ever it maybe that the group travels through), the ship cant travel likewise

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The problem being Scar, you will probably be gone in the midst of the current thread..

 

The last thread lasted for essentially 6 months. Since after basic you will most likely want to rejoin the RPG we need a way for your character(s) to easily rejoin. Having them in seperate dimensions makes that a little difficult.

 

I also see this as a perfect time for WH Irvine to meet with Drode and be sent back in time.

 

My plan for getting your characters inactive: A couple of days/weeks before you go to basic.

 

1. Irvines and perhaps some other characters will be captured and seperated from one another. The Sith and Jotuns will essentially make it appear like they are dead.

 

2. The group thinking they are dead does not look for them. When you return from Basic, the Irvines can escape and find the group again.

 

However, I would rather have only RH Irvine escape and return while WH IRvine is taken back in time/trained (whatever needs to happen to get him ready for his C7 appearance).

 

This way Scar you can easily rejoin the RPG.

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I haven't decided if the Asgardried will go through to the new dimension or not, since we haven't talked about the cross over yet.

 

One thing though the ship is going to get more residents by the end of PTH. So the Irvines would not be left alone in that idea.

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