Here is an Idea that I been thinking about since completing Meeting History Years ago, A quest that would give "The World Guardian" a much bigger role.
Points of the quest (after completing Meeting History):
-Jorral finds a way to bring the adventurer to the future. He is rather obbessed with what is in the future. Before they can travel, the player perhaps has to make travel to the future possible.
-After finding the items of interest, they go to an area on the outskirts of the Kandarin Kingdom, and teleport to the future. Only that they arrive at the sounds of powerful explosions, The adventurer gets separated from Jorral. He is all the way across the massive crossfire on a large battlefield.
-To get to him, the Adventurer has to navigate through trenches and obstacles and avoid most conflicts by the belligerents, as soon as you find a Shell-shocked Jorral, you have to guide Jorral back to the original start point while keeping him safe.
At some point after getting Jorral to safety, the Adventurer would be attacked and kept from escaping back to the present, only to be saved by another Adventurer, the Player's Future self, and many others that the Adventurer helped in the past.
-The future the Adventurer has traveled to is revealed to be fighting a massive war throughout Gielinor, The Second Gielinor God Wars. Taking place between 20-50 years after Year 1 of the Sixth age. Where many of the fronts are revealed to the Adventurer. (in addition to a massive civil war being fought in the Kandarin kingdom).
-After making a device that the Adventurer can use to communicate with their future self, miniquests become avaliable all over the present day map, Where the Adventure learns of the many battlefronts between kingdoms, factions, rebellions,etc.
The Adventure and Future Self has one big important quest in mind, to stop the Second Gielinor God Wars from happening!
(Part one of this pitch.)
Points of the quest (after completing Meeting History):
-Jorral finds a way to bring the adventurer to the future. He is rather obbessed with what is in the future. Before they can travel, the player perhaps has to make travel to the future possible.
-After finding the items of interest, they go to an area on the outskirts of the Kandarin Kingdom, and teleport to the future. Only that they arrive at the sounds of powerful explosions, The adventurer gets separated from Jorral. He is all the way across the massive crossfire on a large battlefield.
-To get to him, the Adventurer has to navigate through trenches and obstacles and avoid most conflicts by the belligerents, as soon as you find a Shell-shocked Jorral, you have to guide Jorral back to the original start point while keeping him safe.
At some point after getting Jorral to safety, the Adventurer would be attacked and kept from escaping back to the present, only to be saved by another Adventurer, the Player's Future self, and many others that the Adventurer helped in the past.
-The future the Adventurer has traveled to is revealed to be fighting a massive war throughout Gielinor, The Second Gielinor God Wars. Taking place between 20-50 years after Year 1 of the Sixth age. Where many of the fronts are revealed to the Adventurer. (in addition to a massive civil war being fought in the Kandarin kingdom).
-After making a device that the Adventurer can use to communicate with their future self, miniquests become avaliable all over the present day map, Where the Adventure learns of the many battlefronts between kingdoms, factions, rebellions,etc.
The Adventure and Future Self has one big important quest in mind, to stop the Second Gielinor God Wars from happening!
(Part one of this pitch.)
18-May-2018 16:40:06