Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ===================================================================================================
- Scenario
- ===================================================================================================
- [The Last Banquet - A Fragmented Guild] (Req. 3 active members)
- Yggdrasil is coming to an end. The invite was sent out and a few responded.
- You have a good time with old friends, but the missing parts stand out. Friends who have since quit.
- A longtime inactive pops back in. You all rejoice. So does an NPC. Wait, what?
- • For every active guild member you have, add 5 inactive members. For every additional Scroll used, gain +80 Ygg that can only be used for Guild Customization.
- The New World marks a new chapter in your guild's long history. Your NPCs are loyal to the cause, but those with missing creators notice what is gone. Pangs of longing, perhaps even jealousy, wrack their hearts. Will you heal them before they find themselves in trouble? What if a missing member shows up centuries down the line?
- ===================================================================================================
- Notes
- ===================================================================================================
- Hythlodaeus has 6 Guild Scrolls (see Gatcha rolls) And each other member has 1 scroll (in addition to the one Levia used to found the guild), thus the Court has 10 scrolls, 5 members, for 15 active members, 75 inactive members, and 800 YGG for guild customization.
- ===================================================================================================
- Guild Layout
- ===================================================================================================
- Lyhe Ghiah
- / \
- Snae Ling Deep Lyhe Ghiah
- |
- Amh Arang
- |
- The Tempest
- |
- Amaurot
- / \
- Asphodelos Ultima Thule
- |
- The Dark Within
- |
- Dohn Mheg
- |
- Noumenon
- ===================================================================================================
- Exterior: The Glittering Castle of Lyhe Ghiah
- ===================================================================================================
- [Theme]: A magnificent, flooded fey castle. Stained glass windows cast shifting colored light on the floors, though the lighting is a bit dim due to being underwater, though the highest parts of the castle can drain if they surface. The castle is clean, immaculate, and beautiful. POP monsters are trickster fae with an aquatic theme, organized by Walter C. Dornez, and are meant to slow intruders and lead them into the considerable traps.
- [Size]: [Huge] - (15/785) This floor has been expanded to 40,000 square meters, aka a square with 200 meter sides.
- [Defensibility]: [Great] - (Free for Dungeon) One way in past the outer layer, traps as above, useful fortifications and terrain.
- [Traps]: [Advanced Traps] - (10/775) Maybe the place actually did come with some pretty clever or rude traps, or maybe the guild put some together after taking over. What seems like a rolling boulder trap, that's actually designed to funnel the invaders into an alcove with several explosive runes inside. Or maybe it's a bunch of enchanted bear traps on the ground, which keep their attention off the trees so the swinging log-spike trap has a better chance of working.
- [Other Modifiers]:
- [Mobile] - (30/745) Your guild base can move, albeit very slowly. How it moves is up to you to determine, after considering which other modifiers it has (if any) and what it's theme is. Maybe an underwater city is on the back of a turtle, or a flying dungeon floats on a cloud, as some examples.
- [Underwater] - (20/725) Your exterior floor is underwater, in a lake or in an ocean near the shore. This makes it harder to find from the air, though not impossible. It also comes with all the normal effects of being underwater. Incompatible with Floating and Underground.
- ===================================================================================================
- Floor 1a: The Shining Pavilion of Snae Ling
- ===================================================================================================
- [Theme]: Unlike anywhere else in the Court, Snae Ling appears for all intents and purposes to be on the surface, a castle courtyard surrounding an idealized past version of of Lyhe Ghiah. The amenities here are designed for Levia's performances, with a grand stage and plenty of illusionist fae pop monsters to provide special effects, and this is one of only two floors that is not flooded, for the comfort of the audience. In addition, this area contains a carefully maintained teleportation circle, kept active only near performances so audiences can come and go. The sky is a beautiful blue canvas in the day and a glittering tapestry of stars at night, and anyone who flies to the top of the walls surrounding the courtyard will see an enchanted forest beyond the invisible wall. As a branch off from Lyhe Ghiah, this floor is useless to invaders, and is not on the path to the guild weapon, in an attempt to keep any invaders from trashing it. While Aqua and the Mermaid Idols work here, they actually take residence in the castle, as it is more comfortable for their aquatic needs.
- [Size]: [Small] - Each floor has a basic size of roughly 40,000 square meters, aka a square with 200 meter sides.
- [Border Wall]: [Invisible Wall] - (5/720) The floor continues outward visually, but it's just an illusion.
- [Day Time]: [Cycle] - (5/715) The day passes normally. Choose how many hours are in the day on this floor; between 4 and 96.
- [Skybox]: [Static] - The sky is much the same as the sky for the overworld, showing the time of day and season appropriately as selected above, but otherwise unchanging.
- [Beautiful Sky] - (5/710) Addon to either Static or Weather Enabled. The sky here is especially beautiful, maybe it's covered in a tapestry of stars at Night, or has a permanent aurora borealis in Winter, or something else.
- [Traps]: [No Traps] - None at all, not even the ones the location came with.
- ===================================================================================================
- Floor 1: The Dark Depths of Lyhe Ghiah
- ===================================================================================================
- [Theme]: The deeper parts of the castle, the Depths of Lyhe Ghiah are darker, more shadowed, and contain more overtly malicious fae. The traps are just as dangerious, but tinged with more malevolence than the trickster fae of the upper castles. Furthermore, sometimes shadows can be seen swimming across the stained glass windows, indications of what awaits when intruders find an escape from the castle to the Reefs.
- [Size]: [Small]
- [Atmosphere]: [Underwater] - (5/705) Breathable to those who can breathe Underwater. Allows 3D movement via swimming.
- [Lighting]: [Dim] - Visible to those that can see in Dim Light
- [Traps]: [Advanced Traps] - (10/695)
- ===================================================================================================
- Floor 2: The Vibrant Reefs of Amh Arang
- ===================================================================================================
- [Theme]: Through what appears to be the grand entrance hall of Lyhe Ghiah, invaders emerge into the reefs of Amh Arang. This appears to be a vibrant coral reef surrounding the base of the castle, inside an underground caldera. Swimming up to the edge of the caldera reveals waters extending into indistinct blue, and breaching the surface reveals the castle poking above the surface, surrounded by an endless ocean and clear blue sky as far as the eye can see. The reefs themselves are teeming with light, being the brightest area of the Court as the sun high overhead filters rays of dazzling light into the water, and life, with this area having the highest density of pop monsters, all aquatic beasts. This is the domain of Nemo and his menagerie, a bevy of high-level aquatic beasts, a mix of cash shop monsters and Nemo's beastmaster monsters.
- [Size]: [Large] - (20/675) This floor has been expanded to 5 square kilometers, aka a square with 2,236 meter sides.
- [Border Wall]: [Invisible Wall] - (5/670)
- [Atmosphere]: [Underwater] - (5/665)
- [Skybox]: [Static]
- [Lighting]: [Bright] - Visible to all. Can cause Blind.
- [Ecosystem]: [Heavy] – (5/660) Grown like in the wilds/country. Flora/Fungi can be cultivated in large amounts, but has higher maintenance costs.
- ===================================================================================================
- Floor 3: The Vast Depths of the Tempest
- ===================================================================================================
- [Theme]: A fissure in Amh Arang leads to a long tunnel, opening into the open waters of the Tempest. Once the entrance is out of sight, it's gone, and the only way to return is to retrace your steps, a nearly impossible task in the empty water (though magic can show the way). This is where Nemo keeps his largest beasts, though they must share the spacious waters with a newcomer: Joe, who requires such spacious accommodations. At one specific point of the Tempest, a light can be seen far below. Swimming towards it is the only way to reach the next floor.
- [Size]: [Huge] - (30/630) This floor has been expanded to 10 square kilometers, aka a square with 3,162 meter sides.
- [Border]: [Looping] - (10/620) There is no edge, getting to the south of the map sends you to the north of it.
- [Atmosphere]: [Underwater] - (5/615)
- [Lighting]: [Dim]
- ===================================================================================================
- Floor 4: The Phantom City of Amaurot
- ===================================================================================================
- [Theme]: Descending from the Tempest reveals Amaurot, an apparently vast city populated by shades who walk about as if their home wasn't flooded. The city appears to go on forever, though eventually one will realize that they've made a loop of the city if they keep traveling in one direction, and any details are impossible to make out through the haze of water. Of note is the enchanted walkways that grip onto the feet of those who get very close. This enables one to walk along the city as if it were not flooded, though all it takes is one leap to return to swimming in the waters above. Swimming up enough simply returns to the Tempest. The city of Amarout is dimly lit, casting dark shadows across grand art-deco architecture, as befits both it's ghostly inhabitants and the Court member who makes this floor his home, Hythlodaeus, who takes residence in the capital building, beneath which is a grand ritual chamber to allow passage to the next floor...
- [Size]: [Large] - (20/595)
- [Border]: [Looping] – (10/585)
- [Atmosphere]: [Underwater] - (5/580)
- [Gravity Direction]: [Subjective] - (5/575) Gravity is dependent on where your feet touch.
- [Lighting]: [Dim]
- [Ecosystem]: [None] – No Flora/Fungi can grow in this floor. No floor maintenance cost required.
- [Energy]: [Minor Negative] – Undead slowly Regenerate broken limbs.
- ===================================================================================================
- Floor 5a: The Sanctuary Compound of Asphodelos
- ===================================================================================================
- [Theme]: In a hidden building in Amarout is a small door to Asphodelos, a compound for Erased's cult and Hythlodaeus's controlled NPCs. Despite the sense of unease the clearly cultish archetecture gives, the floor is actually quite comfortable, and one of only two floors that is not flooded, out of consideration for the inhabitants. This floor serves as trophy room and home both, housing the myriad of NPCs and Guild NPCs that Erased and Hythlodaeus have stolen. Guild NPCs were usually kept on a whim as trophies of successful operations, while overworld NPCs were sometimes kept to close off questlines the Court had interest in denying to people, or to bolster the guild's funds through "Quest Ransom", wherein questgivers would only be released or killed to respawn when prospective questers would deliver a payment for the 'service'. Slain questgivers would eventually respawn and allow their quests to become available again, but a questgiver who is forced away from his station and kept alive would never reset. Since Asphodelos is off the main 'path' of the dungeon, magic will not pathfind to them unless the caster is specifically looking for an NPC contained within, and as such, it is protected by being well hidden, to keep the NPCs within safe.
- [Size]: [Medium] - (10/565) This floor has been expanded to 1 square kilometer, aka a square with 1,000 meter sides.
- [Traps]: [No Traps]
- ===================================================================================================
- Floor 5: The Vast Void of Ultima Thule
- ===================================================================================================
- [Theme]: Emerging from the ritual circle of Amaurot places one into a vast void of space, Ultima Thule. Alien stars twinkle upon intruders as they struggle with an utter lack of air suffusing the space. Here, there is nothing... no air, no water, no land, no gravity... and with the large space looping, anyone who survives being here can expect a lot of time passing through empty space. In fact, the only thing that does suffuse the zone is the befouled radiance of the alien stars, casting not light one sees, but pure negative energy, constantly wearing at any living beings. At the far edge of the zone sits Zodiark, a vast spiritbound armor construct that serves as the guardian of the floor, a bulwark that intends to let the zone itself take a toll on intruders for as long as possible. But cracking Zodiark's armor reveals a beating core at his heart... the entrance to the next zone.
- [Size]: [Gargantuan] - (40/525) This floor has been expanded to 16 square kilometers, aka a square with 4,000 meter sides.
- [Border]: [Looping] – (10/515)
- [Atmosphere]: [Vacuum] – (20/495) Unbreathable, everyone is Silenced. Only magical flight allows 3D movement, not wings.
- [Gravity Intensity]: [None] – (10/485) There's no gravity. Infinite Jump, Movement and Martial skills use half stamina.
- [Lighting]: [Darkness] - Visible to those that can see in Complete Darkness
- [Skybox]: [Static]
- [Strange Skies] - (5/480) Addon to either Static or Weather Enabled. The skybox of this floor is no longer tied to the appearance of the overworld's sky; it can look however you want.
- [Ecosystem]: [None]
- [Energy]: [Major Negative] – (10/470) Undead can rapidly Regenerate lost limbs, as such Constitution is considered 2x higher. Living constantly take damage. If living creatures are slain here, they crumble to dust and can't be resurrected except by True Resurrection.
- ===================================================================================================
- Floor 6: The Eldritch Veins of The Dark Within
- ===================================================================================================
- [Theme]: Entering the Heart of Zodiark leads intruders to their biggest challenge: The Dark Within. This zone is crafted to utterly murder any intruders, containing horrid traps, tight, mazelike corridors of pulsing flesh, several max-level NPCs crafted to work with the floor's defenses, A weight to the air that presses down on intruders, a penalty for anyone of high OR low karma (because few players intentionally keep their karma balanced), and the greatest threat of this floor: It is utterly dead to magic. The one blessing of the floor is that it is suffused with positive energy, but even this is to intruder's detriment, as it also heals the guardians, and it serves as a danger to any undead who found Ultima Thule hospitable. The members of the Court often refuse to enter this floor, especially the caster-focused ones such as Hythlodaeus. Reaching the end of the constantly shifting, mazelike structure reveals a passage to the final floor.
- [Size]: [Large] - (20/450)
- [Atmosphere]: [Vacuum] – (20/430)
- [Gravity Intensity]: [Heavy] – (10/420) Can't Jump with <50 Jump skill, and above that jump only 20%. Movement/Martial Skills use 2x stamina.
- [Lighting]: [Darkness]
- [Ecosystem]: [None]
- [Karma]: [Neutral] - (5/415) Anyone who isn't Neutral-Karma takes a small penalty to all Mental Skills and Stealth.
- [Strongly _] - (10/405) Addon to Good, Neutral, or Evil. The penalty is a moderate one now.
- [Energy]: [Major Positive] – (10/395) Living can rapidly Regenerate lost limbs, as such Constitution is considered 2x higher. Undead constantly take damage. If undead are slain here, they crumble to dust and can't be resurrected except by True Resurrection.
- [Magic]: [Dead Magic] - (30/365) This floor acts as if the entire floor is under the effect of an Antimagic Field that cannot be dispelled. Equipment is all suppressed, supernatural abilities cannot be used, and spells cannot be cast within or target anything within the floor. The only exceptions are the portals that allow ingress and egress into the floor, should those happen to be magical.
- [Traps]: [Bullshit Traps] - (30/335) You could have been one of the Shitty Devs themselves. Teleport traps that change their target location each time, sometimes dropping players in with the boss or alternatively in a lava river. Pools of acidic quicksand concealed by an illusion effect. Fake Doors that Explode. Real Doors that Explode. A depressed hallway with tiles that cast Create Water when stepped on or touched by water, enough to fill the whole hallway, tiles at the front and back of the trap zone that create Walls of Force to keep the water in, and a dozen tiles that cast Call Greater Thunder once everyone is trapped inside the sudden water zone. Everyone's favorite Cloudkill, Silence, Maddening Darkness, Forcecage combo. And whatever other cancer your depraved mind can come up with. Of course, no trap is truly inescapable given the number of options available to the players, and Yggdrasil players are nothing if not paranoid and skilled, but they're certainly going to be taking their sweet time when progressing through your base, and doing so is going to bite into their resources. On the downside, these traps are pretty expensive to reset compared to the other options.
- ===================================================================================================
- Floor 7: The Sanctuary of Dohn Mheg
- ===================================================================================================
- [Theme]: Dohn Mheg is not a defense, as anyone who survives Ultima Thule and The Dark Within is to dangerous to be stopped. Instead, it serves as a home for the Court, a well-appointed flooded castle in the style of Lhye Ghiah above. In addition to spaces for the various court members, which takes up much of the space, there is a large meeting hall holding the Guild Weapon, the enterance to the Library where Maggie makes her home, and the entrance to the treasury, where Rhitatyn stands guard.
- [Size]: [Small]
- [Atmosphere] – [Underwater] – (5/330)
- [Traps]: [No Traps]
- ===================================================================================================
- Floor 8: The Libraries of Noumenon
- ===================================================================================================
- [Theme]: A small moonpool in Dohn Mheg reveals the smallest floor of the Court: The Libraries of Noumenon, where Maggie takes her residence. The whole floor is a massive library containing hundreds of spell scrolls, populated by shambling creatures that exist only to be sacks of health and mana for Maggie to use in her spells. the air here is permeated with Abjuration and Conjuration magic, solely to improve Maggie's ability to cast her spells of protection and healing.
- [Size]: [Small]
- [Traps]: [No Traps]
- [Magic] – Determines if magic functions correctly or not.
- [Enhanced School: Abjuration] – (5/325) Spells of this school are cast as though the caster was 10 CL higher. This does not actually grant CL to anyone.
- [Enhanced School: Conjuration] – (5/320) Spells of this school are cast as though the caster was 10 CL higher. This does not actually grant CL to anyone.
- ===================================================================================================
- Treasury
- ===================================================================================================
- [The Treasury - Defenses] - [A Reasonable Defense] - The treasury is one of the most important locations in the base, naturally it's protected as well as possible. It has a trap defending it that's equal to the highest level of [Traps] purchased for any floor of the Guild Base (Bullshit).
- [The Treasury - Gold] - [All That Glitters] - (Requires 40 Members) Your Treasury is a glittering ocean. Much like Nazarick, you've got something like 400 billion Yggdrasil Gold in your treasury; over 40 times more gold than exists on Earth (which converts to hundreds of trillions of dollars)... enough to revive a level 100 NPC 800 times.
- [The Treasury - Items] -
- [Leftovers and Trophies] - The Guild's treasury holds piles of Low, Mid, High, and Top class items. Jewelry, Armor, Weapons, and more; none of it particularly useful to a max level player, but they were the items you and your guildmates used in your earlier levels, so they were kept around for nostalgia. Instead of piles, you may opt to have them on mannequins or display racks.
- [Exchange Box] - An ornate 8 cubic foot wooden crate. Any objects placed within the exchange box are converted directly into Yggdrasil Gold. This isn't useful now, but in the New World it might be your only way to get Yggdrasil Gold. The currency it gives you is based on the direct material value of the item, ignoring craftsmanship... though a high Merchant skill can get you a slightly better rate.
- ===================================================================================================
- Guild NPCs 250/120
- ===================================================================================================
- [Guild NPC Levels] - [Grand Base] - (Requires 30 Members) Your base was a very impressive one, much like the original form of Nazarik. It came with 2200 NPC levels.
- [Resource Sink] - (30/290) Addon to any of the above. Your guild poured money, sweat, and gamer rage into improving the NPC levels available to your base. Together you improved your NPC level count by 400.
- [Legendary Achievement] - (Requires Grand Base and Resource Sink) (70/220) Maybe you conquered your base on the first try like Nine's Own Goal and got a special reward from the shitty devs, completed an incredibly difficult and obscure quest chain that could only be completed once, or something else in that vein. Whatever the case it was costly to scrape your way through, but in the end you were ultimately rewarded with a base that has a grand total of 3000 NPC levels, the same amount as the 9 biggest bases in the game.
- [Guild NPC Builds] - [Creative] - (30/190) You paid for some information that panned out, god your guild mates to pitch in, and even spent some money to give them some pay-to-win options. Your Guild NPCs can take any race and any class, however they cannot have any Secret Rare Classes, as those are generally too obscure to stumble upon and too valuable for people to sell information about.
- [Legendary NPCs] - (Requires Creative) (70/120) Your guild had some really knowledgeable people in it, and also had enough money to pry the juiciest secrets out of some of the other guilds' hands. Guild NPCs can now have Secret Rare Classes too.
- [Guild NPC Equipment] - [High Priority] - (50/70) It wasn't cheap, and it took a lot of time that could have been used elsewhere, but the NPCs were given equipment that would make many players jealous of them. For every 100 levels of NPCs, the guild gains the following items that can only be used to gear NPCs: 1 Divine Class Item, 4 Legendary Class Items, 8 Relic Class Items, and as many Legacy-Class Items as are needed to fully gear the NPCs (no more than 7 items total per character, as usual), none of which require data crystals.
- ===================================================================================================
- Other Considerations 70/50
- ===================================================================================================
- [POP Monsters] -[Advanced POPs] - (Dungeon Base only) Dungeon-based Guild Bases often had some more powerful POP monsters along with their basic ones. These more advanced POPs could be up to level 30. They are still no match for invading players, of course, but some of them have the right abilities to be an annoyance or small hindrance in the right circumstances. They're also visually more impressive than your Basic POPs, and add variety to the aesthetics.
- [Customized POPs] - (20/50) Normally POPs are entirely generic, and while allied to the guild and it's members weren't really controlled by them. However, by spending money, it was actually possible to make minor cosmetic changes to the POP monsters. Changing how a type of humanoid POPs' outfits look (including having them wear the symbol of the guild), giving them a patrol rout instead of having them wander randomly, and more! None of these things really provided any mechanical benefit, so many players thought them useless, though many roleplayers adored them.
- [Economy] - [None] - The guild base generates no income.
- [Guild Jewelry] - [A Great Honor] - (30/20) The Guild's Jewelry is a set of beautiful Relic Class Rings. They have the same embedded Arcane Mark of the Guild's symbol, but 10 other data levels that can be used for anything. The only caveat is that they all have to be designed the same.
- [The Guild Weapon] - [Supremacy] - (Requires 30 Members) The resources of so many combined... nothing short of a World Class Item could be more powerful. Your Guild Weapon has 30 Data Levels, and does not need data crystals.
- [Resource Sink] - (20/0) Addon to The Guild's Pride or Supremacy. Either you or your guild mates spent a lot of real money on the Guild Weapon. It gains +5 data levels, very nearly bridging the gap to the next level of power.
- [Guild-Linked World-Class Item] -
- [Seeds of the World Tree] - The ultimate race-change item. Not only can it allow the user to change into any race from Yggdrasil, but it can even allow non-living creatures such as undead, golems, and automatons to change their race. Thus, any sufficiently intelligent existence may become any other. Of course, it removes all pre-existing racial levels in exchange for the 1st level of the new race, so it can be said that there is a big level cost to such a change for Heteromorphs. This item takes a month to recharge in between uses.
- [Draupnir] - A legendary ring with one feature; for every 216 hours it's worn by the same person, it generates 8 copies of itself. These copies aren't World Class Items and don't bestow World Protection. However, they are metal of divine quality, which makes them a usable (if rather generic, and therefor sub-optimal) material for crafting metallic Divine-Class Equipment. They can also be fed to the Exchange Box, which considers this divine metal extremely valuable.
Add Comment
Please, Sign In to add comment