ACT 1 - Chapters 4 - 6 Plot in Aerda | World Anvil
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ACT 1 - Chapters 4 - 6

CHAPTER 4
The next scene opens with a cinematic of the party crossing the bridge on the caravan. There is some inaudible chatter among the group and the camera pans out to show the massive bridge in all its splendor. There are some shots of it and the subsequent "bridge life" of the people who work and live on the bridge. The title "Chapter 4" is shown in the bottom right corner of the screen and then fades. Shot of the party in the caravan. Arc is watching Cara with fascination as she talks to the other party members while taking off her makeup the circus troupe put on her. Finn notices Arc watching her and becomes concerned. The scene fades to black. The next scene opens with the caravan pulling into the Border Town of Gil. The title "Border Town of Gil" appears and then fades. As everyone gets out of the cart, Dyne asks what they should do next. There is some discussion about heading south to the nearest port city. Frith is silent the entire conversation and is visibly upset. They do end up deciding to stay the night in Gil as it's been a long day and they could use some rest. Control is given to the player and they must navigate the party throughout the town. They can stock up on any items or weapons from the shops. In a weapon shop there will be a spear for sale that nobody can use or equip, however, they should buy it for a future member. When the player decides to continue, they must go to the local inn and pay to stay the night. After paying, the scene fades to black as the party walks towards their rooms. The next scene opens in the Arc and Finns bedroom and a conversation happens between them while lying in bed where Finn shares his concern about Arc getting to close to Cara. He explains that they don't even know who she is and they're wanted fugitives now because of her. Arc admits that he likes her but agrees that it's not a good idea to get involved with her. After this conversation, the scene fades to black and it's the next morning. The party regroups in the Inn entrance and then control is given to the player. They can wander around town if they wish and then leave. As soon as the party leaves town, instead of entering the world map, a cutscene will occur with the party outside the town as they are attempting to leave. They are be ambushed by masked assailants, who swiftly incapacitate each party member. Arc will call out for Cara protectively and the scene will go black. The next scene fades in with the party tied and bound in the back a caravan cart. There is a short discussion about who their captors might be and Frith says that "whoever they are, they're good [at their job of kidnapping and stealth]". A captor will tell them to shut up, and that they're nearly there. The next scene shows them being taken into a city with a massive ivory tower. Dyne mentions that they're in The Royal Fortified City of Inora, the capital of Zarafell. Their captors then let them out of the cart and take them into the tower. The next scene they are being brought before the High King. The party says nothing and the King scoffs and tells the guards that "they don't need to be bound, they were not brought because they were a threat.” He then goes on to tell them that he wants to help. His spies told him that the princess of Frewen was escaping the country with a group of mercs and was eager to help protect her (since Zarafell and Frewen are allied). The party are shocked to hear that Cara is the princess of Frewen as they weren't aware, they had only assumed that she was a wealthy citizen in need of discreet help. However, before the High King can properly aid them, he asks to know the whole story. Frith and Finn relate how they were approached by Cara and asked for help and were subsequently arrested. When the King asks why Princess Cara is seeking help outside the castle to escape, she steps forward and tells her story. The scene then changes to a past memory of her in the castle. The memory shows Rael, an emissary of Artesia making frequent visits to the castle and also many trips to the basement. Cara takes note of this and decides to check it out. Control is given to the player and they must silently follow Rael throughout the castle halls. If the player gets too close Rael will notice and the sequence will start over. If done right, they will eventually follow him to the entrance of the dungeons. Follow Rael into the dungeons until he enters a secret passageway. While hiding nearby, Cara will narrate the moment until Rael returns from the secret passage and leaves. The player gains control and enters the secret passageway and walks along a tunnel and down a long set of stairs before coming to a single cell with an old man behind bars. The conversation that follows will reveal that the old man is the Prophet sent by God to appoint the next heir to the Arvalis and that he came to tell the king and queen of Frewen that Cara was to be the next Keeper at the time of her birth. However, instead of letting him take her to The Great Metropolis of Silverspire to be raised and trained by the Keeper, the King imprisoned him there and kept Cara at the castle. He also tells her that when Cara was a baby, the Queen attempted to take her to Silverspire in secret, but was murdered by men hired by the King and Cara was brought back to the castle to grow up as a princess instead of the heir to the Arvalis. He goes on to tell her of an evil plot that Rael and the King of Frewen have made to wait until the Keepers death and then take over the surrounding countries with the aid of Artesia, Rael's home country in the southern part of the world. He then urges Cara to escape and go to Silverspire where the Keeper will keep her safe and train her to become the next Keeper. It's the only way to save the world from war and destruction. After this, the scene returns to Inora Tower in the present day as Cara finishes her story. The party is in shock about her real identity and the King is surprised to learn that she is the Arvalis's heir and that Frewen is preparing to war. He agrees that she must get to Silverspire right away, and upon learning that very Rael is dangerous and on their tail, he sends for their mountain traversing expert. Here is where we are intoduced to Triss Taloram. The camera shows her walking into the throne room and the party is surprised to see that it's a girl. The King entrusts her to them to keep them safe through the mountains, which is the safest path to the south where a boat will be waiting for them to take them to Silverspire. There is some more discussion and then the party is free to leave. Control is given back to the player and they will navigate the party back to the city where they can stock up on items and weapons and armor. Then when the party is ready to leave, they will approach the cart the brought them there. They will enter the cart and the driver says that he'll be taking them to a secret location where they can enter the mountains and begin to journey south. The cart begins to leave the city and the scene goes black.  
Chapter 5
The scene open to the World Map with the cart moving towards the mountains southwest from Inora (automatic, the player will not have control at this point). There will be some banter among the party with them asking Triss questions about herself. The dialogue can be humorous where they might find something to poke fun at her with. The cart will arrive at the foot of the mountains and then the scene will fade. The next scene open up with the mountains in full view, there will be some cinematic shots of the countryside and the mountains. The title "The Ebras Mountains" appears and then fades. The camera will show the party exiting the cart and bidding farewell to the cart drivers. Triss will address the party and say that she knows the safest and quickest route through the mountains and that she will do her best to get them through without being found or tracked by Rael and his underlings. After a short back and forth of dialogue, control will be given to the player and they will begin the ascent up the mountainside. At this point Triss will be a playable character. The player must navigate the party up the mountain, fighting enemies along the way and collecting items. In order to reach the top of where they must go, the player will have to utilize a lot of climbing and jumping across pitfalls. Also, there will come a point where the party will need to cross a jump that is too large, here Triss will show the party how to use her rope to swing across. This will be a more common thing to use going through the mountain section later. Once the party reaches the top, the player will be able to save their game and have the option to camp for the night. This is where the "Camping" option will become available at save points and on the world map. When the player decides to camp, it will heal the party of all ailments and fully restore their health. It’s also the only time when Dyne can level up his cooking skills. Other features to the "Camping" option will be added later. After this point, the player will embark on the longest dungeon yet. The mountains are full of caves and hidden routes that can lead to different items and different enemies to encounter. Eventually they will reach a small mountain village. As they enter, there will be a short cinematic reveal of the town and the title "Mountain Sheep Village of Ozryn" will appear and then fade. Triss will step forward and she will be very excited. She will say to the party that this is her hometown and invites them to her house to meet her family and to spend the night. Control will be given to the player and they can roam the village and interact with all the villagers. They can stock up on any items, and even craft new weapons and armor. The party can visit the Elder's Hut and meet the village Sahn. Here they can complete a few optional quests if they want to. After this, once the player decides to move on, they will go to Triss's house and meet her family; her parents are infinitely proud that their daughter is in the King's service and helping someone through the mountains. After this they will be invited to eat a meal with them. Over the course of the dinner, Cara and Triss will begin to bond as friends and there will be some banter. After this they will sleep. The next morning, the party will say goodbye to Triss's family and leave the town. The next section of the mountains will be similar to the previous section as there will be many caves and alternate paths to take, with the difficulty of some new challenges involving the rope. At the end of this section, the party will encounter a large flying monster. This will serve as the boss monster for this section and in order to defeat it, the player will need to make great use of Triss and her abilities as she excels at fighting flying enemies. Once it is defeated, the party will descend down the mountain until they have reached ground level once again. The party will camp at the foot of the mountain and Dyne will announce that he is making a new recipe in celebration of Triss and their safe journey through the mountains. There will be laughter and friendly banter until the scene fades to black.  
Chapter 6
The scene opens with the party sitting around the campfire eating. They are discussing their next course of action and where they should go next. The options are to head east towards the Port of Lyra, a quicker route to Silverspire yet much less safer, and the other option is to head south to the Port City of Talm, a much safer route but would end up being much longer as well. They argue among themselves presenting the pros and cons of each route. They eventually decide to vote on which route they should take. Arc, Finn, and Dyne vote that they choose the safer route and go the way of Talm, and subsequently the deserts of Salem (they suppose that Rael would never think they would head further south), while Frith and Triss vote they go through Lyra, taking the risk that it's more dangerous (as Rael might expect them to go there) but quicker and they wouldn't need to go through Salem. Taking it all into consideration, the final vote goes to Cara, and she decides to side with Arc and go to Talm. There is some grumbling from Frith but in the end all agree. They go to sleep. The next morning the player is given control on the World Map. They can enter the Ebras Mountains again in order to fight more enemies, or they can wander the world map. If they navigate the party all the way over to Lyra and attempt to enter it, a party member will say something like "We voted not to go here!" and they won't be able to enter Lyra. Eventually, the player will head south to Talm and enter there. Upon entering Talm, there will be a cinematic montage showing off the city, the title "Port City of Talm" will appear and then fade. The camera will show the party entering and then there will be a short discussion on what to do. Triss will say that she should be able to find a merchant ship that will take them secretly on board to Salem, and then she will leave the party to do so. Control is given to the player and they can wander the city as they please. There is much to do in Talm, such as visiting many different shops to buy new weapons, armor and items. They can even visit a tailor and get brand new outfits. By visiting certain pubs, the party can find optional quests to be done throughout the city. When the player makes their way down to the docks, they can find Triss talking to ship captains trying to get permission to stow away on board in secret but the player will not be able to do very much about it. She tells the party to go to a specific inn to spend the night and that she would meet them there once she finds a ship for them to board. A mark will be placed on the minimap. The player must then navigate through the city until they reach the inn and choose to spend the night. A scene will occur with the party talking around a table, suddenly Triss will enter the inn loudly and excitedly. After Frith tells her to calm down and be quiet, she explains that she was able to connect with a captain that will take them to Salem and that they are to meet them on the shore just outside the city after midnight. A small boat will be waiting to take them to the ship, this way nobody will have a chance at spotting them. The party is happy and go to bed to get some rest. The next scene opens in the room in the inn with only Arc. Control is given to the player and they must leave the inn and meet with the party outside. Triss will say that it's time to get going. The player must then navigate them to the edge of the city near the docks and then run along the shore for a short distance. Just as the boat becomes visible down the shore, Rael will suddenly appear from behind some trees along the shoreline. The party will be caught off guard and immediately draw their weapons. He will say that he doesn't want to keep chasing them and that he doesn't want to have to kill them, and to give Cara to him. The party refuses and so begins a very difficult boss battle with Rael and a few soldiers he has with him. Once Rael is defeated, Finn will urge them all to run to the boat as quick as possible, as they're getting into the boat and starting to float far enough away from shore, Cara is suddenly struck with a small dart and cries out in pain. Arc grabs her and turns to look back and sees Rael standing there with a blow gun, smiling. Rael turns and leaves back towards Talm. Before long, Cara passes out and starts to turn very pale. Arc shouts that they need to hurry to the ship. The music rises to a dramatic halt and the scene goes black.
Plot type
ACT 1 - Chapters 4 - 6

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