ACT 2 - Chapters 4 - 6 Plot in Aerda | World Anvil
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ACT 2 - Chapters 4 - 6

Chapter 4
The scene open to the World Map and the party is free to sail anywhere they’d like, however when the player chooses to continue, they must head north from Dalzenia until reaching the southernmost island of The Soliman Archipelago; the Ilse of Basaan. Once there the player will be prompted to dock in the Seaside City of Ataxigira. Upon choosing “yes”, the scene will fade and reopen to a cinematic shot of the ship entering the port and after this a cinematic montage will show the ports and different shots of the city. The title “Seaside City of Ataxigira” will appear and fade. The party is seen walking off the ship as Farrus warns the party of pickpockets and thieves in the city. Frith looks solemn and says that he’s been here a few times and that they should ask around to see if anyone knows anything about the temple. The player will be given control and they are free to roam the city and visit all the shops available, including a tailor where the party can buy new outfits for the jungle. Around the city, the party will need to talk to random citizens and ask about the temple. Most people will say that it’s only a legend or that it has been lost for centuries. After a few people say these things, Arc will say that it’s hopeless and that they’ll never find anything about the temple. They decide to take a break from everything and just enjoy the city for a little while. At this point the party will split up and the player will only have control of Arc. The player can now navigate Arc around the city to do as he pleases. In the city, Arc will be able to find 2 different optional sidequests. He will also be able to find the different party members at different locations. Finn will be at a local weapon shop admiring the swords, Frith will be waiting to be seated at a restaurant to eat steak, Farrus and Dyne will be at a local pub where Farrus is teaching Dyne how to flirt with women, Triss will be in the town square talking to the townsfolk. In order to continue, the player must go to the inn where if he talks to the innkeeper, he’ll mention something about a crazy jungle dweller in town raving about some ancient ruins. Upon asking where he is, the innkeeper will tell him that he might be at the town square. Upon arriving at the town square, Triss will approach Arc and say that she heard the crazy man talking about the temple and that they should catch up to him. A mark will be placed on the minimap at the pub. Once they arrive at the pub, they will see the man inside trying to talk to townsfolk about the ruins, and people brush it off as crazy talk. Farrus and Dyne will rejoin the party at this point and they will all approach the man. A scene will play with the man talking about how he stumbled across an ancient temple in the jungle and that it must be the lost temple, he goes on to mention how he’s going to be remembered as a famous explorer! The party asks how to get there and the man tells them but warns them not to go because it’s been overtaken by monsters and is very dangerous. At this point the player will be given control and they must collect the remaining party members at their locations. Once the party is together again, they decide to set off for the jungle located within The Yizumu Valley. They head for the exit and the scene goes black. It reopens to the World Map and the player must navigate the party northeast until prompted to enter the jungle. Upon entering there will be a short cinematic montage of the area, the title “Yizumu Valley Jungle” will appear and fade. The camera will focus again on the party and control will be given to the player. Now they must take the party through the jungle, fighting monsters along the way and overcoming many obstacles. The jungle will be filled with climbable vines, rock faces and they must also cross rivers and creeks via fallen trees and makeshift “boats”. Once they reach the temple, a scene will play with the party in awe of how overgrown and beautiful the place is. They’ll enter the front gates into a courtyard of broken stone pillars and caved in structures. In the middle of the courtyard there is a dilapidated statue of what must have been Grand Keeper Salamar. A cinematic montage of the temple will occur and the title “The Lost Temple of Salamar” will appear and fade. Control is given to the player and they can explore the temple grounds. Once inside the player can see all the murals on the wall and the statues left behind. A scene will play in which the party reads the murals on the walls and see the history of the Keepers and of the Arvalis. It will show great and wondrous works done by the keepers, like the prosperity of the Aldan people, and the building of the temples and SkyeKeep, but it also shows some of the terrible things done. It will show how one Keeper destroyed the continent of Marlon, how another turned Solima from a larger continent into an archipelago, and finally, they will come across the murals of Ghallus and how he utterly destroyed Alda and all its people, wiping them from existence. The party will be horrified and conclude that he must me dangerous. Triss will notice that his lifespan has also far surpassed any other Keeper and will start to speculate why nobody else has succeeded him, Frith will suspect it’s on purpose and that he doesn’t want to give up the Arvalis to anyone. Dyne will say that Cara might not even have a chance and worry that they might have sent her to her eventual death at Ghallus’s hands. After this, Finn will notice another mural about an odd looking stone coming out of the Arvalis along with a scroll, he beckons for the party to come take a look, but before they can really study it in detail, the floor gives out and everyone falls through to a lower level. A scene will play with the party recovering from the fall and making sure everyone is ok. When they finally get a look at their new surroundings, they will discover that they are in a hallway that looks crudely dug, like it wasn’t part of the original temple. They choose to continue and quickly discover that there are traps everywhere and that they need to be very careful. Control will be given to the player and they will need to navigate the party through a series of dangerous traps and puzzles. At the end of them, they will find the objects from the mural on a pedestal. The oddly shaped stone will be glowing a light blue color, and a dusty scroll will be next to it. There will be a discussion about what they might be and decide to take them, as they might be important in saving Cara. After this they find a tunnel leading to an exit, they help each other climb out and they once again find themselves in the jungle. A discussion will occur here about what to do next and what to do with the objects they found. Frith unravels the scroll to find it’s written in an ancient language. He suggest that his mother may know how to read it and that they should travel to his hometown of Takka, not terribly far from there. They agree and decide to make camp for the night. The scene fades to black.  
Chapter 5
The scene open onto the World Map and the player immediately gains control. From here they have the option to explore the land so far, they can return to the temple or jungle, however in order to advance, the player must return to Ataxagira and board their ship. Once they have done this they can sail north around the Isle of Basaan to the larger Isle of Ixios. The party must land in The Coastal City of Caliphus, a market town that specializes in sea food. Upon docking, a short cinematic montage will play showing the city and the team walking off the ship. The title “Caliphus” will appear and fade. Dyne will get excited at the prospect of new food and meal ideas, he urges the party to visit the markets and Triss will show disdain for the taste and smell of fish. The player gains control and they are free to explore the town. There will be a couple shops to visit as well as the food market. While there, the party can purchase many different ingredients for camp meals. Once the player decides to continue they will head north out of the city. After leaving the city, a scene will play that shows the next area, The Yuzuth Uplands. As they enter, Frith will look longingly at the scenery and seem to be depressed or sad. Nobody seems to notice this but instead Frith just mentions that they need to continue north through the uplands until reaching Takka. Control will be given to the player and they will need to navigate the party through the uplands while fighting monsters and collecting rare items and drops. Eventually, the party will come to a place next to a small lake and decide to make camp for the night. The regular camping scene will take place and Dyne will have the chance to make new recipes for the group. Farrus will benefit the most from any kind of sea food recipe, and Triss will actually have negative effects if she is fed seafood. Once the player is finished with camping and decides to sleep, a scene will play where Triss awakens during the night and notices Frith is missing from his sleeping mat. Curious, she gets up to find him and notices him leaving the camp. Control is given to the player and they must quietly follow Frith down a path towards the lake. Another scene will play that shows the ruins of a burnt down shack a short distance away, and Frith kneeling on the ground beside two graves. Triss approaches him and kneels down beside him. She looks and notices that Frith is silently weeping, the first time he’s ever shown this kind of emotion. She puts a hand on him and he tells her that the graves belong to his wife and daughter. Shocked, Triss asks what happened. Frith will explain the story in the form of a flashback. It shows Frith as military general, working for the ruler of Ixios. After his retirement, he settled down in the uplands and married his sweetheart. Shortly after they gave birth to a daughter. Frith is happy, content, and joyful. Time skips ahead to when his daughter is 5 and Frith says he’s going out to gather some food. Upon his return he finds that his home had been raided by marauders and that his wife and daughter had been murdered. In a rage, he tracks them to a hideout not too far from the lake and violently kills them all. He then returns home, buries his dead wife and daughter and in his sadness, burns the house down. The flashback ends and he tells Triss that after that, he moved to Frewen because he couldn’t bear to stay in the land where he lost his family. Triss is silent, after a moment they stand and Triss embraces him. This moment causes them to bond and Frith becomes more open and warm toward her. The scene fades to black with them still by the graves. The scene reopens with the party in the morning ready to go. Control is given to the player and they must continue through the uplands fighting monsters and collecting items. Once they reach the end of the uplands, they will exit and be taken to the World Map again. After walking north a short ways, the player will be prompted to enter the Takka Farmlands. Once the player chooses to enter, a scene will occur with the party walking up a short hill. Frith will be mildly excited and tell the party that they’re about to visit his hometown where he grew up and that they’re meeting his mother. He says to Dyne that he could learn a thing or two about cooking from his mother. As they ascend the hill, smoke will become visible and soon the party will discover that much of the town is on fire. Horrified, the party rushes in to help people. As they approach the town, they are greeted by members of the Order of Falvor. Just as Frith takes out his weapon and is about to go into a rage, Aelus steps out with his mother and a knife to her throat. “Strike any of my men and your mother dies!” At this point Aelus threatens the party more saying that “this is what happens when you say ‘no’ to me!” Aelus is clearly angered and wants to flaunt his power. Frith shouts back threats and Aelus just laughs them off. He tells them that they are going to join the Order. Frith refuses and says that they’d never join a murderous cult like them. Aelus once again threatens his mother’s life saying “I will kill her! Do you think I actually care about her life?” Just as he’s about to slit her throat, Triss whips his hand and Aelus cries out in pain letting go of the dagger, immediately Frith goes to attack Aelus and this starts a boss battle against him. Control is given to the player and they must fight off Aelus and 4 other Order members. This will be a very difficult fight. Once Aelus is defeated, a scene will show him getting away and threatening them that the next time they meet, he won’t be nearly as forgiving. After this Frith goes to his mother and tells the party to help the other townsfolk. Control is given to the player and they must go throughout the town putting out fires and saving people from danger or Order members that hadn’t left yet. Once this is finished, a scene will show the town recovering from the attack and people helping out other people. The party will meet in Frith’s mother’s house which was miraculously not too damaged. She invites them to stay the night and to eat with her. They do. There can be a scene with some discussion here (not sure what about at this point). The scene fades to black with some gentle music.  
Chapter 6
The scene open with the party gathering inside Frith’s mother’s home with his mother. Frith hands her the scroll and asks her if the language written is in some old or ancient dialect of Soliman. After looking it over, she concludes that it must a very old language from a different area of the world, and that it did not originate from anywhere on Solima. However, she tells the party that they should take it to The Great Library of Morra in the City of Dologost which is north of them. She assures them that there are many of the world’s greatest minds and scholars there and that someone there would be able to translate it. The party agrees that they should go there as the scroll might contain important information and how to use the glowing stone they found. Control is given to the player and the will be free to explore the farm town and surrounding farmlands. Since the town has been severely damaged from the fire, none of the shops will be open and the player will not be able to buy from the local shops. They will, however, be able to visit various places throughout the town and surrounding area to find items such as yudzu vegetables (see location description for “Takka”) and other foods that Dyne can use for cooking. Once the player collects some yudzu, they can return to Frith’s mother’s house and she will give Dyne a few recipes on how to use yudzu. Once the player decides to continue, they will exit the town by the north and will enter the World Map. From here they can travel to any place previous, including all the way back to the Isle of Baasan if they wish, but in order to continue, the party will need to travel north from Takka until prompted to enter The Azura Lumewood. Upon entering, the camera will show the party entering into a rainforest. Dyne mentions how he doesn’t really like rainforests at all, and Frith replies by telling him to just keep going. He then goes to Triss and says that she’s going to love where they’re going. Control is given to the player and they must navigate the party through the woods for a short period until they start to notice plants that glow. A cinematic montage will play showing the beauty of the “rainforest” and its bioluminescent foliage and trees. The title “Azura Lumewood” will appear and fade. The party is in awe and wonder how it can exist. Frith tells the party that nobody can figure out why the trees glow here, but it’s the only place in the world where it occurs like this. Frith also warns that though it may be very beautiful, it can also be dangerous and to watch out for certain plants and creatures. Control is given back the player and they must navigate their way through the rainforest. A dialogue box will appear that explains to the player what to look out for. There will be poisonous plants that infect by a mere touch, as well as plants that entice with bright colors until they are asleep and paralyzed. Throughout the rainforest, they will encounter many kinds of monsters and creatures that all glow as well with an innate bioluminescence, some will be docile and friendly, but most will be dangerous and need to be fought. Eventually, the party will enter an area filled with vines and strange flowers, suddenly they will be attacked by a glowing plant monster with long, venomous vines. This will be a very difficult boss to defeat as it can paralyze party members for a time while draining them of their health. It must be defeated by cutting off as many vine limbs as possible before attacking the core bud where its life force is. Once the rainforest boss is defeated, they will continue for a short while before exiting the forest and once again entering the World Map. From here the party must travel northwest to Dologost, the capital city of Ixios. Upon entering the city, a cinematic montage will play showing the city, the title “Royal City of Dologost” appears and then fades. As they enter, Frith tells the party that he once worked here as a servant to the old king. Triss gets excited thinking that means they’ll be able to see the palace, but Frith says that it’s a new king now who wouldn’t know him and that it’s not likely. Arc suggests they get to the Great Library as soon as they can to get the scroll translated. Control is given to the player and they are free to explore the city. There are many kinds of shops available to the party including a tailor for new outfits. When the player decides to continue, they must find the Great Library of Morra which will be indicated with a mark on the minimap. Once there, a scene will play where Arc finds a scholar to speak with. They will meet the party and they’ll explain that they need an ancient scroll translated as they don’t have any idea what it says. The scholar takes The Scroll  and says that he’s never seen a language like this and that they’ll get their best and brightest language scholars to work on it right away. They party is happy and decide to browse the library in the meantime. Control is given to the player and they are free to explore the library as they wish. The library itself is quite large with many different rooms and areas. As they are walking, a party member will suggest going to find a book about the Keepers and the history of the Arvalis. A mark will be placed on the minimap and the player must navigate them to that area in order to continue, however, at this point the player can go anywhere and even exit the library and leave town. Once the player has arrived at the area marked out on the minimap, the atmosphere will change and things will seem foggy, but only Dyne seems to notice this at all, he turns to look around him and suddenly sees a short flash of light in the hallway behind him. He goes to where he saw the flash and suddenly disappears. Triss is the first to notice that he is gone and calls his name, when there is no answer the rest of the party decide to go look for him, when suddenly they hear his voice echoing in the air around them. Confused and slightly frightened they try to locate where his voice is coming from, they then see small flashes of light outside in the hallway and they can hear his voice echo wherever the flashes occur. Control is given to the player and they must try to follow where the flashes are and to follow Dyne’s voice, who sounds increasingly afraid. After a short while, they will see a flash and Dyne will appear on the ground in front of a bookshelf with a book in his hands, when the party approaches him, he’ll seem dazed and says that he saw strange things and that he felt like he was going in and out of existence. They look down at the book he’s holding and it’s titled “Curiosity Killed the Cat (or something equally menacing)”. The party look at each other and Arc mentions how someone must be trying to scare them. Just then a scholar approaches them saying that they have deciphered the scroll. He unrolls it and reads it aloud. The scroll describes the The Temple of the Lightkeepers on an island off of Foxwood . It says how it houses a piece of the Arvalis itself and that it can be used to open the gateway to Alda. He also tells them that some other handwritten notes were added to it by someone saying that the piece (called The Key of Alda) was moved and that it now resides in the temple in the Yizumu Valley. The scholar then scoffs and tell them “happy treasure hunting, and good luck, because none of these places exist. They’ve either fallen to ruin and can’t be found, or they’re just fairytales.” He then leaves and Arc says that they should go there. Dyne mentions the book that he woke up with and Finn thinks that Ghallus must be behind it and that he’s trying threaten them. Triss doesn’t want to believe that and suggests going back to Silverspire and just talking to Ghallus directly. Frith rejects the idea and say that it could be very dangerous and recommends that they go to this enigmatic place in Foxwood, that way their searching won’t be in vain. The party agrees with Frith and they decide to go to Foxwood together to look for the Temple of the Lightkeepers. Control is given to the player and they are free to explore the city and go to any of the shops, as well as leave and visit other places they’ve been to thus far. In order to continue the story, the player must board their ship and sail east towards Foxwood. The only place to dock at this point is in Gharmog. Upon reaching Gharmog, the player will be prompted to dock there. Once the player chooses to, the scene fades to black.
Plot type
Main Story Plot

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