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1  Inherit the Earth Forums / General Inherit the Earth Forum / Inherit the earth 2 ? on: February 04, 2006, 03:19:22 AM
I was just thinking, that the orb aint destroyed at the end of ITE.

 So just to say it was found. A year after it was lost over the dam an Otter named Irvia, of the Circlelake tribe sets out on his 13th birthday on his test, just to say that in his tribe when a child reaches the aforesaid age he must travel out of the village and com back with a wonder and his place in the village rests on the wonder of the wonder.
 and just say that the Tribe of Circlelake lived in a small village across the lake from the dam. Now when most boys reach this age they simply dive into the lake and return with old relics of humanity, some cross the mountains or the dam and return with items from the overruins [the airport.], most of these items are such as plastic containers or old photographs or other such items.
 Now Irvia aint so much of a swimmer and so he takes his fathers fishing boat and sets off towards the dam, that night after crossing the dam he sits down beside an old abandoned road and prepares for camp when he decides that fish would make a good dinner, as he readies himself to catch a fish he slips face down into the stream and as he glances up the light catches something under the rock! and the young otter reaches in and pulls out the Orb of Storms. Now young Irvia is beside himself, only a day out and he finds this shiny orb, of corse the orb has shut itself down due to inactivity over a prolonged time period and so he takes his wonder back to the village.
  the Keeper of Wonders is so pleased at the wonder that he designates or irvia to head immediately into training to be his heir. and places the Orb in the place beside a solar powered radio [it only emits the fuzzing of a lost signal, but it lights up too.] that was the wonder which placed him as the Keeper of the Wonders.
 And yes I know the word Wonder is used far too much, but this is a special village with a long running tradition. [His father found a plastic lunch box lid, which being neither useful nor shiny got him the job as fisherman.][most people just come back with spoons or crisp packets.]
 The Keeper is a sort of chieftain as he conducts all ceremonies and gets a special robe and gets to live in the big house, but as its only a small village on important decisions they will always look to whoever they thinking is the cleverest of the lot weither hes a builder or a sweeper. the Hall of Wonders is one of the oldest of the buildings in the village although it has been extended so many times it no longer bears any resemblance to the original structure, As every child has to collect an item to become an adult the place is full of selves and cabinets where the wonders are kept on show. The Hall is built of wood and sits on a slight rise near the lakeside,
 The village itself is comprised on single story [and in some cases single roomed.] wooden houses and stretches along the stony beach from the Hall to the school. Smaller than the Ferrets village yet larger than the cats. The village survives in peaceful isolatation from the rest of the island and most inhabitants will only leave it for their test.

  That was all backstory and descriptions, heres the idea, The protagonist is a young otter [or maybe not, this village might be integrated. in which case just use the heritage as an idea of time.] who is about to take his own test, His grandfather was Irvia, his father a toymaker [who specialized in puzzles.] and his mother a caretaker at the hall. As he prepares to take his test, and he is the only one to take the test this season, the Orb forecasts the weather to his mother.  In the discussions with the Orb it is reveled that last time is was operated was to the south at a certain number of numbers, not trusting the word of a sphere the Keeper takes the orb down to Davin, the carpenter, to ask for advice on the subject, he then calls the village counsil who decied that in order to learn more about this wonder you will have to special test, Not to find a wonder, but to find what a wonder is. And so you set out from the friendly village into the unknown in search of answers.
 Inevitably to come across friends who would travel with you and discover puzzles that require solving and people who need help. An so an Adventure ensues.
its just an idea and I bet your got a better one.
and then no worries, aminly i wrote as i remember thinking it as i watched the credits, so maybe i missed out the important bits or it doesnt work. but no worries.
thank you for reading it.
2  Inherit the Earth Forums / General Inherit the Earth Forum / The Small Stuff on: February 03, 2006, 04:00:03 PM
thanks.
3  Inherit the Earth Forums / General Inherit the Earth Forum / The Small Stuff on: February 03, 2006, 03:39:55 AM
Quote

I am not sure about the Wyrmkeep version, but in the original Dreamer's Guild floppy disk version of the game, a rat in the ornate Sundial Room would you questions, and the answers had to be found in the manual. This was the game's copy protection. And later on the in CD version the room was just empty.
This is true and as an owner of the orginal game whoes lost the manual i have to say that this is quite annoying. And the rat lies, she asks whats the fox chieftess's name and she really knows so its a trick and you wouldnt know anyway on account of being a fox an then ther'd be no need for this at all.
4  Inherit the Earth Forums / Inherit the Earth Bug Reports / Windows XP on: February 02, 2006, 05:18:08 PM
i worked it out an it involves side clicking on the shortcut and telling it to run in highest memory for all the choices, beth showed me how and thats how. no worries.
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