Showing posts with label Hydross. Show all posts
Showing posts with label Hydross. Show all posts

Wednesday, October 19, 2011

Captain Teemo and The Plague Jungle - Teaser





Upon the southern tip of Valoran, beyond the comfortable cities, villages, and bastions of safety, there exists a tropical area known as the Plague Jungles. It lies beyond Kumungu, and is shrouded in the aftereffects of ancient sorcery.  It is said that the Plague Jungles were ravaged by the destruction caused during the Rune Wars long ago. Saturated with residual magic, this is a place where the local flora and fauna have become assiduously warped beyond recognition. The leftover magic has tampered with evolution itself, and has created living organisms that should not exist. Much of the land, where even the most cunning and resourceful travellers dare not to enter, is covered by twisted vines and festering rot, so that even gaining passage to this land is treacherous and daunting.

On this day, however, the ever brave Teemo steps forward undaunted, for he is determined to acquire poisons, reputed to be the strongest and most potent in existence, for his specialized mushroom traps. He is accompanied by Nidalee, the Jungle Huntress, whose knowledge of the surrounding area has proven to be most valuable thus far, but safety in these lands tends to depend on luck rather than experience, and no amount of resourcefulness can prepare them for what awaits within...





Here's something I wrote up over the course of today. It is more or less a sketch of something in development, but I thought it a good idea to share with LoL-Lore enthusiasts. 

Enjoy 


Part 1: The Plague Jungle.


Upon the southern tip of Valoran, beyond the comfortable cities, villages, and bastions of safety, there exists a vast tropical area known as the Plague Jungles. It borders Kumungu, and is scarred by the aftereffects of ancient sorcery. It is said that the Plague Jungles were ravaged and destroyed by the the Rune Wars long ago. Saturated with residual magic, this is a place where the local flora and fauna have become assiduously warped, beyond all recognition. The leftover magic had tampered with evolution itself, and organisms that should not exist were created. Even the most cunning and resourceful travelers dare not enter here, as the land is covered by twisted vines and festering rot, so that even gaining passage through it is treacherous and daunting.

On this day, however, the ever brave Teemo steps forward undaunted, for he is determined to acquire poisons reputed to be the strongest and most potent in existence, to be used in his specialized mushroom traps. He is accompanied by Nidalee, the Jungle Huntress, whose knowledge of the surrounding area has proven to be most valuable thus far, but safety in these lands tends to depend on luck rather than experience, and no amount of resourcefulness can prepare them for what awaits within... 


~*~


As Nidalee tried to suppress her rapid breathing, a cold fear caused her senses to heighten. The midnight mist was calm and cool against her perspiring body-she shivered, and the feeling of uncertainty sat uncomfortably in her racing mind. The rain pattered lightly upon nearby rocks, and when she gazed up, the moons' light became briefly visible amid the dark clouds, and azure hues of deep blue and purple shone across the nearby vine-coils and treetops. The temperature had dropped too quickly-an uncomfortable chill- and Nidalee wasn't exactly dressed for drafty weather. She glanced down at her revealing fur outfit, let out a brief sigh, and continued to jog at an even pace. However, these thoughts were an acceptable distraction from her feelings of uncertainty. Her quick, controlled breaths were accompanied by visible bursts of condensation.

As night sky continued to appear foreboding, it seemed obvious that this was not the time to be traversing the inner depths of the Plague Jungles, where few had ventured before, and far fewer had returned alive. However, Nidalee's Yordle companion, Teemo, had specifically recruited her for this dangerous task, as her knowledge of the area was far superior than most. This was a mission of the utmost importance, and the pair would not leave until they found what they sought; the most destructive mushroom poison in the entire world! Teemo had caught word of this extraordinary poison from Rammus, who said to have observed the virulent concoction upon making his way to theAlter of Ubermagix, whereupon he received life-altering powers that granted him the strength to enter the League of Legends.

At the moment, the little Yordle was fighting to keep up with Nidalee's lengthy strides, though sofar his efforts had been commendable, for a Yordle. He trailed behind her avidly, bouncing to-and-fro upon his stubby Yordle legs, utilizing his expert scoutsmanship to avoid the pitfalls amid the darkened jungle terrain. The swiftness of Nidalee's reflexes was honed, precise; a product of prolonged endurance training and long nights spent on the hunt. While Nidalee was too modest to admit it, she'd acquired quite a name for herself on the hunting circuits throughout Valoran, and it was unlike her to pursue her prey for many hours, even days, before zeroing in for the kill. Teemo. however, was far too impulsive to appreciate such patience, and he'd rather dispatch his enemies as quickly as possible.

'Are you sure you know the way, Miss?' Teemo inquired, barely able to catch his breath.
'Just stay close, and follow,' she replied, not looking back for a second. She imagined for a moment that the golden aura of natural light emanating from her lantern seemed to act as a beacon for night-dwellers, who, would like nothing more than to stalk some easy prey. 'It can’t be much farther... if only I had the stars to guide me' she whispered faintly, glancing up to the shrouded sky.
'Are we there yet?' he insisted.

'No' she shot back, with a hint of annoyance. 'Please - stop asking.' It was hard to carry on a conversation in the rush of their rapid movement, and she didn't want to alert the entire Jungle of their location. Unlike Teemo, she lacked the abilities to stealth.

Ancient trees creaked and swayed in the wind. The jungle seemed to close in around. Almost there, thought Nidalee,just a bit longer... oh please. The yordle was beginning to seem too persistent and annoying for his own good.

~*~


After what seemed like hours of covering ground, they pair decided to take a brief break, and eat some candy corn-rations, specially provided by Teemo.

Teemo was in a good mood altogether, so he didn't let the ill weather detract from his exuberance. It became obvious to him that this expedition would enable him to construct some of the most powerful mushrooms ever conceived of, so there was little time to consider the matters of cloudiness and rain. He'd never before ventured further than the Kumungu Jungles, which were also the birthplace of Nidalee. In fact, she had rarely exceeded the borders of her native Jungles as well, though from having grown up there, all those night she spent staring over the treeline at dusk, she had a curiosity about the Plague Jungle that needed to be sated. 

The unlikely pair waded through pools of mud and protruding underbrush. By now the rain had subsided, causing a thin layer of mist to circulate at ground level. As the champions progressed deeper into the abyss, the amount of dangerous obstacles increased, becoming ever difficult to avoid. Rotten branches and twisted, wicked vines groaned and snapped underfoot-there was no time to stop.
'Oh, why do these things always happen!' complained Teemo, 'I just want my poison. It's the best poison in all of Valoran!' His he became more and more out of breath, his words were less coherent. Nidalee ignored the banter, and instead focused on finding the best available route.

While deep in thought, she heard a sound that caused her to stop dead. A spine chilling howl pierced through the entire jungle, followed by a torrent of flapping that came from the wings of terrified birds. The cry was wolf like; it was probably tracking her scent. Not knowing to either hide beneath the forest floor or to sprint away, she began to panic....

'What is it?' asked Teemo, a slight inflection of nervousness in his shrill voice.
'Quiet!' she snapped. Nidalee crouched low, made her body as still as possible, and motioned to Teemo with a finger to her lips. The tiny Yordle waddled over as quietly as possible, his miniature feet pattering effortlessly across the jungle floor. Had he been better prepared, he would of silently circulated the area, placing destructive, poisonous mushrooms everywhere possible...








Monday, October 17, 2011

Ember Isle Lore Segment (updated)

Ember Isles1


 To understand the Lore relations between the Ember Isle and Telara,  I have tried to provide a brief synopsis of key events in Telaran lore.


As a major component to the Ashes of History, the Ember Isle will reveal some important insights on the forging of Telara. On the Ember Isle, an alliance will form between the dragon cult of Laethys (dragon of earth, represented by the Golden Maw), and Maelforge (dragon of fire, represented by the Wanton). The cultists have been overpowered by the influence of these dragon aspects, and it is from the Isle that they intend to build their forces in secrecy, so that they might prepare an invasion force capable of conquering Telara.

The cultsts' enslavement by the dragons has lead them to this place. Due to Akylios's death, the Telaran sea (currently impassible), has been made accessible to the Telarans via enchanted Travel Stones. And it is reported that the dragon cults joined forces to transport mysterious artifacts across the sea, though the purpose of this activity is current unknown the the Ascended.

It is speculated that Maelforge himself is imprisoned within a menacing Volcano near the Isle, and it is the objective of the Wanton to free him. Just as Prince Hylas sought to dispel the magic that confined Lord Greenscale, so are the cults becoming ever more successful in their quest to free the dragons. Should these activities continue unhindered, all of Telara will be consumed by the same warfare and destruction that threatened to destroy it a millenia ago...

          Background


When the gods formed Telara from Sourcestone (a material capable of converting elemental energy to mass), at the nexus of the elemental planes, they were pleased by their creation. Much to their dismay, however, the newly formed planet attracted the unwanted attention of the gods of The Blood Storm. These malicious gods were a pack of intergalactic invaders who, in their mission to conquer, consume, and annihilate, sought to plunder the world of its Sourcestone, leave it in ruins, and move on to the next healthy host. These invaders embodied the six essential forces represented by the elemental planes: life, death, air, fire, water, and earth.

Upon reaching Telara, the gods of the Blood Storm manifested the attributes of great and powerful dragons. Their leader, Regulos, Eater of Worlds, represented the force of death. He was a harbinger of darkness who traversed the cosmos in search of more Sourcestone to devour, and his Blood Storm assisted in this goal by disregarding all forms of life.


At the height of their assault, however, the malefic gods decided not to consume Telara, but rule over it instead. As members of the Blood Storm quarreled over who would assume the leadership of the Sourcestone-rich world, this decision lead to dissension. Relentlessly, the members fought one another to assume control, resulting in a rebellion against Regulos, who simply wanted Telara to be destroyed altogether.


Divided, the Blood Storm was heroically driven back by the stalwart denizens of Telara, and, being too strong to vanquish them outright, the gods were imprison by elemental bindings within the world itself. It is known that Laethys and Maelforge, participants in the Blood Storm, are currently imprisoned within Telara, and their power increases in proportion with that of their native elemental Planes...

emberisles2



       Defiant Perspective


It is important to note that during the early years of the rifts, Ember Isle had been a Kelari capital city. They had thrived here before the Blood Storm, and were making bonds with the resident elemental powers for hundreds of years. When their sacred bonds became influenced by the imprisoned Planar dragon aspects, wherein the goal was manipulation, the spirits of these Kelari became corrupted, dismayed, and altogether consumed. Fortunately, not all the Kelari had succumbed to this malign influence, despite the temptation of increased power that it offered.
  
As the corrupted Kelari gained more and more power this way, their minds became warped, their spirits changed, and they were Kelari no more, but Pyrkari- ones who had sacrificed their will to the destructive influence of the dragons. Eventually, the normal Kelari who'd remained, lead by the High Priestess Anthousa Mona, began to take actions into their own hands. Together, Anthousa lead a force opposing and fighting back against the Pyrkari. Unfortunately, the outcome of this conflict did not sway in her favor, and eventually she ordered her people to flee the Isle, so that they might seek refuge and find a new home for themselves. This lead the Kelari to Freemarch, where they allied with General Catari. However, the High Priestess is still quite adamant that the Kelari are her people to lead, and no one is willing to question that authority.
Anthousa Mona

And so, the renewed focus on the Ember Isle, for the purposes of suppressing the dragon cults, serves a dual role for the Kelari, as this also gives them the opportunity to reclaim their homeland.

Guardian Perspective

Hundreds of years ago, a rag-tag band of Dwarven heroes came from all around Telara to settle on the island. As dwarven ingenuity would suggest, they quickly established a society with what little means were available to them. When faced with diversity, it was due to their dwarvish creativity and knack for improvisation that enabled their. Throughout the years they prospered, but conflicts arose with their Kelari neighbors on more than one occasion. Being the dwarves that they were, it would have been their initial intention to share stories and alcohol with the Kelari, though it did not appear as though any mutual cooperation might have arisen from these actions.

The ghost of Karine, the first Bard, has reached out to the Ascended, and the Guardians are unrelenting in their resolve this mission, for it was Karine who was part of the force that would guard Maelforge's prison within the Volcano. Very few Guardian dwarves are even aware of the existence of this island clan, and very little is known about them. What is known of these dwarves is that they've unlocked secrets regarding the forging of Telara, and what they have done with this power in the meantime has yet to be determined. If anything, progressing through the Ashes of History will hopefully culminate in a reunion between long-lost peoples, and many drunken celebrations are anticipated.

emberisle3

Summary


The Ember isles are rich in Telaran lore. First and foremost, the Isles represent an allegiance between the  Wanton and Golden Maw cults. One might recall that the wanton are a dragon cult associated with Maelforge, the dragon of fire, and the members of this cult are chaos-seeking pyromaniacs. Maelforge simply wants the world to be bathed in eternal flame, inasmuch the Ember Isles provide a perfect outlet for this cult’s thirst for destruction.

Members of the The Golden Maw cult, associated with Laethys, the dragon of earth, are a backstabbing, corruptive people overcome by greed and sinister intentions. They prize wealth and resources, and are captivated by the acquisition of material profit. They will stop at nothing to hoard their way to ultimate riches. The Ember Isle is where the forces of Laethys and Maelforge unite to combat the Ascended, so that they may escape from their prisons and wreck havoc upon Telara.

Who among the Ascended are brave enough to stop them?



(Kelari image provided by me).

Tuesday, October 4, 2011

Worst Video Game Moment - 1 Week of Pain



At the dawn of the release of a brand new TBC raid dungeon, excitement ripped through the clandestine waves of Zangarmarsh...


Hydross the Unstable is the worst boss I’ve ever encountered in a video game. This gigantic water elemental lived in the watery dump of Serpentshrine Cavern, located in the deep tangled mess of Coilfang Reservior. As I recall, he was always angry, and treated all raids with such callous disregard as to mop the floor with 25 dead bodies. He did this while laughing at under-geared tanks and other fools who'd stand in clumped groups to get AoE bombed by Ice-tomb. This was the state of things before the nerf bat, at least.


What seemed like a basic tank-swap/positioning/dps-race fight turned into an over-tuned cluster-F of confusion and chaos. Every night for a week, the brave raiders of <Eclipsed>, including myself, would burn through 2 flasks (4 hours) of attempts without feeling any sense of progression. As many died to the mysterious elevator boss and over-tuned trash packs, frustration occurred even before the encounter began. After about the first hour of these shenanigans, the raid would be in no mood for fighting Hydross the Bloated, which simply made matters worse.


Now, the Duke of Currents, Hydross, was no more than an angry sack of water who generously spewed forth deadly bolts nature and frost junk. Upon engaging this boss, he would start out in the nature phase, and you’d need a maxed out nature resist tank to handle him during this phase. Then he’d switch to the frost phase, where you’d need a frost resist tank to take control. This delicate swapping had to be perfectly timed, as improper timing resulted in deaths. No less than 6 healers (preferable 7-8), were needed for this fight, because not only did Hydross hit your tanks for pain-trains and rocket-ships, his ample supply of raid-based AoE damage was substantial, and it became worse as the fight progressed.


The initial pull of the fight led to more wipes than I care to mention, despite the skill of the hunter who initiated; if he wasn’t positioned perfectly, Hydross would simply do his own thing by one-shotting raiders at random (usually me, Hydross didn’t seem to care about my priestly Fade ability). This had something to do with the boss’s tendency to ignore the invisible barrier that accounted for his current damage affiliation (nature or frost). To add insult to injury, a curious raider would occasionally stray too far ahead of the main group, hit a pack of nearby water elementals, and aggro the boss without warning. More frustration and repair bills that could have easily so been prevented! Yay!


A short time into the fight, a ‘water-tomb’ mechanic offered substantial raid damage. This random-target ability affected all players within 8 yards, stunned them for 4 seconds, and caused 4500 frost damage to all affected players over 5 sec. In addition, a raid-wide debuff (Mark of Hydross) stacked up to 6 times, for a max of 500% increased frost damage received for all. As a healer, this was my worst nightmare, as every attempt resulted in the unnecessary deaths of dps and healers, who were simply too lost in tunnel-vision to stay properly spread out. However, to their credit, it was difficult to stay fully spread out, as the platform where the fight took place was far too small and ridiculously shaped for everyone to be safe.


In fact, the entire fight was ridiculous, inasmuch many an ambitious raid group chose to skip Hydross in order to kill The Lurker Below, and forget Hydross altogether. Unfortunately, rather than wait for the inevitable nerf bat, we were far more concerned with maintaining the sense of elitism and pride that came with being a server first guild, so we merrily trucked along in the face of adversity. This outright lack of common sense resulted in a mountain of broken keyboards, a slew of mental breakdowns, and a server-first kill. Only after several <5% wipes!


After all was said and done, we were left with a garbage pair of epic warlock boots, which were soon converted into enchanting materials.


And if you’re the type of person who might attribute this fail to poor raid leadership or lack of skill, consider that we’d cleared all Vanilla content (excluding the final bosses of Naxx 40-man), prior to Hydross, and had maintained top 3 server progression throughout (we were neck-and-neck with our rival guild at all times). Admittedly, we weren’t the best of the best, but we knew how to crush content nonetheless. Or so we thought!