Main Plot

Home Town

Players start at their racial home town. Each town should probably have a weak dungeon nearby/inside. The player gets recruited by Gandalf to go on a quest for Elrond. The player must find the shards of Narsil and return them to Rivendell, once he's strong enough to travel to...

Rivendell

In the course of retrieving the shards, the player sees signs of trouble brewing at Isengard, and the Council sends the player down to investigate.

Edoras

The player checks on and ultimately defeats Saruman and his army. Then Gandalf sends you up to Lothlorien and Mirkwood, to confirm his suspicions about the Necromancer.

Lothlorien

The player tracks down the Necromancer and drives him out of Dol Guldur. In the process, the player finds a prisoner held there, Gollum. He babbles about his precious and runs off.

Travelling the world

The player must make like Gandalf and Aragorn, and must find Gollum and the One Ring. When the player finds it, EVERYONE tells him to destroy it.

Minas Tirith

The player must go to Orodruin to destroy the One Ring. Then, he must storm Barad-dur and take down Sauron.

Side Quests

Rivendell

If the whole sequence is completed, then Aragorn should be helpful to the player at the end of the game when he's camped out at Minas Tirith.

Edoras

Lothlorien

The Shire

Evil Version

If the player chooses an evil race, then the plot will be different obviously:

And from there you can see the plotline can join with the good version, or alternately, the good version can join with this one. It all depends on what the player does once he gets the One Ring.

Comments

Orvin: Any way the Scouring of the Shire can be worked into the plot? Perhaps, the reward from Gandalf at Helm's Deep could be Shadowfax, if there is going to be a mount system in the game.

KhymChanur: 1) Shouldn't the evil/good version depend on worshiping Melkor or not, rather than race? Why shouldn't a player of a non-evil race who worships Melkor get the good-guy's version?

2) About the racial homes: does this mean that each racial home town will have it's own version of the thieves quest? Or will the theives quest be avaiable in all the home towns, but only available to characters who start in that hometown? (Or will each game only contain one racial hometown, the one the player picked for that game?)

3) If Gollum has the One Ring, then wouldn't he have to be a lot more powerful than he is right now?

4) What about the ultra-ending? Will there still be a Void, Nether Realm, Ultimate Artifacts and such? An assult on Valinor, as I've seen mentioned elswhere?

KhymChanur: Another thought: force the player to go through Cirith Ungol and defeat Shelob to get to Mt Doom. With the map that's been borrowed from Theme, one can pass through the Black Gates, and can also circle around Mordor to enter it from the east where there's no mountains and approach Mt Doom from that direction, so the Mordor map will need to be changed a bit from how it is now. Hmmmm, if Shelob is changed from a possible Ring carrier to an obstacle to Mt Doom, should she be made tougher?

NeilStevens: yes, make Cirith Ungol very hard. Make it so the player wants to storm the gate. Of course, storming the gate would be very hard unless the player has completed side quests in order to earn help, such as:

etc.

On the other stuff...

There's a lot of duplication in having a "local dungeon" ("this is a local dungeon for LOCAL people" :) ) for each race. Hsving said that, should the breakdown be something like:

Town

Starting Races

Starting Dungeon

Notes

Bree

Hobbits

Barrow Downs

Starting place for Edain as well?

Dale

Edain

Withered Heath

Possibly also for Dwarves, considering its proximity to the Lonely Mountain? The Withered Heath, from whence came the great worms, might be a bit intimidating place to come from, but...

Rivendell

Elves

Ettenmoors

Maybe wood-elves should start from here as well. The Ettenmoors are a wild moorland north of Rivendell. Since trolls will be more fearsome in T3, it might be wise to populate them with all variety of other monsters as a starting dungeon. As an alternate, the Misty Mountains might supply sufficient Orcs

Lorien

High-Elves

Mirkwood

Minas Tirith

Dunedain, Maia

Emyn Arnen

Emyn Arnen are a set of hills slightly to the south-east of Minas Tirith. A good place to go orc-hunting.

Iron Hills

Dwarves

Withered Heath

Though as mentioned, Dale is a logical second home...

Edoras

Rohirrim

Gap of Rohan

The gap of Rohan should be rife with the mischief of Saruman

Sound logical? I've left out Beornings and all the evil races, because I'm not sure whether we'll been having them in the game as playable characters.

The plot suggestions above sound good. The "searching for gollum" might be aided by some lost-temple type quests, to find his bolt-holes. Perhaps after three of them, you finally corner the snivelling wretch and intimidate the information out of him. Either that, or maybe have him hiding out in Moria, giving you a good reason to go there. The rest sounds excellent. It'll give far more structure to the game (which could be a bad thing).

Orvin: I think it makes sense that all hobbits start in Bree, but not that they all be from Bree originally. Could there be any plot differences for hobbits originally from the Shire?

LordDimwit: Sorry to interrupt, but why would Galadriel give you Vilya? Wasn't she the caretaker of Nenya?

DarkGod: Ohh yes mixed those two :) Thanks. Oh and .. You are back ?!

LordDimwit: Yes, for a while at least... Just bumming around for the moment. Good to see you again, my dark lord :)

DarkGod: Great! And it's good to see you too ;) Mhh with this plot we will need new towns .. feeling up to map design ? ;)

LordDimwit: Hahaha... sure, though it might take a little while for me to get around to it... what do you still need?

DarkGod: Ahh great ;) Well we need

Those are the most important for a start, then when I get around to making a start place per race/group of races we will need .. more ;)

Maybe a re-reworked wilderness map, much bigger (double size in width and height) to give a sense of .. bigness to the lpayer, and give a purpose to horse travel and riding

LordDimwit: Well, gimme some time; I'll see what I can do :)

Orvin: In the evil version of the plot, perhaps checking for Baggins at the Shire should require that the player have an appropriate disguise: pipeweed buyer from Bree. To get the disguise, you first have to talk to Bill Ferny in Bree, who tells you that a pipeweed buyer will be at a certain place on the road to the Shire at such-and-such a time. You then must be at that place at about the right time to intercept the buyer and kill him. When he dies, he leaves behind an object, "pipeweed buyer's clothes," which activates to disguise you. In order to keep up the act, you must visit Longbottom in the Shire at least once every X turns while in the Shire, or else the Shirriffs notice you, sound the alarm, and attack. Checking for Baggins is complete when you have visited all of a set of randomly generated locations, such as inns, smials, bridges, etc. within the Shire. Some of the places you have to visit could be so far removed from each other than you need high speed (even if temporary), translocation, tree walking, wraithform, to visit them in time to return to Longbottom.

Developers Corner/ToME 3 plot (last edited 2007-01-07 17:59:04 by ARouen-151-1-18-65)