Overall Plot The Domain of Thren, now a wasteland stripped of its features by constant winds and electrical storms, was once the head of a powerful empire. A centre for progress, Thren brought enlightenment to the surrounding lands. Technology, trade, magic, rituals to call the gods, Thren brought deep advances in each to the world. Your home, the Kruss Forest, is to the southeast of Thren, and is a midsized kingdom striving to reignite trade and recreate the common Thren currency. As of recent years, the strange weather over Thren has grown more menacing and has begun to spread towards Kruss. The merchant's guild in Thren has financed a call to many adventurers, asking them to find the source of the problems of Thren and either prevent it from growing or stop it. As a member of one of the large families (provided you count the dead members) of adventurers, you have decided to test your skills with this quest. (put player in large guild room with plenty of other adventurers, in middle of conference, let them walk around and chat with other players for a few turns, and then return them to their seat and..) You are in the merchant hall of your sponsors. *Ahem* An announcement is being made. "Hello all. As you may know, the desert of Thren, to the northwest, has been plagued by strange weather. Recently, our outposts in that area have noticed that the weather has been expanding and worsening, and we worry that unless something is done soon, it may enter Kruss and destroy our home. Your mission is to try to find the source of the weather and either prevent it from spreading or eliminate it. One problem you will likely have is that the strange weather in the region is very hostile to life. We have heard legends that to the west there may be found potent that may protect you from all sorts of weather. You might be well advised, unless you are very sure of your skills at this point, to do some training around the town. We believe that it will be another 20 years before our town is directly in danger of the weather, but we at the guild would prefer to be safe than sorry. To get your spirits up for this adventure, we're doing a raffle over some of the best of the items left by *ahem* previous adventurers. [Raffle off a few okay randomly generated items] (Show main map. Map should be moderately random, with just vague relation between the major landmarks kept constant. Maybe later have almost completely random map, and use variables in game text whenever directionality between landmarks is used?) (Player will not be able to enter the desert without protection -- they'll be killed by the weather fairly rapidly if they try) Anyhow, later, after they enter the desert, they will find the remains of Thren as well as a small hut protected by a mystical shield. In Thren, after enough searching around (preferably with some sort of danger at the same time), they'll find the research centre, which is curiously absent of whatever threat exists in Thren proper. In the centre, they'll find numerous areas where they can't enter, along with cryptic scraps of paper that describe aspects of various experiments. One of the rooms will be full of paper that describes the experiment related to the hut, essentially filling out the Living Dungeon Scenario. It will also describe some later notes that the current seal would not hold for very long, and their efforts to create a new seal, with problems acquiring the right materials. Finally, it will hint that the Living Dungeon cannot be properly killed until sometime in the future (works out to be about 90 years in the future of the current time), and that they had hoped that the second seal would last that long. It then will provide the character with the hint that the research outpost of Rekasi has a partially constructed new seal, and list the components needed to complete it. (At this point, the heart of the first part of the game starts, as the player moves around to get the necessary components to complete the seal. The tower of Rehkasi is somewhere near the fringes of the desert, and is probably too dangerous to enter right away) Blah blah... Now that the player has all the parts of the new great seal, and has broken the old seal with the divine emblem found in the tower, the player ventures into the Living Dungeon, and needs to go down and defeat Transcendant Thoughts at the bottom level of the dungeon. Player will ideally be close to maximum level at this point. After winning, player will realize that they cannot themselves be present to actually defeat Transcendant Thoughts for good, as it'll be 80 years in the future. Player will be left with one of two options, having a child or transcending (for ghosts, stabilizing their essence instead). Either way, it is suggested that they go on some useful side quests now in order to make the future a better place. In order to transcend, the player will need to go on additional quests according to which transcendance they seek. Beginning of Part II The second half of the game starts with what is essentially a new character, either a child of the original character or a transcended (stabilized) version of the original character. Either way, all the original equipment is gone, and the character is reduced to a very low level (transcendants have both a penalty gaining experience and start at the lowest level, children start at a fairly low level). {Transcendant} You have finally mastered your new form, after only having a slim grasp on reality for the last years. You appear to be ready just in time -- the time is almost ripe for your final victory over the dangerous Transcendant Thought. {Ghost} After adapting to the in the nether realm for considerable time, you are finally ready to emerge back to the material realm and take on Transcendant Thought. {Child} You have always known when you were growing up that you were the one fated to take on a strange creature that your grand{father/mother/sire} sealed. This creature, called Transcendant Thought, is very difficult for you to imagine, but you are sure that you will live up to your family name. As the character leaves the initial village, a strange earthquake happens, and a large set of explosions is seen coming from the desert. The player is then *SUMMONED* to the home of a sage living in the wilderness, who explains that reality appears to be unraveling near the desert and the seal is broken. In order to actually kill Transcendant Thought, the player will need to acquire the temporal matrix, as well as close up gateways into alternative realities that have been opened by the curse. Once all these gateways are closed, and Transcendant Thought is dispersed again, the temporal matrix will unleash waves of order and chaos into the world in the price amounts needed to restabilize reality and undo the damage caused by the living dungeon. In these alternate realities, well, I'll get to parody a few other roguelikes as well as some other genres. Each other reality will have a main quest that will permit the closing of the gate, as well as one or more side quests that might just be fun to do (and offer some nifty items). There also will probably be a number of sidequests in the main reality to help a character build their levels back up. Maybe in order to advance beyond certain levels in this part, a player will need to be blessed or otherwise gifted or they'll only gain a max of 1 XP per monster. Finally, the character will be ready to return to the living dungeon, but it'll be at least a bit more dangerous this time. After defeating it this time, the player will use the temporal matrix, reality will be reshaped, and the player will win. The End.