A Very Basic, Simple Version of the Plot (V 1.0) I have no idea what the Thief is called, so far now I’ll just call him ‘Thief’. I’d thought of ‘Picasso’ (he’s an artist, see?), but maybe that’s too exotic. I’ve tried my best not to let the plot get ‘epic’ towards the end. In fact, the whole crux of the ending is that the character does not want to get involved. He is not a Garrett, out to save the world. He is just out to save himself and… well, I don’t want to spoil it. --------------------------------------------------------------------------------------------- Level 1: Escape From Low-knot Prison Background: “Six years of war had made a general of me, but once I heard my City had been taken over by the enemy I knew I’d have to go home by the quickest route. So I allowed myself to get caught; nothing hurt but my pride, and much better than going back home on the back of a cart to be buried in some anonymous grave with the rest of the taffers. Now I’m here in the City again, a prisoner of war, and all I have to do is escape to see my wife and daughter again.” Information: The title says it all. You simply have to escape the Prisoner of War building. This level takes place in the old part of the City, the medieval part. Enemies are normal prison guards. Level 2: No Honour Among Thieves Background: The Thief finds that his wife and seven year old daughter have died in his absence. “They were both dead; killed by who, I didn’t know, and it didn’t seem to matter at the time. The City was responsible. I lay around in its dingy bars for a while, no one knowing or caring that an enemy was in their midst. The war seemed to be taking place in another world, beyond the tight stone shell of the City. After a while I decided that it was time to get my old job back.” “The Thieves Guild was still there, but after six years I wasn’t known and they certainly wouldn’t welcome me back with open arms. You couldn’t kill your way to the top of the Thieves Guild; well, you could. But then you wouldn’t have a guild to control. And after six years of war, I’d seen enough of death for one lifetime.” “I had to work my way to the top, with old fashioned thieving. The head man was a rich alchemist called Tybalt with strong ties to the Guild of Mages. He lived on the wealthy side of the city, out of the shadow of the Builder’s Palace. If you can’t kill your way to the top, apparently you can just buy it.” Inside Tybalt’s Office in the Thieve’s Guild Tybalt: Any thieving experience? This isn’t just a case of hacking and slashing like in that war. Talent is thin on the ground these days, and rationing make the rewards meagre. I of course, have other means of getting what I want. Tybalt places a gemstone with a lions head on it into his desk. Tybalt: This is a rare gemstone of great worth. It shall stay in this desk. If you can hand it to me at five o’ clock tomorrow morning when I awake, the job is yours. Information: The test is to sneak into the Thieves guild and steal the gemstone. The Thieves Guild is also in the medieval section of the City, but there may be some steampunk devices and victorian architecture in the upper floors around Tybalt’s office. This is up to the level designer. Level 3: Brotherhood of the Renaissance Background: You return the gemstone to Tybalt. Tybalt: “I’m very impressed, not only because you stole the gemstone but because you brought it back. It shows loyalty.” You: “It’s a fake.” Tybalt: “Of course it is. You can tell by the triplets. You’re a clever man.” Voice Over: “He didn’t know the gem used to belong to me when I played the same game with new recruits. Calling me clever could have meant two things: a career, or a rusty knife through the mattress of my bed one night. But he gave me a job, regardless of any dangerous intelligence.” Tybalt: “The Builder’s who 'conquered' us have set up residence in the Old part of the City. Those religious fanatics are powerful, and they don’t like us ‘heathen’ mages with our pagan magic and colourful alchemy. I fear a war in the City one day, when there’s naught abroad to distract them. We must ally ourselves with the enemy, supply them with our technology, worship their god, and kiss the Emperor’s feet.” Tybalt: “There is a cult calling themselves the Brotherhood of the Renaissance that meet monthly in one of the richer districts of the City. I can’t have them killed because they’re all nobles, politicians, people like me with more money than brains who like to meet up under a full moon, dabble in witchcraft and necromancy; the exact kind of thing the Builder loves to smite. It is essential that these kinds of activities be put a stop to if we are to survive the Builders occupation.” Information: The first part of this level resembles the classic ‘Thieves Highway’ of Thief 2, as you make your way cross the City to the mansion where the meeting will take place. The second part takes place in the mansion itself. You overhear a meeting in which the members of the secret guild discuss a planned resurrection. They mention a ‘Renaissance Cauldron’. The leader of the cult departs, and you are told to follow him. But when you leave the mansion he is gone. A young girl who tells you to follow her after the men approaches you. The architecture of the mission is wealthy Victorian, set in the advanced half of the City, with the most advanced steampunk technology guarding the nobles houses. Level 4: Nocturne of the Dead Background: “I followed the little girl through the busy streets, the crowd parting before her like a sea of black. I struggled to catch up. As we reached the borders of the city we saw the two men leave by the East Gate. I have a feeling they’re not going for an afternoon stroll.” Information: This is the scary dead mission. It begins on the outskirts of the City from where you have to follow the two men out towards an old, evil castle. Your objective is to steal the Book of Going Forth which the necromancers are suing in their resurrection rituals. However, before you can steal the book you see a ritual taking place. The necromancers place a body into the Renaissance Cauldron, which rises out reborn. The resurrected man is The Baron, a horrible, scary, skeletal man. After the ritual you steal the book and leave. Architecture is a kind of very evil gothic. The level designer should have fun with this one. Level 5: Classical Tyrannicide (working title ) Background: You return to Tybalt’s house with the Book of Going Forth. You step into the living room and see that he is... drinking wine with the Baron and his female aide. Tybalt: “Ah, I see you’ve already met the gracious Baron Marw.” You: “But…” Tybalt: “Don’t. I must apologise for the actions of my thief, but do not blame him. He was acting strictly under my orders. I believe you have something that belongs to this gentleman?” You hand over the Book of Going Forth. The Baron’s aide extends a bony hand and takes it. Tybalt: “The situation has changed, Thief. We must adapt. The Baron has come to me with quite a tempting proposition, one that would solve many of our problems.” Baron: “Yes.” Tybalt: “You know of this Renaissance Couldron, Thief? And you have witnessed its power? The Baron’s plan is genius, and would ensure the alliance between us and the Builder’s children for many years to come. Perhaps you would like to tell him the rest?” The Baron smiles his skeleton grin. He holds up a ball. In it we see the Emperor of the Builders upon his throne. He is pierced by an arrow. Builder: “The Emperor is struck down! He is dead.” We see the Baron carry the dead body of the Emperor towards the Renaissance Cauldron, and place him in. The Emperor awakens, grasping the side of the cauldron. Builder: “He lives! The magic of the Builder inspired these mage’s work.” Baron: “He owes us his life!” Information: This level involves sneaking into the Builders palace and killing the Emperor. The way the player chooses to do this would depend on his playing style. Those who prefer ghosting can poison his food, etc, and leave the level without technically having killed anyone. The less bothered could just put an arrow in him. The architecture should be the most magnificent Gothic imaginable, with huge cathedrals, stain glass, ecetra. The palace is in the old section of the City. Level 6: Background: You walk down near the sea. There are celebrations in the distance. You hear a sound behind you. It is the little girl. Girl: “You shouldn’t have helped them. You have to stop them.” You: “It isn’t my place to stop them. I was just a pawn in their game, and now I am leaving the chessboard.” Girl: “You shouldn’t kill people, father. It hurts. I know.” She reaches out her hand, and it passes through yours. She is your daughter’s ghost. You: “Who did this to you?” Girl: “The Thieves Guild took care of us after you left, but then Tybalt took over and sold us to ‘them’. They want to use the Cauldron to win the war, to bring their soldiers back to life.” You: “The war is no concern of mine.” You look down at the ghost. You: “But, my daughter, you are. I could… bring you back.” Information: Your mission is the final level is to break into the Mage’s Tower, steal your daughters body, bring her back to life in the Cauldron and then escape without either of you dying. You will also need to steal the Book of Life to do this. The level is a mix of steampunk and gothic elements. Outro: Tybalt’s living room. Tybalt: “You are to be made the leader of the Thieves Guild in my absence. Now that I am a Baron, we will of course be enemies. But I won’t come down that hard on you, my old friend. You know, I’m sure your daughter looks familiar.” You: “You might have met her mother.” Tybalt: “Yes, probably. You meet a lot of people in my line of work. Almost never in social situations, though. (Sighs) Happy thieving.” LE FIN ---------------------------------------------------------------------------------------------- Any elements you like, or dislike, say so.