Ralaruu And the Shadow Shard
That fits the "bad guy" category - or at least "major threat" - pretty well in my book.
Based on what we know of the Dream Doctor, it seems more likely that Rularuu is an aspect of the Dream Doctor than that the Dream Doctor is an aspect of Rularuu.
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That depends on who wrote that part of the story. Rularuu was not always mad. Only due to his imprisonment and subsequent rebellion by parts of himself has he gone insane.
It any case, this is part of the story I would love to find out I was wrong about...it has such potential should they ever expand on it.
I think, as well as opening up zones for each and every aspect of Rularuu, we should all remember that Nemesis' base is also located in the Shadow Shard, and it should get its own zone. Maybe even a taskforce where you end up going after the real Nemesis once and for all, darnit! What you see from the RWZ arc is just way too little. |
Edit: Nevermind, it's three.
http://paragonwiki.com/wiki/Nemesis_(Archvillain)

IIRC, he *eats dimensions.*
That fits the "bad guy" category - or at least "major threat" - pretty well in my book. |
On the other hand, Balanced brings up a better point, and I fully admit that I'd mostly forgotten the sagas of the Shadow Shard. I blame that on never actually completing those dang TFs.
Never surrender! Never give up!
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As I recall, Galactus isn't really a bad guy per se - just a universal force that you obviously don't want to find and eat your planet. It's a not a stretch to think that Rularuu could've been the same way. Obviously they're both a threat, but not necessarily evil.
On the other hand, Balanced brings up a better point, and I fully admit that I'd mostly forgotten the sagas of the Shadow Shard. I blame that on never actually completing those dang TFs. |
Honestly, it's kind of hard because I was a little too focused on the TF to spend all the time reading. Some of the clues go away after you get the next mission, theres a lot to read through and it's hard to put it all together while going through the TF. I'm going to have to go through Paragon wiki and read about it all. It's terribly fascinating, original and wonderful lore. I'd really love to see the other zones and more content for this area. Aside from Praetoria, I think this is the most drastically (And tragically) under utilized lore of the City of franchise.
"Where does he get those wonderful toys?" - The Joker
Well i finished those TFs. I did 3 of them in one night actually, Justin Augustin. Sara Moore, and Dr. Q. Just to brag a little.
Honestly, it's kind of hard because I was a little too focused on the TF to spend all the time reading. Some of the clues go away after you get the next mission, theres a lot to read through and it's hard to put it all together while going through the TF. I'm going to have to go through Paragon wiki and read about it all. It's terribly fascinating, original and wonderful lore. I'd really love to see the other zones and more content for this area. Aside from Praetoria, I think this is the most drastically (And tragically) under utilized lore of the City of franchise. |

First and foremost, the Shard needs to be "fixed" before any and all expansions to it are planned. First of all, drop the quasi-paper crap and put in a series of REAL story arcs that clue me into the story of the Shard without putting me through an 8-hour marathon with strangers who don't care about the lore anyway. They don't have to be the same as the TFs, but do share some of the same story with me otherwise. Once there's something to actually DO in the Shard, then we can talk.
Secondly, get rid of the cop-out teleporters. Just get rid of them completely. They're fugly, they're out of place and they are... Well, a cop-out to a better system. Get rid of the cop-out teleporters and expand the Mole Point network, while simultaneously making each Mole Point unlockable by visiting it, not by requiring that you be given a mission to go visit it. DO NOT unlock them all unless the person visits them first, but just have the scientist at the teleporter sign you in and that's all.
After that, fix the geysers. They're perfectly good as a travel medium, but it seems every day more and more start shooting off to the side. Just off the top of my head, the chain that leads to the farthest island in FBZ where the Horta Vine for the Cascades is located always shoots short on the second to last jump. It's supposed to take you from the previous big island to a small geyser island, which then takes you to the last island, but you don't land ON the small geyser, you land on the steeply slanted rock face of the small island, and unless you're VERY fast and VERY lucky, you simply slide off into the void. Several other "small island" geysers do the same, specifically the ones that take you on the chain to the Chantry. Go over them, make sure they shoot straight.
Then mark all the REST of them on the map. Currently, any geyser that shoots straight up to take yo to an upper island, like the ones in Crimson Falls, is not marked because it has no travel line. Mark those as just a circle so I know where to climb. Also, mark the borders between separate islands floating partially over each other better. Currently, such islands look like a single uniform island on the map, making all of the Cascades look like one land mass, whereas it's more like four levels of floating plateaus. Easier to tell where islands overlap and where you need to jump up to switch levels.
Only THEN can we talk about expansions of the thing.
One possible way to expand the Shard and share it with villains without going co-op or PvP is to institute "shadow zones." Suppose Villains get an entrance to it in a new zone, that goes in another new zone which then links to the Chantry, and potentially back to FBZ. Except, and here's the creepy part - you never actually meet any heroes as a villain. At first you think it's because the place is so big and there are so few heroes, so you venture closer to the hero outpost. You visit the cascades, but there are no heroes there, too. Cautiously you stride over to FBZ, but there are no outposts on the islands there. And the big bubble isn't there. And, in face, there is no FBZ. It's just a bare rock.
Huh? How is that even possible? If you log into a hero and go there, FBZ is where it has always been, but if you head on out to look at the villain base, THAT isn't there. What the? Well, the Shadow Shard is big. Possibly so vast that villains and heroes just ended up in places that look a lot alike, but actually aren't. Who says the Horta Vines always lead to the same place? Who says there's only one Cascades Archipelago? In fact, who says that each location of the Shadow Shard has only one instance? Who says it doesn't morph and change?
Think back to Silent Hill. You come from a school yard into a basement, go forward 20 feet, come out the other side and come out in the SAME yard... Only it's not the same, is it? You go into a room, turn a corner, hear sirens, go back and realise there is no door where you thought you came in. Only a solid wall that looks like it's been there for the past 50 years. You go into a lift, go through all three floors it has buttons for, but when you go back inside in deperation, you notice it goes up to the fourth floor. Was that there before? Why don't you have a map of this fourth floor?
Now think about the Shadow Shard in the same light. Each time you pass through a Horta Vine, you end up in a place that looks familiar. But is it always the same place? How can you tell? Is the whole of it always the same as you left it? You go through a teleporter to get into the Chantry, but are you sure that takes you INSIDE the actual structure? If the Horta Vine can take you across potentially thousands of kilometres, who says the Chantry teleporter doesn't take you to a completely different place, somewhere in the heart of an island? Are you sure those islands don't rearrange themselves after you've moved on and left them miles behind? In fact, they always look like they're stationary, but who says they aren't moving? Who says the whole Shard isn't always caught in a constant storm of relocating islands? As far as scientists have been able to tell, there is no bottom to the Shard. Who says Horta Vines don't take you to different planes in space? In fact, is there any guarantee that space works the same way in the Shard that it does on Earth? I mean, it looks like it does, but are you SURE that walking all the way around the Chantry puts you in the same exact place?
Some of that isn't actually even just creepy-voice speculation. Take something the old Build Engine could do. (Duke Nukem 3D). Let's look at two stacked rooms lined with a U-shaped corridor, a little like this:
________ | __ | __| |__|_|__ | | | RR | | RR | | | ------------
The reason I'm saying this is because it makes things ever so slightly more creepy without resorting to cheesy special effects. There's nothing more disorientating than allowing a person to completely keep his bearings and yet end up in a completely unexpected place WITHOUT actually turning him around.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I have one simple question.
What is the point of the zones?
Dawnslayer on Virtue.
I too want more Shard stuff. I'm in love with the Shard in a way that's entirely unhealthy. I'd spend much more time in there, if I had a reason to.
Yes, more Shadow Shard please!
I like the gravity geysers. They're fun and not at all hard to use or slow. Keep them but mark them all and adjust the aim as Samuel Tow said.
I also agree with Sam about the cop-out teleporters. Expand and improve the mole point network and dump the teleporters.
I think the shard would be a good place for a co-op raid event somewhat like the rikti ship. I don't think it should all be made co-op though.
Who says Rularuu is a strictly a bad guy? If Faathim is an aspect of Rularuu (and he definitely is, considering the huge hole in the big guy's chest), then clearly Rularuu had some amount of benevolence.
This also makes the entire tale more tragic in several ways, with the Midnight Squad being forced to cage the equivalent of a bear who wandered into town and most of Rularuu's/the shard's problems being blamed on Lanaruu completely losing it, likely as a result of being unbound from Faathim's influence.
Faathim and Lanaru hated what Rularuu made them; Lanaru willingly courted madness to free himself, and Faathim is suicidal. Both were apparently "resurrected" and forced to become part of Rularuu, presumably because they were useful to the Ravager. Personally, I would guess that they are reflections of the Ravager from other worlds it has consumed--the Mysterious Letter Writer asks about "the version of Mender Silos from Faathim's reality" in the letter in the ITF.
Short version: Yes, the Ravager is strictly a bad guy. The fact that he enslaved a healer--a healer that, in a sense, could be considered his own brother--to ensure that his slaves could continue to work does not make him benevolent.
The Way of the Corruptor (Arc ID 49834): Hey villains! Do something for yourself for a change--like twisting the elements to your will. All that's standing in your way are a few secret societies...and Champions of the four elements.