Realistic greyscale render of StarStable’s bay Appaloosa
Time: 5h 20m
Program: Procreate
Canvas Dimensions: 1650x1650
Brush(es): ‘Peppermint’ sketching brush
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Realistic greyscale render of StarStable’s bay Appaloosa
Time: 5h 20m
Program: Procreate
Canvas Dimensions: 1650x1650
Brush(es): ‘Peppermint’ sketching brush
SSO Upgrade Idea: WEATHER AND SEASONS
To improve the realism of the game and help a lot with immersion.
I. WEATHER -> New weather types: 1. Sunny (sunlight, basically what we have now) 2. Cloudy (shadows of the clouds moving on the ground) 3. Rainy (downpour and muddy roads, hoofprints) 4. Stormy (rain, wind, lightning and thunder) 5. Windy (tree canopies and horse's mane and tail moving) 6. Foggy (shorter distance you can see) 7. Snowfall (heavily snowing and cold) 8. Heatwave (mirages, rippling hot air, strong sunlight) ->Weather types by season:
-> The weather is written for each day separately, according to season. When you log in, you get a newspaper in your mailbox for the day, where you can see the forecast. -> The weather always applies to the season you turned on in each area. If you change it, the forecast in your newspaper will change. -> Dino valley basically gets back the cold effect: it will not be permanent, but only apply when the weather is snowing, which will basically be 80% of the time in Dino.
Effect on your horse: -> The Jorvik Warmblood starter is both Hot and Cold tolerant. -> All of the magic horses are immune to slowing effects. -> Neither the Starter or the Magic horses are immune to additional effects.
Slowing effects -> The two main slowing effects are "Hot" and "Freezing", if you don't use the appropriate horse, they won't do the fastest gallop. -> Winterdale and Summerplains basically don't have the weather effects, only if there is that specific weather happening (snowfall or heatwave). -> Heat tolerant horses are the southern breeds (like the Arabian). -> Cold tolerant horses are the northern breeds (like the Fjord).
2. Additional Effects: -> Heatwave: any horse you ride in heatwave weather for at least an hour will want to drink (loses the watered buff you get at daily care) -> Snowfall: if you ride a horse in snowfall it will become hungry (need to feed it, since it lost the fed buff. -> Rain: spend and hour in rain and you will need to brush your horse again. -> Storm: spend an hour in a storm and you need to pick your horse's hooves again.
II. SEASONS
-> Basic state: --Harvestlands basically looks like early autumn (except Goldenhills) --Winterdale and Dino valley like winter --Spring Valley and Jorcrater as spring --Summerplains as summer. -> The season will not have an effect on your horse (unlike the weather. -> Toggle on Seasons: --In the autumn you can turn on/off autumn environment in Spring Valley and Summervale. --In the winter you can turn on/off winter environment in Harvestlands, Spring Valley and Summervale. --In the spring you can turn on/off spring environment in Harvestlands and Summervale. --In the summer you can turn on/off summer environment in Spring Valley and Harvestlands. -> Winterdale and Dino valley can only be winter environment because magic reasons. -> Jorcrater can only be eternal spring because magic reasons. -> The Lone Star area is always a desert, but spring and winter can be applied. -> You can’t turn the darkness off above Pi’s swamp, Morrinweald and the Old Morass (magic). -> Ashland and Drakon Valley are always just dry with little to no plants.
the fort pinta shark doing a little wiggle is not something i knew i needed
SSO REWRITTEN / FULL STORY SERIES SUMMERPLAINS
-> SSO Rewritten is how I would write the main story. The posts will complete the whole main storyline. -> Opening ALL the areas in the horse part of Jorvik (Harvestlands, Winterdale, Springvalley, Summerplains and Jorcrater) -> Story from arriving to Jorvik to defeating Garnok. -> You can find the story related posts with the tags "sso rewritten" and "sso full story series".
So saddle up and get ready for an adventure!
In this post: Characters Harvestlands: Phase 1-2-3 Winterdale: Phase 4-5-6 Springvalley: Phase 7-8-9 Summerplains: Phase 10-11-12 Final Battle: Phase 13-14-15
PHASE 10- Opening Summerplains, Alex and Lisa
PART 1: A Dream of Summer
-> Lisa invites you to Starshine Ranch to take part in a Western Show. MC and their horse beats every challenger, but the last one: Coyote and his horse. MC and Lisa goe to congratulate him on his victory. Herman arrives, introduces you to his brother, Coyote. -> Coyote tells you about himself (went to the USA to be a cowboy, raced, now came home to Jorvik to run a western ranch) and invites you to his Stable. MC tells him noone can get to Summerplains since the Claymore gate is closed and the Suncrown bridge is in ruins. Coyote says he knew the Claymores (those stuckups) closed the gate, but he didn’t know the bridge was in such a bad shape since hardly anyone arrives through the druids’ territory. Also they are a small, tight community with hardly any visitors and any supplies arrive by sea. -> Coyote invites you to come with him and help repair the bridge. Lisa says she will call the Everspring druids to start the repairs from that side. Riding to Fort Pinta and taking the ferry to Port Sylvia.
-> Blackscreen „The Next Morning”. You arrive in Fort Sylvia and race with Coyote at the shoreline road of the Wild Horse Plains to the Suncrown bridge. His team of the stables already arrived and brought the building materials. Helping in the construction tasks, while the druids do the repairs from the other side. You are done quickly, Lisa and Starshine arrive and people cheer as Coyote announces that the Summerplains are officially open. -> Exploring the area. First you go with Coyote and meet his crew. They lead you and Lisa around the Cattle Ranch, Stables, Horseshoe forest and Reining arena. Introduced to new races, barrel racing, reining.
-> The next day Coyote asks you to deliver stuff to Cod Point. MC notices the cool Ghost House on their way there. Introduced to Cod Point, new fishing reputation there. They also give you a package to get back to Coyote. -> On your way back MC decides to check out the ghost house. Getting scared and lost in it, triple jumpscare as MC, Lisa and Mr. Wetton run into each other at a corner. After you realize that nobody is getting murdered by a ghost, Lisa introduces you to Mr Wetton. MC asks him what is he doing in an abondoned house so he turns up the party lights, tells you it is his disco house for special occasions and patries. Tells you he is the brother of Herman and Coyote, who runs Black Light Night Club and supported Lisa and her gang when they were students at Star Academy. Mr Wetton invites you and Lisa to meet him when you are around Fort Sylvia, so he can introduce you to the city. -> Leaving the Ghost house and going to Coyote to deliver his package. He gives you another one to take to Snake Bite and meet his buddy, Tomahawk Tom there. Going to Snakebite, introduced to people there, the stables and races.
-> Next quest is to meet Mr Wetton in Fort Sylvia. Meet at a café and explore the city, he shows you his Black Light Night Club. Lisa and her band has an hour long rock music concerts there every night from 8 to 9. Now you have all reputations west of Claymore bay unlocked, and have access to all sidequests with these factions. -> Everything seems nice and peaceful, but darkness is still looming. A quest marker appears in the Great Clearing. MC is drawn there by a strange magic and goes to a great cut down tree. A team of druids and rangers ambush you asking who you are and why are you disturbing a grave. They tell you of how Jon Jarl cut down a Life Warden tree and his forest in his futile search of immortality and possibly doomed the island. -> The druids of Summerplains don’t trust you. MC asks how could they gain their trust and the druids say by fighting against the darkness, but for now, make friends with the Life Warden Trees to prove you are a good guy.
PART 2: Primeival Trees
-> MC asks Coyote if there are ancient trees he knows about in Summerplains. He tells of one in the Old Morass and one in the Lone Star Canyon. -> MC goes to check out the Old Morass first. Riding to the swamp, but it has the same darkness over it as Pi’s swamp. Ride to the Clearing and ask a local ranger to guide you in the swamp. You meet at the border and journey through the dark, claustropobic woods, narrow bridges and muddy waters. MC follows a magic instict (appearing as a wisp) to guide them to the Primeival Tree. ->You find the Elder Witchwood and awaken it with magic. She refuses to answer your questions, asks if you are a witch. She asks witchcraft related questions to which none of the pop-up answers are correct. She concludes, that you are not a witch and says that she will only talk to witches or you only if a witch vouches for you. MC and the ranger leave the swamp. MC goes to speak with Holdsworth and Pi. They say they need time to study the ancient witch magics to answer the tree’s questions correctly. They will go to Caer Cailleach to ask the help of Sive and the vala. Pi uses her broom to fly there, but Mrs Holdworth says hers is under repairs right now and asks for a ride there. MC riding double with Holdsworth and taking her to Caer Cailleach.
-> While you wait for the witches, MC goes to Coyote, asks for directions to Lone Star Canyon. You go through Claymore village (nobody will talk to the outsider) and ride through the pass through the Rainshadow Mountains to arrive in the semidesert. You ride through that to arrive in Lone Star Canyon. -> The cowboys of Lone Star are basically like the rangers of the area, they know the maze-like place pretty well. Their leader is Blackjack Bill, who, with his buddies stop you if you try to enter. MC says they came to see the great tree in the canyon, but Bill says that’s a weird ask so you can only enter if you prove you are badass enough to beat him in a race. -> Racing through the maze-like winding paths of Lone Star, pretty obvious Bill knows the paths so much you won’t beat him. Galloping under a rock formation a piece falls down towards Bill, MC uses lightning powers to blast the rock to pieces. Finishing the race, cutscene: Bill does the sliding stop before the finish line and lets you win. He thanks you and tells the other cowboys you are one of those druid kids and MC rides with them to their camp at the foot of the Primeival Tree. -> They watch as you use your power to speak with the tree. Aspen King tells you the cowboys are his friends, and shows you the gifts they bring him – the trunk is decorated with horseshores, skulls, dried flowers,etc. MC asks about the darkness threathening SP. Aspen King tells you of the brother they lost when Jon Jarl came to the clearing (the tree called Ancient Guardian in the Clearing cut down 800 years ago) and the sister that is missing (Shadow Chestnut). MC asks to become friends with AK to make the druids believe they are here to help. AK says he saw you save Bill, so he is gonna give you a chance to prove yourself. Prove your friendship to the cowboys and he shall be your friend too. Reputation with the Lone Star Cowboys unlocked. Reach a certain level with them to unlock the next story quest. -> Once you are friendly enough with them, Bill tells you to bring a friendship gift to AK to gain his blessing. MC and Bill ride through Lone Star to gather the special gifts (water from a spring in the northernmost part of the mountains, eagle feather from Thunderbird Peak, 200 years old horseshoe from an old battlefield, etc). Bring the gifts to AK and be accepted as a Lone Star Cowboy/girl. AK gives you a branch of magic aspen fruits and flowers to show the druids. Taking it to the Clearing.
-> A raven comes to you bringing a message tied to its leg from Sive. Holdsworth and Pi asks to meet you at the Old Morass. You ask the ranger once again to lead you through the swamp and go there, meeting them and another vala witch, Aine. MC and Holdsworth and ranger and Pi riding together to the Witchwood. The witches brought a bunch of stuff that is levitated by Aine after you tied in a package. Arriving at the Elder Witchwood. -> Before waking her up again, the witches tell you what they learned. The vala used to take care of this tree, but since they were corrupted, they stopped doing it. Pi n Mrs H ask you to decorate the area like the vala used to, with the witch stuff they brought. You build a pyre and Aine magics it to look blue. After the place is decorated to look vala, MC wakes the witchwood. -> The witches answer her questions (with your help) and Aine says the vala are back and she will be the guardian of the Witchwood and her grove. The tree only has one more ask: that you ride through the swamp and collect her old witch relics that the animals scattered all over the place during the centuries. You collect them and the Witchwood declares her friendship and gifts you a brach with her flowers and fruits. MC asks EW about the last Primeival in Summerplains, she tells you Shadow Chestnut is hiding in the Claymore mountains. Aine stays, Pi and Mrs H fly home and MC rides to the Clearing to present the symbol of EW’s friendship to the druids there.
PART 3: The Claymores
-> The plan forward: the SP druids now trust you, send you to find the Shadow Chestnut. Going to Claymore Castle, but denied entrance.MC goes to Coyote, but he doesn’t know how one gets into the Claymore’s favor. You go to the Von Blyssen manor and ask Anne’s mom. She tells you the best way is to challenge and defeat one of their best riders to show you are worthy of their time. Now you have to find a Claymore to defeat. -> MC sneaks around Claymore village to look for riders, but all of them are near the manor. You are about to give up when you notice Sabine and start to follow her. You overhear the people calling her Miss Claymore, and realize this is perfect. You reveal yourself and challenge Sabine to a race, poking at her pride. Bet with Sabine in front on the whole village: if MC wins, she invites her to the manor. Elise appears, knows what MC is up to, warns Sabine not to accept, but she does. Elise is angry, knows how this is gonna end, leaves. Beating her in the race around Claymore village. -> Sabine has to keep her word, taking you to the manor. All stuck-up, mean riders, like the Bobcats used to be. You complete the entrance races to gain membership with the Claymore manor and carve out some respect. Reputation quests to the Claymores: village, manor and stables, tedious grind, hardly gives you any rep first, because they are assholes.
-> Races at the Claymore manor: show-jumping in the arenas, many cross-country trails in the mountains. Introduction to the Eventing Championship: a round of dressage, showjump and cross-country. Running the Claymore cross-country tracks, but other then in the races, you cant explore the mountains (the gates only open if you are racing). Sabine is watching you and clearly hiding something. -> Once you get to high enough reputation, Lord and Lady Claymore name you full member and you can move freely and explore the mountains. MC goes to the Clearing and talk to the druids about the next step. They say you should look for a certain type of chestnut on the ground in the Claymore mountains to find her. Going there and looking in the forest.
-> Find and meet the Shadow Chestnut and discover her standing next to another Stone Circle, just like the one on Starshine Mountain: the Awakened Stone Circle. ShCh is the sister of Astral Crown, protects the Awakened Stone Circle (ASC) from anyone entering, good or evil. MC asks why the good ones can’t enter either and ShCH tells you they trusted humans before and it cost them the Guardian. -> Darko and the whole Dark Rider gang arrives, thanking you for leading them here as they could not find the tree (it distracted the evils). This does not help ShCh to trust you. MC says she thought Darko was dead. D says he had a lot of work to do since he became the new Mr Sands, turns out the work of the old relic is not as easy after all, especially now as Garnok’s Victory draws closer. Hearing this, ShCh summons a shield around the ASC so no one can get in. The combined power of the 5 bad guys are not enough to break shield. They place an unbreakable dark ward around it, because if MC can’t access it that is already a win for them. Race: MC flees the forest and the Dark Riders.
PHASE 11- Resurrecting the Guardian
PART 1: Finding the Seed -> MC meets and tells the SRs what happened. Need to know how to help Shadow Chestnut,gain access to ASC and prove that they are the good guys. With the help of Linda, Aine, Pi and Holdsworth they make up a spell that lets Witchwood connect her to ShCh. -> Ritual in the swamp: MC taking the dream potion and waking up in the Wealdweave. Walking through it to get to the roots of ShCh and talk to her. She tells you she needs to connect to all 3 of her siblings: Aspen, Witch and Guardian to be able to banish the darkness choking her. But that is impossible, since the Guardian is dead. ShCh tells MC the only way she will ever trust them is if you resurrect the Guardian, but that is impossible. MC promises to do it.
-> Plan: Find a way to resurrect the Guardian. The druids tell you there is a legend that the seed of the Primeival trees lives forever and if the one who cut him down kept it, there is hope. They tell you it was Jon Jarl, who cut the Clearing. Need to learn more about Jon Jarl to find out if he kept the seed (there is a good chance, since he liked his treasures and there is a rumor had a secret treasure chamber dug somewhere in one of the mountains of Jorvik. Going to the Moon Chamber, but Jon’s ghost is not there now. -> Going all over Jorvik to gather clues, following Jon’s footsteps and history. The fleet got into a storm, was attacked by the „kraken” (G’s tentacles) and shipwrecked on Jorvik. Jon conquered the island, gathered many magical weird artifacts and treasures. Then finally he cut down the Guardian and met a vala coming out of the forest. The witch cursed his riches: Jon will never be able to take them away from the island, until he makes his sins right by restoring the trees. Jon tried to take some treasures away, but the ship was destroyed in a storm. He realized the curse works and had a hidden treasure chamber made for them in the remote part of the Northern Mountain Range.
-> MC finds the secret entrance in a narrow valley between the NMR between the Starshade and Coldstone forests. Solving the puzzle to get in, if you step at the wrong place it teleports you back to another valley and you have to find your way back. Jon’s ghost appears, wants to help, MC doesnt trust him, asks why would you help take your treasures. Jon tells you it is not just the tresures, that can’t leave Jorvik, he can never leave either. It has been many hundred years already, and he wants absolution for what he’s done in the hopes of finally being able to leave Jorvik one day. -> Going through the labyrinth of the treasury, finding the seed. The traps activate and the place starts collapsing. Jon is like oops, I forgot to mention. Getting out. The 4 DRs are waiting for you but Jon says take a step back and MC steps into the teleportation circle and taken to a nearby valley. The DRs have no idea where you ended up and the treasury is buried beneath the mountain. MC rides back to the Secret Stone Circle to keep the seed there until you figure out the next move.
PART 2: Find a way -> Now you have to find a way to use the seed and resurrect the guardian. Linda and the druids get to work researching, and meanwhile MC has to correct and recarve the old runestones in Summerplains, just like you did in Harvestlands, Winderdale and Springvalley. -> The next day Linda have found a clue about a restoration ritual, but some pages are missing. Go ask the LW trees. Sleeping Widow tells you of the failed attempt at resurrecting a tree near her. Tells you how the druids tried to do it, but couldn’t get the other trees to help. -> Going to Fripp’s library to piece together the spell. MC helping Linda with the research. Leave her for the night, the other day she has the spell ready. Tells you the only other thing you are going to need is a branch from Shadow Chestnut.
-> Meet up with the SRs in the Secret Stone Circle to talk about the plan: how to get close enough to get a branch and how will ShCh willingly give it to you. Plan: the SRs will go with you to the Claymore Mountains and make a crack in the shield for you to get in. Now you just need a secret way to go there. Linda says the Claymore castle was also established in Jon Jarl’s time and the druids could not have gone through the town, so they must have had a secret path. Asking the Lone Star Cowboys. They say there is a closed off, overgrown path in the Rainshadow Mountains, but they don’t know where it leads. ->The team goes there, Alex and MC cut the thorny bushes in the way. Riding through the narrow trail (just like in the Greydew mountains to Epona) through the Claymore mountains. You see the Claymore riders running the cross-country trails, but they can’t see you. Getting to the shield around ShCh and the Stone Circle. -> You don’t have much time. The SRs use their magic to make a crack on the shield and MC gets in. Going through a magic labyrinth (like the one before the circus). Sometimes you have to hide from shadow seekers, other times there is a wall and nowhere to go, you have to dispell the wall by choosing the correct runes, like the minigame when activating the runestone in Paddock island. You get to the tree. -> MC tells her they found a way to resurrect the Guardian. Tells her of where they were and what they found out, convincing the tree to give you a branch to attempt the spell. With the branch, you go back through the labirynth and meet up with the SRs.
-> An alarm has been set off and Sabine is riding here to check on the shield. Mc and the SRs ride through the secret path, back to the desert. You see Sabine searching for you in the trails, but she can’t see you. Getting back to the desert, heading towards the Clearing, it is starting to rain, a storm rolls in. In the path through the Rainshadow mountains Sabine is waiting for the team. You say you were just out trailriding in the desert, but she doesn’t buy it. -> The other DRs also appear, by standing in rock outcroppings in the hillside above Sabine. They jump down to confront you and charge you. Alex uses a lighning shield to separate the DRs. Now Sabine and Elise are stuck with Alex, Lisa and MC. Elise’s power is the only thing that could totally destroy the seed. Linda and Anne have the seed and flee from Jess and Katja to the Clearing. You have a bossfight on your hand. -> The storm is raging and Alex is drawing power from it and keeping the shield up so you and Lisa fight Sabine and Elise. Dodge their attacks and hit them with yours. Once you deplete their health bar, the storm has passed and Alex can’t hold the shield any longer. She lets go, you mount up and race towards the Clearing. -> They chase you. Anne and Linda are safe, but Katja and Jess made a shadowfrost wall in front of you. The druids of the clearing unite their magic with the SRs to break the wall and you run through. The DRs can’t enter the glade and just stand at the edge menacingly, then leave.
PART 3: Restoration -> You all need a day to recharge your powers. The next morning you return to the clearing. There are just some more things you need to gather: relics for the four circles, amplified with Aideen’s light. The next four days you go with the SRs to do that. -> With Lisa you go to find the Rose of the Wind on top of the Lonely Hill in Wild Horse plains and infuse it with Aideen’s power. With Linda you go to the Old morass to find a pool of magic water touched by the purest moonlight. With Anne, you go to the northest point of the Lone Star area to find the „fallen star” – a special, pandorian crystal meteorite fallen through the northern lights and charged with the morning sunlight. With Alex you go to Thunderbird peak to bring a piece of the old pandorian runestone (destroyed long ago) that was hit by lightning. Once you got them all and infused them with Aideen’s light, you return to the Clearing.
-> The next day you perform the ritual. At the cut down Guardian’s trunk you place the seed. The druids plant the three branches you brought from ShCh, AK and EW around the tree. The SRs use the relics you got and MC focuses their power into the seed. A little sapling appears. -> Cutscene: a nightmarish, dark blue and purple circle in a small island, with floating black runestones. Darko kneels in the middle of a rune circle chanting, when the ground stars shaking, thunder rumbles and tentacles appear in the horizon illuminated for a second by a lightning strike. An incredibly low, animal-like angry growl echoes and turns into a roar, like the sound of a kraken. „Yes! Lord Garnok, I was finally successful to summon- „ „You incompetent, pathetic fool! You let them awaken the power of Aideen and now you do nothing as they awaken the last guardian of the island? I should crush you now and be rid of your annoying existence” lightning strikes and a tentacle hovers over Darko, but retreats. „I give you one last chance to prove your worth. Destroy the Sisterhood again. Cut and burn the trees and stop them from awakening the last defensve line. Their meddlesome spell already pulls me back to my slumber. By the time I awaken, I want them destroyed. So that not even a memory of them remains.” -> MC wakes up in the forest floor. The SRs said you blacked out for a few minutes. The Restored Guardian is already a young sapling, growing quickly, just like how Aideen raised so many trees and plants when she first came to the island.
PHASE 12- Taking the Awakened Stone Circle Back
PART 1: Raising a tree -> Other trees in the clearing also start to grow, but at a slower rate. You have to reach max rep with the SP druids by doing dailies for them, helping to raise the tree. You go to each of the Primeival trees and ask what the Guardian might need, they send you on a fetch quest near them (get water from a spring, a magic crystal, etc) and take it back to the Restored Guardian. Sometimes the DRs try to attack the grove with frost, fire, darkness or shadow and you have to defeat them. -> Once you reach max rep, RG reaches max size and comes to consciousness. Thanks you and the SRs and you tell him ShCh is in trouble. RG tells you she has the most important job, defending the Awakened Stone Circle, which is the most important line of defence and weapon against Garnok and also the strongest seal that is keeping his prison locked. You cannot let it fall into enemy hands. Plan to take the ASC back.
PART 2: Preparing the siege -> Swamp ritual again: talk to ShCh. She can barely resist the darkness now, about to give in. MC tells her the Guardian is back and reach for him. She does and the 4 trees of the Summerplains connect. She thanks you and says now she has the power to break the dark shield, but the 5 of you also need to be on the other side and help her. -> Preparing for the siege: plan to march on the Claymore manor, but get the others out of there. Talking to Anne’s mom to hold an competition in Shoreline: invite all big horse factions. MC takes the invitation letter to the Claymores. Help prepare the competition in Shoreline with the other SRs. There is gonna be all types of races, MC tests them: do a dressage routine, a showjumping and a cross-country. Help decorate and clean the place. -> When the time comes, ask Mrs Holdsworth for more of the transformation potion: 5 NPCs drink it to masquerade as you in the competition and make the DRs less sus. The races are announced as looking for the best riders in jorvik and your doppelgangers compete.
-> The DRs can’t resist the challenge and also compete to defeat „MC” and the „SRs”. Your stand-ins obviously lose and try to act in character. „Lisa” loses against Elise and says ima go write a sad song. „Linda” just says well, back to reading, „Alex” goes to punch something, and when Jess glares at her victoriously, „Anne” runs away crying. Jess is satisfied, but Elise starts to suspect, because Anne would never. By the time the DRs start to suspect something, the team is already gone. -> Cutscene: MC and SRs in the Secret Stone Circle, with many of the druids and your allies. Just finished making the plan. Fripp says „Everyone memorized it? Good. Then places everyone. Aideen be with us all.”
PART 3: Awakening of Light -> You and the SRs ride through the basically empty Claymore manor. Going up through the path to the ASC locked behind the dark shield. The DRs and Darko wait for you there saying your little distraction didn’t work out that well. They walk towards you and step into 5 suspension runes. The 5 riders reveal themselves as more doppelgangers: druids masquerading as you. They say the distraction worked perfectly, they had plenty of time to draw the runes. They concentrate their magic to keep the 5 imprisoned. -> The real MC and Srs ride through the secret path in the mountains again and form a circle: MC in the middle, the 4 around her. They start to focus their magic on MC and MC on the shield. Cutscene: Aine is warned by Witchwood that it has started, closes her eyes, goes into the dreaming. Floats through the Wildweave and talks to ShCh, AK, RG and EW saying connect now. -> MC starts breaking the dark magic shield. Playing many minigames: run around collecting magic fragments, memory game rune choosing, slider, every one that has been in the game before.
-> Once you break all 5 seals (Sab’s, Jess’, Kat’s Eli’s and Darko’s), the 4 trees light up, MC and the SRs focus their magic on the shield individually to break it. Darko breaks free of the druids’ spell and frees the DRs too. They all summon dark magic to destroy the druids (the characters you have known since the beginning of the game, like Avalon, Evergrey, Rhiannon, etc) and are about to strike. -> Roots erupt from the ground and the freed Shadow Chestnut grabs the 5 bad guys, interrupting the spell. Darko teleports them away and the battle is won. -> First time entering the Awakened Stone Circle. Looks almost exactly like SSC, needs some work, for example, you will have to recarve the runestornes, explore the place, open the portal leading to the secret chamber under the glade (find the portal, like in SSC), but later. For now you have won, some druids from the Clearing come here to guard the place. -> The last task is to help ShCh protect it against the DRs. MC, the SRs and the druids magic their own shield around the glade, and use magic to hide it from the DRs. That way if they came back they won’t be able to find even though they know where it is, the forest will just make them lose their way. The shield is complete and the day is won.
-> Last story magic horse grind: The druids of the Clearing tell you Restored Guardian wants to talk to you. He thanks you for your service to Aideen and says with his return someone else also reappeared. Since you banished most of the darkness from the island by restoring it to almost as it was in Aideen’s time, more and more magic creatures reappear. He shows you a little white foal with runes on them like on aideen’s centaur form: a Luxariel foal. -> The last grind is taking care of the foal until it grows up for you to ride them. Every day you get a daily to take the foal to a different magical place in Jorvik and complete a quest there. E.g. take them to the Secret Stone Circle and tell them the meaning of the stones, go to Wildwoods and gather them magical plants to eat, in South Hoof listen to the Singing Yew’s song, etc. Once the progression bar is done, it ages up and you recieve the last free magic horse.
TO BE CONTINUED!
THE OTHER PARTS:
SSO Rewritten 1st Part: Winterdale https://www.tumblr.com/starshinedragon/736955792328146944/sso-winterdale-fan-written-main-storyline?source=share
SSO Rewritten 2nd Part: Springvalley https://www.tumblr.com/starshinedragon/716459529087401984/sso-rewritten-springvalley?source=share
SSO: SUMMERPLAINS (full unofficial map)
Points of access:
1. Suncrown Bridge: we first access the Summerplains by rebuilding the bridge. The first place we go to is Coyote's ranch and we first get to explore the western part of SP.
2. Claymore Gate: opening it much later, after being introduced to Claymore village and exploring the eastern part.
NEW FACTIONS: -> Coyote’s Cowboys: cattle and horse ranch. Dailies similar to Starshine ranch: herd the animals back, race. Also Coyote is Herman's brother and he visits during some quests. -> Snake Bite: village and stables, cross-country races going up and down the hills, into the Aspen woods. -> Fort Sylvia: shore area, races on the beach. Port and some docks. Mr Wetton’s Black Light Night Club in a little valley next to Fort Sylvia. Lisa and her band (Brittany, Kevin, Kyomi) perform here twice a day. --Claymore manor: Eventing place. Arenas for dressage, showjump and vast cross-country races. The owners are the stuck-up Claymores, but the staff is nice and you do dailies for them. --Lone Star cowboys: help them with their animals, explore the canyon, race.
LOCATIONS:
1. Northhills area: Fort Sylvia, Aspen Woods, The Great Clering, Tomahawk Hill, Snake bite, Cod Point, Bear Totem village.
2. Southplains area: Wild Horse Plains, Coyote’s Cattle ranch, Coyote’s Reining Arena, Rocky Gorge and Horseshoe forest.
3. Claymore area: The witches of old Jorvik hid in the Old Morass (like Pi in her swamp) performing rituals under the Life Warden Tree there, which is called the Elder Witchwood. The Claymore family has been on the side of evil for a long time now. Filthy rich, one of the original investors in Dark Core, back when the company was called Deep Core.
4. Lone Star area: desert-y area, because of magic reasons (just like Dino valley and Winterdale are always cold). The Rainshadow mountains also stop the area from getting a lot of rain. Red Fox Semidesert, Thunderbird peak: sage bushes, cacti, grasses, reddish sand. The Lone star canyon is a series of valleys between the red mountains. The Cowboys camp out next to watering holes. Some Native Americans camping out in Thunderbird peak.