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Salt in the Wound—the problems

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Darelzel

Darelzel

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Ancient Drew said :
I think that one day, there will be a quest that links the Pirate, Fremennik and Sea Slug lines. All three of them point to the maw of eternity.


Well, I think it WOULD be great to have Captain Bentley, Lokar, and the other pirates from Lunar Diplomacy get involved with the pirates from Mos Le Harmless. Every other pirate group is involved in the Pirate series, so why are Bentley and company treated as if they don't exist in the same universe as Redbeard Frank, Bill Teach, Brass Hand Harry, and so forth?

As for the slug series (to get back on topic), well so far the pirates have only minimally crossed paths with the sea slugs (Captain Braindeath's admitting that the sluglings used in his Braindeath 'rum' recipe are related to the sea slugs). And so far I haven't seen anything linking the Fremmenik to the Sea Slug series, either. The Dagganoth have the similarity of also coming from the sea and underground, but that's all they share with the sea slugs.

03-Oct-2017 19:43:42

Janos Morgan
Jul Member 2009

Janos Morgan

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I'm bumping this long dormant thread, because I think the issues are still largely relevant today. Salt in the Wound needs a serious reboot. I don't care if it ranked really low on the 2018 survey, it really does. We can start out by removing the quest entirely and replace it with a miniquest.

What would this miniquest be? Well, it would simply involve talking to Sir Tiffy Cashien, he will tell the player that Mother Mallum is still out there. The player character would be confused, because (if they had completed SitW prior to its removal) they would believe that Mallum was killed with a pillar. This would commence a sequence of humorous dialogue, harking back to the flaws of SitW (and potential jabs at the former Mod Trick).

Anyway, after this short dialogue sequence, the player character is tasked with a short fetching task (like getting Sir Tiffy some tea or something), and miniquest complete! (Players who didn't get the SitW rewards could possibly get them here).
Janos Morgan of Asgarnia
World Guardian of Guthix
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Guide for the Lost
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Lore Master and Quester

A look of fury, a look of pain, a look of hatred you can trust. A smile can hide anything.

04-Nov-2018 13:21:26

Deltaslug

Deltaslug

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I know they polled a "rework SitW" in the last game poll in the summer, but I forget where it placed.

At this stage, I'd say leave the quest in game.
It does, in a way, resolve part of the issue of "saving everyone from the sea slugs".
But use a scene of dialogue to help the player/char understand how events really went down (that way lore hounds can get the "truth", and the other players can just spacebar thru it).
This explains away the plot holes (think of it as a matter of perception. the way we think we see something go down is only part of the story. or .... you're too drunk to clearly know what's going on and your mind is tricked into believing things happened a certain way)

The player then gets to do 1 more quest to really finish off the sea slug threat.

04-Nov-2018 14:47:51

Solanumtinkr

Solanumtinkr

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Have an advanced guard that laid the groundwork for the Mother Mallum. A Van Guard. You have them as an independent entity and in control of the faction in Falador that was causing all the trouble, the exile of the Void Knights and Kinshasa etc. As they weakened the kingdoms and their main enemy, while making the ground fertile for a civil war. With all that, you arrive at what you have today in Asgarnia.

And a final surprise seaslug series as a Falador series in disguise. We either deal with the Van Guard or it will be the Mother Mallum all over again, as it could then be implied such a thing is where she originally came from. A Mother spawns a Van Guard to go out and form a new colony... Which is then what we'd have had.

The pillar could then have been one of the main magical artefacts (one of several) that formed a Ward to keep her imprisoned. Her corrupting the pillars could then have been said to have made her accidentally vulnerable to it. An unexpected side effect of breaking out.

OR

That the Mother Mallum was now "too old" and new blood was needed. Confronting us gave her time to prepare for the coming of the next one. Maybe be resupplying the Van Guard with what they'd need. So we'd have to stop the .. Daughter Mallum? Before she spawned a new generation of seaslugs better adapted to taking over Gielinor... And what happened in SitW was nothing but a distraction and the Mother Mallum committing suicide (so to speak) to sell the story, as she could go no further. Getting that new seed out before they all perished was her entire goal...

(TL;DR The Mother Mallum and SitW was her idea, she achieved all the goals she reasonably could...she won.)


What do you think?
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04-Nov-2018 20:37:14

Innert
Nov Member 2023

Innert

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I really loved Salt in the Wound. It's actually one of my favorites. It was funny, and a lot of fun to play. I don't care so much that it ignored previous lore, and I really appreciated the lack of combat. Ridiculously difficult bosses are my least favorite part of most quest series' ends. I'd be really upset if they removed/reworked this quest, and I will definitely be voting against that if it ever comes up in a poll.

23-Nov-2018 06:26:38 - Last edited on 23-Nov-2018 06:26:59 by Innert

Big Storms

Big Storms

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I'm sorry to say this, but you are a bit of an exception to the rule Innert: SitW is considered to be one of the worst quests in game, particularly in how it uses a well established storyline and subsequently destroys it (with a pillar).

Pillar jokes aside, I see no reason to keep this quest in the game as it does more harm than good. Given that the rewards are insignificant (barring the dungeoneering reward, which to be frank is out of place anyway and would be a better reward for the dungeoneering shop/achievement diary), removing this quest altogether should actually not be too difficult. I mean there are people already that have not started this quest, so why not revert everyone to that state? I am not saying this should be coupled with a quest remake. If anything the eerie feeling of everyone being controlled by seaslugs gives Witchaven a great Lovecraftian atmosphere.

One might even connect the lore to Xau-Tak, making the story even impactful in the 6th age. No new quest, just some references to increase the feeling of dread in the town. I mean, having the villagers suffer under the influence of something that created horrors and The Ambassador sounds like a good premise to me. Again, no need to add new quests, just remove SitW and perhaps add some lore (books) here and there to imply some sinister connections.
"One should not mindlessly follow gods or the godless:
follow
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~Big Storms

27-Nov-2018 11:03:08 - Last edited on 27-Nov-2018 11:05:01 by Big Storms

Big Storms

Big Storms

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Tlamovec said :
Xau tak's questline could really improve this quest...

Yup! Just remove the last quest, put the dungeoneering reward in the dungeoneering reward shop (easiest solution, I don't even know if it is worth bothering with the experience rewards) and leave the town in a state of sea slugs controlling nearly everyone.

Then add a few hints here and there linking Mother Mallum to Xau-tak: which should be extremely easy considering how Mother Mallum rose from the ocean, which is often linked to Xau-Tak. Just add some lore books here and there (some hidden in Witchaven, others put in locations clearly linked to Xau-Tak). Something about Mother Mallum being one of Xau-Tak's minions, capable of acting on its own to further Xau-Tak's goals (even in the absence of Xau-Tak).

And then just leave it at that. Have the constant feeling of dread when you enter the town of Witchaven, as if you could get caught by a sea slug at any time. The idea of impending doom, yet without a clear way on how to stop it (I mean you would like this Mod Raven right? :P ).

This even leaves room for the potential introduction of future content of defeating creatures under the control of Mother Mallum (whenever developers feel like making such content). As long as Mother Mallum is never revealed. As that is how you keep a lingering sense of dread, the exact thing that is to be expected of Lovecraftian Lore.

Sometimes less is more and this is exactly such a case. The fix is actually easy and has a huge impact, while providing developers with an interesting environment to work in (this would pretty much be a playground for Mod Raven's dark storytelling :P ).
"One should not mindlessly follow gods or the godless:
follow
your
own
path
"
~Big Storms

28-Nov-2018 11:19:26 - Last edited on 28-Nov-2018 11:24:02 by Big Storms

Big Storms

Big Storms

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From the pestilent journal (talking about lesser gods worshipped by the Jungle Horrors):
"The first seemed to be some sort of twisted mother deity. The figure was a carving made out of carefully chiselled (sic) black stone. It possessed the hints of a woman's body, with the curved figure so often associated with deities of childbirth and fertility. It possessed no arms, and its legs terminated in a great mass of tentacles that knotted around each other as though each tentacle warred with another. Where the head should have been instead rose a great many heads, all growing out of a central column which itself was made of more faces, such that there was no neck, only more faces. It unnerved me."

How easy would it be to link this to Mother Mallum?
Also, how interesting would it be to have Kennith be under the direct influence of Xau-Tak, hence explaining his powers and why he is different than those controlled by sea slugs (ie indirectly controlled by Xau-Tak via Mother Mallum)?

Like I said, most of the work to make Witchaven interesting again is already in game. It just needs a few tweaks and it would work perfectly. No replacement quest or anything of the sort, just omitting the current one and linking some lore here and there.

I aM dEfINitLTY nOt DoiNG tHiS To InCREase ThE GRaSp Xau-Tak Xau-Tak Xau-Tak HaS oN GIEliNoR
"One should not mindlessly follow gods or the godless:
follow
your
own
path
"
~Big Storms

28-Nov-2018 11:49:12 - Last edited on 28-Nov-2018 11:54:17 by Big Storms

Kemtros
Aug Member 2022

Kemtros

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Am I the only one who doesn't like tying every story to Xau-Tak? While I understand how Mother Mallum could be very easily tied to it, it would be rather boring if the improvement to this quest meant Mother Mallum would be another agent of Xau-Tak.

13-Apr-2019 15:45:47

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