Castle Joyeous Design Document

Background/Narrative Description:

Emerging from the depths of forest, the awe-struck PC suddenly beholds the breathtaking sight of Castle Joyeous, Malecasta’s opulent residence, rising formidably from a spacious green plain. After the battle on the plain, the six knights lead the PC inside of the castle. Upon entering the palace’s walls, the traveler finds himself in a great luxurious chamber, its walls and pillars crafted from pure gold and beset with sparkling jewels. Beautifully crafted tapestries adorn the chamber’s walls, depicting the myth of Adonis and Venus’s passionate romance.

The knights usher the enamored player down the length of hallway to a large door at the opposite end. Approaching the door, the PC can hear the faint notes of a distant song and the din of lively chatter, growing ever louder. In the next room, richly attired damsels and squires swirl across the marble dance floor to the soft, undulating beats of a sensual melody. Wine and spirits flow freely. Spanning the center of the feasting hall stands a long golden table, upon which an abundant banquet is spread—plates heaping with braised meats and exotic fruits and mouthwatering pastries.

Awestruck, the PC stands and quietly beholds the magnificent delights of opulent hall, but the knights break him from his state of wonderment and lead him over to the fireplace, where a dark, sinister beauty sits on a sumptuous high-backed chair, her blood-red lips tightly pursed into a sly grin. The PC is then introduced to this captivating enchantress, whose name is Malecasta. The lady of Castle Joyeous, Malecasta is lustful, wanton, and dangerously beautiful. As she regards the PC, her black eyes shine with an amused, almost lustful glint.

At last, night has befallen the castle, and all the guests retire to their bedchambers. Malecasta’s personal bodyguard courteously leads the PC into a comfortable-sized guest room with a large four-poster bed. The PC climbs under the covers and immediately lapses into a sound slumber. In the middle of the night, the door of the bedchamber creaks open, and Malecasta, clad in a white nightgown, slips quietly into the darkness of the room. Slowly and silently, a lustful gleam in her eye, she creeps toward the bed, where the NPC continues to doze in sweet oblivion. When she reaches the bed, she carefully lifts the bedcover, her fingers trembling with animal, greedy desire, and peers under the sheets.

The PC, sensing Malecasta’s presence, leaps up in a state of disheveled shock and instinctively grabs his sword, brandishing it aloft. Upon seeing the sharp weapon, glistening in the silken moonlight streaming in from the window, Malecasta omits a loud, ghastly scream that pierces the silence of the sleeping castle. Immediately, the six knights rush in, and a confrontation ensues in the darkness of the bedchamber. The PC must successfully defeat the six knights in order to leave Castle Joyeous.

Quests:

I. The Lover’s Quarrel

Quest Items: The love note

Goals:

  • Goal 1: Speak to the suspicious female reveler who will prompt the PC to spy on her allegedly unfaithful husband
  • Goal 2: Search the couple’s bedchamber, finding the love note addressed to the mistress of the castle
  • Goal 3: Speak to the suspicious female reveler’s husband
  • At this point the suspicious female reveler’s husband will offer the player monetary compensation in return for the love note.  The player can…
    • Goal 4 A: Give the note to the husband and receive a gold reward and negative chastity
    • Goal 4 B: Refuse the husband’s offer and give the note to the suspicious female reveler, gaining positive chastity

———————————————————————————————————-

II. Mistress of the Castle

Quest Items: The Bedchamber Key (This key will allow the PC to access the guest bedchamber)

Goals:

  • Goal 1:  Speak to Malecasta’s personal bodyguard to discuss the background of Castle Joyeous
  • Goal 2: Speak to Malecasta and receive the bedchamber key (Malecasta will attempt to seduce the player)
  • Goal 3: Follow Malecasta’s personal bodyguard to the guest bedchamber

Quest Script:

Bodyguard: Welcome, fair knight, to Castle Joyeous. The fair lady who sits before you is the keeper of this grand residence. Her name is Malecasta, and she is renowned throughout the land for her unparalleled, rare beauty and unmatched charms. No mortal man can resist her temptations.

PC: ‘Tis an honor you meet you, my lady.

Malecasta: Ah, fair knight, the pleasure—I can assure you—is all mine. Please, take refuge for the night in the castle; we have many spare rooms. It is fast growing dark, and at this most uncertain hour it would not be prudent to wander outside among the night’s shadowy dangers.

PC: Thank you, my lady. Your hospitably is most appreciated.

Malecasta: A good knight deserves hospitable treatment. Here, take this—it is the key to your bedchamber. My manservant will lead you there. Have a sound and restful sleep, my knight.

Quest Notes:

When the PC accepts the key the queen’s bodyguard should begin walking to the guest bedchamber. This will ensure the player promptly follows the storyline.  Once the player has entered the bedchamber a cutscene begins in which the player climbs into bed and falls asleep.  While the PC is sleeping, Malecasta enters the bedchamber and approaches the bed.  The PC awakes, grabbing his sword, and Malecasta lets out a scream.

———————————————————————————————————-

III. Flight from Castle Joyeous

Goals:

  • Goal 1: Find Redcrosse (at this point Redcrosse will join the player’s party)
  • Goal 2: Return to the guest bedchamber and battle the six knights with the assistance of Redcrosse
  • Goal 3: Exit Castle Joyeous

Quest notes: When the player awakes and brandishes their sword, Malecasta should be trembling, about to faint.  Redcrosse should be standing directly outside of the bedchamber and should join the player’s party.  The encounter with the knights should be rather difficult and should take place within the bedchamber.

———————————————————————————————————-

In addition, we would like to implement a basic morality system.  Certain actions taken by the PC will result in a change of morality.  A player’s morality alignment will affect interactions with NPCs.  A given player’s moral alignment will determine conversational options.

NPCS to be added:

  • Malecasta
    • Should originally spawn in dining hall and later follow the PC upstairs into the guest bedchamber
    • 6 six knights
      • These are the same 6 six knights that the player encounters on the plain outside of the castle. They should initially lead the player into the castle following the confrontation on the plain.
    • Malecasta’s bodyguard
    Anna Dickens & Zack Goldman

Team 1 – The Garden of Adonis

Background: The Garden of Adonis

Group 1- Tyler Gilcrest, Adriana Salinas

Canto 6: stanza 29-36

 Beautiful and Eden-esque, the Garden of Adonis exemplifies natural perfection.  Rivaling the aesthetics of Elysium and Arcadia, the Garden of Adonis is filled with stately elms, tall maples and strong oaks.  Willows seem to whisper the garden’s praises on the gentle breezes.  Marigolds, violets, roses, daffodils, and hyacinths consist of just part of the rainbow of flowers to be found in the garden.  All sorts of animals thrive together in harmony, each sustained by simply the fruits of the garden, which are excessive in their abundance.  Upon entering one can tell that the garden is not unlike any beautiful garden on earth, and there is an otherworldly and ethereal nature about this place.  

 The Garden is surrounded by 2 walls, one of iron and one of brass, each of which has a gate at either end of the garden.  Each gate serves a distinct purpose: one to let expired souls back in from heaven and the other to let out freshly clothed souls into the land of the living.  The gatekeeper of the earthbound gate is Old Genius.  The old gatekeeper may look slightly out of place in the Garden, clothed in an air of pure blackness so that it is almost impossible to discern his figure, but it is obvious he feels nothing but hope and delight for the souls heading to earth.  He does not speak, but he does not have to.  Those attempting to converse with him already know whatever he might have to say, as if he communicated directly with the soul.

 To come into the garden, one must leave the earthly plane by way of physical death.  Thereupon the soul of the character travels through the twisting nether to arrive at the gate of the Garden of Adonis.  The can move freely and swiftly through the garden, as the burden of physical life has been lifted.  The soul is no longer in human form, but exists instead in a small flame that floats wispily above the ground.  Other souls can be seen wandering throughout the Garden, floating gently on the breeze and apparently just enjoying their existences in such a beautiful realm.  Old Genius is the gatekeeper at the other end of the Garden.  To re-enter the mortal realm, Old Genius offers a couple trivial yet simple tasks for the soul to complete before regaining  the fleshly clothes required to exist in the physical world.

 At the center of the Garden is the Mount of Venus.  This stately mount rises high above the rest of the Garden.  There is a winding path around the Mount lined sparsely by trees that leads up to the top, populated by a thick grove of trees.  The trees are so thick that little light can come through and the light that does illuminates the only path to the center of the grove.  At the center is a horn tree, marking the ancient spot of Venus’ former escapades with Adonis.  At the base of this tree stands Venus.  Venus is in a state of woe for her fair Amoret, who has been stolen away to the Castle Busirane.  She offers a prize to any brave knight who successfully rescues her fair charge from the clutches of evil.  On occasion, her son Cupid may be found flitting among the trees and flowers, taking a break from his worldly mischief.   

 NPCs in the area:

  • Old Genius- A intensely black human figure. Benevolent weaver of human flesh.
  • Venus- A beautiful goddess at the center of the garden. Adonis’ lover and step-mother of Amoret
  • Cupid- Venus’ son. Small, winged cherub who makes mischief by making people fall in love with each other.
  • Animals
  • Souls- small flames that wander the garden

 Quests in the area:

From Old Genius-

  • Gather fruit for baby animals
    • Go around the garden and collect fruit for the baby animals

 From Venus-

  • Rescue Amoret
    • Defeat the Wicked Enchanter and free Amoret
      • Reward: Magic Spear
  •  Entrance to the Garden of Adonis comes from death of the character
  • The character enters as a “soul”, a small fire elemental.
  • Random animals, non-attackable, wander the garden.
  • Cupid occasionally appears and wanders the garden, non-attackable and will not initiate a conversation.

 Locations:

  • Mount of Venus- a tall, stand-alone mountain with a thick grove of trees at the top.  A path winds up the side of the mountain and into the grove.  At the center of the grove stands Venus and a horn tree.
  • Gate of Entrance- Where the souls enter the garden through walls of iron and brass.
  • Gate of Exit- Where the souls exit the garden.  Very similar to entrance.  At this gate stands Old Genius.

Team 3 – Castle Busirane

Billy Bunce and Matt Almeida

Canto XI, Stanzas 28, 30; Canto XII, Stanza 33

Castle Busirane:

Background:

The player enters Castle Busirane after receiving a preliminary quest (Quest 1) from Scudamore (who is standing outside the castle) to defeat the giant in front of the castle and to pass the flames which guard it.

Immediately after entering the castle, the player views a glorious yet eerily empty entry hall. It is adorned with gigantic, beautiful paintings and tapestries, which are intended to attract the player’s attention. The entry hall is otherwise relatively dark and bare so as to emphasize the effect of the paintings and tapestries. These are actually illuminated, drawing yet more attention to their brilliance. Two enormous, spiral staircases are found relatively far away, on the side; these lead up to the area where the procession will eventually be witnessed. An echo effect is in place (no music is playing), and every single step makes the player feel more alone.

Upon stepping into the castle, the camera pans for a few seconds to a radiant piece of beautiful tapestry lying on the ground.  If the player examines the tapestry, a new quest begins (Quest 2) to find its origin. This is accomplished via more luminescent pieces which form a trail of sorts, leading the way to the original tapestry. This path gives the player an in-depth tour of the more aesthetically impressive and/or striking elements of the castle, while also advancing the storyline by bringing them to the tapestry. During this whole time, however, the player is free to explore the castle on their own if they so choose. When this tapestry is reached (random portions are torn off of it in a manner which would allow the tapestry to still be viewable in its near-entirety), the player is presented with the option to travel to Cupid’s Tapestry, and this is, in fact, the only way that Quest 2 can be finished.

After returning from Cupid’s Tapestry, the time of day is automatically set to night. Pained moaning is heard, and the camera quickly pans to the staircases to indicate where the sounds are heard from, but does not show any actual figures. As soon as the player ascends the stairs and turns slightly, they witness a procession of figures representing various corrupt values (Doubt, Suspicion, etc.). Cupid is also seen here, and a cutscene ensues in which the heart is torn out of a young maiden and placed into a silver basin.

At this point, Quest 3 begins and eerie, otherworldly music begins to quietly play. The camera reveals that the door from whence the figures (whose procession loops until the quest is either completed or failed) are walking is open. The player must stealthily walk through this doorway without being detected by any of the figures. If they are detected, the door closes and all the virtues attack the player, almost certainly leading to death. Amoret is found tied to a pillar; just as the player enters, Busirane slices Amoret’s chest and she loses a significant amount of health. A short monologue by Busirane ensues, after which he attacks the player. The music intensifies at this point, and has a significantly more epic feel to it than before.

Once Busirane is almost dead, Amoret screams from the pillar, begging the player not to kill Busirane. If the player adequately convinces Busirane to set Amoret free (by choosing the “chaste” or “pure” dialogue options, and their chaste faction is high enough), then Amoret is let go and the player can go outside (the fire and tapestries have vanished) to be thanked by Scudamore with plenty of rewards, while victorious, triumphant music plays in the background.

If the player does not convince Busirane to set Amoret free, then Busirane kills Amoret and flees the castle. The fire and tapestries are still present, and the player will burn in the fire upon attempting to leave the castle, effectively ending the story due to the player’s unchaste nature (tragic, somber music accompanies this scene). If the player chooses to finish off Busirane, then dialogue with Amoret ensues, as she chastises the player for not listening and laments about how she will be trapped on the pillar for the rest of her days. As the player goes outside, dialogue is initiated with Scudamore, who is grief-stricken that his love will now have to die in the castle. He attacks the player in a fit of rage, his innocence having disappeared from this incident, and if the player defeats him, the game ends with a dramatic scene of his death. In both of the “bad” endings, the screen fades to depressing music, embodying the tragedy of the unchaste ways.

As this game is an attempt to bring a non-reader into Spenser’s world, colloquial dialogue will be used; characters will not talk at all in the style of Spenser’s writing, since this merely creates an unnecessary barrier of entry.

Quests:

  1. Enter Castle Busirane

Obtained from: Scudamore

Quest Text: “Scudamore: I appreciate your help thus far, but now you must rescue my love from this castle! Only those of pure soul are allowed entrance, and I am afraid that I do not possess enough righteousness to make it past the fiery gates. Please, enter the castle so you can rescue my beloved.”

Objective: Enter Busirane’s Castle

Rewards:

-Experience Points

-Unlock Quest 2

NOTE: If the player is below a certain level of chaste faction, then they are notified of this upon reaching the fire. The objective then changes to: “Find a way past the flames guarding the castle”. This is accomplished by activating a nearby region next to the castle which allows the player to pray, temporarily increasing their chastity faction.

2. Trail of Tapestries

    Obtained from: Tapestry Fragment

    Quest Text: “You find a small, stunningly beautiful piece of tapestry lying on the ground. Though once significantly more impressive, the tapestry is worn and faded, as if corrupted by some mysterious force. This piece clearly belongs to a larger, stunningly gorgeous picture. Your interest drives you to find this strangely alluring tapestry.”

    Objective: Find the large tapestry

    Rewards:

    -Experience

    -Access to Cupid’s Tapestry

    3. Evading Corruption

      Obtained from: Exiting Cupid’s Tapestry and following the noises heard

      Quest Text: “You see a small door open among the eerie, frightening procession of figures, and the maiden could very well be inside. You need to make your way into that room without being noticed if you’ll have any chance of saving Amoret.”

      Objective: Enter the door to Busirane’s chamber without being spotted by the procession

      Rewards:

      -Experience

      -Unlock Quest 4

      4. Defeat Desire

        Obtained from: Entering Busirane’s chamber

        Quest Text: “Busirane will clearly not unhand Amoret. You must defeat him in combat before he ends the maiden’s life!”

        Objective: Slay Busirane (Note: Though this is listed as the objective, the quest actually ends when Busirane is near death, at which point the possibilities branch as described in the background)

        Rewards:

        -Experience

        -Busirane’s Armor

        NPCs involved:

        -Scudamore

        -Amoret

        -Busirane

        -All the figures in the procession

        Team 7: Castle Joyous Plains

        by: Calvin Patimeteeporn, Breon Guarino, and Aneel Henry

        Book 3, Canto 1 Stanzas 20 – 30

        From the forest, the PC is thrown into the midst of a small village in the plains surrounding Castle Joyous. Though the path to Castle Joyous is, indeed present, the road is blocked with construction, leaving the player at the hands of the villagers, who are in desperate need of assistance. It would seem as if the Lady of Castle Joyous, has neglected the villagers’ cries for help and has left the town completely isolated. Those townspeople with weak minds and souls have already left the town for the hedonistic castle of Lady Malecasta, leaving a handful of loyal and chaste villagers to deal with the problems. With no one to rely on, the town has fallen to a destitute state, being attacked by both wolves and bandits alike that emerge from the forest at night.
        As the player enters the town past a rundown barn and two already abandoned watchtowers, the player witnesses the ruins of a once busy town square. A worried innkeeper is fretting over his dwindling food supplies that are continuously being pilfered by a wolf pack that has taken residence in an area of the forest near the town. Meanwhile, a small group of villagers are holding a meeting at the town well, discussing the bandit situation. While these villagers face these pressing matters, the rest of the village also holds a fair share of menial tasks that the townspeople cannot do alone. A small girl has lost her chickens around the town square and a young boy wishes that he could retrieve his family heirloom from one of the bandits.
        While the menial tasks are up to the player to decide, the wolf and bandit situation, however cannot be left alone. Something must be done. Will the player pilfer the innkeeper’s store and blame it on the “undefeatable” wolves or will the player banish the wolves once and for all? Will the player help the bandits destroy and loot the entire village or will the player remain good and repel their advances? Regardless of choice, it would appear that after these events the road opens to Castle Joyous, allowing the player to move forward of his or her journey.
        However, the player encounters a struggle between the six knights of the castle and a sole, brave knight, Redcrosse. The player must now defeat four of the six knights in order to gain entry to the next part of the journey, and gain access to the hedonistic castle that is Castle Joyous.

        Main Quests:
        1. The Road is Blocked (part 1)
        •The player encounters road construction that obstructs the player from reaching the castle.
        •The player must complete Quest 2 to proceed

        2. A. The Wolves that Bite and Bandits That Catch!
        •The player must talk to both the Innkeeper and the villagers meeting by the well

        B1. The Wolves of the Forest
        •In the forthcoming night, the player must confront the wolves that plague the Innkeeper
        -Option A: Defeat the wolf pack that comes to raid the Inn’s storage (Chaste).
        -Option B: Pilfer all the Inn’s store and lie to the Innkeeper and blame it on the wolves (Unchaste).

        B2. Traveling Bandits
        •In the forthcoming night, the player must confront the bandits.
        -Option A: Kill all bandits that dare set foot in the town, expelling them forever from the village (Chaste).
        -Option B: Join the bandits and raid and loot the entire town. Nothing escapes your wrath (Unchaste).

        3. The Road is Blocked (part 2)
        •After the Quest 2, the road is cleared and the player can move on.

        4. Redcrosse and the Knights
        •The player encounters Redcrosse and must defeat 4 of the 6 knights that are attacking them.
        •The player is allowed entry to Castle Joyous.

        Side Quests:
        1. The Chickens
        •The player talks to a young girl who seems to have lost her chickens.
        •The player must collect all three chickens that are running around the village.
        -Option A: Give back the chickens to the small girl (Chaste)
        -Option B: Demand payment who in the end gives up a rare gem that has been passed down her family for years (Unchaste).

        2. Lost Heirloom
        •The player talks to a young boy in the square.
        •The player must find and locate the heirloom which happens to be in the hands of a lone bandit near the village.
        •Player must defeat the bandit.
        -Option A: Return the heirloom to the boy (Chaste).
        -Option B: Pretend you did not find the heirloom and keep it for yourself (Unchaste).

        NPCs:
        The Innkeeper: A worried middle-aged man in commoner clothing. Owns and operates the Inn which is plagued by wolves nightly.
        The Villagers: A group of emaciated townsfolk with tattered clothing who are concerned about the future of their village with the pressing matter of bandits.
        The Small Girl: A young girl with dirty and torn clothing who has lost all of her chickens.
        The Small Boy: A young boy with dirty and tattered clothing with no other desire than to reclaim his family’s honor by having their stolen heirloom back in his hands.
        Lone Bandit: A lone bandit in bandit attire, furs and ragged clothing. Though weak, he still poses somewhat of a threat. He has stolen the boy’s family heirloom.
        Bandits: Gang of bandits dressed in furs and very aggressive. They raid the towns every night or so.
        Wolf Pack: A group of 6 or so wolves that raid the Inn’s store nightly.
        Redcrosse: A brave knight who refuses to succumb to Lady Malecasta’s knights and needs the player’s help to defeat them.
        The Six Knights: Black knights of the Lady of the castle. Aggressive and intent on serving her.

        Cupid’s Tapestry

        Team 6 (aka the best team ever): The Tapestry of Cupid

        Canto 6 Stanzas 29-46 describe Cupid’s Tapestry.

        While exploring the rooms and halls of Castle Busirane, the player finds on the ground a small piece of an old tapestry; and upon picking it up, the magic woven into the cloth pulls them in. They will appear within the tapestry itself, though at first they won’t realize where they are. Gods and goddesses from several of the old Greek myths appear, as do three of Jove’s lovers; but, very few of them realize where they are or that they are mere shells, one-layered avatars of the people and divinities they actually represent. Only Athena, Goddess of Wisdom, is wise enough to puzzle out the mysteries of tapestry; and she and Danae are the only ones who can point the way back to the Castle for the player.

        The land in the tapestry is that of a beautiful, flourishing forest; and yet, the ruins of one of Athena’s temples lies within it, and a calm ocean borders it. The strange mix of landscapes is Cupid’s doing; he has brought together people and places to give tribute to his many victories over the other gods. Europa, standing near the player when they first appear in the tapestry, will introduce them to the land they have entered; but her own ignorance as to the nature of the tapestry will limit her helpfulness. Semele likewise is more than willing to tell the player her own story, as commanded by Cupid, but will not tell the player how to leave. Jove and Apollo each grieve for their lost loves, while Neptune joys in the memories of Theophane; and these gods will instruct the player to seek out Athena in the ruins of her temple. Upon finding her, she will reveal all she knows of the mysteries of the tapestry and how to escape it, and the player’s journey through this twilight zone will end when they find Danae, who stands in quiet contemplation of her bittersweet story near the exit back to Castle Busirane.

        Quests:

        There are no quests in Cupid’s Tapestry, merely conversations; though the NPCs will attempt to do as Cupid instructed and tell their tales to the player, there is never a moment where the player’s hand is forced. Should they wander for long enough, the way back to Faerie will reveal itself eventually.

        NPC Name Description
        Jove Jove is ruler of the gods of the Greek pantheon, but still is subject quite often to the machinations of Cupid. He is a sad and grieving soul in the tapestry, which is how Cupid wishes to encounter him; outside the tapestry he would never be so depressed. He doesn’t know how to leave the tapestry, but will tell the player that Athena can help them. Jove can be found in the belt of verdant forest that runs through the tapestry.
        Neptune A jovial soul, especially when compared to his brother and nephew. Though still bound to tell of his love for Theophane, his is a happier glorification of Cupid’s victories. His avatar has never thought of escaping the tapestry, though he is smart enough to know that Athena probably knows how. Neptune stands on the shoreline, next to a small dock and boathouse.
        Apollo Apollo, like  his father Jove, is  a melancholy soul in the tapestry. He never leaves Daphne’s Grove, spending all his time in quiet solitude with the plant forms of three of his loves–Coronis, Hyacinth, and Daphne. He gives no thought to any plight of the player’s, instead preferring to share his misery by retelling the tales of those he lost.
        Athena Athena, the Goddess of Wisdom, is the only one besides Danae who knows what’s really going on in the tapestry. If the player will listen to her, she’ll eventually tell them the way out and reveal what she knows to them. Athena resides in the ruins of her temple, a likeness of the one she destroyed after Neptune and Medusa violated it.
        Europa Europa will be the first NPC the player encounters; she stands right next to the spawn point. However, she is not very helpful as she has little idea of the true nature of the tapestry and how she came to be there. She can, however, introduce the player to the world they have stepped into.
        Semele Semele, like Europa, is not very helpful. She wanders the forest, and can point out that Athena may be able to help the player more than she can, but mostly she’ll simply tell the story of her death and of the birth of Dionysus.
        Danae Danae, having learned from Athena the secrets of the tapestry, stands very near the exit back to Castle Busirane. Besides telling her bittersweet life story, she marks with her very presence that the player is nearing the end of their journey in Cupid’s Tapestry.
        Location Description
        The Forest This belt of verdant trees and grass cuts across the area, and a few of the inhabitants of the tapestry wander it. The player will enter the tapestry at the far end of the wood, near Europa.
        Athena’s Temple This is a likeness of the temple where Neptune brought Medusa, or at least a likeness of its ruins. Within it can be found the goddess of wisdom herself, in a dark and quiet solitude.
        The Ocean At the southern edge of the tapestry is an ocean, and at its shore are a dock and boathouse–all to accommodate the lord of the seas, Neptune. However, Cupid does not wish for visitors to swim away, and the ocean is therefore kept off-limits.
        The Bloody River As described by Spenser, a “bloudy river” flowed around the tapestry’s edges, filled with the rich, the poor, the peasants, the kings, all defeated by the God of Love.
        Daphne’s Grove Near Athena’s temple is a small grove where a laurel tree sits. This tree is Daphne, who was turned to bark and leaves to escape the love of Apollo; and around her silent memorial grow pansies and sweetbriars, the flowery forms of two of Apollo’s other loves, Hyacinth and Coronis. Apollo himself never leaves the grove, but stands in contemplation of his grief for them all.

        Team 4: Castle Joyeous

        Anna Dickens & Zack Goldman

        Book 3, Canto 1, Stanzas 32, 41, 63-66

        Emerging from the depths of forest, the awe-struck PC suddenly beholds the breathtaking sight of Castle Joyeous, Malecasta’s opulent residence, rising formidably from a spacious green plain. After the battle on the plain, the six knights lead the PC inside of the castle. Upon entering the palace’s walls, the traveler finds himself in a great luxurious chamber, its walls and pillars crafted from pure gold and beset with sparkling jewels. Beautifully crafted tapestries adorn the chamber’s walls, depicting the myth of Adonis and Venus’s passionate romance.

        The knights usher the enamored player down the length of hallway to a large door at the opposite end. Approaching the door, the PC can hear the faint notes of a distant song and the din of lively chatter, growing ever louder. In the next room, richly attired damsels and squires swirl across the marble dance floor to the soft, undulating beats of a sensual melody. Wine and spirits flow freely. Spanning the center of the feasting hall stands a long golden table, upon which an abundant banquet is spread—plates heaping with braised meats and exotic fruits and mouthwatering pastries.

        Awestruck, the PC stands and quietly beholds the magnificent delights of opulent hall, but the knights break him from his state of wonderment and lead him over to the fireplace, where a dark, sinister beauty sits on a sumptuous high-backed chair, her blood-red lips tightly pursed into a sly grin. The PC is then introduced to this captivating enchantress, whose name is Malecasta. The lady of Castle Joyeous, Malecasta is lustful, wanton, and dangerously beautiful. As she regards the PC, her black eyes shine with an amused, almost lustful glint.

        At last, night has befallen the castle, and all the guests retire to their bedchambers. Malecasta’s personal bodyguard courteously leads the PC into a comfortable-sized guest room with a large four-poster bed. The PC climbs under the covers and immediately lapses into a sound slumber. In the middle of the night, the door of the bedchamber creaks open, and Malecasta, clad in a white nightgown, slips quietly into the darkness of the room. Slowly and silently, a lustful gleam in her eye, she creeps toward the bed, where the NPC continues to doze in sweet oblivion. When she reaches the bed, she carefully lifts the bedcover, her fingers trembling with animal, greedy desire, and peers under the sheets.

        The PC, sensing Malecasta’s presence, leaps up in a state of disheveled shock and instinctively grabs his sword, brandishing it aloft. Upon seeing the sharp weapon, glistening in the silken moonlight streaming in from the window, Malecasta omits a loud, ghastly scream that pierces the silence of the sleeping castle. Immediately, the six knights rush in, and a confrontation ensues in the darkness of the bedchamber. The PC must successfully defeat the six knights in order to leave Castle Joyeous.

        Quests:

        The Lover’s Quarrel

        Quest Items: The love note

        Goal 1: Speak to the suspicious female reveler who will prompt the PC to spy on her allegedly unfaithful husband

        Goal 2: Search the couple’s bedchamber, finding the love note addressed to the mistress of the castle

        Goal 3: Speak to the suspicious female reveler’s husband

        At this point the suspicious female reveler’s husband will offer the player monetary compensation in return for the love note.  The player can…

        Goal 4 A: Give the note to the husband and receive a gold reward and negative chastity

        Goal 4 B: Refuse the husband’s offer and give the note to the suspicious female reveler, gaining positive chastity

        Mistress of the Castle

        Quest Items: The Bedchamber Key (This key will allow the PC to access the guest bedchamber)

        Goal 1:  Speak to Malecasta’s personal bodyguard to discuss the background of Castle Joyeous

        Goal 2: Speak to Malecasta and receive the bedchamber key (Malecasta will attempt to seduce the player)

        Goal 3: Follow Malecasta’s personal bodyguard to the guest bedchamber

        Flight from Castle Joyeous

        Goal 1: Go to sleep in the guest bedchamber, eventually awaking to the sound of a scream

        Goal 2: Find Redcrosse (at this point Redcrosse will join the player’s party)

        Goal 3: Return to the guest bedchamber and battle the six knights with the assistance of Redcrosse

        Goal 4: Exit Castle Joyeous

        In addition, we would like to implement a basic morality system.  Certain actions taken by the PC will result in a change of morality.  A player’s morality alignment will affect interactions with NPCs.  A given player’s moral alignment will determine conversational options.

        Group 2 – Jousting Plain!

        Alec Jordan and Kashyap Saxena

        Jousting Plain Overview/Quests

        Overview

        To the north of the Classroom is the Jousting Plain. Upon entering the Jousting Plain, the player encounters a wide open space surrounded by forests in the distance. The player will enter the area with a full set of armor, including a shield with the depiction of a black, walking lion upon a golden background. In the player’s inventory will be a spear that glows upon equipping. The spear will have a tooltip saying, “Makes the wielder almost unbeatable in jousting events.” After walking through the natural path between some hills at the beginning of the area, the player will come to a stretch of land that is much flatter.

        The grass is a vivid green and occupies the entire plain. Continuing on to the Northeast, when the player begins to near the end of the area, 3 NPCs appear and call out. The player will see two knights and a servant. The knights are Arthur and Guyon; the servant is Timias, all to the southwest. Guyon will call out that he sees another knight, which is the player.  The player will be prompted to equip the spear in his/her bag. Once equipped, the joust begins. To win the joust, the player must choose the command ‘thrust spear’ at the correct time. Too early and the player misses, too late and Guyon destroys you before you have a chance to hit him. There will be about a one second window as both run towards each other. If the player is successful in defeating Guyon, narrative dialogue will appear telling the player that he/she should continue northeast into the next area, the Joyeous Forest. The exit gate is now unlocked. (Book 3, Canto 1, Stanzas 1-11)

        Dialogue

        1)      Guyon: “Behold! I spy a knight with a lion on his shield. He must think himself brave; let him prove himself against the knight Guyon!”

        2)      Narrative: “Equip lance (inventory) then joust against Guyon.”

        3)      *Upon Victory* Narrative: Before too much conflict comes of this other knight’s shame, you should hurry and exit. The path to the northeast leads into the forest; it is your best choice. *Experience given*

        4)      *Upon Defeat* Guyon: “Thou art unfit to call thyself a knight!” *Player dies, respawns in classroom*

        NPCs

        *Arthur and Guyon will both be dressed similarly in traditional knight armor, and preferably be on horseback.

        *Timias will have a more common garb.

         

        Quests

        1. The player must first trigger the jousting match by getting close to the exit of the Jousting Planes.
        2. The player must then defeat Guyon, the knight, in a jousting match. Experience awarded from completion.
        3. Upon completing the joust, narration occurs that spurs the player to continue on to the northeast into the woods.
        4. Receive a small bit of XP for story completion upon successfully following the story line.

        Player’s shield!

        Player's Shield, modeled after Britomart's.