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 3- Castle Busirane Forest

By: Sam Fisher and Max Mam

 

Our section of the Faerie Queene was the forest near Castle Busirane. The starting point is in the southeast corner of a large area section. Trees are scattered throughout the forest of various types. The outer area of the map is densely covered in trees and is difficult to traverse. To enhance the borders, there are difficult enemies on the outer parts of the map that are off the path to be traveled.

 

A river runs through the center of the forest and provides the path for the character to travel towards Sir Scudamore. The main goal is to find Scudamore, and early on there is a woodsman. When the player talks to him, there is a conversation where he instructs the player to follow the river to the fountain. There are various bushes, reeds, and rocks along the river’s path for realism and the ground is scattered with trees. This makes the forest more realistic.

 

As the player walks through the forest, one may encounter various forest creatures such as boars, wolves, and bears.  After journeying upstream one will have been in 6 or more interactions with these enemies. At the end of the river, there is a fountain, which was made by lowering the terrain and filling with water. There are reeds and rocks surrounding the fountain and an armor-less next to the fountain. The character can then click on Scudamore for a conversation to occur. Sir Scudamore describes his heartbreak and that Amoret is being held captive in Castle Busirane. There is a bag containing Scudamore’s Arms sitting next to him, which can be picked up but not used and can be examined.  As far as Scudamore’s image, he has very little clothing on and not metal armor. He has a beard and brown hair and is not very menacing in appearance. 

Team 7: Castle Busirane (Exterior) and Ollyphant

by Justin Goldsmith and Evan Schrager

Although Scudamour is not one of the characters we have been assigned to create, Scudamour will be lying outside of the castle and the surrounding fire, crippled as he is in Canto XI. There will also be a “A flaming fire, ymixt with smouldry smoke” circling the castle entrance that cannot be bypassed without completing some element of the story/quest. If you try to enter the fire, not only will you be burned, but the Sulfuric emissions will cause the player to choke.

The land around the castle aside from the fire is a barren grassland. There are few trees aside from a few small birch trees surrounding the castle. There is some shriveled foliage, but it as a mostly empty area.  There is a dirt path that leads up to the gate.  The castle is a dark, foreboding building in the northern end of the area.

Before entering the fire, the character must protect the prone Scudamour from the slow but powerful giant Ollyphant.  Ollyphant will, of course, be very large.  He will have no weapons, but very large and powerful arms and legs that he will use to attack.  In keeping with his savage nature, he will have ripped scraps of clothing.  While he is imposing and very powerful, he is also cowardly and will run away after losing half his health.  When this happens, the character will talk to Scudamour, who will recount what he saw Britomart do as she crossed the flames and entered the castle.  The character will then know how to cross the flames and enter Busirane’s Castle (a new area).