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The story of the warden and my ideas about the warden

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    The wardens aggressive evil nature (or if not nature something else. Who knows. Its not out yet) does not make it a friendly monster that can be leaded. When I started looking into the storyline of minecraft I started in 1.16 close to the time when they announced caves and cliffs. For me it seemed more like the poor souls are trapped. Possibly its victims that it had used as an energy source for itself making itself stringer. Also the souls in this game do not seem like they are planning something evil. For example the soul sand valley traps souls and although ghasts are souls that breath fireballs at you and they could be trapped for a good reason kind of does not stop my idea because the souls also seem innocent for other reasons. For example the souls seem to have nothing to do with attacking you unless released or created with the soul sand or the evokers. It could be possible that some are good some are evil. But also paying more attention directly to the warden the warden also has other reasons to being evil. It might want to trap the souls for possibly evil reasons but in the process trapping innocent souls and in that case hunting you down. I have a theory on why they would think you are evil but that would make the comment to long.

  • 4
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    The warden is also too big to lead. It makes no sense you could lead the warden like that (even though you can lead golems)

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    I do think that soul sand needs more love in terms of lore. And that is what the archaeology part of 1.17 is about. It is to allow players to make their own stories. Can you imagine all of the possible storylines that the community will put together! It will deepen Minecraft as a franchise and possibly give developers more inspiration. But I think that having a strict storyline is more for official movies and shows. As such, the souls would have to have an identity, which would require background info... Okay maybe I'm being too territorial over my own suggestions which I shall post later, and should back off.

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    There were civilizations many, many years ago. They lived underground. They were happy and prosperous despite the many troubles underground, such as magma chambers, dangerous creatures, and perpetual darkness outside of developed areas or lush caves, though there were a few tragedies as there are anywhere. They ate bats and mushrooms as staple diet. One day, glowing hair began to grow on the walls, no one thought much of it, but the children were fascinated by it. Some children cut pieces of it off and pretended to have mustaches, some played tug of war with it, others ate it. However, those children that interacted with it the most began to feel rashes, and their skin grayed, some fell terribly ill and recovered but had forever lost the color of their skin, others stood little chance of surviving. No one knew what was causing the illnesses, until parents realized that the hair on the wall was almost as recent as the illnesses. That is when the civilization began to panic. People blamed others for their child's death, some abandoned the civilization and were never heard of again. But the leader called for peace, and told them that they were to migrate to a new cavern. So they did, they all migrated, but the hair was everywhere. If they settled down to rest, for several hours, the hair would be there again. This was beginning to worry the leader greatly, so he picked up the pace. They traveled many, many kilometers. Some people left the tribe to find a place for themselves...

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    However, it's those adults that left who found themselves in trouble. Their veins were popping. Their eyes were becoming ever more sensitive to light. Their blood was turning blue. The textures of the stone, mushrooms, bats and own skin was different. Their arms and legs felt bouncy and rigid. They had uncontrollable muscle spasms. And they had delusions that they should lick everything inanimate, and that they were going to be okay without the others. Eventually they had little affection left for the others. Soon they heard faint sounds everywhere, they could pinpoint where all sounds came from with remarkable efficacy. They knew that if dripstone had fallen, they could get a scrumptious licking from it. Eventually, they felt taped into another source of energy, and stopped eating mushrooms and bats. Most emotions had left them, fear among them, but old memories stayed, though they were faint and little remained. They were mostly major parts of their life, and those memories were strong enough to elicit just a drop of emotion. Soon enough their eyes were so sensitive to light, that they used no light. Their state of self did not matter to them anymore. Soon they felt random intense bouts of aggression. It usually corresponded to a strange absence of sounds coming from a place where water could usually be heard dripping, and so they wander over to investigate that place. It did not feel new to feel this way over an absence of a portion of their hearing. But the memories did.

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    And so the story continues. There is no need to match everything exactly to what I described in my story, but I figure that if there are chests in the deep dark with very rewarding loot, WHY? Why are there chests with valuable resource inside them? I figure this is a good way to explain not only why there are chests with loot in them, but also why the Warden dwells in them and why it feels so miserable: It once was a being and now has distant memories of when it belonged to others. This gives it a sense of vulnerability that it is denying, in part due to the fungus attempting to protect itself, but also because it feels a sense of despair from when the infected person belonged to a humanity and wants nothing more than to numb that feeling.

  • 0
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    One thing to also take from this is that there should be at least some parameters for lore. So maybe having it look like an abandoned developed area, but can be a pool for other lore.