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Destiny

Discuss all things Destiny.
Edited by boogeyman333: 4/4/2015 12:57:16 AM
15

Destiny 2 story part 1 fan made

Part One The story starts off in the space past the reef. It's pitch black and you can only see darkness, you see a storm brewing and hear a screech. Go to the city, the city has grown since you destroyed the black garden. The traveler still slumbers but it's light is now spreading. The fallen and hive have a minimal presence on earth. Based off of your character, they are now the captain of the city guard (titan), head scholar of the light and darkness ( warlock) or leader of the group of guardians that recover lost golden age secrets (hunter). Pretty much replace the vanguard leaders. You get called to a city meeting. Once again the three factions are arguing over what to do. You can either choose the three or side with the vanguard. Lord Shaxx is no longer required as the city is safe. Promptly after you leave, Ikora Rey calls you, she has gathered information that the hive is rising in the cosmodrome. You gather a team of Zavala, Ikora, Shaxx, Cayde, and yourself to stop this threat. You begin the mission, it seems like a normal strike but you notice that the hive are different from the others on the earth and moon. They rally under a different leader. You continue the strike anyway. You deploy your ghost to open a sealed door and your vision goes black. You see yourself in the Hellmouth. It has been ages since Crota was defeated, but you feel a dark presence stirring. A force more formidable than Crota. The stranger is with you. She gives you a choice to run, face, this threat, or succumb. Your vision clears. The mission has gone horribly wrong. Your ghost is fine but Ikora's ghost was wounded in an effort to save yours when you blacked out. Shaxx lies before you, you can't tell if he's dead or not. The other three are fighting a massive horde of hive. You join in, attempting to put a dent in the countless waves of darkness. But there are too many. Eventually you break through the door. After navigating the hive chambers, you reach the final chamber. Lord Shaxx survived his encounter with the hive and asks you to take over the crucible should your fire team make it out alive. Inside the chamber is a wizard stronger than all the hive you have faced. It is too strong and you must leave to warn the city. However, the wizard is preventing your escape. You have the choice to let a wounded Shaxx stay and fight the wizard or you handle it yourself. Should you leave Shaxx, he will die but wound the wizard. If you stay, you kill the wizard and head to the city to warn them. At the city, your strike team warns the city. The new monarchy is interested in this as this could help their goals for a monarch, dead orbit is doing an "I told you so" and future war cult is interested but conceals their emotions. You can once again choose who to side with them or the factions. If you choose the new monarchy, you will use propaganda to support the new monarchy cause, if you choose dead orbit, you will organize evacuation, and if you choose the future war cult you will organize underground research and war preparations. If you side with the vanguard you will order the city into a high alert standby phase. Based off of your choice, the stranger confronts you afterwards and tells you about how closer the threat is coming and how ready the people are. As you are overlooking the city, you hear a screech . Hive tomb ships have cut through and are sieging the city. You see the traveler and the city trying to stop them but once again, you are overwhelmed. You can stay with the guardians who are using their lives to buy extra time for the evacuation ships or help with the evacuation. Either way, you are overwhelmed and knocked out. You wake up in the ruins of the city. The hive have destroyed everything that the golden age survivors tried to revive. The traveler is nowhere to be seen but where the traveler used to hover is an orb of darkness similar to the background at the end of the Crota raid. You search the ruins in an attempt to find anything and the stranger finds you. You ask her where the survivors went but she doesn't know. The only way to figure out is by talking to the fallen who witnessed the entire invasion but this time, did nothing. You search the ruins of the city hoping to find any fallen. Eventually you encounter a small raiding party. You attempt to make contact with them but the language barrier stops you. Ghost uses his translator to figure it what they're saying. They are interested in you as you did not attack on sight they you in turn are grateful they did not attack either. They will take you to their kell who saw the invasion if you can defeat the captain in hand to hand combat or help them raid the ruins. Either way you gain their trust. You are taken to the devil's kell. He will tell you where the survivors went if you give him your ghost. If you decline, you challenge him for his throne. If you give him ghost, ghost will vanish and the kell will attack you for lying. If you defeat him in the duel, the fallen under his service swear loyalty to you and tell you the survivors fled to the reef. If you murder the kell, you kill all the fallen and comb through their data to find where the survivors went. If you gave up ghost, he will return but will be skeptical at you. You must travel to the reef now to find your survivors. Either way, the house of Devils is yours now and you use them as a bargaining tool for access to the reef. However, you have a choice to make. The Devils you control are not on friendly terms with the wolves and you must either give them up due to the oath to the queen or keep them to help the city. If you give up the fallen, the reef is the new safe haven for the city and bounties and all things are the same except glimmer cost skyrockets, and the speaker and motes of light are useless. A queen's vassal reputation is added which is like the queen's wrath. If you chose to keep the fallen, you must denounce the queen and the reef is now a hostile zone. However, the fallen will take you in and their skiffs and ketches are your new tower. Glimmer costs will go down but it is harder to earn glimmer and scavenging is required to earn anything. Motes of light must now be traded for motes of darkness as the light still doesn't work with the fallen. The fallen will also sell their assorted weapons. After you have created a new safe haven, the stranger comes to you. She tells you that the hive you faced came from oryx who now control the earth and moon. She tells you that the new ally you have gained, whether it is the awoken or the fallen are still no match for the hive. You will have to go back in time to recruit the guardians of old. But how? The vex control time but you have no way of obtaining that ability, no vex can control time at will except one, Atheon. You go to the vault of glass. The Templar is already dead so you proceed. The Gorgons however are still active. Because Atheon was already defeated, the Gorgons are weakened and you kill them. When you get to the Atheon room, it is empty but a power surge is active and the time gates are active as well. You must go into the portal to destroy past and future Atheon. However, to cleanse your marked by the void, you must kill the oracles. Once you destroy past and future Atheon, you gain its time control ability. Since you are already at Venus, you choose to recruit Kabr first. You travel back to before he was consumed by the vault. You talk to him and he will agree to join you if you help him destroy the Templar. The fight is like the normal fight except only Kabr can destroy the shield and you must essentially protect him. There is no relic so killing oracles is mandatory. After killing the Templar, you take Kabr with you to your tower, whichever one you chose. He will serve as a vendor that gives weapons and armor. He will sell the vex weapons like slap rifle, line rifle, and torch hammer. They start out as commons but you use glimmer, blue polyphage, and axiomatic beads to upgrade it to uncommon. Weapon parts are added on along with the fore mentioned materials to upgrade it to rare. Ascendant energy is required to make the final upgrade to legendary. You receive mixed reactions from the factions when they figure out how you recruited Kabr. The vanguard warns you to not temper with time so much. The new monarchy is suspicious about about what you will do next afterwards, dead orbit is wary and future war cult is hooked. You move onto the next guardian. With Kabr in the tower, you won't need muscle for a while so cunning and wits will be your next goal. But only a few hunters of legendary proportions exist. You need a hunter, shin malphur There's only a few events where he can be tracked. Like the day he was murdered. Travel to the day. That day. Four hunters came that day, only one walked out. You travel to the moment when Dredgen Yor is ready to murder the guardians. You come just in time. Before he fires the shots, you redirect his arm and his thorns fail to draw blood. The other hunters pull out their weapons or knives, everyone is pointing a gun at everyone, the stand you tried to prevent has escalated into something else. Someone has to die, no vex powers can stop this moment. The hunters at the moment are all pointing something at you, you need to tell them the reason you interrupted their lovely meeting. You tell them of the hive, how they will swallow everything and consume the legends the hunters tried to build. You tell them of a city in need. How it's on its last stand, it has no more voice, it is on its last word. You plead with the hunters for help and three agree to help you. Except Dredgen Yor. This idea, that the hive will take over enthralls him. There is no way to save him, he has already fallen to darkness. You must kill Dredgen Yor

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  • Edited by boogeyman333: 5/31/2015 10:45:00 PM
    Part two ( my original post got too long) The fight starts off like a typical firefight. But after Dredgen starts to lose, he will flee. He gets on his sparrow and you must do a Star Wars style speeder chase. After catching up, you and Dredgen fall off a cliff when your sparrow overloads. Upon recovering, you try to reason with him one more time. Upon failing, you and Dredgen get in a western style shootout. After being wounded, you kill Dredgen, and your light draws out a bloody rose in the thorn. You return to the other hunters you came for and return to the tower. Unlike Kabr, the the city is relatively pleased to see the addition of new hunters. You want to recruit a warlock but as of the moment, the current warlocks are exiled or are not on good terms with the city. You want to gain the city's full trust before recruiting a not so friendly guardian. So you aim for guardians that saved the city. At the battle Twilight Gap, many guardians gave their lives to save the city and many were remembered in their own ways. Your travel to the battle of the Twilight Gap. Of course the wall is under attack so you pitch in. The fight is a basic survive waves type but you can order guardians to maximize defense and minimize casualties. If you don't order troops correctly, the entire battle can be lost and must be restarted. Upon winning you convince many of them to join you. You also pitch in the idea to make a weapon that symbolizes team work and is made from fallen guardian's armor (sound familiar? Although you can never seem to get it :p).

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