q1-72-Imp

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q1-72-Imp

Post by theviking »

Claim type: Quest
Claim ID: TR_q1-72-Imp (#1688)
Faction: Imperial
Parent claim: TR_1-6-Imp (#18)
Claimed by: steady_eddy
Status: Approved (Progress: 100%)
Location: 1:(2260, 1861):0
Files: TR_q1-72-Imp_steady_eddy_1.esp; TR_q1-72-Imp_steady_eddy_2.esp; TR_q1-72-Imp_steady_eddy_3.esp

---

The first 5 quests of the imperial cult on map1.
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Post by Jedak »

I will design this.

Now I know about the oracle rank, but what are almoner, alchemist and guardian? And most IC quests in MW seem to be Item retrieval (or donation retrieval). I am hoping to change that a little bit, no?
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Post by theviking »

It's in your name now, :) . I've sent you a pm with most of the imperial cult background. Quest designing is mostly "trial and error" so if you have an idea, please discuss it. Good luck!
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Post by Jedak »

The first 3 quests should be pretty simple. I have a cool idea on how to start the first of the oracle quests, but I need to have that location of a dungeon containing molag bal worshippers, but preferably not a Daedric ruin, so there is the element of surprise :)

~Imperial Cult: Wrongdoing Worshippers~

*player sent to oracle in Firewatch for quest*

*oracle informs player that she/he has seen the cult member ____ trapped in the cave/ruin/tomb/tower of *** South/North ect. of Firewatch. Player is sent to retrieve them to safety*

*player finds *** and when he/she enters the place they are attacked by men and mer. Player recieves diary entry questioning who they could be*

*player eventually finds ____ but ____ is trapped in a cell or something. ____ tells the player that he was ambushed and then found himself where he is. He tells the player that the attackers never talk to each other in his presence but sometimes smirk a bit when looking at him. ___ then suggests to the player to find the key to the cell*

*the player goes to find the key for the cell and finds it on the body of one of the attackers. On the same body he finds a letter saying something like:

To my dear fellow in belief,
Our master has spoken to me and he told me that a sacrifice of the blood of our enemies is a needed ingredient for the sacred ritual to sommon him to this plane.
I believe that the best candidate for such a sacrifice would be a member of that fithy imperial cult. I believe one of those pests will be passing your location soon. Capture him and make sure there is no possible way for him to escape.
You have by best wishes,
SIGNATURE

The player should then realise that the attackers where members of some cult.*

*The player then uses the key on the cell and he is asked a riddle with four answears. One is correct and if the player answers incorrectly then a trap triggers and ____ dies*

Then the player would return to the oracle. If they dont return with ____ then the reward is lowered. If they do not return with the letter, they are asked to return there to find clues about who the attackers where.

More later. Now I eat dinner.
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Post by theviking »

Ooh, I like the idea that the Molag Bal cult needs someone from the imperial cult for their blood. That is the base of a very good last quest, were the Molag Bal quest comes hunting for the players blood.
I think it would not be a good idea to attack the cult rightaway. There are based in Lambinatha in the drenka caverns near Raonyon Ruhn. I think that if you use another cavern or daedric ruin as a forward base, the idea should work. Theo posted a rough idea of the Molag Bal cult in the design thread of the cult, so maybe you can find the info there. This is a good start.
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Post by Jedak »

The base for the above quest is just a temporary one. It would be best if it was in a dungeon made of the velothi tileset because its easier to make traps from them.

The reason for the riddle with the cell is because Molag Bals sphere is enslavement and domination of mortals.

After the above quest, the oracle tells the player to look for a job to do in Bal Orya, where the player will do the shrine seargent quest. Afterwards, the guy in Bal Orya will tell the player that the oracle would like to speak with him/her.

The oracle tells the player that the only way the misterious cult could have known that ____ (the guy from the above quest, wether now dead or alive) was passing their base was if the cult had a spy withing the Imperial cult. The oracle forsaw that the spy is within Firewatch and urges the player to find out who it is.

The idea of having a former imperial cultist suddenly switch alliences is also because of Molag Bals sphere: domination of mortals.

Eventually, after a lot of searching, the player finds the spy and after persuation the spy is taken to the oracle. Then the oracle blesses the spy, and then the spy talks quickly to the player afterward, telling the player that the cult is Molag Bals and that the player is now target for more blood (the player is now even more of an enemy because of the previous quest). But then suddenly the spy has a spasm and attacks the player and oracle. The two defeat the spy but find no clues on his body. The oracle resolves by telling the player that all they can do is wait. Player is rewarded for quest.

The next quest begins the first time the player rests 24 hours after the above events. An Molag Bal cultist assasin attempts to kill the player. On the assasins body is directions to the drenka caverns and Lambinatha.

Now there are three things the player can do:
A reckless player can go and attack the Cult immediately and keep all the goods within. But this doesn't fully finish the quest, just gets rid of the cultists and the oracle gives minimum rewards (still large, though)

A more careful player will immediatly report the attempt on their life to the oracle. The oracle will then send the player on the quest to find Lambinatha but not be seen as a immediate direct assult without proper knowledge how do get there would be foolish. While the player is gone, the oracle will study the letter once more and recieve another vision. Once the player returns, the reward is calculated on whether the player was seen or not (the player tells the oracle truthfully).

The next and final quest is as such: The oracle tells the player the disturbing vision she had - that the letter was true and the Molag Bal cultists are going to summon the god to this realm after years of preperation soon if not stopped. The only way to stop the ritual is to cast an immensly divine spell apon it so that the nine divines may fasten the slowly opening hole between the two realms. The oracle gives the player a sacred scroll with this spell (touch) and two fellow cultist to go with the player. The team must attack.

The defences on the base depend on the previous quest. If the player was spotted before, the defences will be greater. Once the quest is done, the amount of the reward has three factors: 1. Always starts with the same reward as the one 3 paragraphs above (for the reckless player) + 2. If the player cast the spell correctly they get a cool shiny artefact (maybe a robe?) 3. How many of the other cultists survived gives a +500 septims to the main cash prize.

And Woo! You've completed the Telvannis Imperial Cult quests!

[Note that after the first oracle quest, the player will be unable to join the Molag Bal Cult]
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Post by theviking »

Looks like you made the third (Rescue the imperial cult guy in the base), 5th (reveal the spy) and the base of the 6th and 7th quests. However the imperial cult on map1 isn't powerfull enough to completely wipe out the Molag Bal cult. What is realistic is a last hope dash to the center and preventing the cult to summon Molag Bal. (And then everyone alive casts divine intervention) Later the tribunal temple will wipe out the remaining cultists with the help of the imperial cult, but that is after this questline. (The end of the tribual temple questline is reporting to Necrom that the cult is active and it needs to be destroyed).
The 6th quest still needs some work, the goal should be to discover Lambinatha. But I'd like to incorporate this in a morrowind-style oracle quest.
Also, making Bal Oyra the base of the shrine sergeant quest seems good to me. I think that the first and second quest should be the almoner and lay healer(alchemist) quests.
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Post by Theo »

In Tribunal Temple questline some other facts about the Imperial cult as well as cult of Molag Bal are assumed and this quest has been already made and merged.
Have you checked this?
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Post by Bloodthirsty Crustacean »

I'd say you could extend this a bit. In the TT line, the Cult isn't revealed until a good halfway through, though there are 'hints' all over the place prior to that.

But, I'd say you could get away with at least two Shrine Seargeant/Lay Healer/The Other One quests, due to the fact that they're normally so simple.
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Post by Jedak »

Your right, the viking, the best (and acctually cooler) way of doing the quest would be, just before the main hall with the opening portal, your companions run out and cause a distraction whilst you dash through the centre and cast the spell then divine intervention. That way there is a way to fail the quest ;).

I think that we could easily get away with 10 quests, sine IC quests tend to be simple and short.

1. Alchemist.
2. Lay healer.
3. Almoner.
4. Lay Healer.
5. Shrine sergent.
6. Oracle resque
7. Shrine seargent.
8. oracle spy.
9. Assasination attempt + finding base.
10. Mission to close the portal.

I will fully design the first few quests now. I just need someone to tell me who assigns each of the quests, etc., or else I'll choose them.

(theres a different guy for each type, right?)

EDIT: for the town order, I'd like it to be a bit like:

1. Bal Orya
2. Bal Orya
3. Bal Orya
4. Firewatch
5. Firewatch
6. Firewatch
7. Bal Orya
8. Firewatch
9. Firewatch
10. Firewatch - Bal Orya.
One of the companions will be waiting at Bal Orya, because then it would seem like a more unified strike at the Molag Bal cults plans to summon Molag Bal.
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Post by theviking »

I'm okay with two specialised quests each. You are aware that alchemist is the same as lay healer, though? And in morrowind there was a shrine sergeant, lay healer and almoner quest giver and of course an oracle. It would be fun if the Molag Bal infiltrant would be one of these questgivers, because then he can give out small hints through his dialogue of things to come.
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Post by Jedak »

I was hoping to add a bit of variation to the lay healer quests and the alchemist quests, you'll see ;)

Now I've set up all the Imperial Cult NPC's needed + and extra one that will be needed. These will be changed by the questmaker:

Bal Orya:

~Allion Aberus, questgiver for quests 1, 2, 3 and 7

~Husilius Brahn (appears there after quest 2. currently he resides in The dancing Jug in Rayon Ruhn). Also 2nd companion for quest 10. Currently not a IC member. Make him an Adept.


Firewatch:

~Ladia Tunifus, Oracle, questgiver for quests 6, 8, 9 and 10.

~Relie, questgiver for quests 4 and 5. Possible Spy.

~Ertius Atoria, 1st companion for quest 10 unless is accused of being the spy in quest 8 (which he is not). Currently isn't a member of the IC but is in their quarters. Give him a middle rank.

~Heddvi, victim in quest 6. Currently isn't a member of the IC but is in their quarters. Give her a low rank.

~Marcus Assivia. Currently doesn't exist but is in npc list. Place him in the building and lower his rank to a middle or low one, he is a disiple currently. He was the original spy but theviking suggested a questgiver so mayble its Relie :| .


Finalised Quests: (joining + quests 1 and 2)

Joining the Imperial Cult on the Morrowind Mainland Telvannis

The topic 'Imperial Cult' should have responses that tell the player how little they effect this Telvanni district and such.

These are the possible replies to the topic 'join the Imperial Cult':

Commoner: You want to join the Imperial Cult? There are Imperial Cult shrines in both Firewatch and Bal Orya. Otherwise I can't help you much.

Anti-Imperial Dunmer: Why would you want to join a Cult worshipping gods that don't do anything? Unlike the Tribunal which definately exist. Bah, leave me alone outlander.

Firewatch Citizen: We have an Imperial cult shrine in the Castle here and one in Bal Orya if you'd like to join them. They're always looking for new members especially in such a anti-imperial district as we live in.

Bal Orya Citizen: Go to the Keep here and ask Allion Aberus if you want to join the Imperial Cult. They're always looking for new members especially in such a anti-imperial district as we live in. There's also a shrine at Firewatch.

Imperial Legionare: There are shrines both in Bal Orya and Firewatch if you wish to join them, citizen. Round these parts they're always looking for new members.

Imperial Cultist: You want to become a Lay Member? Visit either Relie here who does all the paperwork or Allion Aberus in Bal Orya. All you have to do is make a one time donation of fifty septims and your in. Its good to see people who still have firm belief in the Nine Divines.

The dialouge for joining and pledging the rules etc. should be the same as in Vvardenfell.

They should explain that the almoner, lay healer and shrine seargent quests are all divided between Relie and Allion Aberus. The oracle for the oracle quests is (Shit! I forgot...). At this stage they should be directing the new member toward Allion Aberus for quests.

(If the player has been a Vvardenfell member, they are promoted to lay member immediately without payment when they ask.)

Once with Allion Aberus, the first quest starts.

The Imperial Cult: Gathering Kwama Eggs


Allion Aberus: Oh, it's you. I have an alchemist errand that needs to be done.

errand: Well, Lay Healer quest if you prefer. I need you to acquire kwama eggs for me.

kwama eggs: Yes, kwama eggs. Five of them. The best place for you to look would be the Soludanni Egg Mine south of here. When you get there speak to Han Sadalvel and ask him for permission to pick them.

Journal: Allion Aberus has given me a Lay Healer quest to do. I must collect 5 kwama eggs from the Soludanni Egg Mine south of Bal Orya. I must gain the permission of Han Sadalvel to pick them.

Soludanni Egg Mine: Follow the road south from Bal Orya untill you reach the Roundabout. Past the roundabout and just before the signpost there will be a path to the left. Look for two big rocks. Just into the path there is fork. Turn left then right. The Soludanni Egg Mine should be just ahead.

Han Sadalvel: Here, this might help persuade him. Just offer it as a gift in return of the eggs.

[recieve quality potion of fortify endurance]

Journal: Allion Aberus gave me a quality potion of fortify endurance to use as a gift for Han Sadalvel in return for the kwama eggs. I hope it works.

Player travels to Soludanni and speaks to Han Sadalvel.

Han Sadalvel: Greetings, outlander, to this humble kwama mine. May I ask what are you doing here?

what are you doing here: I see. Well we forbid others to take the Kwama eggs that we work so hard to earn and sell. I'm afraid that you can't take them.

Player: Present potion

Han Sadalvel: Oh, my! Well this changes circumstances. Yes, I will allow you to take five kwama eggs from their pods. But do not take any more! Thank you, outlander.

Journal: Han Sadalvel has allowed me to take no more than five eggs from the Soludanni egg mine. I should collect the eggs and hand them to Allion Aberus.

If the player takes any more than 5 eggs then he gets a bounty on his head:

Journal: I have broken the deal I have made with Han Sadalvel and took more than five eggs. I now have a bounty on my head witch I should clear from the guards as soon as I can.

Player returns to Allion Aberus:

Allion Aberus: Have you aquired those kwama eggs yet, %PCName?

kwama eggs: Well done! Heres your reward, fifty septims. I have an important Lay Healer quest which I think you could handle.

[player recieves 50 septims]

Journal: I have handed over the five Kwama eggs to Allion Aberus and recieved fifty septims as a reward.

[player finishes quest]

[advancement available]

The Imperial Cult: A Mission Failed

This quest starts if the player askes about Lay Healer quest above or if he comes back to Allion Aberus afterward:

Allion Aberus: Greetings, %PCName! I have an important Lay Healer quest which I think you could handle.

Lay Healer quest: I need you to inform me about what happened to Husilius Brahn.

Husilius Brahn: Yes, he is a most devout follower and a strong fighter. He was sent on an oracle mission. See, Ladia Tunifus, our oracle, forsaw the place were an artefact of our interest was hidden. From what I have heard, Husilius is badly injured and is reciding in the Dancing Jug Inn in Rayon-Ruhn. He is unable to travel far distances because of his injuries. That is all I currently know.

[continue]

What I need you to do is go there and heal him, then ask him how his mission went and if he has the artefact or not. The location of the artefact is anonymous so he will not tell you that.

Journal: Allion Aberus has given me a Lay Healer quest which involves healing an Imperial Cult member by the name of Husilius Brahn who is currently located at the Dancing Jug Inn in Rayon-Ruhn. After he is better I must question him about how his quest for an important artefact had gone, and whether he had found the artefact or not. The location is anonymous to me, which means that It must be fairly important. Then I must report my findings to Allion.

Artefact: The artefact is an amulet that was blessed by a close follower of St. Alessia. Over the years it traveled through many owners, and somehow found its way here, to Morrowind. The exact location is anonymous to you %PCName because you are not trustworthy enough yet.

Journal: It turns out that the artefact is a blessed amulet. It was blessed by a close follower of St. Alessia. Now I see why its location is anonymous to me.

Rayon-Ruhn: Here, let me mark it on your map...

[world map marked]

heal him: Yes, heal him. A standard healing spell would do. You could also find a scroll or potion that would do the job too. Just make sure he's better, OK?

Journal: I may use any standard spell or scroll to heal Husilius Brahn or find any standard potion of healing to give to him. 'as long as he's better' then I've done my job.

Player travels to Rayon-Ruhn and finds Husilius Brahn in the Dancing Jug Inn.

Husilius: Greetings! You are a fellow cultist, no? Why have you come here? Has Allion sent you?

sent you: Ahh, I see. Alright, will you cast a spell or scroll or will you give me a potion?

Player: Cast spell
Player: Cast scroll
Player: Give potion

(If the player chooses any of the above two, dialouge will exit and the moment a bit of Husilius's health is restored dialouge will commece. If the player chooses the third option then the dialouge will continue. Both ways the dialouge is the same afterward: )

Husilius Brahn: Ahh, I feel a lot better now. You have my thanks, %PCName. Now I'm guessing that Allion wanted to know how I went, didn't he?

how I went: I failed my mission. I didn't find the amulet. I managed to crawl into this inn and the innkeeper gave me a room. I still had to pay for it too! And no one here will heal me so I sent word that I was here. The dunmer here obviously do not like Imperials or the Imperial Cult at all. Please tell Allion that I will return to Bal Orya as soon as I can now. Thank you again!

Journal: I have healed and talked to Husilius Brahn. He is alright now but he failed his mission to retrieve the amulet. He will return to Bal Orya soon. I must report back to Allion Aberus.

Player reports to Allion:

Allion Aberus: So what is the news with Husilius Brahn?

Husilius Brahn: He... he failed, then, did he?... Well its good to know that he's alright now. Good work, %PCName! Here is your reward.

[player recieves 100 septims and a potion of cure common desaese]

Journal: I have reported back my findings about Husilius Brahn to Allion Aberus and was rewarded for the completion of the mission.

[player finishes quest]
Last edited by Jedak on Wed Nov 28, 2007 12:00 pm, edited 2 times in total.
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Post by theviking »

Wow, Jedak! These are really great. I also like it that you give the player a need to go to an eggmine, :) . On the topic of the spy, I don't know if Relie can pass as an evil character. Perhaps Marcus Assiva would be a better choice, I'll leave that to you since you're doing this so well.
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Post by Jedak »

Thank you! I didn't think I'd recieve such a nice reply.

I corrected some mistakes in the above post and added the oracles name. I want to leave the amount of Imperial Cultists so low in the Telvannis region for obvious reasons. If you are head of quests by the time the other maps get quest attention, theviking, remember to tell the designer to add a lot more members than this one, and more quests, maybe ;)

I've got the third quest pretty much done, I just need to write it down.

Can a farmhouse and field be added outside of Firewatch? I've already got most of the 4th quest done but it requires a farmhouse just outside (or outside) of firewathc with an orc or dunmer resident. The person will be one who loudly opposes the nine divines.

If the farmhouse cant be added, then I'll just have to redesign that quest. (Its a cool one- the only time a player will ever be nice to an alit :) ).

I will try to post those up tomorrow. Thank you theviking for suggesting to me about quest designing. I've always loved MW quests!

:)
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Post by Theo »

Recommendation: Try evading using too many dialog topics. For instead of Lay Healer quest you should just you errand once again.
Also in the first quest you are not informed that you will have to give something to Han Saldavel and you have to ask to receive the potions for him (what happens if PC does not ask and comes to Han Saldavel? Does he has to come back to questgiver and ask what to offer him? Or will he accept something else?)

I suggest that the questgiver says instead:

kwama eggs: Yes, kwama eggs. Five of them. The best place for you to look would be the Soludanni Egg Mine south of here. When you get there speak to Han Sadalvel and ask him for permission to pick them. However you will have to offer him some reward.

some reward:
Here, this might help persuade him. Just offer it as a gift in return of the eggs. [recieve quality potion of fortify endurance]

When Han Saldavel asks you:
Greetings, outlander, to this humble kwama mine. May I ask what are you doing here?

you can respond:
kwama eggs: I am sorry, but I can spare no more eggs now. It is not matter of money, I need them to mix potions which fortify my week endurance. Long years of hard labor in the mine damaged my health badly. I feel weak and feeble without this medicine and cannot even walk properly.

some reward: Oh, my! Well this changes circumstances. Yes, I will allow you to take five kwama eggs from their pods. But do not take any more! Thank you, outlander.

NEXT QUEST:
Husilius should give you normal greeting or something like:
Please, leave me alone! I am wounded and need to recover.
If you heal him: Thank you, very much! Unfortunately I have nothing with me to reward you, but if you speak to questgiver in Imperial cult and tell him that you have healed Husilius Brahn, he will surely reward you.

When you mention his name:
Husillius Brahn: (unhealed) So you were sent to heal me. Great, so go ahead!
(healed): So now you will probably want to ask about the artifact (use specific name instead), isn't it?

artifact: (unhealed) Non of your concern!
(healed) I failed my mission. I didn't find the amulet. I managed to crawl into this inn and the innkeeper gave me a room. I still had to pay for it too! And no one here will heal me so I sent word that I was here. The dunmer here obviously do not like Imperials or the Imperial Cult at all. Please tell Allion that I will return to Bal Orya as soon as I can now. Thank you again!

[This way you use less topics (the plugin is less cluttered) and keep the quest more compact and comperhensive.]
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Post by theviking »

You search a farmhouse with a famer who opposes the nine divines? There are a whole bunch of them outside Tel Ouada even most of them have slaves. I think it's wise not to add much more to map1 if there is already something like it present on the map.
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Post by Bloodthirsty Crustacean »

Two notes- Hasilius Brahn is a no-go: he's involved in Ranyon-ruhn misc quests with a fully flesehd out background etc., and if you'd checked his dialogue, you'd notice that he's an idiot drunkard.

Secondly: As a quest-maker, I prefer it when the designers don't go too in-depth with the dialogue: when it's all written for me (some bits are okay, just not all) I don't get a chance to have any creativity, and it's just a matter or putting all this stuff in the CS. Which isn't very fun, TBH, and it makes me feel like "Why do I have to do this?".

So leave the quester some lee-way to do the dialogue etc., just paint a brief 'outline' of where each quest should go, don't do an in-depth description of each and every stage.

If you can, have a look at thigs like the Ashamul quests (in Finished), see what those plans were like: not very detailed, but enough info that I know exactly where I'm going.

Some lines of dialogue pre-written, when you have a certain character in mind, is okay, but at the current kind of level it just takes all the fun out of it for me.

I can still use what you've got, though, so no worries. :)) (And maybe some future questers will like it handed to them like this)
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Post by Jedak »

Great, less work for me! I'll apply the changes Theo suggested.

I'll pick another character instead of Husilius Brahn. Hmm... it has to be an imperial in an inn...

A group of farmers loudly opposing imperial gods? Even better!

I'll do some work on this and the next ones in my afternoon. Now I gotta go :)
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Post by Theo »

You do not need to apply my suggestions, it was just a way to show you that exactly the same quest can be made more effectively and with less new topics. But perhaps it will be better to leave details of actual quest implementation (dialogue etc.) unspecified for questmaker as BTC suggested.
It is better if somebody with questmaking skills decides the actual structure of the quest, because it will be cleanier less bug-attracting and easier to test. Last but not least, as BTC mentioned, leave some space for questmakers creativity as well ;)
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Post by Jedak »

SHIT!!!

I just lost the whole outline for every quest and I'm too bloody pissed off to write it again.

:cry:

Can we add an imperial npc in the dancing jug called Percivus Lillianus in replacement to Husilius Brahn? Its best if the thing happened in Rayon Ruhn.
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Post by theviking »

Damn, you were on the right way.
Why not make the adventurer in the dancing jug a high elf? Huslius Brahn will stay were he is, and two imperials in a Ranyon Ruhn tavern is unrealistic.
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Post by Jedak »

Sure! Hmmm... Elmonder? Or does he have to have a last name too? Elmonder Olator?

I learnt the hard way to do my work in word before adding it here...

I'll try to get it done later today. I just need the thumbs up for Elmonder.
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Post by Jedak »

Imperial Cult Telvannis


Complete Imperial Cult Telvannis NPC List


Bal Orya:

~Allion Aberus, questgiver for quests 1, 2, 3 and 7

~Elmonder (appears there after quest 2. currently he resides in The Dancing Jug in Rayon Ruhn). Currently doesn’t exist. Make him a High elf and an Adept rank. He is also the 2nd companion for quest 10.


Firewatch:

~Ladia Tunifus, currently Disiple Rank, make her Oracle. Questgiver for quests 6, 8, 9 and 10.

~Relie, questgiver for quests 4 and 5.

~Ertius Atoria, 1st companion for quest 10 unless is accused of being the spy in quest 8 (which he is not). Currently isn't a member of the IC but is in their quarters. Give him a middle rank.

~Heddvi, the victim in quest 6. Currently she isn't a member of the IC but is in their quarters. Give her a low rank.

~Marcus Assivia. Currently doesn't exist but is in npc list. Place him in the building and lower his rank to a middle or low one, he is a disiple currently. He is the spy in quest 8. Possibly make his dialogue give hints.


Imperial Cult Telvannis Quests


Joining the Imperial Cult

The topic 'Imperial Cult' should have responses that tell the player how little they effect this Telvanni district and how the people of Bal Orya and Firewatch both are followers of the Nine Divines but are scared to join the cult.

The possible replies to the topic 'join the Imperial Cult' are listed above.

The people who can let you in the IC are Relie and Allion Aberus. Their dialouge for joining and pledging the rules etc. should be the same as in Vvardenfell and should include the one time 50 septim donation.

They should explain that the almoner, lay healer and shrine seargent quests are all divided between Relie and Allion Aberus. The oracle for the oracle quests is Ladia Tunifus.

If the player has been a Vvardenfell member, they are promoted to lay member immediately without payment when they ask for joining.


The Imperial Cult: Collecting Kwama Eggs

Questgiver: Allion Aberus

Quest: Alchemist/ Lay Healer. The player must collect 5 kwama eggs and is directed to the Soludanni Egg mine. The player is given a potion of quality fortify endurance to present as a gift to the coordinator of the mine, Han Sadalvel. The player is then given directions to the mine (as in above post).
Advancement available on completion.


The Imperial Cult: A Mission Failed

Questgiver: Allion Aberus

Quest: Lay Healer. The player is to travel to the Rayon Ruhn Inn The Dancing Jug and find Elmonder. He is then to heal Elmonder and ask him how his mission went. The mission was to find an retrive an amulet that was blessed by a close follower of St. Allesia. The location of the amulet must remain anonymous to the player. When asked, Elmonder tells the player that he locates the amulet but doesn’t retrieve it and only manages to get back to Rayon Ruhn.


The Imperial Cult: A Simple Job

Questgiver: Allion Aberus

Quest: Almoner. The player is asked to retrieve donations from the Census and Excise Office in Bal Orya. He is directed to Gilara Renus.
Gilara Renus will not give the donation unless the player does a job for her. Mora Gindal in Bal Orya is not paying her taxes. If the player can get her to promise that she will, then Gilara Renus will give him the donation.
It turns out that Mora Gindal isn’t paying the taxes because otherwise she would not be able to buy the things she needs to live with. She sais that she will promise to pay if the player buys her a new fishing rod, candle (maybe) and an assortment of other things (eg. Clothes, Utensils, Cutlery). Once the player retrieves the items she promises to pay the taxes and thus Gilara Renus gives the player the donation.
The trick here is to make the reward higher than the cost of buying things, or even placing those items around Bal Orya without owner tags.
Advancement available on completion.


The Imperial Cult: Healing Hostilities

Questgiver: Relie

Quest: Lay Healer (sort of). The player is told about a cruel and ‘loudly’ opposing the nine divines man named Ralnym Alendu. Recently a group of Alit was destroying his plantation outside of Tel Quada and so he rallied a group of guards. He made the guards severly would the Alit without killing them so that the Alit would not return and have to spend the rest of their lives in pain. This was an inhumane act against nature and thus against Kynareth. The player is instructed to heal the group of Alit. He is warned that he will need to use a calming spell or potion on them beforehand or they will attack. Afterwards the Alit will most likely attack the plantation thus the Imperial Cult will have an indirect revenge over Ralnym Alendu.


The Imperial Cult: Mined Spirits

Questgiver: Relie

Quest: Shrine Seargent. The player is told to calm the spirits in Haunting the Varemus Iron Mine. The player is also told to go to a scout to find the location of the mine. The area of the mine that they are haunting and why the spirits are so rowdy in the first place is up to you, BC.
Advancement available on completion.


The Imperial Cult: Mysterious Assailants

Questgiver: Ladia Tunifus

Quest: Oracle. Heddvi has recently left for Bal Orya, but hasn’t arrived there yet. Ladia had a vision where she saw her trapped in a tomb on the path to Bal Orya after the last intersection. There is only one tomb so it shouldn’t be too hard to find (the Lliryn Ancestoral Tomb).
Changes needed to be applied to the tomb:
1. Remove all the creatures already infesting the tomb.
2. Add 4-6 hostile Molag Bal Cultists.
3. Make the place look less dusty and more disturbed.
4. Add a cell with an inaccessible pit under it.
Once the player reaches there, he is attacked by the Cultists. On one of the cultists has a letter and a key. The key opens the cell. The letter goes something like this:

To my dear fellow in belief,
Our master has spoken to me and he told me that a sacrifice of the blood of our enemies is a needed ingredient for the sacred ritual to summon him to this plane.
I believe that the best candidate for such a sacrifice would be a member of that fithy imperial cult. A reliable resource I believe one of those pests will be passing your temporary location soon. Capture her and make sure there is no possible way for her to escape.
You have by best wishes,
Signature of a MB cultist

There has to be a referace to the ‘reliable source’ in the letter but the letter MUST NOT REVEAL THE MOLAG BAL CULT.
If the player talks to Heddvi through the bars then she can tell him how all the cultists never speak in her presence and they all seemed to smirk in her direction.
When the player uses the key on the door to the cell that Heddvi resides then a riddle comes up with five possible answers. One is true and the others are false.
If the player answers correctly then the door opens and the player escorts Heddvi back to Firewatch.
It the player answers incorrectly then a trap is triggered and Heddvi falls to her death. (the best way to to this would be to have a velothi floor piece hiding the pit and for it to slide off when the trap is triggered so Heddvi falls. Then the player must report her death in Firewatch.
If the player returns without the letter he is asked to go back to find clues about who the attackers were.
With the letter, Ladia tells the player that she will try to find out who they were but currently Allion Aberus wants you.


The Imperial Cult: Recovering the Amulet.

Questgiver: Allion Aberus

Quest: Shrine Seargent. The player must recover the Amulet that Elmonder failed to. The player speaks to Elmonder (who after the 2nd quest was next to Allion) and learns of its location which I will leave up to you, BC. Make it a difficult fight. In the end the player can keep it because it has very useful enchantments.
Advancement available on completion.
Player sent back to Ladia Tunifus.


The Imperial Cult: The Traitor and Spy

Questgiver: Ladia Tunifus

Quest: Fiding the traitor. Ladia informs the player that the only way that the mysterious cult could have know of Heddvi was if a spy was within the Imperial Chapel in Firewatch. The player must question each member and then taking the one who he feels is the one to Ladia and Ladia will bless them. By blessing the entity within the member will release for a few moments enough to learn of who the assailants were. If the player will get Ertius Atoria blessed then he will not help in the last quest. If Relie or Heddvi (if alive) are blessed then their disposition to the player will drop. The real spy is Marcus Assivia. When Marcus is blessed he will quickly inform the player that it was the Molag Bal Cult and that the player is their next target because he is a greater traitor because of quest 6. Then Marcus will have a spasm and attack the player and Ladia. They kill Marcus and Ladia tells the player that the only thing that they can do now is wait and be prepared.


The Imperial Cult: Locating the Molag Bal Cult

Questgiver: Ladia Tunifus

Quest: Finding the headquarters. The quest starts the first time the player sleeps 24 hours after the previous quest. A Molag Bal cultist assassin will attack him in his sleep. On the body will be a letter from with the same signature as before (it’s the Protentates). The letter will mention Lambinatha and that its near Rayon Ruhn. A journal entry will suggest going to Ladia Tunifus.
Ladia will tell the player to locate the entrance to Lambinatha so that they know where the Molag Bal Cult is situated, but not to enter it so that they are not alerted that the Imperial Cult knows. The player will travel to Rayon Ruhn and somehow (through scouts maybe) will learn that Lambinatha is located in the Drenka Caverns and the player is given direction to the Drenka Caverns.
When the player will get near the entrance to Lambinatha a journal entry will tell the player to go back now. If the player enters Lambinatha and is spotted, then the defences will be greater in the next and last quest.
Advancement available on completion.


The Imperial Cult: The Divine Assault

Questgiver: Ladia Tunifus

Quest: Oracle + closing the portal. When the player returns Ladia informs him that she had a very dire vision. The vision portrayed a portal the cultists were opening to summon Molag Bal through!
So while the player was gone, Ladia had done some planning. First she retrieved a very divine scroll which when used summons the strength of the divines. When this is used to cast on the portal then the divines will close the portal. Her plan is for the Imperial Cult to provide a distraction while the player will run through and cast the scroll on the portal.
She sent message to Bal Orya about this and asked for help and Elmonder agreed to accompany the player on his mission and so did Ertius Atoria here in Firewatch (unless Ertius was accused in quest 8 ).
So the ultimate plan is that Ertius and Elmonder will run into the inner hall were the portal and many cultists are and provide a distraction. Then, as they are fighting, the player dashes through and quickly casts the scroll on the portal. Then all those left standing cast divine intervention out of there.
(The only problem with this is that when map 2 is released, the closest imperial town will be Draconis, but we can assume that Ladia gave the player a special divine intervention that casts the player to Firewatch)
And so that is done, and Advancement will be available after completion of this quest making the final possible rank for the Imperial cult in Telvannis Oracle.

8)
Last edited by Jedak on Sat Dec 01, 2007 11:40 am, edited 1 time in total.
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Post by Jedak »

All done :)

Whaddya think?
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Post by Bloodthirsty Crustacean »

Very nice. As always, I have some thoughts:

Lore-issue one: I'm pretty sure the IC only had one Oracle in Morrowind. If that's the case, we should probably only have one in TR, and they'd be in somewhere like Old Ebonheart I'd presume. But I dunno, I need to know what folks other than myself think about the lore here.

If that is a 'problem', it's not really a problem: we can just remove the lines about visions (or keep the visions, even, just make them less 'special') and keep her rank lower.

Lore-issue two: Again, in Morrowind there's one 'Shrine Seargeant guy', one 'Lay Healer guy' and one 'Almoner guy', each of whom give their respective quests.

To fix this, just assign these positions to various people, and have them give their respective quests.

Gameplay-issue/tweak: I think the whole 'finish off the Molag Bal cult' bit is far too good to happen on our first Map, straight away. It would make our future maps just look boring. For this reason, I say we keep those quests for later, and implement them as part of the 'main quest' of the IC, whenever we get the true Oracle in. Then, near the end of the 'main' IC line, the Oracle can say "I think Ladia Tunifus in Firewatch needs your help urgently", and then the whole 'Traitor and Spy->Divine Assault' bit can happen.

For instance, with the Temple line, while conflict with the MBC is set up, the big 'finalé' of that line is that the player is sent off to Necrom to seek advice from the head of the Temple. So the big 'finish off the MBC' finalé will be hapenning as part of Map 2's main quest for the Temple. ('Cos remember, from Map 2 on, our quests can include moving from Map to Map, we're not just constrained to the current map's area)


Anyway, those are my thoughts.

Finally, I really, really like some of your quests: Healing Hostilities in particular. :)
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Post by Jedak »

Thanks! :)

Issue 1. I don't think it would be such a problem for there to be an oracle for each map, would it? I mean, map 1 is about (if not more) half the size of Vvardenfell, Vvardenfell being mostly inhospitable, I think it would be logical. That would mean there would be 7 oracles in total throught all of Morrowind.

Issue 2. I already solved that problem. There is so little members in the IC in Telvannis that all the quests are shared, apart from the oracle quests. There are only 7 members, with almost half giving out quests, It would be hard to have an individual person for each of the type of quests. And I also answered why there should be so little members, too.

The other issue. I never wrote that the Imperial Cult finishes off the Molag Bal Cult. All they do is make a hopeful dash to close a portal which wouldn't even summon Molag Bal and then cast divine intervention before they all get killed by the now mad Cultists. Its even possible that no cultists will get killed. And also, the cultists will have to be made strong and many so that the player and companions will not be able to kill them. The temple gets rid of the MBC, and all the IC do is stop a small issue from occuring, but afterward the MBC is just as strong as before.

Anyway, thanks and thanks to theviking for suggesting to me to do this, It was great (apart from losing the whole thing and writing it again :P )

EDIT: I just had a cool idea. What if, in the end of one of the maps or even the 'main' IC and Temple quests, the temple and the IC have to join forces agains the cult (or a cult) even though they are very opposing of each other and are reluctant to do it and the player decides whether they join forces or not.
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Post by Bloodthirsty Crustacean »

Fair enough, and I like the latter idea. However, I'm not sure how we'd be able to make the player sure not to finish off the cult totally. That'd be kinda hard. ('Cos once they're in the main base, it's kind of hard to stop the player from just killing everyone, or going back and killing everyone at some point)

I'm still not sure about multiple Oracles, but we'll see what everyone else says.
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Post by theviking »

I will approve the design of this. We have a daedric dult on each map, so the guilds on map1 need to deal with this cult. Since they are so weak on this map, I guess they may need some help from the guilds on map2, in particular the temple. But this is a map1 solution to at least limit the Molag Bal cult. As for the last quest, just make it difficult and like the quest were you have to cross the ministry of truth.
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Post by Gnomey »

One cult member per Imperial district sounds good to me. That would mean the one in Vvardenfell plus one in five of the maps. I suggest that map 6 has no oracle, however, as unlike the Telvanni indifference to what doesn't directly concern them I can imagine the Dres being more territorial in their hostility, and there will probably be little in the way of Imperial outposts where an oracle could safely survive.

Anyway, I do have a small suggestion for the "Mysterious Assailants" quest: how about the right answer to the riddle kills Heddvi instead of opening the door? Two reasons: 1. makes a nice little twist for the player who would, if good at riddles, be very surprised to see his mission fail so horribly. :twisted: 2. It is apparently more in the interests of the Molag Bal cult to have the IC member dead, so they would aim for that end when adding the spell with the riddle. If they don't want her dead just then, they simply give the wrong answer and the door unlocks.

I really like this questline, along with the idea of the Cult actually being exterminated in a map 2 quest, which would do a lot in the way of tying the map together. Perhaps the Temple in the Mainland is trying to eliminate the Bad Daedra cults on Morrowind in general as they had (long before the start of Morrowind, where they were becoming more common again) been successful in doing on Vvardenfell? Molag Bal and, perhaps, another cult would be defeated and a number of smaller bases would be cleared out during the Temple questlines, perhaps with the occasional help of the IC... Anyway, this doesn't really belong in this thread. :wink:
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Post by Jedak »

I'll let BC decide. I already stole enough of his creativity :)

Thank you theviking and BC! Its been a pleasure doing this, and its now added on being another skill I posses :D
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Post by Nomadic1 »

Gnomey wrote:One cult member per Imperial district sounds good to me. That would mean the one in Vvardenfell plus one in five of the maps. I suggest that map 6 has no oracle, however, as unlike the Telvanni indifference to what doesn't directly concern them I can imagine the Dres being more territorial in their hostility, and there will probably be little in the way of Imperial outposts where an oracle could safely survive.
I would have a Cult in Firewatch (Map 1), Old Ebonheart (Map 3), somewhere near Blacklight (Map 5), somewhere near Narsis (Map 6) and the Everguard Border Fortress (Map 6). It would leave Maps 2 and 4 without an IC but they are border regions anyway. Their absence from these maps would also allow more of our valuable quest modders resources to be spent on other questlines, such as the Temple in Map 2.
Anyway, I do have a small suggestion for the "Mysterious Assailants" quest: how about the right answer to the riddle kills Heddvi instead of opening the door? Two reasons: 1. makes a nice little twist for the player who would, if good at riddles, be very surprised to see his mission fail so horribly. :twisted: 2. It is apparently more in the interests of the Molag Bal cult to have the IC member dead, so they would aim for that end when adding the spell with the riddle. If they don't want her dead just then, they simply give the wrong answer and the door unlocks.
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Post by Jedak »

What about Draconis? I can see Dracinis and Firewatch working together so that we could update this quest line to make it longer and bigger.
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Post by Nomadic1 »

Darconis is a hole, and is not that important a place. The real question is: would the IC have anything to do on Map 2? The temple is going to finish off the Molag Bal cult, and the predetermined Daedra cult for Map 2 is Mephala who is not considered evil in Morrowind.
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Post by Jedak »

Well, we could just have usual ala Vvardenfell Imperial Cult Quests.
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Post by Gnomey »

I would say that there should also be one in map four, possibly a dunmer who is very loyal to the Hlaalu, or simply a priest who trusts them for protection. I can imagine a few interesting quests coming out of that situation.
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Post by Bloodthirsty Crustacean »

I say wherever there's a prominent chapel we can do some quests, even if they're just miniscule Lay Healer ones/whatever. Those take seconds to make, and the more quests the better.

The real question is: how many oracles?
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Post by Nomadic1 »

In that case I would reserve the better quests and any oracles for the places I said.

In Map 4 the likeliest place for a chapel would be in Kragenmoor, where a chapel exists in lore. It is, until te Oblivion crisis, very small and rarely used.
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Post by Jedak »

But Isn't there any imperial Fort on map4? I'm sure there is. And if theres not, we can use Old Ebonheart for both map 3 and 4.
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Post by Nomadic1 »

There are several forts in Map 4. I know because I made two of them (ie; remade them).

But Kragenmoor is said to have a chapel in lore so we might as well put one there, if anywhere. It is certainly better than the isolated forts or the border forts.
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Post by Jedak »

I think that there could be a tiny chapel on each fort and a larger one in Kragenmoor. Then one fort could be responsible for Almoner quests, another for Lay Healer, ect.

There should be an oracle for Map 4, IMHO
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