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q1-74-Imp

Post by Bloodthirsty Crustacean »

Claim type: Quest
Claim ID: TR_q1-74-Imp (#1720)
Faction: Imperial
Parent claim: TR_1-6-Imp (#18)
Claimed by: Parted User
Status: Not Available (Progress: 0%)
Location: 1:(2260, 1861):0
Files: None

---

ON HOLD -- DO SOMETHING WITH THIS WHEN MBC IS PLANNED. -- Since the last part of the imperial cult was anti-molag bal cult and that is being changed, these quests need to be redesigned.
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Post by theviking »

This is the questline that Jedak made. The last 5 quests need to be redesigned because they are anti-molag bal and that cult will be different. I also added the rest of the quests so it can appear to be one questline.

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.
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Post by Jedak »

Last five EXCEPT Recovering the amulet, you mean?
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Post by Jedak »

Oh yea and sorry I forgot (no edit, see) I will redesign this when the time comes :)
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Post by theviking »

It's okay, Jedak. Nice that you still want to design it.
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Post by Jedak »

Anything that needs to be done yet?
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Post by theviking »

Not much, this is waiting until the Molag Bal cult is designed and some quests of the temple in map2 as well. (whose questline is also partly anti-Molag Bal) The temple can also be designed after the imperial cult on map1 is designed, but I rather want to take into account the temple quests as well. Maybe, I'll open up the designing for the imperial legion soon, but that is waiting for the mainquest.
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Post by Jedak »

Molag bal cult still chuggin?

Also nice to see some of my quests being made! :D
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Post by theviking »

Actually the design of most of the quests of the Molag Bal cult is finished. So I think this can be designed. I would like this claim to be two oracle quests that are anti Molag Bal. But I think the imperial cult couldn't extinguish the cult in Telvanni Lands, so they don't have to have the purpose of destroying the cult, only deliver setbacks.
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Post by Jedak »

I'll have a read through the molag bal questline tomorrow and see what I can do. Oh and you will edit your first post if i post progress down here right?
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Post by Jedak »

Ok. I've had a read through both questlines and firstly I have to say I'm incredibly impressed with the work done on the Molag Bal Cult questline, its fantastic. You guys have incredible teamwork ablilities. Oh but - just as a note to IP, Boetheia and Relie are both male, rather than female as suggested in his file ;)

OK so i've thought about this and I think the best thing to do would be to make all the story and anti molag bal quests reqire a higher rank than available after completing all the normal IC quests in this map. I think this would encourage cults around the whole mainland to be connected as well as give this a more faction ala Vvardenfell feel which would be cool. But we still implement the later quests in the same release rather than wait for the next map.

Secondly, I have a couple of Ideas for the other IC quests but these are all rather complicated by the fact that Reilie dies in the MB questline. For example, if the player joined the MB questline first and killed Relie then this would mean that the player would not be able to do ether healing hostilities or mined spirits. This is ok, it can be seen as a penalty for being a molag bal cultist and a saboteur of the IC - the problem comes when I go along one of my ideas:

This is what I've come up with: doing all quests 1-2-3 will get you advancement as well as doing all quests 4-5 & 7 (7 also requiring a higher status) say that ether the player was very powerful in the IC on the mainland, or had done quests in Helnim as well (or wherever the next IC base is) and has a high enough rank to do quest 6 (this should be the rank before oracle - and the rank below that one should give you the ability to do quest 7)

I think that quest 6 can go in a similar fashion to how it is already structured : in fact I don't see how it needs much change at all. Quest 8 can also go in a similar fashion, exept the information that Marcus tells you will have to change and Marcus, rather than being under the influence of the MBC is a Memeber of the MBC(as well as Marcus needing to be mentioned in the MB cult as a member - but that shouldn't be difficult). When you accuse marcus, he refuses to be blessed and flees (teleportation?).

Ladia then tells you that you could be in danger from this misterious faction and that all you can do now is wait(as you still don't know that this is the MBC) and goes on to quest 9 which also proceeds in a very similar way.

Quest nine would have you being woken by an assasin which turns out to be Marcus. Once killed has no information on his corpse, but has the cult sign, MB in daedric, on his uniform (this is written in your journal, as well as your journal suggesting you return to Ladia). When you go to Ladia, she sais cryptically that if these are the people who she thinks they are there then...

[IF PLAYER IS NOT A MEMBER OF THE MOLAG BAL CULT]
she tells you that she has seen visions of strange things occuring in Llothanis (pointing you toward the initial MB quests) and that they might have something to do with all this.

(still quest nine) You go to Llothanis and do any one of the quests. When you are pointed to ADRYN SELOTH in any of these initial MB quests, you get a journal entry that tells you that you should probubly return to Ladia. She tells you that this confirmed her fears (Adryn Seloth) and that Marcus was a member of the Molag Bal cult. She promotes you to Oracle and tells you that the only way the player can do anything against this cult is to sacrifice everything and do what Marcus did in return. (final telvannis IC quest) Infiltrate the MB cult by talking to Adryn and doing what you can to join this cult, but you also take an oath to show where your loyalties lie.

[IF PLAYER IS MEMBER OF MOLAG BAL CULT)
Ladia tell the player that this is the Molag bal cult and that you are in danger
The player has three choices: either tell Ladia that she is wrong - it is not the player that is in danger, but Ladia (whole truth and siding on MB side). Conversation will close and Ladia will be hostile. If you attack her the whole guild will be hostile and you will be expelled.
OR
Tell Ladia the whole truth and side with the IC and say that you've been a member for a while and are looking for a way to destroy the cult. Ladia will make you take the oath so that you do not betray her again.
OR
Lie. Tell her that you will take care of yourself and for her not to worry. You also tell her that if you find anything out you will report it. (if you take this option, then later on in another map another oracle will have a vision that you are a traitor, or that there is a traitor, and this has future quest possiblilities and twists, very fun)

This gives you the opportunity to do the MB quests and do that questline as well. If you destroy the MB cult by helping Haaking in these quests or by destroying them the other way then if you return to Ladia she will profuely thank you and reward you and tell you to go to the head of the IC in Old Ebonheart so that he may promote you and honour you officially (of course, if the player get to this stage then he'll have to wait for Map 3 quests before anything else happens :P

The only problem with this is that during the course of the MB quests you will have to kill Relie and this will kinda wreak the whole loyalty thing - but there could be another way, for example talking to Relie to get proof that he's dead (if you still decide that you are sided with the IC) or with the help of hte IC fake his death or make him back down his protests against BILDAM IENEVALA. I'm sure the problem can be solved.
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Post by immortal_pigs »

Jedak wrote:Secondly, I have a couple of Ideas for the other IC quests but these are all rather complicated by the fact that Reilie dies in the MB questline. For example, if the player joined the MB questline first and killed Relie then this would mean that the player would not be able to do ether healing hostilities or mined spirits. This is ok, it can be seen as a penalty for being a molag bal cultist and a saboteur of the IC - the problem comes when I go along one of my ideas:
I had no idea Relie was that important for the IC, so I could just edit the file have an IC'er one rank below him die if that'd make things easier. You know just some filler generic NPC who serves no real purpose other then to be killed for the MBC.

Please explain this whole Marcus situation (like what he does in the IC etc..), and I'll see how I can implement him into the story. Although Marcus isn't really a MBC fitting name imo. "edit": I'll make it so that he primarily works for the cult's 'spymaster', Vaden Ulven. So he doesn't really believe in Molag Bal, but just does the dirty work. Would that be good?

I'm not really sure about tying the IC in with the MBC, the thing is there are already two ways to have the cult destroyed, a third way via the outside seems a bit much. Really, since the MB-questline is pretty large, the IC questline should be equally rewarding so the player doesn't feel remorse for forsaking the cult.

Though on the plus side, it could also provide a unique experience if the player does not know the MBC is actually joinable. They'll just think it's part of the IC and think whoa this is really huge.
Once killed has no information on his corpse, but has the cult sign, MB in daedric, on his uniform (this is written in your journal, as well as your journal suggesting you return to Ladia).
Perhaps a better item would be the Codex of Molag Bal? Or a Sigil of Molag Bal. If not, then all other cultists would need a similar item for the sake of consistency.
This gives you the opportunity to do the MB quests and do that questline as well. If you destroy the MB cult by helping Haaking in these quests or by destroying them the other way then if you return to Ladia she will profuely thank you and reward you and tell you to go to the head of the IC in Old Ebonheart so that he may promote you and honour you officially (of course, if the player get to this stage then he'll have to wait for Map 3 quests before anything else happens :P).
Just an idea, maybe I could edit the Haakig quest to allow for the Imperial Cult to play a bigger role. It could also be a tie-in point to return with the IC after your infiltration. It shouldn't really overcomplicate things since Relie doesn't need to die and Haakig's journal entry would just be used to activate a dialogue option with the IC.


Oh and, one cool thing would be if the IC were to succeed at destroying the MBC together without help of others. It would give the player and the Firewatch IC massive rep in at least the imperial towns, and could allow for unique greetings by fellow IC cultists.
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Post by theviking »

Sorry, but in my opinion the IC isn't able to destroy the MBC, only deliver it setbacks.
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Post by Jedak »

I don't think you understand Viking. Of course the IC cannot destroy the MBC, the MBC is much more powerful.

But the player can choose weather or not to destroy the cult whilst being a memeber. If he does so, then he can return to Ladia (IC) and claim he destroyed it from the inside for the IC (which could even be the players intention).

This way the player can enjoy both questlines, and no canges have to be made to the MBC questline. All we need to do is add that script and dialogue option.
I'll make it so that he [Marcus] primarily works for the cult's 'spymaster', Vaden Ulven. So he doesn't really believe in Molag Bal, but just does the dirty work. Would that be good?
Yes
the IC questline should be equally rewarding so the player doesn't feel remorse for forsaking the cult.
No because there is already a large reward for destroying the cult in the MBC questline. The fact that the player remained a memeber of the IC during playing the MBC gives him the additional reward of advancement and other stuffs in the IC.
Though on the plus side, it could also provide a unique experience if the player does not know the MBC is actually joinable. They'll just think it's part of the IC and think whoa this is really huge.
Exactly what I was saying.
Perhaps a better item [for Marcus] would be the Codex of Molag Bal? Or a Sigil of Molag Bal. If not, then all other cultists would need a similar item for the sake of consistency.
Yes but does that tie in with him not being a true member of the MBC?
Oh and, one cool thing would be if the IC were to succeed at destroying the MBC together without help of others. It would give the player and the Firewatch IC massive rep in at least the imperial towns, and could allow for unique greetings by fellow IC cultists.
No. As I said before, the IC cannot destroy the MB. They don't have the power or means. Unless every memeber of the IC would infiltrate the MB like the the player might, but this is silly :P.
I had no idea Relie was that important for the IC, so I could just edit the file have an IC'er one rank below him die if that'd make things easier.
No because the cult is so small that there are no generic NPC's and for the sake of its feel, I want to keep it that way. Also I already provided a couple of better, and cooler ways of solving this little problem:
Jedak wrote:The only problem with this is that during the course of the MB quests you will have to kill Relie and this will kinda wreak the whole loyalty thing - but there could be another way, for example talking to Relie to get proof that he's dead (if you still decide that you are sided with the IC) or with the help of the IC fake his death or make him back down his protests against BILDAM IENEVALA. I'm sure the problem can be solved.
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Post by Jedak »

Bump?
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Post by MMMowSkwoz »

If this line is going to require interaction with the MBC, does that mean we'll have to wait for the MBC line to be completed and merged before work can start on this? Only the MBC line is pretty damn big and will take a while to make.

I agree the idea is interesting, but will require a lot of contingencies. What if the player has already destroyed the Molag Bal Cult?
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Post by Jedak »

In that case it doesn't matter, she never gets the visions, the quests never happen. There'll be other ways to get to the Ebonheart IC proper. And if the player destroys the cult DURING the last few map 1 IC quests then thats that, the quests stop. If your in the middle of one, you fail it (apart from the first one, you can still save the other cult memeber).

I'm thinking with future in mind. I'm thinking the place this questline will have as related to the place the other IC questlines that will be around the mainland will have and how they work together. In fact, (especially considering the region we are in here) this IC questline is rather insignificant, and there is a very small chance you'll come out flying colours - and it doesn't matter.

Its like Vvardenfell facions, you do petty work from these people, then you advance to a rank wich does ether the important missions from this person or that person, and if you finish one string you can do the final few you give you top seat. But you don't have to finish ALL the petty work and ALL the important quests to get to the 'end'. And even once your grandmaster, you can still go back and do the remaining quests you didn't do before. Its all got a really good feel to it.

There is very few changes to that would have to be done to the MBC cult and its questline. (btw I thought that the MBC cult questline was done?)
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Post by theviking »

I took some time to read through the big posts and I think this is a nice solution. There are great benefits; The IC questline is important but not huge. The IC quests are going to end up to be totally anti-Molag Bal which was the starting requirement anyway. I think it would be good to make the IC in this way. Can you post a revised summary of the quests, Jedak? We can work out later how it is the easiest to connect both of the lines. (probably during merging)
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Post by Bloodthirsty Crustacean »

Do remember the IC has other bases, and so while this can be somewhat story related, it shouldn't seem out of character considering vanilla factions.
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Post by Jedak »

Every faction base should have both:
~standard faction quests
AND
~at least a small story.

The story for each base cannot be acquired unless the player has completed about all the standard faction quests of about 2 bases because of insignificant rank.

This will give it a much more faction feel.

The only con with this plan is that when map 1 complete quests will be released, the play cannot have acess to the story based IC quests untill the next IC map is released.

This raises another point: How will the player's status on the IC cult in Vvardenfell affect his starting status in the mainland?

I will post a little later with a possible solution.
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Post by Jedak »

Hows this:

Layman, Novice or Initiate on Vvard: Layman on mainland without payment.

Acolyte on Vvard: Novice on Mainland

Adept on Vvard: Initiate on Mainland

Disiple or Oracle on Vvard: Acolyte on Mainland

Invoker or Theurgist on Vvard: Adept on Mainland

Primate on Vvard: Disiple on Mainland

This ONLY applies when joining. Afterward the ranks become separate.

Is also means that if the player is a high rank on Vvardenfell when he joins, he will have acess to the story quests after completing the standard quests. (and if the player is Primate on the mainland then he will immediately have all the quests of the Telvannis IC available to him on joining)

Any thoughts before I summarise?
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Post by Jedak »

So this is good to go, right?
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Post by theviking »

Yes, if you can summarise these quests in a final post.
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Post by MMMowSkwoz »

How does the final quest finish? Does the player have to work their way through the Molag Bal cult until they can betray and destroy them?

Personally, I would prefer the player not to have to join the cult. Perhaps instead the final quest could involve locating a meeting of some of the cultists and then killing them all? It could end with you having dealt a hefty setback to the MBC and prevented any future plots against the IC (in the short term at least).
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Post by Jedak »

No no the final quest isn't really so much a quest - when you get it, you have either the choice of killing (whatshisname) or joining the cult. If you join the cult you progress normally as if you never where a member of the IC. But if you destroy the MBC via the MBC storyline, then you can return to Ladia (the IC) and get rewarded for 'completing' the quest. Make scence?
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Post by MMMowSkwoz »

Ok, so we have quite a lot of options for the final quests. Here are my suggestions:

For quest 6 (The Imperial Cult: Mysterious Assailants)

If you're in the MBC then the Molag Bal Cultists are not hostile, just very surprised to see you. You can talk to them and:
a) convince them to release Heddvi (only if your rank is high enough in MBC)
b) let them kill Heddvi (must lie on your return to Firewatch)
c) attack and free Heddvi (kicked out of the MBC)

If the cult has been destroyed, the attackers are not present, but there is a dead body on the floor with the key on it (but no letter). You just have to get Heddvi out of her cell and back to Firewatch (remember to change her dialog).

For quest 8 (The Imperial Cult: The Traitor and Spy )

If you're in the cult, Marcus asks you to cover for him. You can do so, in which case Ladia is frustrated you were unable to find the spy, but the quest finishes. If you reveal him anyway, you get kicked out of the MBC. Marcus disappears shortly afterwards.

If you were previously in the cult but were kicked out, Marcus tries to blackmail you by saying he will reveal you too. You can cover for him (as above) or expose him anyway, in which case he will teleport away but doesn't actually manage to reveal you.

If the cult has been destroyed, Marcus reveals he is the spy, but doesn't mention the MBC. he teleports away as before.
If you killed him somehow, obviously this doesn't happen. Instead you are unable to find the spy and Ladia is annoyed.

For quest 9 (Attacked by Marcus)

If you're in the cult and covered for him, he wakes you up but doesn't attack, only telling you he needs to return to the Cult HQ. He asks you to tell Ladia that he attacked you and you killed him. You can agree, which works fine, or attack him and get kicked out of the MBC.

If the MBC has been destroyed or Marcus is dead, this never happens.

For quest 10: (Locate the MBC)

1. If you have never done the Llothanis quests:
- Go to Llothanis and initiate the MBC line.
- Either a) kill Adryn Seloth, or b) join the cult
- If a), then you finish the quest and nothing further happens.
- If b), you complete the cult up until Haakig's offer. If you refuse his offer, the quest finishes (you have betrayed the IC). If you take his offer and destroy the cult, the quest finishes with big reward.

2. If you already found the Llothanis quests, but didn't join the MBC or were kicked out:
- You tell Ladia about this. She tells you to be careful. Quest never happens.

3. If you have progressed in the MBC cult beyond Haakig's offer:
- You can tell Ladia (everyone attacks)
- You can lie (quest finishes, possible future discovery)

4. If you have destroyed the MBC via Haakig's quest line:
- She never gets the vision, no quest.

5. If you are a MBC member, but haven't reached Haakig's offer yet:
- proceeds as in 1.b)


Any thoughts? I think that's got most possibilities covered.
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Post by MMMowSkwoz »

Any thoughts on this Jedak? If no-one has any problems with this, we should get this and the MBC written up and into Unclaimed soon. They are fairly big so I guess they'll be the last thing we do for the Map 1 final release?
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Post by Jedak »

Sorry I might have time this weekend and get this done. Its not difficult or anything, I just gotta sit down and do a little writing.
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Post by Jedak »

Imperial Cult Telvannis


Revised Imperial Cult Telvannis NPC List

(I looked at some Vvardenfell examples and so I’ve changed this list a bit to fit the usual ranking scheme that you’d find)

Bal Orya:

~Allion Aberus, questgiver for quests 1, 2, 3 and 7. Should be Disiple

~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.


Firewatch:

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

~Relie, questgiver for quests 4 and 5. Should be Adept

~Ertius Atoria, give him the Acolyte Rank.

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

~Marcus Assivia. Currently doesn't exist but is in npc list. Place him in the building and lower his rank from disiple to Acolyte. 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 join the IC are Relie and Allion Aberus. Their dialogue 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 do not have to pay the donation when they ask for joining, and their rank in Vvardenfell directly influences their starting rank on the mainland.

If the player is a:

Layman, Novice or Initiate on Vvardenfell -> they start as a Layman on mainland.

Acolyte on Vvardenfell -> they start as a Novice on Mainland

Adept on Vvardenfell -> they start as an Initiate on Mainland

Disiple or Oracle on Vvardenfell -> they start as an Acolyte on Mainland

Invoker or Theurgist on Vvardenfell -> they start as an Adept on Mainland

Primate on Vvardenfell -> they start as a Disiple on Mainland

Advancement in the Imperial Cult

The easiest way for me to explain this is using ‘points’. If the player has aquired a certain amount of ‘points’ then they can advance. I’m not sure how you script advancement, but I think it is in a similar way.

Points required to be eligible for promotion the rank of:
Layman: none
Novice: 1
Initiate: 3
Acolyte: 6
Adept: 10
Disiple: 15
Oracle: 21
Invoker: 28
Theurgist: 36
Primate: 45

I believe this system will make the IC easier to combine when later chapels from other maps come into play. I think we should treat the Mainland IC as a whole, rather than in districts.


The Imperial Cult: Collecting Kwama Eggs

Questgiver: Allion Aberus

Requirement: None
Advancement: 1 point


The Imperial Cult: A Mission Failed

Questgiver: Allion Aberus

Requirement: Collecting Kwama Eggs.
Advancement: 1 point

The Imperial Cult: A Simple Job

Questgiver: Allion Aberus

Requirement: A mission Failed
Advancement: 1 point.


The Imperial Cult: Healing Hostilities

Questgiver: Relie

Requirement: Novice
Advancement: 2 points


The Imperial Cult: Mined Spirits

Questgiver: Relie

Requirement: Initiate, Healing Hostilities
Advancement: 2 points.


The Imperial Cult: Mysterious Assailants

Questgiver: Ladia Tunifus

Requirement: Disiple

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 a couple of hostile Molag Bal Cultists.
3. Make the place look less dusty and more disturbed.
4. Add a prison cell with an inaccessible pit under it
The cultists must not in any way reveal the Molag Bal Cult.

[IF PLAYER IS NOT MEMBER OF THE MOLAG BAL CULT]
Once the player reaches there, he is attacked by the Cultists. On one of the cultists has a key. The key opens the cell.

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 etc. etc.

When the player uses the key (found on the cultist) on the door to the cell that Heddvi resides in, a riddle should come up with five possible answers. One answer is correct and the others are false.
If the player:

a) Answers correctly then the door opens and the player escorts Heddvi back to Firewatch.

b) Answers incorrectly then a trap is triggered and Heddvi falls to her death. (The best way to do this would be to have a velothi floor piece hiding the pit which Heddvi is standing above. It would slide off when the trap is triggered so Heddvi falls.) Then the player must then report her death in Firewatch.

c) Chooses not to answer the riddle, then nothing happens. Thay can choose to start it again. If the player leaves the tomb, though, and returns, he’ll find the cell door open and Heddvi dead at the bottom of the pit. The player can return to Firewatch and ask Ladia for the answer to the riddle, she give it to them, but the player will still return to find Heddvi dead.

[IF PLAYER IS MEMBER OF MOLAG BAL CULT]
The Molag Bal Cultists are not hostile, just very surprised to see you. You can talk to them and:
a) Convince them to release Heddvi (only if your rank is high enough in MBC)
b) Let them kill Heddvi (must lie on your return to Firewatch)
c) Attack and free Heddvi (kicked out of the MBC)

If the cult has been destroyed, the attackers are not present, but there is a dead body on the floor with the key on it (but no letter). You just have to get Heddvi out of her cell and back to Firewatch (remember to change her dialog).

If c) has happened, the player should not have the option to tell Ladia the truth… yet.

[BOTH]
When the Player returns, Ladia should sound foreboding but unsure of how to explain the situation. Ladia should tell the player to return later.
(Obviously) The reward should be much greater if Heddvi returns alive. If Heddvi returns alive, her disposition toward the player should be maxed out.

Avancement: 3 points if Heddvi returns, 2 if she doesn’t.


The Imperial Cult: Recovering the Amulet.

Questgiver: Allion Aberus

Requirement: Disiple
Advancement: 3 points


The Imperial Cult: The Informat

Questgiver: Ladia Tunifus

Requirement: Disiple & Mysterious Assailants

Quest: Oracle.
Ladia informs the player that the only way that the mysterious cult could have know of Heddvi going to Bal Orya was if a spy was within the Imperial Chapel in Firewatch. The player is told to question each member and then taking the one who the player feels is the one to Ladia and Ladia will bless them. If the player will get Ertius Atoria, Relie or Heddvi (if alive) blessed then their disposition to the player will drop.

The truth is that it is Marcus Assivia primarily works for the Molag Bal Cult's 'spymaster', Vaden Ulven. So he isn’t really a cultist of Molag Bal, but does the dirty work.

[IF PLAYER IS NOT MEMBER OF THE MOLAG BAL CULT]
a) When Marcus is asked to come to be blessed he will he refuses to be blessed and flees (teleportation).
The player must go to Ladia and tell her what happened. Ladia tells the player that all they can do now is wait until something happens.
b) The player brings two others to be blessed who are not Marcus. At this Ladia will be frustrated that they could not find the infiltrator and the quest finishes.
c) The player has the option to tell Ladia that they cannot decide or do no know who is could be. This makes the quest finish the same way as b).

[IF PLAYER IS MEMBER FO MOLAG BAL CULT]
When confronting Marcus, he asks you to cover for him. The player can:
a) Cover for him, in which case Ladia is frustrated you were unable to find the spy, but the quest finishes.
b) Reveal him anyway. This causes the player to get kicked out of the MBC. Marcus disappears shortly afterwards.

If you were previously in the cult but were kicked out, Marcus tries to blackmail you by saying he will reveal you too. You can cover for him (as above) or expose him anyway, in which case he will teleport away but doesn't actually manage to reveal you.

If the cult has been destroyed, Marcus reveals he is the spy, but doesn't mention the MBC. He flees.

If you killed him somehow, obviously this doesn't happen. Instead you are unable to find the spy and Ladia is annoyed.

Advancement: 1 point. The player should be invited by Ladia to be promoted to Oracle at this point.

The Imperial Cult: Choosing Your Sides.

Questgiver: Ladia Tunifus

Requirement: Oracle, The informat.

Quest: Oracle.
The quest initiates the first time the player sleeps 24 hours after the Informat quest.

[IF THE PLAYER IS NOT A MEMBER OF THE MOLAG BAL CULT]
a) Marcus Assivia will attack the player in their sleep. The player is forced to kill Marcus. On his body will be a codex of Molag Bal. This reveals the cult for the first time.

[IF THE PLAYER IS A MEMBER OF THE MOLAG BAL CULT]
b) If the player covered for him in the previous quest, he wakes you up but doesn't attack, only telling you he needs to return to the Cult HQ. He asks you to tell Ladia that he attacked you and you killed him. He gives you a codex to use as proof. You can agree which works fine, or attack him and get kicked out of the MBC.

If you were kicked out of the MBC and you revealed Marcus, he attacks you and the quest progressed similar to a)

If the cult was destroyed and Marcus revealed he was a spy he will not come to you. Instead, the quest progresses in a different way:

V2 - You can initiate it by talking to Ladia. You can choose to tell her the truth about yourself and complete the quest this way.
~If you have good speechcraft/and or hight disposition with Ladia, there is no reward but you are forgiven and praised for destroying the cult in the end. Your disposition rises with all members of the cult.
~If you do not have a hight disposition with Ladia/good speechcraft, she doesn’t know whether to fully believe you, but she forgives you anyway. Your disposition with all the other members of the cult drops.

[BOTH]
A journal entry will suggest going to Ladia Tunifus.

1. If the player has never done the Llothanis quests, Ladia will tell the player that she has had visions of strange happenings there. Then the player shows her the Codex and explains the attack on them. Ladia will be very grim about this news, she knows how evil the cult is. She tells the player that she thinks that the events are linked. She tells the player that the only hope is if the player somehow joins the cult and destroys them from the inside. She asks the player to make a sacred vow to stay true to the cult (though, of course, you can still break this vow). Then the player does the following:
- Goes to Llothanis and initiates the MBC line.
- Either a) kill Adryn Seloth, or b) join the cult
- If a), then you finish the quest and nothing further happens.
- If b), you complete the cult up until Haakig's offer. If you refuse his offer, the quest finishes without reward(you have betrayed the IC). If you take his offer and destroy the cult, the quest finishes with big reward*.

2. If the player has already found the Llothanis quests, but didn't join the MBC or was kicked out, they tell Ladia about this and show her the codex. She tells you to be careful. Quest finishes without reward.

3. If the player has progressed in the MBC cult beyond Haakig's offer, the player shows Ladia the codex and then can ether:
- Tell Ladia the truth (everyone attacks, kicked out of IC)
- Lie (quest finishes without reward, possible future discovery)

4. If the player has destroyed the MBC via Haakig's quest line, then the player shows her the codex and the quest progresses similar to V2 above.

5. If the player is a MBC member, but hasn’t reached Haakig's offer yet, then the quest progresses like in 1b)

* If the quest finishes this way, you return to Ladia and she thanks you profusely and rewards you greatly. Your disposition hits the roof with most cult members and you gain a lot of fame.

Advancement: if the quest finishes like in 1b), then 6 points. Otherwise none or 1.


END OF IMPERIAL CULT TELVANNIS CHAPTER


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Post by MMMowSkwoz »

Excellent. Thanks Jedak :)
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Post by Jedak »

No problem Mate ;)
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Post by theviking »

Great, this claim is designed. The claimer should cooperate with the claimer of the Molag Bal cult to make the latest quest.
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