I. The Department of Backstory
In the Merethic Era before recorded history, the island of Stirk had a small Aldmeri fort. This fort was abandoned after a short time and more or less forgotten, except for the occasional ship's crew resting in its ruins. Eventually, the Yoku who come to Hammerfell use the island as a burial place for their dead criminals. The fort's ruins are buried by then, but they are uncovered by the Yoku digging a new body pit. Either being effected by Aldmer magick, or being superstitious of this strange underground hall, the Yoku stop burying their dead there. While the reason why is forgotten to time, to this day legends of dead Redguard criminals haunting Stirk remains.
A Dragon Break and some centuries later, the Thrassian Plague strikes and Bendu Olo of Anvil calls the forces of Tamriel to destroy the Sload. One surviving Sload named Y'vaknir hopes to continue his arts in solitude, just like N'gasta would in the distant future on Stros M'kai. Y'vaknir was found not long after his practice began, and he was killed by Olo's army. His lich servant, calling himself Maugrue the Steward and claiming to wait for Y'vaknir's return, finds one of his documents on necromancy and learns the art well enough to summon himself servants who assist him and live with him in the ancient remains of the Ayleid fort.
Time passes. The Remans and the Potentates rise and fall. It is the day of Tiber Septim, the aspiring ruler of all of Tamriel and one of the fiercest generals ever to live. Anvil no longer has a navy like it did in the days of Bendu Olo, though it is still the main dock for the Imperial navy, and Tiber quickly realizes that its capture by his current enemy, the Aldmeri Dominion, would open up the whole of Colovia, the western of the two Cyrodiil states. He could not allow this, and so he had a fort built on Stirk for protection. Ironically, the island that had originally been inhabited by the Altmer and Bosmer's ancestors now was maintained to defend from them. This fort, eventually named Fort Stirk after Armondian Stirk, the military leader placed in charge of the island, is able to send word to Anvil of an attack and also attack such ships from behind.
After the war ends and the Empire is declared, the now aged Armondian sees a chance to earn a fair bit of gold. The island feels the warm Abecean tides and sun, and is a beautiful little paradise. He buys property rights from the Empire and has manors constructed. They are sold to rich families, mainly from Cyrodiil, and it is quickly turned into a resort town. More recently, another entrepreneur found gold north of the city. Not telling Armondian's descendants of his discovery, he buys the land cheap and builds himself a mine with poor working conditions which is the reason for the discontent the island is now facing.
After all of this time, Maugrue the Steward still livse with his undead minions, now deep under the earth with no way to escape, waiting for Y'vaknir's spirit to return to him and claim what he calls Y'vassa for his own and eventually bring the dead - or so Maugrue believes - Sload customs back to life. During the heat of all the current trouble, a wayward mine passage has found itself dangerously close to Y'vassa, and the moaning can be heard in the lower parts of the mines. A miner named Samalt, coincidentally the brother of Marks (the rebel), is very curious about these moanings, and is the only one who will go into the lowest parts of the mine. In town, meanwhile, Cartello Stirk and his guards are worthless to enforce good conditions in the mine or stop the mysterious robberies in the city, and all of Stirk's history is about to burst forth in a gush of insane quest!
II. Characters
Nobles
The Eulius family is most interested in these events, especially the matriarch Horacia. Here's there current family tree.
Code: Select all
Unnamed Man--+--Unnamed Woman
|
+-----+-----+
| |
Unnamed Woman--+--Unnamed Man Horacia Eulius
|
+-----+-----+
| |
Alenion Eulius Amarion Eulius
Alenion Eulius (AGH-len-ee-on YOO-lee-us) - A historian who is very interested in the history of Stirk. The onle one who knows about the original Aldmeri structure, and who finds out that a Sload was found and killed there during the Thrassian War.
Amarion Eulius (AGH-mar-ee-onYOO-lee-us) - Alenion's brother. Also interested in history, but not in the booky way. He's an adventurer, and Alenion's a more stay-at-home guy. They make a good enough team.
Miners
Marks (Full Name: Marksinn) (MARX) - Angsty rebel. Rather than writing long and boring papers about a new political structure that could change the world, this revolutionary has taken to stealing things from the people he believes to be responsible for his problems and causing mischief. This is all well and good, but there's been some crossed wires and the noblefolk aren't actually responsible for the situation at the mine.
Samalt (SAM-alt) - Marks' older brother. He's a very down to earth fellow who accepts his place in the mine (whether he likes it or not), but is willing to help his brother and have some good fun. He's also very curious about the moaning in the newer sections of the mine.
Guards
Lieutenant Orenius Philo (ORE-en-ee-us PHI-lo) - A very busy lieutenant who is being heckled by Horacia Eulius and has way too much needing to be done. His forces are undermanned and not able to search the robberies well enough.
4 Other unnamed guards
Other Character
Captain Cartello Stirk (Car-TELL-oh) - An ineffective captain who has almost no guards at his disposal and doesn't really care about the richies outside his fort. He doesn't even know much about the state of the town because he's such a terrible leader.
Therander Polle THAIR-and-er Pole) - Breton owner of the Polle Gold Mine. An asshole, a crook, and a bookcooker. Treats his employees like floormats and doesn't care that half of his miners are dead. After all, he can always get more.
Maugrue the Steward MOG-roo) - A long dead lich created by the long dead Sload Y'vaknir. He has spent the past two eras waiting for his beloved master's spirit to return and claim the underground kingdom as his home.
Orandos Ore-AN-dose - Maugrue's wraith servant. Really only has one scene.
Drunk Tom (Full Name: Tomaeus Albin) - Drunk messanger and gatewatcher for Pole, just does what he says. Could be used for comedy.
Brodey (Full Name: Brodigoth) BRO-dee - Thief who only does things for money and isn't involved in "the cause
Fears-the-Dark - Argonian accused of vandalism
Father Ambrogio Am-BRO-jee-oh - Priest at the chapel.
III. Quest Outline (Stage A)
Summary of Stage A: You learn about the factions.
Eulius Brothers and Samalt Pre-Path
1. Amarion will tell you that his brother Alenion is looking for an assistant.
2. Alenion explains that he believes he has found documentation of a fort here under the reign of the Aldmer. He has heard a report of a miner named Samalt who has found some strange things in the lower parts of Polle Gold Mine.
3. Samalt will explain that they found what looked like an old door buried in the wall while digging a new tunnel. The door appears to be sealed, but could probably be picked. When the player gets it open through multiple means I haven't clarified yet, he will find what looks like a small tower room for an old fort, confirming that there was once an Aldmer structure there.
4. Amarion and Alenion will suggest you speak to their aunt (See Noble Path)
5. Samalt will suggest you speak to Marks. (See Miner Path)
Noble Path
1. Anyone you talk to in town will mention the robberies. It becomes a topic. They with either tell you that Cartello isn't living up to the name of Armondian and his family and that they are very disappointed or that Horacia Eulius is the one who is most upset about these events.
2. Horacia Eulius will expound on the problem, directing the player towards Orenius, hoping he or she will annoy the captain into agreeing. (The player now has been introduced to the stance of the Nobles)
3. Orenius talks about his overworked staff and says that if the player wants to help further the robberies, he should get another complaint about a miner vandalizing something at the mine. (The player now has been introduced to the stance of the Guards)
4. At the Polle Gold Mine, there is an aged miner sitting outside who gives the player the basic information about the mine - that Polle is a bitch, the mine is unsafe, and Marx is the one to talk to about what the miners are doing. (Basics of the stance of the Miners)
5. Marx doesn't like the player, and tells him if he wants to help the pigs he needs to speak to Polle. Other miners say that Marx doesn't trust outsiders. If the player talks to Polle, he'll tell them it was an Argonian called Friend-of-Dark "or something kind of like that" (his name is actually Fears-the-Dark), and he wrote "DRES" in sheep blood on the wall (with Blood decals, thanks PoHa).
6. Fears-the-Dark is also a claustrophobe, making for a terrible miner. He admits to the paint, and says he wrote it because of the slavelike conditions of the mine. The player can sympathize with him or try to arrest him (F-t-D will attack). Marks will trust the player if he does the former.
So the player now knows about the three different factions and can make his choice - will he join the common man in his quest to get revenge against the rich? will he join the harrassed guard in trying to keep the town under control? or will he join the vigilante and stop this terrible crime spree that the guard is being useless about? Ofcourse, the two paths I haven't written yet will give the player the story starting from other points, which gives each faction an equal chance of being joined.
Miner Path
1. If you go to the mine, Polle will just be trying to sell you some of the gold he has. Talking to any of the miners will, of course, tell you about how Marx is their leader and prompt you to talk to him. He is angsty, but asks you to do him a favor. He wants you to hide Fears-the-Dark so that the guards won't drag him off, and he can try to make his way back to Argonia. He's already set up a quick correspondence with a ship going to Senchal, and they will be there at midnight.
2. Escort F-t-D to the ship, so he can escape. Unfortunately, a guard was at the lighthouse, and you will be caught, though F-t-D will get away on the ship.
3. Lieutenant Orenius will speak about his difficulties and explain that he only was going to send someone to deal with F-t-D to appease the captain, who was surprisingly interested in anything Polle complained about (Hint: He's getting some palmgreasing). He has a lot on his plate and all that, so he would like it if the player would do him the favor of calming Horacia Eulius down. If he doesn't the player will be jailed and all that.
4. The player goes to speak to Horacia Eulius, who is terribly distraught. She calms down if you speak to her properly, but rants about the lack of crime. She thanks you for your kind words and would love it if you helped her.
So through this one the player is introduced to the three factions, and they can chose who to go back to.
Guard Path
(Since this is pretty much the same thing in a different order, I was much mroe brief)
1. The player speaks to Lieutenant Orenius. He explains his situation and asks the player to calm poor Horacia Eulius.
2. Player does so, blah blah blah, she tells him to go report back to Orenius that she will be working on the problem herself rather than bother him all the time.
3. Thank goodness, says old Orenius! Now, please, go deal with some vandalism at the Polle Gold Mine.
4. Talk to Marks, talk to Polle, talk to Fears-the-Dark who says he is innocent. Choose if he's innocent or guilty.
Now you can take sides.
[img]http://img.photobucket.com/albums/v86/stanley/StirkSPC01.png[/img]
(Assume that there is a red arrow in the opposite direction everywhere there is a black arrow.)
You'll notice one major discrepancy with the text and the imagine. In the image, I have updated it so that no matter what path you take you can chose to take Fears-the-Dark to the ship, rather than just let him go.
IV. Quest Outline (Stage B)
Summary of Stage B: Player can work for all three factions, but by the time it is done they are locked into working as part of a single group.
[img]http://img.photobucket.com/albums/v86/stanley/StirkSPC02.png[/img]
V. Quest Outline (Stage C)
Summary of Stage C: Main part of the quest. The player makes necessary discoveries and leads up to the climax.
Zaphod=Player. Eaten by a grue=Cannot complete the quest.
I was vague on some parts mostly because of laziness. I promise I have an idea of many different options for all the different quests and they will be written out in time.
[img]http://img.photobucket.com/albums/v86/stanley/StirkSPC03.png[/img]
VI. Quests Outline (Stage D)
Summary of Stage D: The climactic scene in Y'vassa.
1. Everyone is arguing in the entrance to the tunnel in the fort.
2. 4 zombies with an assortment of differing body parts remaining appear from the tunnel. "Other Guard," Amarion, and Samalt all rush to the defense. After they're killed, Samalt says "Now we know what that moaning was."
3. The wraith Orandos shows up. Here is his dialogue:
Code: Select all
Intruders! You stand now at the entrance to the kingdom of Y'vassa, which only the dead may inhabit. You are in luck, Maugrue the Steward has mercy on you.
If four will follow me, there is a chance for you to live. My master wishes to speak with the living who have inhabitted the Y'vaknir's island in our absense.
Response topics:
1. Who are you?
I am only a servant. Maugrue is my master, and he will explain everything. Follow me.
2. Who is Maugrue the Steward?
My master. He will explain everything in time. Follow me.
3. Y'vassa? Y'vaknir? What are you talking about.
It is neither my place nor my duty to explain. Follow me.
Come, Maugrue will make everything clear.
5. Zombies, Skellies, Ghosts, oh my! They're filling this ruin to the brim. The wraith magickally seals the door behind him. They are in a large chamber with a table that has five chairs at it (two on each side, one at the end). Maugrue the Steward is sitting in the one at the end. His dialogue:
Code: Select all
Ah, welcome to Y'vassa, my humble home. Please, have a seat.
(3 other characters sit, player is forced to as well player cannot move for the duration of this "cutscene")
There we are.
Now, I imagine you are wondering why you are here.
My name is Maugrue, and I have lived in this hall for a time unknown. I live and I wait.
I wait for the return of my master, Y'vaknir the Sload. Many years ago, an evil man named Bendu Olo destroyed the land of the Sload, and Y'vaknir fled here for safety.
Shortly after granting me lichdom, Y'vaknir was found by Olo and slaughtered. I, however, survived.
So I waited for eons, raising the other bodies found on this island to build a kingdom for Y'vaknir.
Finally, he did return, but these ancient bodies are too rotten for his spirit. I needed fresh meat.
And so I have found it atlast. (pulls out of conversation with player)
(To whatever character is on the player's side)
You, stand! Yes, you will be the one. You will be priveleged enough to hold Y'vaknir's soul.
Code: Select all
There now, Y'vaknir. I have your body for you.
Code: Select all
Thankyou, Maugrue. You have remained faithful to me for so long.
I can only do one thing for you in return.
You and your children will feast, like never before! Attack the living. Let these three be just the first of their meals.
9. Super-mega battle with the Zeds. When they're all dead, the key to a chamber Y'vaknir and Maugrue escaped to is on Orandos' body, and the player is told by the surviving others or a journal entry to go there and finish them off.
10. Maugrue is dead, Y'vaknir tells the player
Code: Select all
Fool. Did he really think I would let him remain, after all the time he had controlled the others?
No, he would have been too likely to defect. Besides, he tasted delicious.
But what is this? You have destroyed all of my citizens! Fool, I can revive them in time (and there (is another/are two more) bod(y/ies) for my use as well).
I cannot let such a crime go unpunished. You must die. I hope you will be a better fight than Maugrue.
VII: Quest Outline (Stage E)When I refer to total pot, I mean about what the player's reward is worth. The reward is only given to players of that faction.
After you come out everyone will be gone except for another unimportant guard (probably not even named). He'll tell you that they're all upstairs talking to Captain Cartello.
When the player enters, he will be frozen (again). All the guards are there and Orenius is speaking to Cartello. Cartello is stuttering between Orenius' acusations and finally admits to accepting money from Polle to ignore the poor conditions of his mine.
When the player speaks to Orenius, he will tell him the rest of the story is best left to the others. If the player is a guard he will give him Armondian Stirk's Longsword and enough gold to make it equal to the total pot.
When the player speaks to Horacia, she'll tell him that she is terribly sorry for the miners and the condition they were in. She has made sure that Polle will be dealt with and she is very greatful for the player's help. She plays the player the total pot, minus the worth of the Sloadish Mace. She suggests the player speak to Alenion, who will finish his history (and publishes it later. It should be available for purchase from him or from the bookseller in Hammerfell cities nearby enough). He will give the player the Sloadish Mace he found.
When the player goes to the mine, Drunk Tom will excitedly tell him that Polle is being confronted at last. At Polle's place, a guard to make the arrest and the miners are all there confronting him. Polle is confronted similar to Cartello and when they're done, Marks will give the player his share of Polle's worth, equal to the total pot.
Both Marks and Horacia will speak on how they didn't communicate, despite being only a few minutes away, and how if they had none of this mess would have happened. They both are astounded that they were arguing over this when they should have been looking into the fact that there were undead right underneath them instead.
Note: In any reference to a secret passage from the mine to the fort, it now goes to the chapel, where Father Ambrogio misguidedly allows the miners to pass.