Just a really quick idea I wanted to jot down, perhaps there is an Orc in one of the missionaries in OE Castle who snores like a rock every night all night. One of the chamberlains or emmissaries shares a wall with the Orc in the sleeping chambers and its been driving him mad for a while now. He asks the PC to go see [whoever] in the Mage's guild to get a potion of silence disguised as a bottle of (what do Orcs drink???). 'Every night, before he goes to sleep, [Orc's name] downs a bottle of (whatever) like it's the secret to agelessness!
idea for archaeology guild in OE basement: (misc quest, appears level >10) a sword whispers to you through the wall, it's trapped in a chest and wants to be freed. No one else in the building has heard it. It can sense you're an adventurer of great promise and begs for a favor. It wants you to use it to kill the one who imprisoned it there.
Intended to be the capstone (last quest chain) of the OE Mages Guild. (Would actually be better suited for one of the ashy places in Redoran lands, but I figure while we're finishing up OE's Mages Guild...)
Part 1 The questgiver tells the player to help a researcher and her apprentice over in Ildrim, who are investigating the history of the area.
Though the batty old lady in "More Rats?" used unrefined velk nectar as a tea sweetener, the player learns the true purpose of velk nectar when the ancestors come acalling.
This quest starts in The Salty Futtocks inn in Old Ebonheart, and only if the player has 1000 gold or more. When the player rents a bed there and sleeps in it, he wakes up the next morning to find out that someone has stolen all of his gold while he was sleeping. The player then has to figure out who robbed him and recover his gold.
Two quests for the Old Ebonheart Mages Guild, meant to be done back to back.
The first has to do with our Conjurer dude from Ghost in a Gem. He has summoned a frost atronach he couldn't control while trying to help some Imperial Navy dockworkers unload cargo. The frost atronach is now running loose somewhere in the harbor. The questgiver gives the PC a waterwalk spell to get out to it.
This is a (hopefully quick) asset entry for redesigning an existing Dondril quest to match the new situation. The actual implementation will be done on the Indoril-Thirr file.
The quest NPC managed to get a hold of one of Sotha Sil's time-keeping devices (wayward Temple member, unlucky Thieves Guild toady, Archaelogical Society stumbling over a fragment of Clockwork City?). They've messed with it to the point they were able to turn back time for an hour, but with the result they are now stuck in a time loop, reliving the same hour over and over again.