Map 2 Fighters Guild Discussion

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Map 2 Fighters Guild Discussion

Post by Theo »

This is to discuss questline for Fighters Guild at map 2 in Darconis.

I suggest map 1 Fighters guild completion would be prequisite to this one. At the end of this line map 1 FG is in ruins and PC should be told to see its head in Darconis. He would tell him to rebuild the guild. Quests would involve mercenary hiring, duel fighting, mission assigning and conflicts solving between your employees... Any comments?
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Post by xflclx »

I like the idea that the player will have a large role in rebuilding the FG. The idea sounds fantastic, and the only problem I can imagine with it is that the quests might become too isolated from one another: sure, there is a larger goal in mind, but it might seem like simply a series of: go here and fix this. But that is not so much a kink in the idea as a result of bad quest writing. So fellow quest and plot writers, be on your toes! :)
In the original Morrowind FG questline, the FG is a pawn of the Comma Tong. Perhaps the theme of Comma Tong involvement should continue in rebuilding the FG, and the player can be given the choice of expanding CT influence in the FG or eliminating the CT influence over the FG altogether. In any case, choices should abound for the player, resulting in a customizable FG!
Where do I go to find out more information about the Map 1 FG questline?
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Re: Map 2 Fighters Guild Discussion

Post by Sload »

I don't see how losing the Firewatch FG would ruin the entire guild, they still have Darconis, Neommaeor (I'm going to learn for sure how to spell that some day), Almalexia, Old Ebonheart, Kogo'Tel and Stonefalls as well as some others (I'm going to guess Kragenmoore Blacklight and Narsis, but I can't be sure). That's atleast 6 and probably 9. 1 in 10 guild headquarters can't possibly have a questline that ruins the whole guild while only being confined to Map 1.
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Post by Nomadic1 »

I think the Darconis Fighters' Guild has an interest in seeing the FG in Firewatch fixed, but I don't think it would be. Imperial presence in Map 1 was exceptionally weak, and IMO the FG are no longer a player there and they never will be again. That doesn't mean the FGs in Map 2 can't try to help it, IMO it just won't succeed particularily well.

As for the quests, I reckon there should be a questline involved in the minor pathetic courses of the Map 2 conflicts, and then a second questline in reestablishing the FG in Map 2. Since there are two FGs in Map 2 this could work out:
- The FG in Darconis has a few minor quests about mercenaries and guarding things (although not involved in the conflicts), but after about 5 of these they run out of quests. Once the FG questline of Map 1 ends, then another 6 or so quests become available here in trying to get the FW FG back on its' feet.
- The FG in Neommaeor is involved in the Map 2 conflicts in a manner similar to what the TG should be. That is doing mercenary work for whoever pays, but not signing alliances or anything.

This has the benefit of allowing the PC if they do the FG in Darconis to do all the quests without risking getting kicked out of another faction, and the second FG lets them get in deep.
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Post by Sload »

Nomadic1 wrote:As for the quests, I reckon there should be a questline involved in the minor pathetic courses of the Map 2 conflicts, and then a second questline in reestablishing the FG in Map 2. Since there are two FGs in Map 2 this could work out:
But if there are two Fighters' Guilds on Map 2 there's no rebuilding process at all! They're ALREADY THERE, no rebuilding. They're not hurt by the lack of a guild in Map 1, infact more people are going to be buying from their particular headquarters now. How exactly would they need to be rebuilt?

Amd I don't see why you use the words "minor" and "pathetic" to describe what's happening on Map 1. Some if it is the kind of thing that would effect many lives majorly (the Imperial Cult stuff, what to do with the Mad Lord) If that's what you think the Fighters' Guild has to say about it, it is their main source of income.
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Post by Nomadic1 »

Point :) But should the PCs actions in the FG really affect the outcomes of quests in other factions?
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Post by Theo »

I didn't mean all FG is ruined. Just that of map 1 and its head on map 2, asks PC too look around his territory to find people to rebuild it.
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Post by Nomadic1 »

Oh well, I'm first to post a questline. This one for Darconis:

Quest 1: A farmer near Darconis has had his farm raided twice now by wild guars, which have greatly damaged his crop(s). The farmer has had enough and has contracted the Fighters' Guild to kill off the two troublesome guars. The guars should be located nearby.
Reward: 50 gold.

Quest 2: PC is told that the East Empire Company recently bought an egg mine from the Mad Lord of Darconis. However, this didn't sit well with the Telvanni, who are believed to have released nix-hounds into the mines. PC has to go to the egg-mine and kill the 3 or 4 nix-hounds.
Reward: 100 gold.

Quest 3: The Imperial Archaeological Society rejected the present head of the Neommaeor Mages' Guild in the past, however they don't believe he has gotten over it. They recently made a discovery in the ruins of Kemel Ze, but they suspect the MG guild steward will send a stooge to try and steal it while it is being transported. PC is told to go to the Kemel Ze ruins, pick up the item from Archaeologist X and personally deliver it to Archaeologist Y in the IAS headquarters in Darconis where they can protect it.
The PC is attacked when they leave the ruins by walking out of them, and at a certain location on the road (neither assailants are particularily strong though). The item should not be used in another quest, and it shouldn't be valuable enough for the player to actually want to steal it, though valuable enough to warrant the quest.
Reward: 300 gold.

Quest 4: A Telvanni noble suspects the Mages Guild hired the Thieves Guild to steal a valuable spell book. The noble wants it back, but won't contract the TG because they stole it, and doesn't have enough proof to send his or the Imperial guards after them. PC is told to go the Neommaeor Mages' Guild and find out who is responsible for hiring the TG, kill them, and reclaim the book. In the Neommaeor MG, none of the members will admit any knowledge of it. However, if the PC raises the disposition of one of them (an alchemist), they will say that MG Member X paid the TG to take it, and they are telling them this because they hate each other. Armed with this, the PC can tell MG Member X they know it was them who will prompty attack the PC. The book can then be found in a locked chest, openable with his key. PC can then take the book to the Telvanni Lord or the FG guild steward.
Reward: 600 gold either way.

Quest 5: The Imperial Cult has been trying to convert the Dunmer to the cult, and have managed to get some of the Legion involved. Certain Temple-devout Rich Dunmer X however was assailed by some particularily thuggish Legionaries, and they want the FG to sort them out because they doubt the town guards would do much. Two of the Thuggish Legionaries are located in Tavern X. They will attack the PC when they open dialogue with them after starting the quest (before then, they are simply obnoxious to the PC). The third Thuggish Legionary is found in the barracks, but won't attack straight out. PC instead has to taunt them into attacking the PC.
Reward: Once all three are dead, PC is paid 1000 gold.



Following quests available only after finishing Map 1 FG questline

Quest 6: The Fighters' Guild in Firewatch is in tatters. PC is told they should recruit able or promising mercenaries. The PC is told to speak with Person X in the Neommaeor FG who should have a list of worthy candidates. Person X will have a list of 3 recruits. PC then has to convince each of them to join the Firewatch FG (one agrees straight out, one is reluctant and needs disposition raised a lot, and one is reluctant and won't until PC does some quest for him of questionable legal nature)
Reward: None.

Quest 7: The Fighters' Guild also needs trainers. Ex-TrainerX was a particularily good trainer, but after a bad experience in the guild left and is now a drunkard in Tavern X in Darconis. PC is told to convince them to rejoin the guild and become a trainer. Ex-TrainerX is obviously reluctant, but agrees if the PC does a few things.
- Gives him 1000 gold to pay off his debts
- Obtain for him a hard-to-get enchanted shield
- Sorts out the person who was responsible for him leaving in the first place.
Reward: None, although they now offer training to the PC, and they are a master trainer in Skill X.

Quest 8: That's it for now... I don't think I can come up with good quests for the rebuilding of the Firewatch FG come to think of it.
Reward:
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Post by Dr.Evil »

I like your settings (especially protecting the crops is a good starter), but the storylines could be more versatile and not straight forward (you hardly have a choise of major consequences). E.g. in the quests concerning guild conflicts you should be able to choose your side.
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Post by Gez »

Yeah, more than one way to do quest result in a better quality of gaming. What about...

Quest 3: The player should have to option to surrender and give the item to the assaillants. Then he could sneak in the MG and steal the item back, along with the thieving mage's study notes about said item. If the player brings back only the item, the reward is only 100 gp, to punish him for the delay, but if he also brings the study notes, he's half-forgiven for his failure and given 200 gp.

Quest 4: It should be possible to simply steal the key from the mage, and to blackmail him into giving the book back. If the mage isn't slain, and the player doesn't give the name, the reward will be 400 gp instead of 600. If the player hasn't killed the culprit, but does give out his name, then he's rewarded 500. If he gave the name to the FG guild stewart, the culprit can from then on be found in a cell in the local prison, he'll refuse to talk about anything. If he gave the name to the Telvanni, the culprit just disappears.

Quest 5: If the player is in good standing in the Legion, and the local general has a good disposition toward him, the player could talk him into punishing the thugs to protect the Legion's honor. The three thugs disappear, transferred to another sector. The player gets the full reward.


Quest 8 ideas:
* Supplies #1. The rebuilt guild needs to be re-equipped with supplies -- repair items, training dummies, weapons, healing potions... The player will have to find merchants willing to offer special discount for the FG. This could be done simply by persuading every merchants in the city, but a little investigation could allow the player to find back the name of the merchants the previous steward dealt with, as they were consigned in a logbook. Said logbook was looted from the ruined guild by an Argonian thief, and is hidden with other loot in the Argonian's cellar. Asking questions about the fighter's guild may let the player discover that said Argonian has been seen several time breaking in the forsaken guildhall to scavenge stuff. After the book is read, the player doesn't need a high disposition anymore to convince the concerned merchants to offer discount.
Reward: None, or the Argonian's loot.
* Supplies 2: A shipment of supplies ordered to refurnish the rebuilt FW FG has been lost. Player is sent to enquire, learns that the ship is seemingly lost and probably shipwrecked. He also learns that it's not surprising if the rumors about "shipwreckers" (who fake lighthouse lights in order to lure ships into reefs to attack them). By patrolling along the coast at night, the player can find a crude structure (just several wooden poles and travel lanterns) on a rocky shore, near a smuggler cave, with thugs around. After dispatching the thugs outside, and inside the cave, he can find crates containing the lost shipment. He gets a journal entry, and after he reports that in, the supplies are recovered (the crates disappears from the cave).
Reward: the wrecker's loot.
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Post by xflclx »

Nomadic, before reading this post I wrote some IAS/MG conflict quests for the TG Darconis quest line. You should check it out at http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=13302&start=40
And why should you do this? Well, because your idea for Quest 3 fits in amazingly, amlost eerily, well with my ideas for the IAS/MG quests. If these two questlines, once refined, are written and implemented, it would creat a good sense of inter-guild quest connections :))
And Gez, good job with the addition of more choices on how to complete the quests and quest 8. It seems that we (although I am not doing much, actually nothing except posting, for the FG =P) are hammering out a solid questline
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Post by Jacurutu »

Quest Nine: Supports

The best way to rebuild is to gain allies, and the Fighter's Guild has a plethora of them to choose from. This quest would involve going to and seeking the help of a neighboring guild. There would be two main choices here: the IAS, or the MG. The Fighter's Guild can allign itself with only one of these guilds, and from here it will lend its services to that guild and receive the services of that guild preferentially.

Option 1

If the PC goes to the Mages' Guild, he is asked to perform a small task to gain the support guild. They want you to go and ransack the house of [IAS member], one of the higher ups in the IAS; they also want you to beat the guy up for them. They give you a magical key (only way to get in). [IAS member] is at the tavern, and the PC must get him to attack first. At the house, the PC goes in and is supposed to steal some crap. However, the guy has a [pet] (nix hound, robot, etc), and you end up having to kill [pet] too. So, the PC beats up the guy, steals his stuff, kills his dog, and returns to the MG to report his success. The MG then asks you to give the guild 700 gp; should you accept, the MG pledges its aid to the Fighter's Guild.

Option 2

to be continued . . . (Jac is sleepy now)
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Post by Nomadic1 »

xflclx wrote:Nomadic, before reading this post I wrote some IAS/MG conflict quests for the TG Darconis quest line. You should check it out at http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=13302&start=40
And why should you do this? Well, because your idea for Quest 3 fits in amazingly, amlost eerily, well with my ideas for the IAS/MG quests. If these two questlines, once refined, are written and implemented, it would creat a good sense of inter-guild quest connections Happy
And Gez, good job with the addition of more choices on how to complete the quests and quest 8. It seems that we (although I am not doing much, actually nothing except posting, for the FG =P) are hammering out a solid questline
I didn't want the item to be the same as that one to keep the TG more in the loop and the FG out of it. The FG were active protagonists in Map 1, and IMO at least that shouldn't continue in Map 2. Anyway, I'll work through the quests to bring in more outcomes. However the FG is being paid to kill them, not to punish them, so I'll try to work through things in that angle.
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Post by Nomadic1 »

DARCONIS QUEST LINE - IN PROGRESS

Quest 1: A farmer near Darconis has had his farm raided twice now by wild guars, which have greatly damaged his crop(s). The farmer has had enough and has contracted the Fighters' Guild to kill off the two troublesome guars. The guars should be located nearby.
Reward: 50 gold.

Quest 2: PC is told that the East Empire Company recently bought an egg mine from the Mad Lord of Darconis. However, this didn't sit well with the Telvanni, who are believed to have released nix-hounds into the mines. PC has to go to the egg-mine and kill the 3 or 4 nix-hounds.
Reward: 100 gold.

Quest 3: The Imperial Archaeological Society rejected the present head of the Neommaeor Mages' Guild in the past, however they don't believe he has gotten over it. They recently made a discovery in the ruins of Kemel Ze, but they suspect the MG guild steward will send a stooge to try and steal it while it is being transported. PC is told to go to the Kemel Ze ruins, pick up the item from Archaeologist X and personally deliver it to Archaeologist Y in the IAS headquarters in Darconis where they can protect it.
The PC is attacked when they leave the ruins by walking out of them, and at a certain location on the road (neither assailants are particularily strong though). The PC can either hand the item to the MG members, or keep it. If they keep it, they are attacked. If they hand it over, they aren't and the item is sent to the Neommaeor MG. PC can then go there and steal the item back, with optional notes on the items' study.
-- The item should not be used in another quest, and it shouldn't be valuable enough for the player to actually want to steal it, though valuable enough to warrant the quest. --
Reward: 300 gold if not taken by the MG. 50 gold if the PC hands it over and steals it back. 100 gold if the PC hands it over and steals it back with the notes.

Quest 4: A Telvanni noble suspects the Mages Guild hired the Thieves Guild to steal a valuable spell book. The noble wants it back, but won't contract the TG because they stole it, and doesn't have enough proof to send his or the Imperial guards after them. PC is told to go the Neommaeor Mages' Guild and find out who is responsible for hiring the TG, kill them, and reclaim the book. In the Neommaeor MG, none of the members will admit any knowledge of it. However, if the PC raises the disposition of one of them (an alchemist), they will say that MG Member X paid the TG to take it, and they are telling them this because they hate each other. Armed with this, the PC can tell MG Member X they know it was them who will prompty attack the PC. The book can then be found in a locked chest, openable with his key. PC can then take the book to the Telvanni Lord or the FG guild steward. If the PC has high rank in the MG, MG Member X will hand over the item when confronted with the accusation.
Reward: 600 gold when MG Member X is killed, book returned. As the contract includes killing the MG member who stole it, PC must do it to complete the contract, so if they don't PC gets 0 gold but can continue the questline.

Quest 5: The Imperial Cult has been trying to convert the Dunmer to the cult, and have managed to get some of the Legion involved. Certain Temple-devout Rich Dunmer X however was assailed by some particularily thuggish Legionaries, and they want the FG to sort them out because they doubt the town guards would do much. Two of the Thuggish Legionaries are located in Tavern X. They will attack the PC when they open dialogue with them after starting the quest (before then, they are simply obnoxious to the PC). The third Thuggish Legionary is found in the barracks, but won't attack straight out. PC instead has to taunt them into attacking the PC.
If the PC has rank in the Imperial Legion, the PC could instead approach the Legion General in Darconis who is happier to punish them himself. The three Thuggish Legionaries are then sent to prison instead.
Reward: Once all three are dead, PC is paid 1000 gold. If the PC convinced the general to punish them instead, Pc is told to speak with Temple-devout Rich Dunmer X about the contract. She is amazed the Legion did something about it, but considers their punishment lenient. So she gives the PC 500 gold reward instead of the 1000.



Following quests available only after finishing Map 1 FG questline

Quest 6: The Fighters' Guild in Firewatch is in tatters. PC is told they should recruit able or promising mercenaries. The PC is told to speak with Person X in the Neommaeor FG who should have a list of worthy candidates. Person X will have a list of 3 recruits. PC then has to convince each of them to join the Firewatch FG.
- Recruit A joins straight out, eager for work and adventure.
- Recruit B needs his disposition raised to 80 before they agree to join, since they are uncomfortable there after what happened.
- Recruit C is more uncomfortable that Recruit B[i/] and adamantly refuses to move there until the PC does something of questionable legal nature Come on... ideas...
Reward: None.

Quest 7: The Fighters' Guild also needs trainers. Ex-Trainer X was a particularily good trainer, but after a bad experience in the guild left and is now a drunkard in Tavern X in Darconis. PC is told to convince them to rejoin the guild and become a trainer. Ex-Trainer X is obviously reluctant, but agrees if the PC does a few things.
- Gives him 1000 gold to pay off his debts
- Obtain for him a hard-to-get enchanted shield, which was stolen from his father by Daedric worshippers of Bad Daedra X. The shield is located in a Daedric shrine.
- Sorts out the person who was responsible for him leaving in the first place. Come on... ideas...
Reward: None, although they now offer training to the PC, and they are a master trainer in Skill X

Quest 8: The FG in Firewatch needs to be restocked with repair items, training dummies, weapons, and potions. The PC will have to find merchants in Firewatch or Darconis willing to supply the FG with these items at discount price. PC is told that such information was recorded in a ledger. When PC asks people in the FW FG where the ledger is, they have not seen it, but suspect it was stolen by Argonian Thief X, who had been looting the FG when it was understaffed and underguarded. When the PC confronts said theif, they attack the PC. PC then can loot their house to find the ledger, with other loot.
Reward: None, or the Argonian's loot.

Quest 9: Awaiting Jac... to be continued...
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Post by Dr.Evil »

Recruit C is more uncomfortable that Recruit B[i/] and adamantly refuses to move there until the PC does something of questionable legal nature Come on... ideas...


how bout trashing or intimidating "scumbag y" to get his hands off his sister?



Sorts out the person who was responsible for him leaving in the first place. Come on... ideas...


might have been some super-morals-preaching guy who always complained at the guildmaster about our trainers lifestyle. can be persuaded or dueled for an excuse. (killing him would get you even more respect from the trainer but trouble with your guildmaster)
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Post by Nomadic1 »

Dr.Evil wrote:
Recruit C is more uncomfortable that Recruit B[i/] and adamantly refuses to move there until the PC does something of questionable legal nature Come on... ideas...


how bout trashing or intimidating "scumbag y" to get his hands off his sister?

I love it :D :D :D

Sorts out the person who was responsible for him leaving in the first place. Come on... ideas...


might have been some super-morals-preaching guy who always complained at the guildmaster about our trainers lifestyle. can be persuaded or dueled for an excuse. (killing him would get you even more respect from the trainer but trouble with your guildmaster)

An idea: Super Morals Preacher Guy X always complained to the guildmaster at the time that Ex-Trainer X was not "pure of heart", "chivalrous", and so forth and whatnot to no avail. So one day Super Morals Preacher Guy X planted Skooma in Ex-Trainer X's stuff, and "dobbed" him in. The guildmaster was forced to expel him but didn't report it to the guards, much to the ire of Super Morals Preacher Guy X. Super Morals Preacher Guy X subsequently quit the FG and enlisted in the Imperial Cult, and now is a common nuisance in Dunmer Town X (maybe Dragon Glade?) PC has to settle the old score, since Ex-Trainer X can't bear to be in his presence at all and doesn't consider him worthy enough to a duel of honour.
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Post by Dr.Evil »

well... like this, killing him MUST be a solution because everyone will want to tear apart the preaching asshole as they find out WHAT an asshole he is. (he completely appears as a person you MUST hate)
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Post by Sload »

Quest 1: A farmer near Darconis has had his farm raided twice now by wild guars, which have greatly damaged his crop(s). The farmer has had enough and has contracted the Fighters' Guild to kill off the two troublesome guars. The guars should be located nearby.
Reward: 50 gold.
There are better things than guars. Alits, maybe.
Quest 2: PC is told that the East Empire Company recently bought an egg mine from the Mad Lord of Darconis. However, this didn't sit well with the Telvanni, who are believed to have released nix-hounds into the mines. PC has to go to the egg-mine and kill the 3 or 4 nix-hounds.
Reward: 100 gold.
This can easily fit with the EEC questline. *thumbs up*
Quest 3: The Imperial Archaeological Society rejected the present head of the Neommaeor Mages' Guild in the past, however they don't believe he has gotten over it. They recently made a discovery in the ruins of Kemel Ze, but they suspect the MG guild steward will send a stooge to try and steal it while it is being transported. PC is told to go to the Kemel Ze ruins, pick up the item from Archaeologist X and personally deliver it to Archaeologist Y in the IAS headquarters in Darconis where they can protect it.
The PC is attacked when they leave the ruins by walking out of them, and at a certain location on the road (neither assailants are particularily strong though). The PC can either hand the item to the MG members, or keep it. If they keep it, they are attacked. If they hand it over, they aren't and the item is sent to the Neommaeor MG. PC can then go there and steal the item back, with optional notes on the items' study.
-- The item should not be used in another quest, and it shouldn't be valuable enough for the player to actually want to steal it, though valuable enough to warrant the quest. --
Reward: 300 gold if not taken by the MG. 50 gold if the PC hands it over and steals it back. 100 gold if the PC hands it over and steals it back with the notes.
Could you move this back a little and have the Mages' Guild in Darconis be the bitter one, not N-City? It makes more sense, and would fit much better with the Mages' Guild questline.
Quest 4: A Telvanni noble suspects the Mages Guild hired the Thieves Guild to steal a valuable spell book. The noble wants it back, but won't contract the TG because they stole it, and doesn't have enough proof to send his or the Imperial guards after them. PC is told to go the Neommaeor Mages' Guild and find out who is responsible for hiring the TG, kill them, and reclaim the book. In the Neommaeor MG, none of the members will admit any knowledge of it. However, if the PC raises the disposition of one of them (an alchemist), they will say that MG Member X paid the TG to take it, and they are telling them this because they hate each other. Armed with this, the PC can tell MG Member X they know it was them who will prompty attack the PC. The book can then be found in a locked chest, openable with his key. PC can then take the book to the Telvanni Lord or the FG guild steward. If the PC has high rank in the MG, MG Member X will hand over the item when confronted with the accusation.
Reward: 600 gold when MG Member X is killed, book returned. As the contract includes killing the MG member who stole it, PC must do it to complete the contract, so if they don't PC gets 0 gold but can continue the questline.
Also would work better for the Darconis Mages' Guild.

Quest 5: The Imperial Cult has been trying to convert the Dunmer to the cult, and have managed to get some of the Legion involved. Certain Temple-devout Rich Dunmer X however was assailed by some particularily thuggish Legionaries, and they want the FG to sort them out because they doubt the town guards would do much. Two of the Thuggish Legionaries are located in Tavern X. They will attack the PC when they open dialogue with them after starting the quest (before then, they are simply obnoxious to the PC). The third Thuggish Legionary is found in the barracks, but won't attack straight out. PC instead has to taunt them into attacking the PC.
If the PC has rank in the Imperial Legion, the PC could instead approach the Legion General in Darconis who is happier to punish them himself. The three Thuggish Legionaries are then sent to prison instead.
Reward: Once all three are dead, PC is paid 1000 gold. If the PC convinced the general to punish them instead, Pc is told to speak with Temple-devout Rich Dunmer X about the contract. She is amazed the Legion did something about it, but considers their punishment lenient. So she gives the PC 500 gold reward instead of the 1000.[/quote]

This would work far better as an N-City FG quest. Also, the head of the legion is being payed off by the Cult, Marrick would do much better.


As for the rest: I don't like the rebuilding the Firewatch Fighters' Guild.
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Post by Jacurutu »

(Continuation from above)

Option 2

The PC goes to the IAS. Their prerogative is to protect their possession of Kemel'ze from would-be investigators/pillagers, so they need protection. In return for getting eight protectors for their holdings, the IAS promises to pledge its support to the Fighter's Guild.

The PC must go into the ranks of the Fighter's Guild (and perhaps outside its ranks) to find people willing to serve as guards for the IAS and its holdings. Five of these people will be easy to find, as the guildmaster will tell you that [person 1-person 5] are all looking for work. However, the last three are more difficult to find and must be sought out at each town individually.

The PC must then name a leader of these guards, someone to represent the guild properly in dealing with the IAS when the GM or the PC isn't around. The PC is given information on each of the candidates (3 are willing to be leader), and he must speak to the guild members to hear what they have to say about the character of the person in question. Based on the PC's selection, various outcomes may transpire. Under option 1, the leader is a douche and creates tension between the IAS and the protectors, and there can be a quest to replace him. This is unintentional on his part, he just doesn't have much in the way of interpersonal skills. Under option two, the guy is overall a decent guy and does well to represent the FG for the IAS. He is the best choice for the job. Under option 3, the guy is in it for the money, but he is very crafty. He demands that you give him 200 gp to "cement" his attendance. However, he quickly proves his worth, and a day after the FG starts guarding the IAS (or whenever the PC actually visits the guildhall), news comes that he has captured a MG spy. The spy had some valuable items on him, and the leader of the protectors has no use for them . . . he gives them to you.
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Post by Nomadic1 »

I can't actually make mention of the Darconis MG in any quests, since it is built during the Neommaeor MG quest line. You have to bear with that.

I chose guars for quest one because they are likeable and not the strongest creatures, but also because they seem omnivorous unlike all the other aggressive wildlife of Morrowind.

For quest five, yeah Marrick would be better. I just haven't included him in anything because I do not completely understand the Imperial Knights.

For the rebuilding of the FW FG, come on, let's see you try and come up with something. These are only ideas so nothing is concrete yet. :)
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Post by Anonymous »

All I would change in the quest is making it an Imperial Cultist. Is there even a temple in Darconis?
This is my favourite of the characters in the Imperial Knights so this is what he would say think. He is against the current Imperial Cult power rush and has voiced such concerns to the troops. Obviously some have taken matters into their own hands and must be punished accordingly, for it is not proper for a soldeir to do such things. However, in the IK quest Marrick does order you to intimidate a cultist, so this could just be an order which he issued under the table which some soldiers werent subtle enough about.
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Post by Nomadic1 »

For quest five? (Sorry, I'm not sure what you are talking about. It's probably my bad)
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Post by xflclx »

Just a quick adendum to an earlier post. When I said that my ideas for MG/Telv work well with my ideas for TG/IAS, I meant to say that my ideas for TG Darconis work well with Nomadic1's ideas for FG Darconis. My bad
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Post by Nomadic1 »

DARCONIS QUEST LINE - IN PROGRESS - REVISION II

Quest 1: A farmer near Darconis has had his farm raided twice now by wild guars, which have greatly damaged his crop(s). The farmer has had enough and has contracted the Fighters' Guild to kill off the two troublesome guars. The guars should be located nearby.
Reward: 50 gold.

Quest 2: PC is told that the East Empire Company recently bought an egg mine from the Mad Lord of Darconis. However, this didn't sit well with the Telvanni, who are believed to have released nix-hounds into the mines. PC has to go to the egg-mine and kill the 3 or 4 nix-hounds.
Reward: 100 gold.

Quest 3: A Temple pilgrim has been travelling by foot to various pilgrimages, and is presently on her way to Necrom. However, a wealthy relative in Old Ebonheart is concerned for her safety after reports of bandits attacking pilgrims, so has contracted the Fighters' Guild to provide an escort. PC is to meet her in City X and escort her by foot to Necrom. When the PC arrives there, the pilgrim will follow PC to Necrom. On the road outside City X, PC and pilgrim are beset by a Redguard, Nord and Bosmer (none very strong). After killing them, there are no other major hitches in arriving at Necrom.
Reward: 200 gold.

Quest 4: The Imperial Archaeological Society rejected the present head of the Neommaeor Mages' Guild in the past, however they don't believe he has gotten over it. They recently made a discovery in the ruins of Kemel Ze, but they suspect the MG guild steward will send a stooge to try and steal it while it is being transported. PC is told to go to the Kemel Ze ruins, pick up the item from Archaeologist X and personally deliver it to Archaeologist Y in the IAS headquarters in Darconis where they can protect it.
The PC is attacked when they leave the ruins by walking out of them, and at a certain location on the road (neither assailants are particularily strong though). The PC can either hand the item to the MG members, or keep it. If they keep it, they are attacked. If they hand it over, they aren't and the item is sent to the Neommaeor MG. PC can then go there and steal the item back, with optional notes on the items' study.
-- The item should not be used in another quest, and it shouldn't be valuable enough for the player to actually want to steal it, though valuable enough to warrant the quest. --
Reward: 300 gold if not taken by the MG. 50 gold if the PC hands it over and steals it back. 100 gold if the PC hands it over and steals it back with the notes.

Quest 5: A Telvanni noble suspects the Mages Guild hired the Thieves Guild to steal a valuable spell book. The noble wants it back, but won't contract the TG because they stole it, and doesn't have enough proof to send his or the Imperial guards after them. PC is told to go the Neommaeor Mages' Guild and find out who is responsible for hiring the TG, kill them, and reclaim the book. In the Neommaeor MG, none of the members will admit any knowledge of it. However, if the PC raises the disposition of one of them (an alchemist), they will say that MG Member X paid the TG to take it, and they are telling them this because they hate each other. Armed with this, the PC can tell MG Member X they know it was them who will prompty attack the PC. The book can then be found in a locked chest, openable with his key. PC can then take the book to the Telvanni Lord or the FG guild steward. If the PC has high rank in the MG, MG Member X will hand over the item when confronted with the accusation.
Reward: 600 gold when MG Member X is killed, book returned. As the contract includes killing the MG member who stole it, PC must do it to complete the contract, so if they don't PC gets 0 gold but can continue the questline.

Quest 6: The Imperial Cult has been trying to convert the Dunmer to the cult, and have managed to get some of the Legion involved. Certain Temple-devout Rich Dunmer X however was assailed by some particularily thuggish Legionaries, and they want the FG to sort them out because they doubt the town guards would do much. Two of the Thuggish Legionaries are located in Tavern X. They will attack the PC when they open dialogue with them after starting the quest (before then, they are simply obnoxious to the PC). The third Thuggish Legionary is found in the barracks, but won't attack straight out. PC instead has to taunt them into attacking the PC.
If the PC has rank in the Imperial Legion, the PC could instead approach the Imperial Knight Marrick in Darconis who is happier to punish them himself. The three Thuggish Legionaries are then sent to prison instead.
Reward: Once all three are dead, PC is paid 1000 gold. If the PC convinced the general to punish them instead, Pc is told to speak with Temple-devout Rich Dunmer X about the contract. She is amazed the Legion did something about it, but considers their punishment lenient. So she gives the PC 500 gold reward instead of the 1000.



Following quests available only after finishing Map 1 FG questline

Quest 7: The Fighters' Guild in Firewatch is in tatters. PC is told they should recruit able or promising mercenaries. The PC is told to speak with Person X in the Neommaeor FG who should have a list of worthy candidates. Person X will have a list of 3 recruits. PC then has to convince each of them to join the Firewatch FG.
- Recruit A joins straight out, eager for work and adventure.
- Recruit B needs his disposition raised to 80 before they agree to join, since they are uncomfortable there after what happened.
- Recruit C is more uncomfortable that Recruit B and adamantly refuses to move there until the PC does something of questionable legal nature. A scumbag has placed an interest in his sister, and Recruit C wants the PC to stop this. Need ideas on how...
Reward: None.

Quest 8: The Fighters' Guild also needs trainers. Ex-Trainer X was a particularily good trainer, but after a bad experience in the guild left and is now a drunkard in Tavern X in Darconis. PC is told to convince them to rejoin the guild and become a trainer. Ex-Trainer X is obviously reluctant, but agrees if the PC does a few things.
- Gives him 1000 gold to pay off his debts
- Obtain for him a hard-to-get enchanted shield, which was stolen from his father by Daedric worshippers of Bad Daedra X. The shield is located in a Daedric shrine.
- Sorts out the person who was responsible for him leaving in the first place. Super Morals Preacher Guy X always complained to the guildmaster at the time that Ex-Trainer X was not "pure of heart", "chivalrous", and so forth and whatnot to no avail. So one day Super Morals Preacher Guy X planted Skooma in Ex-Trainer X's stuff, and "dobbed" him in. The guildmaster was forced to expel him but didn't report it to the guards, much to the ire of Super Morals Preacher Guy X. Super Morals Preacher Guy X subsequently quit the FG and enlisted in the Imperial Cult, and now is a common nuisance in Dunmer Town X (maybe Dragon Glade?) PC has to settle the old score, since Ex-Trainer X can't bear to be in his presence at all and doesn't consider him worthy enough to a duel of honour.
Reward: None, although they now offer training to the PC, and they are a master trainer in Skill X

Quest 9: The FG in Firewatch needs to be restocked with repair items, training dummies, weapons, and potions. The PC will have to find merchants in Firewatch or Darconis willing to supply the FG with these items at discount price. PC is told that such information was recorded in a ledger. When PC asks people in the FW FG where the ledger is, they have not seen it, but suspect it was stolen by Argonian Thief X, who had been looting the FG when it was understaffed and underguarded. When the PC confronts said theif, they attack the PC. PC then can loot their house to find the ledger, with other loot.
Reward: None, or the Argonian's loot.

Quest 10:The best way to rebuild is to gain allies, and the Fighter's Guild has a plethora of them to choose from. This quest would involve going to and seeking the help of a neighboring guild. There would be two main choices here: the IAS, or the MG. The Fighter's Guild can allign itself with only one of these guilds, and from here it will lend its services to that guild and receive the services of that guild preferentially.
- Option 1: If the PC goes to the Mages' Guild, he is asked to perform a small task to gain the support guild. They want you to go and ransack the house of [IAS member], one of the higher ups in the IAS; they also want you to beat the guy up for them. They give you a magical key (only way to get in). [IAS member] is at the tavern, and the PC must get him to attack first. At the house, the PC goes in and is supposed to steal some crap. However, the guy has a [pet] (nix hound, robot, etc), and you end up having to kill [pet] too. So, the PC beats up the guy, steals his stuff, kills his dog, and returns to the MG to report his success. The MG then asks you to give the guild 700 gp; should you accept, the MG pledges its aid to the Fighter's Guild.
- Option 2: The PC goes to the IAS. Their prerogative is to protect their possession of Kemel'ze from would-be investigators/pillagers, so they need protection. In return for getting eight protectors for their holdings, the IAS promises to pledge its support to the Fighter's Guild.

The PC must go into the ranks of the Fighter's Guild (and perhaps outside its ranks) to find people willing to serve as guards for the IAS and its holdings. Five of these people will be easy to find, as the guildmaster will tell you that [person 1-person 5] are all looking for work. However, the last three are more difficult to find and must be sought out at each town individually.

The PC must then name a leader of these guards, someone to represent the guild properly in dealing with the IAS when the GM or the PC isn't around. The PC is given information on each of the candidates (3 are willing to be leader), and he must speak to the guild members to hear what they have to say about the character of the person in question. Based on the PC's selection, various outcomes may transpire. Under option 1, the leader is a douche and creates tension between the IAS and the protectors, and there can be a quest to replace him. This is unintentional on his part, he just doesn't have much in the way of interpersonal skills. Under option two, the guy is overall a decent guy and does well to represent the FG for the IAS. He is the best choice for the job. Under option 3, the guy is in it for the money, but he is very crafty. He demands that you give him 200 gp to "cement" his attendance. However, he quickly proves his worth, and a day after the FG starts guarding the IAS (or whenever the PC actually visits the guildhall), news comes that he has captured a MG spy. The spy had some valuable items on him, and the leader of the protectors has no use for them . . . he gives them to you.


~~~

Added Quests 3 & 10.

Lets try and get this up to about 15 quests, so keep suggestions coming :)
Last edited by Nomadic1 on Wed Aug 03, 2005 11:08 am, edited 4 times in total.
Anonymous

Post by Anonymous »

One amendment: The legion 'general' is Darius in Gnisis. The heads of the Legion for this area are the governer (who got the Position of Knight of the Imperial Dragon by default) who would not punish them, since he is in the pocket of the Cult leader, and Marrick the Knight Brother who would punish them because he is against the cult and has a strong sense of duty.
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Post by Nomadic1 »

Edited in a bunch of alterations I forgot about :D Quest 7 is still not complete.
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Post by Nomadic1 »

BUMP! Thoughts? Suggestions?
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Post by Theo »

Nomadic1 wrote:DARCONIS QUEST LINE - IN PROGRESS - REVISION II

Quest 1: A farmer near Darconis has had his farm raided twice now by wild guars, which have greatly damaged his crop(s). The farmer has had enough and has contracted the Fighters' Guild to kill off the two troublesome guars. The guars should be located nearby.
Reward: 50 gold.
Try Avoiding Guars raiding farm idea, as this is exactly what happened in map 1 FG quest.
Nomadic1 wrote: Quest 2: PC is told that the East Empire Company recently bought an egg mine from the Mad Lord of Darconis. However, this didn't sit well with the Telvanni, who are believed to have released nix-hounds into the mines. PC has to go to the egg-mine and kill the 3 or 4 nix-hounds.
Reward: 100 gold.
This is quite OK, if you explain more what is the issue between Telvanni and EEC. Did you find appropriate location for this eggmine?
Nomadic1 wrote: Quest 3: A Temple pilgrim has been travelling by foot to various pilgrimages, and is presently on her way to Necrom. However, a wealthy relative in Old Ebonheart is concerned for her safety after reports of bandits attacking pilgrims, so has contracted the Fighters' Guild to provide an escort. PC is to meet her in City X and escort her by foot to Necrom. When the PC arrives there, the pilgrim will follow PC to Necrom. On the road outside City X, PC and pilgrim are beset by a Redguard, Nord and Bosmer (none very strong). After killing them, there are no other major hitches in arriving at Necrom.
Reward: 200 gold.
OK, but Old Ebonheart is map 3 and usually imperials dwelling there have no interest in pilgrimages for Tribunal temple. Dunmer, on the other hand, would hesitate to hire imperial institution as Fighters guild. Please explain more...
Nomadic1 wrote: Quest 4: The Imperial Archaeological Society rejected the present head of the Neommaeor Mages' Guild in the past, however they don't believe he has gotten over it. They recently made a discovery in the ruins of Kemel Ze, but they suspect the MG guild steward will send a stooge to try and steal it while it is being transported. PC is told to go to the Kemel Ze ruins, pick up the item from Archaeologist X and personally deliver it to Archaeologist Y in the IAS headquarters in Darconis where they can protect it.
The PC is attacked when they leave the ruins by walking out of them, and at a certain location on the road (neither assailants are particularily strong though). The PC can either hand the item to the MG members, or keep it. If they keep it, they are attacked. If they hand it over, they aren't and the item is sent to the Neommaeor MG. PC can then go there and steal the item back, with optional notes on the items' study.
-- The item should not be used in another quest, and it shouldn't be valuable enough for the player to actually want to steal it, though valuable enough to warrant the quest. --
Reward: 300 gold if not taken by the MG. 50 gold if the PC hands it over and steals it back. 100 gold if the PC hands it over and steals it back with the notes.
First, what does have IAS to do with Mages guild? They have no right to reject its head whatever it means. On the other hand why would MG guild steal artifacts attacking IAS. There is no animosity between these institutions and things could be settled peacefully. Also handing item to attackers and then stealing it is no solution for Fighters, but the lowered reward could explain this...
Nomadic1 wrote: Quest 5: A Telvanni noble suspects the Mages Guild hired the Thieves Guild to steal a valuable spell book. The noble wants it back, but won't contract the TG because they stole it, and doesn't have enough proof to send his or the Imperial guards after them. PC is told to go the Neommaeor Mages' Guild and find out who is responsible for hiring the TG, kill them, and reclaim the book. In the Neommaeor MG, none of the members will admit any knowledge of it. However, if the PC raises the disposition of one of them (an alchemist), they will say that MG Member X paid the TG to take it, and they are telling them this because they hate each other. Armed with this, the PC can tell MG Member X they know it was them who will prompty attack the PC. The book can then be found in a locked chest, openable with his key. PC can then take the book to the Telvanni Lord or the FG guild steward. If the PC has high rank in the MG, MG Member X will hand over the item when confronted with the accusation.
Reward: 600 gold when MG Member X is killed, book returned. As the contract includes killing the MG member who stole it, PC must do it to complete the contract, so if they don't PC gets 0 gold but can continue the questline.
Again Telvanni would not probably hire neither TG, nor FG as they hate Imperials and their institutions. They would probably try to solve the situation themselves. Also killing MG members just because they commited some crime is not suitable for FG. They have very good relation with MG and it is not in their right just to kill citizens instead of bringing them to justice. Monsters, outlaws, smugglers OK... Honorable mages? NO, NO!
Nomadic1 wrote: Quest 6: The Imperial Cult has been trying to convert the Dunmer to the cult, and have managed to get some of the Legion involved. Certain Temple-devout Rich Dunmer X however was assailed by some particularily thuggish Legionaries, and they want the FG to sort them out because they doubt the town guards would do much. Two of the Thuggish Legionaries are located in Tavern X. They will attack the PC when they open dialogue with them after starting the quest (before then, they are simply obnoxious to the PC). The third Thuggish Legionary is found in the barracks, but won't attack straight out. PC instead has to taunt them into attacking the PC.
If the PC has rank in the Imperial Legion, the PC could instead approach the Imperial Knight Marrick in Darconis who is happier to punish them himself. The three Thuggish Legionaries are then sent to prison instead.
Reward: Once all three are dead, PC is paid 1000 gold. If the PC convinced the general to punish them instead, Pc is told to speak with Temple-devout Rich Dunmer X about the contract. She is amazed the Legion did something about it, but considers their punishment lenient. So she gives the PC 500 gold reward instead of the 1000.
Once again... Temple would not hire Fighters Guild (they have ordinators) and Fighters guild would not just kill members of legion. If Legionnaries commit some crime, it must be settled with their commander and only himself decides of punishment. What happens here is just violation of Imperial laws.

IMO these quests are all in all overly political. Primary goal of FG is to do mercenary jobs, kill monsters, outlaws, protect people. It is usually not tool of political execution and only manipulated or mad leader would accept such jobs. Morrowind politics just do not work like that...

Following quests available only after finishing Map 1 FG questline
Nomadic1 wrote: Quest 7: The Fighters' Guild in Firewatch is in tatters. PC is told they should recruit able or promising mercenaries. The PC is told to speak with Person X in the Neommaeor FG who should have a list of worthy candidates. Person X will have a list of 3 recruits. PC then has to convince each of them to join the Firewatch FG.
- Recruit A joins straight out, eager for work and adventure.
- Recruit B needs his disposition raised to 80 before they agree to join, since they are uncomfortable there after what happened.
- Recruit C is more uncomfortable that Recruit B and adamantly refuses to move there until the PC does something of questionable legal nature. A scumbag has placed an interest in his sister, and Recruit C wants the PC to stop this. Need ideas on how...
Reward: None.
No obscure politics here, OK.
Nomadic1 wrote: Quest 8: The Fighters' Guild also needs trainers. Ex-Trainer X was a particularily good trainer, but after a bad experience in the guild left and is now a drunkard in Tavern X in Darconis. PC is told to convince them to rejoin the guild and become a trainer. Ex-Trainer X is obviously reluctant, but agrees if the PC does a few things.
- Gives him 1000 gold to pay off his debts
- Obtain for him a hard-to-get enchanted shield, which was stolen from his father by Daedric worshippers of Bad Daedra X. The shield is located in a Daedric shrine.
- Sorts out the person who was responsible for him leaving in the first place. Super Morals Preacher Guy X always complained to the guildmaster at the time that Ex-Trainer X was not "pure of heart", "chivalrous", and so forth and whatnot to no avail. So one day Super Morals Preacher Guy X planted Skooma in Ex-Trainer X's stuff, and "dobbed" him in. The guildmaster was forced to expel him but didn't report it to the guards, much to the ire of Super Morals Preacher Guy X. Super Morals Preacher Guy X subsequently quit the FG and enlisted in the Imperial Cult, and now is a common nuisance in Dunmer Town X (maybe Dragon Glade?) PC has to settle the old score, since Ex-Trainer X can't bear to be in his presence at all and doesn't consider him worthy enough to a duel of honour.
Reward: None, although they now offer training to the PC, and they are a master trainer in Skill X
The duel part is really problematic. He asks you to duel someone for him? Is it legal?
Nomadic1 wrote: Quest 9: The FG in Firewatch needs to be restocked with repair items, training dummies, weapons, and potions. The PC will have to find merchants in Firewatch or Darconis willing to supply the FG with these items at discount price. PC is told that such information was recorded in a ledger. When PC asks people in the FW FG where the ledger is, they have not seen it, but suspect it was stolen by Argonian Thief X, who had been looting the FG when it was understaffed and underguarded. When the PC confronts said theif, they attack the PC. PC then can loot their house to find the ledger, with other loot.
Reward: None, or the Argonian's loot.
Ok. Might be nice if after finishing the quest FG was equipped by some of this stuff.
Nomadic1 wrote: Quest 10:The best way to rebuild is to gain allies, and the Fighter's Guild has a plethora of them to choose from. This quest would involve going to and seeking the help of a neighboring guild. There would be two main choices here: the IAS, or the MG. The Fighter's Guild can allign itself with only one of these guilds, and from here it will lend its services to that guild and receive the services of that guild preferentially.
- Option 1: If the PC goes to the Mages' Guild, he is asked to perform a small task to gain the support guild. They want you to go and ransack the house of [IAS member], one of the higher ups in the IAS; they also want you to beat the guy up for them. They give you a magical key (only way to get in). [IAS member] is at the tavern, and the PC must get him to attack first. At the house, the PC goes in and is supposed to steal some crap. However, the guy has a [pet] (nix hound, robot, etc), and you end up having to kill [pet] too. So, the PC beats up the guy, steals his stuff, kills his dog, and returns to the MG to report his success. The MG then asks you to give the guild 700 gp; should you accept, the MG pledges its aid to the Fighter's Guild.
- Option 2: The PC goes to the IAS. Their prerogative is to protect their possession of Kemel'ze from would-be investigators/pillagers, so they need protection. In return for getting eight protectors for their holdings, the IAS promises to pledge its support to the Fighter's Guild.

The PC must go into the ranks of the Fighter's Guild (and perhaps outside its ranks) to find people willing to serve as guards for the IAS and its holdings. Five of these people will be easy to find, as the guildmaster will tell you that [person 1-person 5] are all looking for work. However, the last three are more difficult to find and must be sought out at each town individually.

The PC must then name a leader of these guards, someone to represent the guild properly in dealing with the IAS when the GM or the PC isn't around. The PC is given information on each of the candidates (3 are willing to be leader), and he must speak to the guild members to hear what they have to say about the character of the person in question. Based on the PC's selection, various outcomes may transpire. Under option 1, the leader is a douche and creates tension between the IAS and the protectors, and there can be a quest to replace him. This is unintentional on his part, he just doesn't have much in the way of interpersonal skills. Under option two, the guy is overall a decent guy and does well to represent the FG for the IAS. He is the best choice for the job. Under option 3, the guy is in it for the money, but he is very crafty. He demands that you give him 200 gp to "cement" his attendance. However, he quickly proves his worth, and a day after the FG starts guarding the IAS (or whenever the PC actually visits the guildhall), news comes that he has captured a MG spy. The spy had some valuable items on him, and the leader of the protectors has no use for them . . . he gives them to you.
Again unclear rivalry between MG and IAS and things FG member should not do (stealing...)


~~~
Nomadic1 wrote: Added Quests 3 & 10.

Lets try and get this up to about 15 quests, so keep suggestions coming :)
All and all nice ideas, but the politics sometime really do not suit. Also 12 quests will be more then enough, I would aim at 10 bigger instead.
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Post by Jacurutu »

I thought that the primary rivalry between the Mages' Guild and the IAS was over control of the research and excavation of Kemel'ze, which the IAS currently controls but the Mages' Guild wants for its own. Also, the existence of yet another guild (besides the Telvanni) seeking to control the wells of knowledge in Morrowind can't sit well.
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Post by Theo »

Me bad and my worthless English. Now I understand what is the issue between MG and IAS in quest 3. Current head of MG was denied membership in IAS in the past, right? So there can be some animosity and fight over artifacts, still this would be more on a level of intriques then of direct assault. This would be major violation of Imperial laws and meant lot of troubles for MG.
Basically except quests 5, 6 this quests are suitable with some additional explanation, but background of quests 5 and 6 must be changed significantly IMHO. BTW, nice to see you again Jac.
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Post by Jacurutu »

Ah, good to be back, Theo.

Also, I have a question: How is the mainland Fighters' Guild getting devided? I think it would be maybe be best for there to be a Fighters' Guild East and a Fighters' Guild West (situated with central authorities perhaps in Old Ebonheart and in Blacklight, respectively).

Anyway, I agree with Theo about quests five and six. The Fighters' Guild would probably only get hired by either of these guilds if politics prevented them from connecting themselves with what went down (e.g. hiring the guild to kill someone who they want the public to see die, but an action with which they don't actually want to connect themselves. For example, the Temple could hire the guild to a priest who hasn't been accepting of recent beauracratic or ideological changes in the Temple). The only way I can the Telvanni hiring someone from the Fighters' Guild is if they were killing someone very powerful in their own ranks.
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Post by Theo »

So many people asking about map 1 FG plot?
I must have made big mess with it.
The story is, jealous mage guild member seeks personal revenge to lord Khizfah of Telvanni and misuses his illusionist skill on one dull headed Orc of Fighters Guild. He makes him to believe his duty is to kill lord Khizfah by ascribing any filth FG has to deal with to his actions.
Head of FG does not want to get involved in such politics and disagrees to bully Telvanni, but he is challenged by this Orc dummy for leadership and defeated in a duel.
Old leader then asks you to pretend fulfiling stupid Telvani bullying, without actualy messing with them or raising suspicion of wizard and his orcish puppet.
He then investigates and prepares for rebellion to put FG on right track.
I will have to stick this somewhere as I will have to do with other map 1 guild quests for people who want to know what is going on map 1.
As to your comments I generaly disagree with FG being used as a tool of execution or assasination. This is job of Morag Tong and even like that it has its rules. Killing a citizen is a crime and something Imperial organization should avoid.
THEO
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Post by xflclx »

Just for the sake of argument, although assassination is the sphere of the Morag Tong, guild wars are not uncommon. Some guilds just don't hire the Morag Tong and do their own assassinations during there guild wars. Remember, the MW FG main quest was the complete elimination of the TG. And, as another example of a guild war, if anybody actually decided to do Archmage Trebonius' Impossible Quests for the MG, you end up eliminiting all Telvanni councilors. Assassination outside the Morag Tong and Dark Brotherhood is not unheard of.
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Post by Nomadic1 »

I didn't see this before... I'll rework the quests.
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Post by Nomadic1 »

DARCONIS QUEST LINE - IN PROGRESS

Quest 1: A farmer near Darconis has had his crops raided twice now by cave rats which live in a nearby cave. The farmer has had enough and has contracted the Fighters' Guild to kill off the two troublesome cave rats. The cave should be located nearby.
Reward: 50 gold.
Replaced guars with another easy-to-kill creature, cave rats.

Quest 2: PC is told that the East Empire Company recently bought an egg mine from the Mad Lord of Darconis. However, this didn't sit well with the Telvanni, who are believed to have released nix-hounds into one of the mines. PC has to go to the egg-mine and kill the 3 or 4 nix-hounds.
Reward: 100 gold.
The other mines could have troubles, but should be dealt with in the Telvanni and EEC questlines. This eggmine should be the smallest and least productive.

Quest 3: The Imperial Archaeological Society rejected the present head of the Neommaeor Mages' Guild in the past, however they don't believe he has gotten over it. They recently made a discovery in the ruins of Kemel Ze, but they suspect the MG guild steward will send a stooge to try and steal it while it is being transported. PC is told to go to the Kemel Ze ruins, pick up the item from Archaeologist X and personally deliver it to Archaeologist Y in the IAS headquarters in Darconis where they can protect it.
The PC is attacked when they leave the ruins by walking out of them, and at a certain location on the road (neither assailants are particularily strong though). The PC can either hand the item to the MG members, or keep it. If they keep it, they are attacked. If they hand it over, they aren't and the item is sent to the Neommaeor MG. PC can then go there and steal the item back, with optional notes on the items' study.
-- The item should not be used in another quest, and it shouldn't be valuable enough for the player to actually want to steal it, though valuable enough to warrant the quest. --
Reward: 300 gold if not taken by the MG. 50 gold if the PC hands it over and steals it back. 100 gold if the PC hands it over and steals it back with the notes.
Left this quest intact. I see no reason to change it as yet.

Quest 4: Bandits are a common nuisance and threat on the roads around the imperial settlements. One group of bandits recently ransomed the son of Wealthy Merchant X in Darconis. Wealthy Merchant X paid the ransom, but the bandits have not released her son. So she has hired the Fighters' Guild to rescue Son X, kill the bandits and return the ransom money.
PC is not told where the bandits are exactly as they don't know. But they are told that Son X was heading along the highways to Neomaeor for a job offer. So PC has to travel along the main road on foot from Darconis to Neomaeor and find the bandits. About 1/3 along the road, the PC is force greeted by Highway Bandit X who demands they pay 500 gold or die (Highway Bandit X is only activated with the quest). If the PC pays the 500, Highway Bandit X disappears and if they don't, PC is attacked by Highway Bandit X and a newly activated Highway Bandit Y. Searching nearby, the PC will find their base in a cave. If the PC paid the ransom, the fight in here will be harder as they are beset upon by the two highway bandits from before as well as two more in the first part of the cave, and two more bandits further in. At the end of the cave is Son X locked up (like slaves in bandit caves in Vvardenfell). Searching the caves, the PC will find the ransom money in a locked chest (1000 gold).
When all 6 of the bandits are dead, Son X will follow the PC to Wealthy Merchant X's shop. She will thank the PC for rescuing her son and killing his kidnappers, and will then ask if the PC got the ransom money. PC can either:
- Say they have found the full amount of 1000 gold. Reward: 500 gold and Expensive Item X which she sells.
- Say that all that they could find was 750 gold. Reward: 250 gold and Expensive Item X.
- Say that all that they could find was 500 gold. Wealthy Merchant X says that they needed the ransom money to pay the contract, and although the PC rescued her son, she cannot afford to pay the PC for the contract, and isn't bound since the contract stipulated the returning of the ransom money.
Reward: Expensive Item X.
- Say that all they could find was 250 gold. Wealthy Merchant X doesn't believe that the bandits in the middle of nowhere could have spent 750 gold.
Reward: None. Wealthy Merchant X also tells the guild steward of it, and there is a disposition drop with him too, who is not impressed.
- Say that they couldn't find any gold. Wealthy Merchant X doesn't believe that as bandits always have money lying around.
Reward: None. Wealthy Merchant X also tells the guild steward of it, and there is a disposition drop with him too, who is not impressed, as well as -1 reputation.
If the son dies at anytime during the quest, Wealthy Merchant X is furious. She tells the guild steward of it who has a lrage disposition drop, and the PC suffers -3 reputation.
A period of 24 hours has to elapse before the next quest.

Quest 5: This quest requires a favourable outcome in Quest 4. Otherwise, PC skips to Quest 6. Rich Person X in Darconis had their house robbed recently, and has specifically contracted the PC in the Fighters' Guild due to their performance is Quest 4 to catch the culprits and kill them. PC is told to ask around in the various bars in Darconis for any word of who did it. The PC is also told to check with the TG to see if it was them (The TG didn't and doesn't know who did, although the PC needs to be a member of the guild or have a disposition of 80+ with the TG steward to be told that.)
I don't want to finish writing this quest. :D Someone else can. It should be fun on the whole, and have a great reward.

Quest 6: The Imperial Cult has been trying to convert the Dunmer to the cult, and have managed to get some of the Legion involved. Certain Rich Dunmer X, although adopting Imperial ways and mannerisms, has retained their loyalty to the Temple. She was recently assailed however by some particularily thuggish Legionaries, and they want the FG to sort them out because they doubt the town guards would do much. Two of the Thuggish Legionaries are located in Tavern X. They will attack the PC when they open dialogue with them after starting the quest (before then, they are simply obnoxious to the PC). The third Thuggish Legionary is found in the barracks, but won't attack straight out. PC instead has to taunt them into attacking the PC.
If the PC has rank in the Imperial Legion, the PC could instead approach the Imperial Knight Marrick in Darconis who is happier to punish them himself. The three Thuggish Legionaries are then sent to prison instead.
Reward: Once all three are dead, PC is paid 1000 gold. If the PC convinced the general to punish them instead, PC is told to speak with Rich Dunmer X about the contract. She is amazed the Legion did something about it, but considers their punishment lenient. So she gives the PC 500 gold reward instead of the 1000.
Wasn't ready to get rid of this quest entirely. Is it saved or should I not bother? This quest could also be cut out, meaning that after Quest 4, if the PC did not perform well, they go straight on to the quests below.



Following quests available only after finishing Map 1 FG questline

Quest 7: The Fighters' Guild in Firewatch is in tatters. PC is told they should recruit able or promising mercenaries. The PC is told to speak with Person X in the Neommaeor FG who should have a list of worthy candidates. Person X will have a list of 3 recruits. PC then has to convince each of them to join the Firewatch FG.
- Recruit A joins straight out, eager for work and adventure.
- Recruit B needs his disposition raised to 80 before they agree to join, since they are uncomfortable there after what happened.
- Recruit C is more uncomfortable that Recruit B and adamantly refuses to move there until the PC does something of questionable legal nature A scumbag has placed an interest in his sister, and Recruit C wants the PC to stop this. PC has to kill the scumbag to get Recruit C to sign up.
Reward: None.
There are no politics here ;)

Quest 8: The Fighters' Guild also needs trainers. Ex-Trainer X was a particularily good trainer, but after a bad experience in the guild left and is now a drunkard in Tavern X in Darconis. PC is told to convince them to rejoin the guild and become a trainer. Ex-Trainer X is obviously reluctant, but agrees if the PC does a few things.
- Gives him 1000 gold to pay off his debts
- Obtain for him a hard-to-get enchanted shield, which was stolen from his father by Daedric worshippers of Bad Daedra X. The shield is located in a Daedric shrine.
- Sorts out the person who was responsible for him leaving in the first place. Super Morals Preacher Guy X always complained to the guildmaster at the time that Ex-Trainer X was not "pure of heart", "chivalrous", and so forth and whatnot to no avail. So one day Super Morals Preacher Guy X planted Skooma in Ex-Trainer X's stuff, and "dobbed" him in. The guildmaster was forced to expel him but didn't report it to the guards, much to the ire of Super Morals Preacher Guy X. Super Morals Preacher Guy X subsequently quit the FG and enlisted in the Imperial Cult, and now is a common nuisance in Dragon Glade. PC has to settle the old score, since Ex-Trainer X can't bear to be in his presence at all and doesn't consider him worthy enough to a duel of honour. Super Morals Preacher Guy X refuses to duel the PC, so the PC has to taunt them into attacking or murder them straight out.
Reward: None, although they now offer training to the PC, and they are a master trainer in Skill X

Quest 9: The FG in Firewatch needs to be restocked with repair items, training dummies, weapons, and potions. The PC will have to find merchants in Firewatch or Darconis willing to supply the FG with these items at discount price. PC is told that such information was recorded in a ledger. When PC asks people in the FW FG where the ledger is, they have not seen it, but suspect it was stolen by Argonian Thief X, who had been looting the FG when it was understaffed and underguarded. When the PC confronts said theif, they attack the PC. PC then can loot their house to find the ledger, with other loot.
Reward: None, or the Argonian's loot. The FG is now restocked with merchant-types with good loot.

Quest 10: The best way to rebuild is to gain allies, and the Fighter's Guild has a plethora of them to choose from. This quest would involve going to and seeking the help of a neighboring guild. There would be two main choices here: the IAS, or the MG. The Fighter's Guild can allign itself with only one of these guilds, and from here it will lend its services to that guild and receive the services of that guild preferentially.
- Option 1: If the PC goes to the Mages' Guild, he is asked to perform a small task to gain the support guild. They want you to go and ransack the house of [IAS member], one of the higher ups in the IAS; they also want you to beat the guy up for them. They give you a magical key (only way to get in). [IAS member] is at the tavern, and the PC must get him to attack first. At the house, the PC goes in and is supposed to steal some crap. However, the guy has a [pet] (nix hound, robot, etc), and you end up having to kill [pet] too. So, the PC beats up the guy, steals his stuff, kills his dog, and returns to the MG to report his success. The MG then asks you to give the guild 700 gp; should you accept, the MG pledges its aid to the Fighter's Guild.
- Option 2: The PC goes to the IAS. Their prerogative is to protect their possession of Kemel'ze from would-be investigators/pillagers, so they need protection. In return for getting eight protectors for their holdings, the IAS promises to pledge its support to the Fighter's Guild.

The PC must go into the ranks of the Fighter's Guild (and perhaps outside its ranks) to find people willing to serve as guards for the IAS and its holdings. Five of these people will be easy to find, as the guildmaster will tell you that [person 1-person 5] are all looking for work. However, the last three are more difficult to find and must be sought out at each town individually.

The PC must then name a leader of these guards, someone to represent the guild properly in dealing with the IAS when the GM or the PC isn't around. The PC is given information on each of the candidates (3 are willing to be leader), and he must speak to the guild members to hear what they have to say about the character of the person in question. Based on the PC's selection, various outcomes may transpire. Under option 1, the leader is a douche and creates tension between the IAS and the protectors, and there can be a quest to replace him. This is unintentional on his part, he just doesn't have much in the way of interpersonal skills. Under option two, the guy is overall a decent guy and does well to represent the FG for the IAS. He is the best choice for the job. Under option 3, the guy is in it for the money, but he is very crafty. He demands that you give him 200 gp to "cement" his attendance. However, he quickly proves his worth, and a day after the FG starts guarding the IAS (or whenever the PC actually visits the guildhall), news comes that he has captured a MG spy. The spy had some valuable items on him, and the leader of the protectors has no use for them . . . he gives them to you.
Last edited by Nomadic1 on Fri Aug 12, 2005 5:39 am, edited 1 time in total.
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Post by xflclx »

When I was reading through the TG Darconis questline, although it is an admirable work on the whole, there are a few loose ends that I think need to be tied up.

The first thing I have a problem with is the animosity between ex-trainer x and super morals preacher guy x. It seems unlikely to me that super morals preacher guy x would go to such lengths to discredit a lowly trainer assigned to a FG chapter merely because he thought the trainer was not "pure of heart." It would make better sense in my mind if the ex-trainer slept with super moral preacher guy x's wife, or that the two had a serious altercation, and the preacher merely used the trainer's "impurity" as an excuse to get revenge.

Also, I am of the opinion that there should be more options than just killing the preacher. Perhaps the player could intimidate him into leaving for Cyrodiil instead of killing him. I have been working almost solely on the TG Darconis questline, so perhaps I am just thinking more like a thief than a fighter :) but options are always nice.

Another issue that is nagging at me as I read the questline is the final quest. It seems to me that the MG quest is much easier than the IAS quest. Kemel-ze is a huge ruin, and 8 guards seems like a reasonable number to reinforce IAS' contingent at the dig, so it seems to me that the MG quest needs to be buffed up to be equally long and difficult. The reward for gaining the aid of the MG should also be beefed up to be equal to the reward gained by allying with the IAS, or the IAS reward toned down a bit.

My last thought is but a minor one. In quest 4, the -1 reputation adjustment for the player reporting not finding any money in the bandit cave seems a little bit harsh. Reputation is relatively hard to come by. I would suggest a more severe disposition loss with the guild steward, and perhaps even a monetary punishment. Perhaps the guild has lost favor with wealthy merchant x, and the player must fork over some cash for a bribe to keep wealthy merchant x's business.

Anyhoo, hope my feedback was helpful. Questline looks great, just needs a little refining, as all quests do :)
the project comes before pride

Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
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Post by Nomadic1 »

:) Some nice ideas. BTW, do you have ideas for Quest 5?
xflclx wrote:The first thing I have a problem with is the animosity between ex-trainer x and super morals preacher guy x. It seems unlikely to me that super morals preacher guy x would go to such lengths to discredit a lowly trainer assigned to a FG chapter merely because he thought the trainer was not "pure of heart." It would make better sense in my mind if the ex-trainer slept with super moral preacher guy x's wife, or that the two had a serious altercation, and the preacher merely used the trainer's "impurity" as an excuse to get revenge.

Also, I am of the opinion that there should be more options than just killing the preacher. Perhaps the player could intimidate him into leaving for Cyrodiil instead of killing him. I have been working almost solely on the TG Darconis questline, so perhaps I am just thinking more like a thief than a fighter :) but options are always nice.
Trainer X was not a lowly trainer but a very skilled and respectble trainer. Sorry if I didn't clarify that part in the write-up. On the other hand Super Morals Preacher Guy X is a hypocritical piece of shit, preaching one thing and doing another. I really don't want any option of him living.
Another issue that is nagging at me as I read the questline is the final quest. It seems to me that the MG quest is much easier than the IAS quest. Kemel-ze is a huge ruin, and 8 guards seems like a reasonable number to reinforce IAS' contingent at the dig, so it seems to me that the MG quest needs to be buffed up to be equally long and difficult. The reward for gaining the aid of the MG should also be beefed up to be equal to the reward gained by allying with the IAS, or the IAS reward toned down a bit.
I agree with the need for the MG one to be beefed up (but I reckon the IAS one is at good length). I don't know how though.
My last thought is but a minor one. In quest 4, the -1 reputation adjustment for the player reporting not finding any money in the bandit cave seems a little bit harsh. Reputation is relatively hard to come by. I would suggest a more severe disposition loss with the guild steward, and perhaps even a monetary punishment. Perhaps the guild has lost favor with wealthy merchant x, and the player must fork over some cash for a bribe to keep wealthy merchant x's business.
Yeah, actually something along those lines would work nicely. What if Wealthy Merchant X was quite respected in Darconis, and that if they are unsatisfied, they tell everyone in Darconis how bad the FG are. The FG then have to punish the PC in some way, although the merchants and rich in Darconis still think little of the FG afterwards. It then means a good outcome on Quest 4 is required for the "bonus" Quest 5 which has a really good reward. I also now think that the repuation damage was a bit much. If the PC does the quest perfectly maybe they get +1 reputation, and they get -1 if they do it badly with the worst two outcomes.
Anyhoo, hope my feedback was helpful. Questline looks great, just needs a little refining, as all quests do :)
It was helpful. :) Anyway, when everything is all good, I'll go through Map 2 and find locations for everything. I won't do it before then since that will take a while. I also reckon there should be one or two more quests in the rebuilding of the FW FG but have no idea of what they could entail. I suppose maybe appointing someone to be its' steward could be one but I'm not sure of that.
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Post by xflclx »

I would love to work on quest 5, however for the moment I am up to my neck in writing Darconis TG quests. I will see if I can find some time in the next few days to do some brainstorming on it. And I too need to go through the current Map 2 .esp in TESCS to determine NPCs and locations for TG Darconis, but I don't even think many Map 2 interiors and NPCs are finished, are they?
the project comes before pride

Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
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Post by Nomadic1 »

I'm pretty sure they are all done as Map 3 seems to be finishing interiors now and everything is done map by map. The way it worked on Map 1 IIRC was that things were done in this order:
-Exteriors
-Interiors
-NPCs (basic)
-Guild Quests
-Misc Quests
In the quests, if there weren't any NPCs in place for the purpose, new NPCs could be created.
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Post by Nomadic1 »

I said I asn't going to do it, but I wanted to see if my questline was practical. As it turns out:
- There are no farms anywhere near Darconis, Marog, the Telvanni Customs place, or Tel Muthada, or the wilderness surrounding them. That means Quest One is gone. (as a side note, I noticed an interior-less cave in Cell 24, 2 northwest of Darconis)
- Likewise, I couldn't find any eggmines near Darconis meaning Quest 2 is also gone.
- There is actually no road from the door of Kemel-Ze to Marog and/or Darconis. Therefore Quest 3 must be reworked.
- The road seems incomplete from Darconis to Neommeaor (so that's how you spell it :D ). I could only find two caves anywhere near the road along that distance, and neither were suitable for Quest 4, so that one's gone too.
- Quest 5 isn't written so that one is still good.
- Quest 6 should be fine
- Since Firewatch is being reworked, I won't bother checking Quests 7 - 10 at the moment.
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