this was on TIL, so um....whats the imperial geograpical societyBeing a Description of the Lands
and the Divers Customs of the Inhabitants
and furthermore a useful history of those places
of interest by Nature of their
Locations & Influence.
Dedicated
To the unswerving Commitment to Truth and Knowledge
of His Most Discerning Majesty the Emperor Tiber Septim
Promulgated under the Authority of the Imperial Geographical Society
CE 864
Imperial Geographical Society
Moderators: Haplo, Lead Developers
Imperial Geographical Society
Quest potential!Dexter wrote:Basically, a group of mapmakers. Yawn.
"Go here and walk along the coast of this uncharted island."
"Look in this area for our kidnapped / lost / soon-to-be-sacrificed collegue. He was mapping the area..."
"Bad Guy stole an ancient, one-of-a-kind, outdated map, amybe a map of Thras! Go get it back!"
"I need more ink to make my maps. Go get it."
um....
I have kleptomania, but when it gets really bad, I take something for it.
I dont think you need a full faction on this unless it were to be incorporated into a university with several departments. If that were to happen then you could have the Archiologists guild, these geographers and any number of other departments with only one faction which would mean you can focus on a few interesting quests rather than trying to string a concept out over a full questline.
As for geographical quests...well yes they might be a bit dry. You could have a quest where you must research the name of (X geographical feature) for a map but you get several options...eg some hill somewhere might be called Mount Ven by the Temple, Bal Cheldur by the Ashlanders, Drury's Hill by the Imperials and Arkand's Spire by the Telvanni. You just have to pick which one goes on the map for the next issue of the 'Guide To...' series.
As for geographical quests...well yes they might be a bit dry. You could have a quest where you must research the name of (X geographical feature) for a map but you get several options...eg some hill somewhere might be called Mount Ven by the Temple, Bal Cheldur by the Ashlanders, Drury's Hill by the Imperials and Arkand's Spire by the Telvanni. You just have to pick which one goes on the map for the next issue of the 'Guide To...' series.
A few prototype quests:
- Scholar_XX went on an exploration trip in Dungeon_YY. The IGS hasn't heard of him for a while, and want you to investigate Dungeon_YY to find out what happened to Scholar_XX and his team, and if possible, to bring them back. Possible outcomes:
- They've been killed on the way by bandits (which you have to slay so you can bring back Scholar_XX's belongings to the guild).
- They're trapped in Dungeon_YY by a cave-in and can't climb back (give them scrolls of Divine Intervention, or potions of levitation if we may trust the game's AI with flying paths...).
- Scholar_XX got lost and can be found in a little town far, far from Dungeon_YY, drowning his shame in alcohol bought with the expedition's funds (accompany him back to the IGS where he'll be demoted).
- The guild is surprised by the large number of bandits in some region. As far as they know, the land surroundings cannot support that many outlaws living clandestinely, so they must be supported by the local population, which may have hidden some resources. Exploring will reveal clandestine eggmines and a flourishing plantation in a supposedly-barren region.