Twin Lamps Guild

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Twin Lamps Guild

Post by Haplo »

"Have you seen the Twin Lamps?" "They light the way to freedom."

Okay, this has been discussed briefly in two very small threads, way in the back of this board, and no verdict was ever reached. Now, I'm really interested in making this a joinable guild, and am also interested in creating quests for this guild.

Now, if this does become a joinable faction, it'll be easier than usual, as it already has ranks, skills, a history, and is well established as a secret guild in the Mainland. Here's what I've got so far:

Joining Twin Lamps is impossible if you are already a member of House Dres, and vice verca, unless mayhaps we make a quest allowing you to turn traitor on one of the factions for the other.

Twin Lamps Quest Ideas:
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(All names/locations are fictional until suitable locations and NPCs can be found)
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The guild master at the local Twin Lamps HQ has just discovered that the Dernayal Plantation has just prospered from another slave raid into Argonia. They're camping outside the plantation walls until another slave shack can be thrown together.

The guild master wants you to go free the slaves. He informs you that most of the guards will be drinking and cajoling in the plantation house, with only the main gate being guarded.

He tells you that a few keys have been left out on tables near where the slaves are shackled together, just out of their reach. He wants you to go free them, and kill the guards in the immmediate area if you can.

A simple hit-and-run quest with a little action as well.

---
You are to go to a large Dres plantation in southern MW with 3 other Twin Lamps members, free the slaves, assassinate the Dres leader, and kill the guards, as well. This Dres slaver has been sending far too many raiders to Argonia and Elsweyr for the Twin Lamps to be comfortable with just watching actively.

There are even reports of this slaver raiding other, smaller plantations to make himself all the more powerful. The Twin Lamps fear that if this continues, he will become too large and important to be able to deal with by freeing his slaves.

Assassination the Dres noble is of the highest priority for you, and the other three abolitionists will deal with the slaves and the guards.

A more complex hit and run, with possibilities for plot twists, unexpected exits, or freeing more than slaves.
---
Once again, these are just very rough outlines for a few possible quest ideas for the Twin Lamps.

Also, the quote I've posted at the first part of this post is ta secret question & answer asked and provided for the Twin Lamps members.
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Post by CommonsNat »

I like these ideas. I'd like to see a joinable Twin Lamps. Maybe rank should also be dependent on number of slaves freed from smuggler caves.
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Post by Massalinie »

i like this idea! only a one thing though, in the first quest you said:
He tells you that a few keys have been left out on tables near where the slaves are shackled together, just out of their reach. He wants you to go free them, and kill the guards in the immmediate area if you can.
i was just wondering.. how does the guild master know this information? also, i think you only need one key to free all the slaves, like on the Dren plantation. theres one key to all of them.
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Re: Twin Lamps Guild

Post by Nomadic1 »

Haplo wrote:"Have you seen the Twin Lamps?" "They light the way to freedom."

Okay, this has been discussed briefly in two very small threads, way in the back of this board, and no verdict was ever reached. Now, I'm really interested in making this a joinable guild, and am also interested in creating quests for this guild.
I've always though that the Twin Lamps would be made, only that it couldn't be made until Maps 3, 4 and 6 were opened for factions, since they'd be focused in Indoril, Hlaalu and Dres lands.

Twin Lamps Quest Ideas:

...

The guild master at the local Twin Lamps HQ has just discovered that the Dernayal Plantation has just prospered from another slave raid into Argonia. They're camping outside the plantation walls until another slave shack can be thrown together.

The guild master wants you to go free the slaves. He informs you that most of the guards will be drinking and cajoling in the plantation house, with only the main gate being guarded.

He tells you that a few keys have been left out on tables near where the slaves are shackled together, just out of their reach. He wants you to go free them, and kill the guards in the immmediate area if you can.

A simple hit-and-run quest with a little action as well.
A bit too thuggish. I'm sure the Twin Lamps wants a reputation as being a vile, thuggish foreign establishment fighting against Dunmer culture in much the same manner as the Cammona Tong and so forth fight the Imperials... not.
You are to go to a large Dres plantation in southern MW with 3 other Twin Lamps members, free the slaves, assassinate the Dres leader, and kill the guards, as well. This Dres slaver has been sending far too many raiders to Argonia and Elsweyr for the Twin Lamps to be comfortable with just watching actively.

There are even reports of this slaver raiding other, smaller plantations to make himself all the more powerful. The Twin Lamps fear that if this continues, he will become too large and important to be able to deal with by freeing his slaves.

Assassination the Dres noble is of the highest priority for you, and the other three abolitionists will deal with the slaves and the guards.

A more complex hit and run, with possibilities for plot twists, unexpected exits, or freeing more than slaves.
Again, thuggery. To deal with this slaver, the Twin Lamps might instead frame them for some crime. Or leave incriminating evidence in the hands of a more powerful, rival Dres plantation owner.
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Post by Haplo »

Well, I'm not much of a quest writer, as you can probably tell. :-P I also have no experience whatsoever with the TL guild. I just threw down the first two ideas that sprang into my mind.

I know it won't be very active until we get to maps 3-6, I'm just trying to get it approved as a joinable faction so we can start making quests for it and cool stuff like that once we get to that stage.
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Post by Dakkan »

Something thats kinda been a bother in my mind, What about making slaves accepting the use of skeleton Keys? Or is ther a reason they won't work on Slave bracers? Seeing as you can open a Lvl 100 daedric door Lock with one, I doubt the bracer would pose much of a threat.


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Post by CommonsNat »

I guess skeleton key was only meant to work for doors. I don't know how it works. Is the skeleton key's affect scripted? If so then yes, you'd just have to change the script to apply to slave bracers.
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Post by Dakkan »

Eh, no clue there, I'm not much good with scripting. Just a thought though, would make slave-freeing much more easier than key-hunting. Plus, the whole, "It makes complete sense" thing. :P
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Post by CommonsNat »

I suppose a Beth excuse for skeleton key might be something like the lock mechanism on the bracers are different than doors. I just remembered something though, you free slaves through dialogue, which might make things different. I don't know if there's a way to make it check if they have the proper key, or a skeleton key.
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Post by Zalzidrax »

I don't think it would be that hard to add a pick lock option to the dialogue. Just make the lock about equivalent to level 55, though that would require testing of lockpicking percentages. Or you could just wing it.
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Post by Anonymous »

There should be a serious penalty if you fail to pick the lock, though, like after two failed attempts, it kills the slave, else why wouldn't they be trying it with ever scrap of wire they could get their hands on.

Also, one thing that needs to be considered if the Twin Lamps is used, is that there would have to be some opponents in the Legion and the Temple. Because slavery is legal, the Twin Lamps and their activites are illegal. Not to mention the number of people you normally kill in the process of freeing slaves.
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Post by Dakkan »

The Bracer has some magical effect though, Drain Willpower is it? I'd think that this would pacify them into a feeling of hopelessness, making the better slaves and after a while giving up of escape on their own? Just throwing that into the wind.


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Post by Sload »

I'd like to set up the Twin Lamps as an intermap faction, the first sect we could make would be Maps 1 and 2, saving Telvani slaves.
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Post by Anonymous »

Speaking of Telvanni slaves, could a Telvanni quest be to join the TL and report on their movements? Consider Telvanni use slaves almost more than anyone else, the Lamps would be more than a thorn in their side
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Oi

Post by Vernon »

Omicron wrote:I'd like to set up the Twin Lamps as an intermap faction, the first sect we could make would be Maps 1 and 2, saving Telvani slaves.
I agree. This is the perfect faction for intermap quests, especially seeing as the Dres and Telvanni cities are located on separate maps.
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Post by Sload »

Kodel wrote:Speaking of Telvanni slaves, could a Telvanni quest be to join the TL and report on their movements? Consider Telvanni use slaves almost more than anyone else, the Lamps would be more than a thorn in their side
The Telvanni use slaves because they're convenient, but they don't generally care enough to stop them. The Indoril and the Dres care way more.
Vernon wrote:I agree. This is the perfect faction for intermap quests, especially seeing as the Dres and Telvanni cities are located on separate maps.
Well, Dres is only on Map 6, but you probably meant Indoril or Hlaalu. I'd like it to be set up with a different "sub-leader" for Indoril, Telvanni, and Hlaalu territories (Maps 2 & 3, 1 & 2, and 4, 5, & 6) and then the main leader also dealing with the Dres. Map 6 would definately have the most Twin Lamps activity.
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Post by Nomadic1 »

And does anyone reckon that the TL should not actually succeed though? I mean it would be an excellent twist which does not occur in any factions yet, and it is the only realistic outcome for their activities.
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Post by Paladinlover »

If I'm not mistaken, there's a mod that makes the Twin Lamps a joinable faction, and it makes freeing slaves somewhat more complicated and interesting. Also, there's the master slave key mod that makes one key capable of freeing just about all slaves.

Also, that mod makes it possible to end slavery in its entirety in Morrowind, do you people think we should incorporate this into the project?
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Post by sxotty »

Haplo we already made a big long and nice quest idea for this.
[url]http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=3240[/url]

Anyway I thought so, if you read it at least I think it made it to the stage that it is a valuable quest line to put in there somewhere.
1st somehow you get introduced to the idea of freeing slaves, after you free 1,2 or whatever you are told of the secret base. There after you must escort a few slaves either to the base or perhaps just to the entrance to the cavern closest to dres territory, perhaps a mixture. Just try not to make it tedious. After this is accomplished another few times, you are told that some fellow in dres territory knows about the base and is trying to sell the info to the highest bidder. You are told to make sure he is quiet. When you get there he weaves what later proves to be a lie. His story is that the dres have been supplying slaves that were resitant to the magic (or whatever that they use to pacify them) to the abolitionists. He says that they do this to make the abolitionists feel like they are accomplishing something and remove any threat of rebellion. If you let him live he tells you he can put you in contact with the guy in charge of releasing slaves. This guy is a dres person who does indeed release a few slaves to you to escort back, however in actuality he is giving up the slaves to find out how the twin lamps is smuglling them. Thus after a few more you get back to the base and find everyone dead. The dialogue will say something to make it seem not so bad such as.

"Although all the members at the base appeared to have been killed, at least they died fighting for something they believed in. Hopefully they thought their sacrifice worth all the slaves that have been freed." So the impression can be given that more slaves were freed than just by the player, and that perhaps it was a noble deed even if it ended in tragedy.

The moral is that although an organized group can free more slaves, they also run a greater chance of discovery and death.
And of course we could give the player an option to contact someone else higher up, or wreak vengeance or something depending on where the quest falls in the line.
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Post by Anonymous »

Since most slavery is down south we may have to wait for Map 6.
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Post by sxotty »

Jale, the place that quest is located in is claim 6-20 Bal Ouada. So yeah map 6, which was coming along nicely actually last I knew.
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Post by Anonymous »

sxotty wrote:Jale, the place that quest is located in is claim 6-20 Bal Ouada. So yeah map 6, which was coming along nicely actually last I knew.
And wont get quests for a long time ;)

Assuming we go 1,2,3,4,5,6 with quests anyway.
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Post by Theo »

I would like to see conflict of Dres and Twinn lamps on map 6, but as other maps will be already done when we get to this, intermap quests will be really no problem. However, this is a far distant future right now.
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Post by Xui'al »

Perhaps we could save ourselves some work, and see if one of the original Twin Lamp modders would be interested in doing it for TR. If someone gives the go ahead, I can contact them to see if they want to do it, in return for them receiving an 'honourary member' status and their name on the credits?
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Post by Vrenir »

I would absolutely love to see a continuation of Brother Juniper's Twin Lamps mod (the one that eventually lets you make slavery illegal in most of Vvadenfell), as it was very well done. I do agree that the original author should be asked to help (in fact I think that it'd be awesome if the original authors of several exceptional mods were invited to do a TR version of their work), but it might be better to leave this matter until later and make it as a bolt-on.
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