Nomadic1 wrote:
Map 1 IIRC was that things were done in this order:
In the quests, if there weren't any NPCs in place for the purpose, new NPCs could be created.
And that didn't prove very effective. For map 2 we plan to use this leveling:
-Exteriors
-Interiors
-Guild Quests (New NPC's created for this purpose)
-Misc Quests (New NPC's created for this purpose)
-Filler NPCs (basic)
I must admit I didn't check map 2 for exts/ints yet as I thought you did so already when you had such specific ideas for quests. If you do not feel like reworking it right now I might do it in a horizon of one month.
Here's also another idea. Since a good outline for the EEC involves a purchase of Eggmines, there is a great lack of caves along the main road from Darconis and so forth (as well as a large swathe in which only the land is raised and textured), and that Map 2 is still undergoing detailing IIRC, maybe we could ask the detailers to add in a cave or two here, a mine here, and a farm here. I personally don't think we have enough to cater for all the guilds and factions of Map 2 when it comes down to it. I was looking all over Map 2, and only around Dragon Glade and Alt'Bosara were there any in population (though I admit my search wasn't the most thorough, I did pay special attention to road network south and east of Darconis).
Edit: I also checked around, and it seems that Darconis has the only Fighters' Guild on Map 2 (though the Temple, TG and MG exist in Neommaeor, the FG doesn't). What does that mean? This questline will have to cater for the entirety of Map 2 FG quests, as well as extra Map 1 FG quests. To be honest, I am thinking about expanding part 1 of the questline to 8 - 10, and then having the second part dealing with Firewatch as something all the more separate. I've got a few ideas on the FW part in my head now, so I'll try and coalesce those into something tangible. But I would still appreciate other members constructive inputs.
I've taken a good look at the Fighters' Guildhall in Darconis. Here's what I;m thinking for NPCs, and their locations:
Southern Building: Number of Beds in Southern Building: 8, 4 on the top floor, and 4 on the bottom floor. NPCs in Rooms:
- From Entrace, the first room contains some armouring equipment and training dummies. I'm thinking of two NPCs in here. One is a weaponsmith, selling a couple of weapons and armouring equipment. The second is a trainer in Short Blade (45), Spear (60) and Armourer (45).
- From a door to the right of the above room is a dorm containing four beds. One NPC in here.
- On the second floor, immediately up the stairs, is an mess hall. One NPC in here (thinking a Nord).
- To the right coming up the stairs in the mess hall is a second dormitory. Thinking of one NPC in here.
- To the left coming up the stairs is the "bridge" between the North and South building. No NPCs in here.
Northern Building: Number of Beds in Southern Building: 8, 8 on the top floor. NPCs in Rooms:
- From the bridge between the two buildings, immediately to the left from the door is a stack of crates containing weapons and (more abundantly) armour. Thinking of an Armour seller NPC right by them.
- There are two dorms on the top floor of this building, each containing four beds. Thinking of one NPC in each.
- The bottom floor contains the administrative area of the guild, as well as shelving and space for a weaponsmith merchant. Thinking of three NPCs in this room: The Guild Steward, an administrative-type person, and a weapon seller.
Bedding for NPCs: 16 NPCs in Southern Building: 5 (out of 8) NPCs in Northern Building: 6 (out of 8) Unused bedding for NPCs: 5 (out of 16)
The last five Fighters' Guild NPCs are to be placed around Darconis.
- One located walking around the street outside the Fighters' Guild, along from the Archaeological Society hall to Theran Arlethi's House.
- One locked up in prison for some crime.
- One by the bar of the Crystal Flower Inn.
- One drinking in the corner in Interior 29 (a tavern - unnamed in cell so I can't be more exact)
- One guarding Shop Enaius Gelsus: Furnisher
Quest 1: An unpopular commoner in Darconis has had his house invaded by kwama foragers. PC is to go to his house and kill the three kwama. Reward: 50 gold. A new, simple quest to begin with.[/b]
Quest 2: PC is told that EEC Official X has disappeared, and they suspect something has gone wrong. EEC Official X disappeared whilst making their way to meet a colleague in the Telvanni town of Tel Muthada. PC isto make their way on foot. Along the way, EEC Official X can be founded hiding from a nixhound. When the PC kills the Nix-Hound, EEC Official X thanks the PC and tells them that they should be right to continue to Tel Muthada on their own. 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 approached if they leave the ruins by walking out of them. The PC can either hand the item to the MG member, 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 PC can of course cast Recall or Divine Intervention to make it to Darconis quickly, without being attacked.
-- 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: Bandits are a common nuisance and threat on the roads. 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 home along the highways through Alt'Bosara after selling wares in a Telvanni settlement. Son X is known to have left Alt'Bosara, so PC is told to search along the highway for signs of her son. In cell (35, -6) 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 the cave Habunsanit. 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 one more in the entrance part of the cave, and three more bandits at the end. At the end of the cave is Son X. 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 and suffers a large disposition drop.
If the son dies at anytime during the quest, Wealthy Merchant X is furious. She tells the guild steward of it who has a large disposition drop, and the PC suffers -1 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. Very Happy 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.
Here's part one of the FG questline. I'm thinking of one or two more quests here. The second half (the rebuilding of the FW FG) can be drawn up after. Quest 5 is incomplete.
I am still not happy about opened conflict between IAS and MG in map 3 and FG being involved in it. I tried to be as little as arbitrary moderator as I could, but I must say that in this form this quest could not be granted.
Details of quest 5 also have to be developed (how is legion involved with the cult, what is the stance of mentioned dunmer, why did he decide to hire FG, what consequences does it have if PC kills legionaries).
Please also provide more background for quest 2, if you want to include EEC.
Otherwise this sounds very promising. Try to keep total sum of quests below the number of 10.
Theo wrote:I am still not happy about opened conflict between IAS and MG in map 3 and FG being involved in it.
I have included IAS vs. MG only because I have heard that that kind of conflict takes place. I will gladly redo IAS so it will actually be friendly to MG (which is quite logical). I think the main conflict will be with Telvanni (both IAS and Tel can hire FG to do the dirty job), scavengers (FG could also be involved) and TG (FG is hired for defence or retaliation).
Possible FG quest plots I could suggest:
FG fighting Mad Lord creations
FG clearing the way for IAS team in deep Kemel-Ze
FG rebuilding FW FG HQ (I just LOVE abbreviations :p)
FG "convincing" beraucrats who do not want to give a permission to build MG HQ
FG hired to clean a cave from creatures of necromancy near Necrom (if PC is Dunmer it will help him to join Ordinator ranks if he will ever decides to do it)
FG tracing down TG member who have stolen artifact from kemel-ze
The only problem is to logcially tie all guild quests and trigger the right one in right time.
An example:
PC is in IAS and FG:
FG quest to clear the way for IAS team won't trigger because PC will do it as a part of quest.
PC is in IAS:
1) if PC fighting skills are low
he's being guarded by FG team
2) if PC fighting skills are high
PC will do it by himself
PC is in FG:
PC and a few other FG members will guard an IAS team
I understand that it will require a lot of planning and I'm willing to let my hand in it as soon as I'll finish FW.
Theo wrote:I am still not happy about opened conflict between IAS and MG in map 3 and FG being involved in it. I tried to be as little as arbitrary moderator as I could, but I must say that in this form this quest could not be granted.
Details of quest 5 also have to be developed (how is legion involved with the cult, what is the stance of mentioned dunmer, why did he decide to hire FG, what consequences does it have if PC kills legionaries).
Please also provide more background for quest 2, if you want to include EEC.
Otherwise this sounds very promising. Try to keep total sum of quests below the number of 10.
Scrapping quest 3. Quest 2 was made as simple and of ambiguous nature as possible, so I could bring it up if an EEC guild is approved, and to add a little more depth into the company which might not happen otherwise. Quest 5 is only a fun quest with a good reward. Rich Person X hires the FG from good word of mouth from Wealthy Merchant X, rewarding the PC for doing it properly since I hope it won't be the easiest
Stalker wrote:I have included IAS vs. MG only because I have heard that that kind of conflict takes place. I will gladly redo IAS so it will actually be friendly to MG (which is quite logical). I think the main conflict will be with Telvanni (both IAS and Tel can hire FG to do the dirty job), scavengers (FG could also be involved) and TG (FG is hired for defence or retaliation).
That was exactly my intention of quest 2, but it's now scrapped. Anyway: FG fighting Mad Lord creations: A possibility. I originally had a quest earlier where the PC has to kill Nix-Hounds released into an eggmine the EEC purchased from the Mad Lord, but I scrapped it because there are no eggmines, or anything for that matter, near Darconis and I doubt one could be added. FG clearing the way for IAS team in deep Kemel-Ze: That's a possibility. But it will need to be synchronised with an IAS, Telvanni and Scavengers questlines, throroughly. FG rebuilding FW FG HQ (I just LOVE abbreviations :p): That's already happening, as part 2 of the line. I just haven't made mention of it recently, because I want the quests before that set in stone first. FG "convincing" beraucrats who do not want to give a permission to build MG HQ: A bit too thuggish, and requires exceptional synchronisation since other guild lines certainly will make use of the Darconis MG. In short, too much work, and too many minor details. FG hired to clean a cave from creatures of necromancy near Necrom (if PC is Dunmer it will help him to join Ordinator ranks if he will ever decides to do it): That's an Ordinator / Tribunal Temple quest. The FG would never get involved in a quest like that. FG tracing down TG member who have stolen artifact from kemel-ze: Another possibility. But I won't include it as a quest unless Theo agrees to it, and I have a slot for it.
Quest 1: An unpopular commoner in Darconis has had his house invaded by kwama foragers. PC is to go to his house and kill the three kwama. Reward: 50 gold. A new, simple quest to begin with.[/b]
Quest 2: PC is told that Person X has disappeared, and they suspect something has gone wrong. Person X disappeared whilst making their way to meet a friend in the Telvanni town of Tel Muthada. PC is to make their way on foot. Along the way, Person X can be founded hiding from a nixhound. When the PC kills the Nix-Hound, Person X thanks the PC and tells them that they should be right to continue to Tel Muthada on their own. Reward: 100 gold.
Quest 3: The Mad Lord of Darconis has been a blight on the good city of Darconis since time immemorial. In the past, it was the Telvanni which suffered, but since the Empire took control of the city, it is they who now suffer. The Mad Lord has recently summoned some Daedra, which he has released into the wild, along the road heading north to the east of Darconis. PC is to go there and kill the offending Daedra (a couple of scamps and clannfears) Reward: 250 gold.
Quest 4: Bandits are a common nuisance and threat on the roads. 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 home along the highways through Alt'Bosara after selling wares in a Telvanni settlement. Son X is known to have left Alt'Bosara, so PC is told to search along the highway for signs of her son. In cell (35, -6) 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 the cave Habunsanit. 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 one more in the entrance part of the cave, and three more bandits at the end. At the end of the cave is Son X. 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 and suffers a large disposition drop.
If the son dies at anytime during the quest, Wealthy Merchant X is furious. She tells the guild steward of it who has a large disposition drop, and the PC suffers -1 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. Very Happy 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.
Here's part one of the FG questline (Part 2 to be done after part one). I'm now starting to think of writing Quest 5 by myself, so it won't be fun. For the slow, that's about half a threat The second half (the rebuilding of the FW FG) can be drawn up after.
Quest 1: An unpopular commoner in Darconis has had his house invaded by kwama foragers. PC is to go to his house and kill the three kwama. Reward: 50 gold. A new, simple quest to begin with.
Quest 2: PC is told that Person X has disappeared, and they suspect something has gone wrong. Person X disappeared whilst making their way to meet a friend in the Telvanni town of Tel Muthada. PC is to make their way on foot. Along the way, Person X can be founded hiding from a nixhound. When the PC kills the Nix-Hound, Person X thanks the PC and tells them that they should be right to continue to Tel Muthada on their own. Reward: 100 gold.
Quest 3: The Mad Lord of Darconis has been a blight on the good city of Darconis since time immemorial. In the past, it was the Telvanni which suffered, but since the Empire took control of the city, it is they who now suffer. The Mad Lord has recently summoned some Daedra, which he has released into the wild, along the road heading north to the east of Darconis. PC is to go there and kill the offending Daedra (a couple of scamps and clannfears) Reward: 250 gold.
Quest 4: Bandits are a common nuisance and threat on the roads. 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 home along the highways through Alt'Bosara after selling wares in a Telvanni settlement. Son X is known to have left Alt'Bosara, so PC is told to search along the highway for signs of her son. In cell (35, -6) 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 the cave Habunsanit. 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 one more in the entrance part of the cave, and three more bandits at the end. At the end of the cave is Son X. 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 and suffers a large disposition drop.
If the son dies at anytime during the quest, Wealthy Merchant X is furious. She tells the guild steward of it who has a large disposition drop, and the PC suffers -1 reputation.
A period of 24 hours has to elapse before the next quest.
Bonus Quest: This quest requires a favourable outcome in Quest 4. Otherwise, PC skips to Quest 5. I hope this carries some zaned inanity (which does follow logic though), since that is what I was after. I am of the opinion Rich Bosmer X should be Laerif, who has a house perfect for this quest (Darconis, Laerif's House).
Rich Bosmer X in Darconis had their house broken into recently, but the burglar(s) only took Ring X, which was his mother's ring. His mother passed away only recently, and Rich Bosmer X obviously wants his mother's cherished ring back. Although he originally reported the theft to the Legion, they have had no luck finding any clue as to who stole it. Rich Bosmer X might have been inclined to leave it to the guards, but after hearing about the way in which the PC handled Quest 4, he has decided to try the FG to see if they can assist.
The questgiver gives this quest to the PC due to the request of Rich Bosmer X, and they tell the PC to go an speak with Laerif about the incident. Laerif tells the PC his mother died recently, and he left her ring in his bedroom when he went to the Crystal Flower Inn for a drink. When he came back, Ring X was gone. Rich Bosmer X says they reckon it was the TG. If the PC goes to the TG, the TG members will tell the PC to speak with the guild steward who won't confirm or deny unless the PC is either a TG member or raises their disposition to above 80. If the PC asks about the theft though, one of the TG members (TG Member X) will mention the fact that since only the ring was taken, chances are it was done by someone who knew her.
The PC can also ask Rich Bosmer X about Dead Mother X before or after going to TG Member X. To be continued...
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 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.
Quest 5 has been renamed Bonus Quest, and is in progress. Feel free to add your thoughts and suggestions people.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
Anyway, here's an outline, largely complete. I've found all interiors and exteriors, as well compiled a list of NPCs and items that need to be made. It is attached...
I feel it needs another quest or two to finish it off though.
No, I mean silence as a complete lack of input and comments from everyone about anything (it seems to have struck the other questline threads also). No one had better butt in now and complain its' crap though, since this has been going for a while and they have had plenty of time to speak up while it was being written (this is not directed at you Theo but just anyone in general)
Theo, I hope I addressed all issues from before without any new ones. (this is directed at you Theo but not just anyone in general)
Yeah I know I have a crap sense of humour, but hey!
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
I have reviewed your version and am overly very satisfied. Great job! However I have few comments on your quest, which are more of suggestion then complaints. I will post your file back with my highlighted comments soon.
Re: Quest 3: What are Ornada? I wouldn't intend to have all the daedra in the same place, I usually take them on one at a time easily at level 5. But I'll replace them once I know what Ornada are.
Re: Quest 4: Will do in the guild steward rewarding the PC with gold. I'm not sure if handling one assignment badly though warrants expulsion from the guild.
Re: Quest 5: Too true. I'll adapt the quest for Imperial Legion possibilities.
Re: Quest 6: I intended it to be an optional quest. Laerif only asks the FG to do it from hearing how well the PC handled Q4. If the PC has not finished Map 1 FG, they only get this quest, and are told to come back later for other contracts if they arise. If the PC has done Map 1 FG, PC is given both Quest 6 and 7, and is told that Q7 is a higher priority.
Re: Quest 7: Yeah, I could up the candidates, and the PC has to choose those willing. I was actually thinking of a final quest where Haema Fire-Arm decides she wants to be the guild steward in Firewatch... The PC's choices here would later come back to haunt them if they went through the easy options.
Re: Quest 8: Hmm... now I think about it Quest 7 and 8 would be better off merged.
Re: Quest 9: I actually prefer your events better. But I remember the TG in Firewatch is very secretive and hard to locate. I'm not sure if the FG could contact them.
Re: Items: Yes, Dragonscale Tower Shields are only worth about 230 gold IIRC. And it was Bethesda's inclusion, so it is not in OoT (I admit that when that TG in the quest where you had to kill the Telvanni near the Caldera mines had one worth that little, I was surprised) I'll remove the Fire Damage part of it.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
Quest 3: You may keep the daedra, provided they do not attack you all at once. It is more suitable for mad lord of Darconis.
Quest 4: If you perform very badly (taking all the gold or having hostages kiled) and do shame to the guild you may be expeled. I was expeled for tiniest mistakes in Vvardenfel guild.
Quest 5: You should consult Jale and his ideas on how does legion in Darconis works.
Quest 6: Now I understand.
Quests 7,8: OK. What I would suggest is merging quests 7 and 8, having about 8 candidates for trainers. One will reject you straight away, one will go willingly and the remaining six will need some persuasion/jobs/gold. You will be required to hire only three and these will provide you with training. (This will shape of the guild as what kind of trainers you will be able to persuade)
Quest 10: I am glad you agree. You may be able to contact TG on map 1 if you have finished quest 6 and made friends in Darconis TG. This might also be optional choice.
I like those ideas for quests 7, 8 and 10. I've been slowly amending the quest line. I'll add the explusion from the FG to the worst 2 outcomes of quest 4.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
Here's the new FG questline. I'm pretty sure I've tweaked out all problems but one: I feel I'm still a quest short (especially now since there are only 9 quests )
I'm now working on the more-detailed dialogue-ish quest plot write-up. This is what I have so far.
Anyway, any suggestions on how to finish the questline off? I was thinking the PC has to either name a guild steward for the FW FG, or has to go on some über-hard contract the FW FG has had for a long time to convince the people of FW that the FG is back and better than ever.