q2-23-Tel
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q2-23-Tel
Claim type: Quest
Claim ID: TR_q2-23-Tel (#2133)
Faction: Telvanni
Parent claim: TR_2-2-Tel (#65)
Claimed by: Parted User
Status: Not Available (Progress: 0%)
Location: (4167, -163)
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ON HOLD -- Telvanni 'Helnim Gambit' Questline.
Claim ID: TR_q2-23-Tel (#2133)
Faction: Telvanni
Parent claim: TR_2-2-Tel (#65)
Claimed by: Parted User
Status: Not Available (Progress: 0%)
Location: (4167, -163)
Files: None
---
ON HOLD -- Telvanni 'Helnim Gambit' Questline.
- Bloodthirsty Crustacean
- Developer Emeritus
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- Joined: Fri Feb 02, 2007 7:30 pm
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Here is Crunch's original outline. Feel free to discuss. Bear in mind this is all written on two-year-old info etc.
This is my quest line concerning the Telvanni and Darconis, I felt inspired and so finished it. I need to add three quests to Tel Muthada that are appended to the end if the PC wants to payback Llenari Telsaran with the PC's promised support.
Introduction: Disposition of Forces near Darconis
Fort Windmoth: A de facto Telvanni stronghold. It is chronically understaffed and under-supplied, many of the soldiers are on the Telvanni payroll, and Arvs Rethrathi, the commander, is a member of House Telvanni in earnest. The fort is used to funnel Imperial supplies into Telvanni hands for clandestine operations. The game going on behind the scenes looks like this (pieces of this are available from the notes in the Windmoth interior, but its pretty obscure right now:
Darconis: This is the largest Imperial settlement in Telvanni territory. It has a minority Telvanni population principally clustered on the settlement’s east side, near the tower of Wizard Nerrusa (the Mad Lord of Darconis). Mining is the cities principal occupation, but it has provided only meager profits, and in particular the commoners are very poor. In addition disease is common, and Nerrusa has been making many problems for both the Imperials and the Telvanni. Civil unrest is high, particularly among the outlander poor, and it is threatening to boil over into riots. The “better†class of folks in Darconis believes the Telvanni are behind this unrest, which is for the most part false up to this point (excepting the trouble with Nerrusa). The civil administration led by the Duke or Governor of Darconis (unnamed as of yet) is inept at best and corrupt at worst. The city is held together by its military leader, the Knight Protector of Darconis (also unnamed), who is a true believer in the Empire. He has recently started a militia composed mainly of the local business owners (i.e. the “better†class) whose aim is to supplement the understaffed and patently corrupt lower ranks of the Imperial Legion. Recently when civil unrest reached a new height Fort Windmoth offered to send a cadre of soldiers to reinforce Darconis. These soldiers were ambushed and killed by House Telvanni on the orders of Arvs Rethari, then Telvanni retainers took their place, thus some Telvanni agents have slipped into the fold of Darconis' legion force.
Tel Muthada: This is a Telvanni town that is home to a small Imperial outpost (like a small version of Wolverine Hall). The town is clustered around the tower of Wizard Llenari Telsaran, who badly wants to be elevated, so she can call herself the Mistress of Tel Muthada. The Imperial outpost is understaffed, but well run and the soldiers are loyal to their commander (unnamed) if not the Empire. There is some tension between the Imperial soldiers and the commoners but not nearly as much as in Darconis, or other places. The Legion mostly minds its own business, but can be counted on to kill bandits and monsters when they appear. The commoners don’t love the Empire or support the Imperials here but they don’t resent it to the same level as other settlements (i.e. the Empire has done a good job here of winning over folks or at least not losing them). Llenari can’t stand being under the Imperial boot, as she like to think, and wants them gone. She believes she can do just a good of job protecting her town as the Empire (and she is not wrong on this point, despite her bluster).
NPC Synopsis
Eldale: Councilor who engineered sending Nerrusa to Darconis to cause trouble for the Imperials. She is the one giving the overarching quest unless the PC has helped Bal Gernak take her place.
Rathra: Councilor who engineered the Firewatch campaign where the PC first distinguishes himself. Eldale once served as her mouth. While they are not exactly trusting of one another they do see expanding Telvanni influence as good policy.
Arvs Rethari: Knight Errant of Fort Windmoth, who is really a Telvanni. He is fastidious and direct. He easily impresses others and is held in high regard by most Imperials.
Knight Protector of Darconis: He’s a true believer. He really believes in the goodness of the Empire and will do anything to promote it. He will bend rules and break them at will, but never for personal gain. It is always in service of the Empire. He would burn villages and slaughter peasants for the good of the Empire. He is given to monologues, but should come across as methodical, intelligent, and sophistic in his reasoning. He should not be easily tricked (in the quest line it’s more that everyone else is tricked and he can’t swim against the tide, and as he tries he becomes tired and makes an error). He is not easily angered, but his inability to confront the Mad Lord in infuriating. Needs a name.
Governor or Duke of Darconis: This man is a foppish noble who received his position via nepotism. His interests are women, men, wine and money in that order. So long as he has those things he is easily controlled. His family is powerful; however, and both his parents are members of the Imperial Court. He was stuffed here to spare them embarrassment (and thus he resents them, rightfully), but they would not react kindly if he were murdered. Needs a name.
Llenteris Nalteren: Ranking member of the Telvanni agents in Darconis. Dies, before the PC ever meets him.
The Agent: A Telvanni retainer who helps the PC throughout the quest line. He is dry and boring, but intelligent and a capable administrator. If the PC wins he becomes the Governors aide. Needs a name.
Nerrusa: A Telvanni of rank Wizard, demoted from the council after he became mad. He is commonly called the Mad Lord of Darconis. He is an expert in creatures in addition to being very knowledgeable about magic. His instincts are top flight, even if he is incoherent and any attack is met with swift, cunning, and overwhelming force. He is very clean, and values cleanliness and speaks elliptically and poetically on all subjects. He is given to writing meaningless or often childish poetry for hours on end. He rarely leaves his tower, but everyone knows not to cross him. He’s loved by none, feared by all.
Llenari Telsaran: Wizard ranked Telvanni. She wants to be on the council and can’t stand the Imperial presence in Tel Muthada. She should be a competent administrator but brutal, and far less subtle than Rathra or Eldale. If she were a councilor her magical prowess would be on the low end of the spectrum (more like Mithras than Nerrusa or Dral).
Telvanni Infiltrators of the Imperial Legion: Right now simply generic, they came here as part of the ploy with Fort Windmoth described above. They should number about 5 or 6.
Plot Synopsis: The Darconis Gambit
General Information:
Requirements: MQ on map1 completed successfully for Mistress Rathra (or for Master Mithras, so long as Rathra does not know the PC betrayed her)
Story: If Eldale is still a councilor then Rathra tells the PC is told to visit her after finishing the MQ on map 1 and helping the Telvanni successfully (or if Rathra's plan fails but she does not know the PC was behind it). If the PC has placed Bal Gernak in Eldale's stead, the PC is given this quest by Rathra herself. Eldale is the architect of the Darconis strategy, including the placing of Nerrusa in the tower there to cause problems. The PC is told that they will be assuming command of the Telvanni operation in Darconis, with the goal of bringing the Imperial forces to heel in that region. Also there is a cryptic hint that the reward for success will earn the PC a place on the council. The PC is dispatched with a sealed letter to Arvs Rethari at Fort Windmoth. If they open the letter nothing bad happens, Arvs in fact complements the player, saying that any sane Telvanni would do the same. The letter simply introduces the PC to Arvs who tells the PC of the disposition of forces and offers the support of Windmoth if the PC needs it, then he tells the PC the name of his contact in Darconis. The PC travels to Darconis where local quests take place. This quest is not closed and it is the overarching quest for the whole operation, all other quests take place under the auspices of this quest. It is closed when the PC has successfully forced the capitulation of Darconis to de facto Telvanni rule.
D1: Contact
Requirements: Letter in D0 delivered to Arvs Rethari.
Story: The PC cannot find his contact in Darconis, and asking for the man results in responses to the effect that his location is unknown. A few seconds later an Imperial Soldier will appear behind the PC and tell them that the contact named, Llenteris Nalteren, has been captured and is being held by the Knight Protector. The soldier is one of the Telvanni, from Windmoth; Arvs had sent along a messenger to the other Telvanni in Darconis informing them that the PC would be arriving (the PC only knows the name of the contact). This soldier directs the PC to a civilian on the Telvanni side of Darconis (who I’ll call the agent and is currently unnamed). The agent will tell the PC that they have been unsuccessful in procuring the release of Llenteris by the usual means. The agent has hatched a plan to free Llenteris, and strike a blow to the Imperials at the same time.
D2: Prison Break
Requirements: D1 complete
Story: The Telvanni have been planning a mass prison break for sometime to embarrass the Imperials in Darconis. The agent suggests using the prison break as a distraction, to get into the prison and free Llenteris, who is being held in its most secure cell (and under the eye of competent guards). This then takes place in two steps. First the PC must procure some supplies, he is told to find 5 scrolls of divine intervention and 1 scroll of recall, meanwhile the agent will procure 5 long swords for use in the prison break, he also gives the PC a legion uniform (from Windmoth), and a closed helm to wear so he won’t be recognized during the break. The PC can get the scrolls from Windmoth if they can’t find them elsewhere. Then the PC needs to help prepare for the breakout, which will occur at a set time, during daylight hours for maximum affect. The agent takes the 5 divine intervention scrolls and gets them delivered to the prisoners who will escape. Meanwhile the PC places the swords in a barrel near the site people appear when they use divine intervention. Also the PC must find a soldier in the Legion who is loyal to House Telvanni and tell them when the break will occur so that the soldier can be on the lookout and sound the alarm (thus allowing for a distraction!). Then at the appointed time the PC should be near the prison, when the alarm sounds (a sound effect, and some guards scripted to run toward the Imperial Cult chapel) the PC should enter the prison and bluff, bribe, or sneak his way through the prison to Llenteris' cell. When the PC opens the cell he finds Llenteris dead. Entering and searching the body causes the PC to be hit by a major dispel magic effect, and a silence effect. The door shuts and locks and the Knight Protector force greets the PC, he gives a long monologue about the Empire and its virtues. He then makes it clear that the PC is about to be killed. Now the PC has a recall scroll and they had better use it, otherwise after 5 seconds the trap is sprung and a paralysis effect is applied (that is instantly reapplied if the PC tries to dispel it). The knight protector then carves up the PC with his sword. If the PC escapes and was wearing the helmet/guard uniform his or her identity is unknown and they proceed to D3. If they failed and were identified during the breakout they are sent home. If the PC enters the prison early there will be two guards flanking Llenteris' door (who will not be bribed or tricked); in addition more guards will be found throughout the prison. If the PC does not enter the prison at all, the quest is failed but they may proceed to D3 (is angry the PC didn’t try but has learned Llenteris was already dead so, it was probably best that he not enter the prison). If the PC does not deliver the swords the prisoners are all slaughtered and the Legion is not embarrassed, the PC is admonished but may continue to D3. If the PC does not find the Telvanni legionnaire the break out is a clean get away, but there is no reduction in the number of guards in the prison, the last scene does not occur, but Llenteris is found dead (it’s like what happens if they don’t search the body). The prison break is discovered some hours later. In any event a new latest rumor springs up in Darconis.
NOTE: The Knight Protector knew Llenteris was a Telvanni spy and that someone would be coming for him, so he contacted the MG to get there assistance in constructing this trap. He recognized the mass breakout as a diversion and came immediately to Llenteris' cell; he was not, however, tipped off and the PC was in no way betrayed. If the PC does not check the body the confrontation doesn’t occur (as they don’t enter the cell) and the end quest dialogue should reflect this, though it has no material differences for the rest of the quest line.
NOTE2: This probably sounds like a lot of work, but it’s really not that complicated to script, there is a lot of dialogue to write however, and a number of contingencies that must be considered in dialogue. Also the reason searching the body triggers the Knight Protector’s bit is that this is the one way of guaranteeing the PC is in the cell, and the trap is supposed to be in the cell, thus if they don’t search the body this won’t play out. It’s kind of annoying but I’d imagine 90% of folks will search the body, and the slightly different dialogue arc at the quest close will cover up the other 10%.
D3: Unto the Brink
Requirements: D2 complete
Story: The agent explains the trouble with the Knight Protector and that sadly murdering him in public is not an option. What is needed is a method to embarrass him, and then he can be pushed aside. With the Knight Protector gone, manipulating the weak civil government will be easy. The agent will suspect that Nerrusa can be used to the benefit of the Telvanni. The quest revolves around performing four tasks for the Mad Lord, which the legion can’t quite control, eroding the public confidence in the Knight Protector. On one side the PC works the mad lord quest line creating havoc, without being caught of course, and on the other the agent attributes the crimes to the Nerrusa. The legion can’t openly attack the Mad Lord, as he is far and away the most powerful NPC in Darconis, and not even the Knight Protector would last more than a few seconds against the Mad Lord and he knows it. This quest remains open until the 4 quests are complete.
NOTE: There is an old quest line for the Mad Lord, if someone posts it, we may be able to incorporate some of that (or replace some of these).
ML1: Trust
Requirements: D3 initiated
Story: Nerrusa lives in his tower, which is filled with monsters, the PC needs to cut his or her way to the Mad Lord first, but when they get there they discover that Nerrusa distrusts everyone, and he won’t deal with the PC. The PC must first calm him so he is slightly more trusting, if no more coherent. The answer to this problem is a calm humanoid spell, but it must be cast while Nerrusa is not watching, or he’ll know what’s going down (if the PC fails, they can try again the following day). Nobody will prompt the player on what to do; they have to work this one out on their own. If the PC asks, the agent will suggest using something to calm him down, though he has no idea what will do the trick. After he is calmed successfully this quest is marked as complete and the PC moves instantly on to quest ML2.
ML2: Divinity of the Guar
Requirements: ML1 Complete
Story: Nerrusa wishes the people of Darconis to witness the splendor of the divine guar so that they too may know knowledge by worshiping the beast. The PC is told to lead a guar now found just outside the tower to the center of the slums area (it’s just a normal guar if you’re wondering…). To lead the creature the PC should use a command creature spell. Once in the slums the PC should release it. This is all as per the Mad Lords instructions. There should be a few commoners around, doing nothing. People will be annoyed by the guar but not particularly bothered by it (no they won’t drop to the knees and pray). The PC will be asked when it’s following him what is going on, and he should explain that the moronic beast has been following him since he passed near the Mad Lords tower. After releasing the guar the journal will suggest visiting the agent (if the PC isn’t smart enough to do this… well then I don’t know what to do). The agent suggests trying to work the guar into attacking the commoners, but tells the PC to make sure that he or she is not seen or detected doing it. The agent says he’ll alert two of the guards secretly working with the Telvanni to be around so they can put on a good show for the survivors. The PC should use a frenzy creature spell cast while not being observed (either by sneaking or a chameleon spell) to get the guar enraged. It will attack and kill one or two commoners, while the others scatter (perhaps three or four escape). The guards do nothing to intervene at first, after a death of the commoner(s) they come in and kill the beast (the PC should observe, not interfere, doing so might cause the quest to fail). Then one will be overheard observing with great mirth what wonderful sport the creature had provided them. After the event is over (or before if the PC prefers) they should report the death to the Mad Lord and proceed to ML3.
Event: The agent spreads the story of guards allowing the guar to kill and maim the commoners. He also spreads a rumor that the guar came from the Mad Lord, and that the Imperial Legion is either unwilling or unable to stand up to Nerrusa.
ML3: The Heart of the Matter
Requirements: ML2 Complete
Story: Nerrusa is pissed about the guar's death, but mid tirade he suddenly switches tracks and demands the PC bring him the heart of something. He isn’t very clear about what and speaks about it only elliptically. In the end it really doesn’t matter what the heart is, because he won’t want it, but the PC must first puzzle out a possible answer and obtain that heart. The agent can’t solve the riddle either, and it’s up to the PC to suggest the solution (the correct answer is irrelevant, but the PC needs to suggest that they obtain the heart of a kwama. If the PC chooses a different answer, he can go out and get that answer, but the agent can’t figure out how to use this to the Telvanni’s advantage (and there is no way to do so; this counts as one of the PC's failings to embarrass the Empire if they choose badly). If the PC chooses a heart of a kwama, the agent has an idea, not just the heart of a kwama but a kwama queen! Darconis is built upon mining and some of the mines are egg-mines. The agent wants the PC to impersonate the Mad Lord while moving through one of the local egg mines, killing kwama at will and then attacking and killing the queen. This will damage the economy of Darconis, and hurt both the Telvanni and the poor in the slums, putting them in the same boat (they get to see that the Mad Lord is genuinely insane, not a Telvanni Spy who only hurts Imperials). But how does the PC impersonate the Mad Lord? The agent advises that the PC travel to Tel Muthada to see Llenari Telsaran, whose specialty is illusion and alteration magic. She agrees to help the PC by brewing a potion that can allow them to transform into the Mad Lord but they must bring her a personal item, like a brush, that belongs to the Mad Lord. The PC needs to return to the tower and procure the brush, with perhaps a small obstacle to obtain it. The PC returns with the brush and she brews the potion, but the PC must agree to help her rid Tel Muthada of its small Imperial presence when he or she finishes in Darconis (the PC need not honor this promise, but failing to do so angers Llenari Telsaran). The PC should take the potion (which lasts only a short while, and is done by scripting) and then enter the mine and do their worst, but spare the workers, so they can tell stories. If they don’t make it to the end but are not seen, the Empire is not properly embarrassed, if the PC is detected in their normal form the quest is over. When the PC returns with the heart the Mad Lord doesn’t care. The PC should leave a poem allegedly by the Mad Lord at the scene.
NOTE: If this can’t be done convincingly by scripting then Llenari will brew a series of long lasting chameleon potions in exchange for the PC’s future aide, naturally in this case the PC will be able to decline and still complete the quest.
Event: The agent spreads the story of the Mad Mage’s crimes and that the Telvanni are contemplating sending a force to rid Darconis of this nuisance since the Imperials don’t look to be doing a very good job of policing their own city.
NOTE: If the invisibility option is used above, the agent spread the rumor that only a wizard of the Mad Mage's power could slip past all those people and kwama undetected and killed the queen.
ML4: On the Feeding Habits of Dridrea
Requirements: ML3 Complete
Story: Nerrusa shows the PC his latest pet, a Dridrea. He wishes to see it fight and then feed on a suitable target. If the PC returns without a target the Mad Lord unleashes the beast on the PC, and the Empire cannot be embarrassed in this quest, the Mad Lord isn’t that disappointed by the Dridrea's defeat. The PC should go to the agent for help choosing a suitable target; the agent suggests using one of the Imperial legionnaires who are secretly working with House Telvanni. The PC is sent to one, and convinces him/her to accompany the PC back to Nerrusa’s tower. The Dridrea attacks and kills the guard, and the Mad Lord is ecstatic. It then turns on the Mad Lord, and he slaughter’s it with ease; he is not at all put out by this. The PC should take the legionnaires equipment off the body and leave (the agent has already informed the PC of this plan). He will meet the just outside the tower and give him the bloody gear. Then the PC should go and find the Knight Protector of Darconis, who will follow the PC (with a bodyguard) to the Mad Lord’s tower where he will find the bloody gear (arranged by the agent, of course), and a strange poem written in the Mad Lord’s style. No NPC’s should be outside near the tower during the Mad Lord quests. After he arrives on the scene the Knight Protector launches into a monologue about a lot of innocent people dying at the hands of Nerrusa. This marks the completion of D3 as well as ML4.
Event: The agent spreads rumors that not only can the Imperials not protect the town, they can’t even defend themselves. Fear of the Mad Lord is at an all time high.
D4: Telvanni Justice
Requirements: D3 Complete
Story: This quest is brought about by speaking with the agent after D3 is complete. It’s now time to solve the problem of the Mad Lord. After allowing the people to stew in the rumors and fear for two days (the local weather will be scripted to rain for those two days), at about high noon the PC is to walk through the town in full Telvanni regalia with two Telvanni guards (meanwhile the agent has slipped in and warned Nerrusa of the approaching party, the rain will break and the sun come out as the PC proceeds through town). An Imperial legionnaire will alert the Knight Protector of this Telvanni delegation. He will stop them as they enter the Telvanni side of the settlement and demand to know why the PC is here. The answer is irrelevant; he won’t stop the PC, though his reaction will be quite entertaining if the PC answers that he is there on the authority of the Parliament of Bugs to arrest Nerrusa for crimes against the people of Darconis. The PC continues and just before the tower awaits the Mad Lord himself (he was warned and goaded to come out so the battle can be done in public). This is the showdown moment where the PC goes toe-to-toe with Nerrusa (whose battle plan will have a bit of scripting to make him more intelligent at choosing spells). If the PC retreats all is lost, if the PC wins he looks the hero. This battle is tough and the PC has to be a real force to have any hope of winning it without being clever and prepared, i.e. using some potions to nullify Nerrusa’s magical barrages and also finding a way to stay one step ahead of whatever nasty things he summons.
Event: Leaflet’s throughout town describe the PC’s victory over Nerrusa, and the end of the reign of the Mad Lord. The people should be more respectful toward House Telvanni now, but they shouldn’t love them or say they’re wonderful, just less openly hostile. They’d rather have the Empire do its job than come under the Telvanni, but if they have to choose between no peace or safety and that offered by House Telvanni, they’ll choose the Telvanni. The Knight Protector (and the Imperial administration is terribly embarrassed by this turn of events). Also the agent starts rumors of a fresh rebellion brewing in the slums.
D5: Telvanni Compassion
Requirements: D4 Complete
Story: The agent believes that it is time for the endgame; the idea is to goad the Knight Protector into doing something unreasonable, then the player show him mercy. With rumors of rebellion brewing in the slums the Knight Protector dispatches troops and the militia door to door to find the traitors and bring them to justice. The PC is to plant evidence of the rebellion in three shacks in the slums before the search (he must do this undetected). Meanwhile the agent travels to Fort Windmoth to bring Arvs Rethari to Darconis (as he’ll be needed). After the PC plants the evidence he is to return to the agent’s location (somewhere on the east side of Darconis) to find the agent and Arvs. Now the PC and Arvs need to enter the slums, as they do so the three “traitors†are lined up under guard. The Knight Protector gives a monologue about loyalty, virtue, and the Empire, and then kills each prisoner (“As it must be done…â€Â). Arvs will then speak saying he is visiting Darconis to request supplies, but never expected to find the Knight Protector murdering unarmed prisoners, he orders that the guards take the Knight Protector into custody. The Knight Protector then speaks saying they were traitors and that he did what was necessary to defend the Empire. A guard then says there was no evidence against these men, and a general melee breaks out between the Imperials, some on one side or the other. The PC’s job is to intervene and stop the melee without anyone dying, this shows a caring side to the public, and exposes a squabble amongst the Imperials (2 or 3 NPC’s on each side in this fight). An area based calm humanoid or paralysis spell will do the trick (the agent advises the PC to have such a trick up their sleeve in case it comes to blows). While the legion is being stupid the PC loses ground if they murder folks, as the commoners aren’t sure which side is correct. The quest is lost if either the Knight Protector or Arvs dies. After calming everyone (or paralyzing one side or the other) Telvanni guards move in and take the Knight Protector into custody, who now goes quietly. Henceforth he can be found in the Darconis prison, and the player can murder him if they like (the agent will make it sound like a suicide).
Event: After this event and the player’s behavior, the PC is regarded highly by commoners in Darconis, even if the Telvanni are still treated with suspicion. Since there were witnesses the rumor of the players power and benevolence spread.
D6: Telvanni Peace
Requirements: D5 Complete
Story: The spineless governor is still protected by Fighter’s Guild thugs. The PC can handle these thugs in one of two ways…he can go to the guild house and speak to the leader, explaining what is going to occur if the Fighter’s Guild stands between House Telvanni and the Governor of Darconis. The master of the guild gets the point and the goons are recalled. Alternatively the player can kill the goons, his or her choice. The PC then speaks to the governor and makes it clear how things will be from here on out. The governor agrees so long as he gets to keep his house and can continue to have fine alcohol and women (the PC should agree to this and there is not a lot they can do about it accept kill the Governor which is unacceptable). Completion of this quest marks D1 as complete and allows the PC to return to Rathra or Eldale and report success. Here are the concessions the governor makes:
Requirements: D6 Complete and the PC achieved the Rank of Master
Story: This is more like an event; the PC can spends some money to restart the egg mine they destroyed and can also pay to import cure common disease potions into Darconis. This makes the populace think more highly of the PC (who is the Mage Lord of the city). It has no real affect if the PC does not decide to do this, but if they do colonize the mine again it will provide the PC with more weekly profit.
I'll post Tel Muthada once I've got the details worked out. Comments and welcome, as always. Also I'll think about the mouths, but I need to worry about and finish my misc. quest for PT first.
-Starcrunch
This is my quest line concerning the Telvanni and Darconis, I felt inspired and so finished it. I need to add three quests to Tel Muthada that are appended to the end if the PC wants to payback Llenari Telsaran with the PC's promised support.
Introduction: Disposition of Forces near Darconis
Fort Windmoth: A de facto Telvanni stronghold. It is chronically understaffed and under-supplied, many of the soldiers are on the Telvanni payroll, and Arvs Rethrathi, the commander, is a member of House Telvanni in earnest. The fort is used to funnel Imperial supplies into Telvanni hands for clandestine operations. The game going on behind the scenes looks like this (pieces of this are available from the notes in the Windmoth interior, but its pretty obscure right now:
- 1. Naleth Llarni (A Telvanni agent at Windmoth who works with Arvs Rethari) puts Servam Nieries (corrupt smith) in contact with the local Telvanni (for a small fee).
- 2.) Servam sells Imperial armor/weapons to these Telvanni (for a big profit).
- 3.) Naleth or the Telvanni inform Arvs Rethari of the deal.
- 4.) Arvs demands a sizable cut of Naleth's profits (say 50-60%).
- 5.) Arvs funnels this bribe back to the Telvanni clients (minus a small cut for himself)
Darconis: This is the largest Imperial settlement in Telvanni territory. It has a minority Telvanni population principally clustered on the settlement’s east side, near the tower of Wizard Nerrusa (the Mad Lord of Darconis). Mining is the cities principal occupation, but it has provided only meager profits, and in particular the commoners are very poor. In addition disease is common, and Nerrusa has been making many problems for both the Imperials and the Telvanni. Civil unrest is high, particularly among the outlander poor, and it is threatening to boil over into riots. The “better†class of folks in Darconis believes the Telvanni are behind this unrest, which is for the most part false up to this point (excepting the trouble with Nerrusa). The civil administration led by the Duke or Governor of Darconis (unnamed as of yet) is inept at best and corrupt at worst. The city is held together by its military leader, the Knight Protector of Darconis (also unnamed), who is a true believer in the Empire. He has recently started a militia composed mainly of the local business owners (i.e. the “better†class) whose aim is to supplement the understaffed and patently corrupt lower ranks of the Imperial Legion. Recently when civil unrest reached a new height Fort Windmoth offered to send a cadre of soldiers to reinforce Darconis. These soldiers were ambushed and killed by House Telvanni on the orders of Arvs Rethari, then Telvanni retainers took their place, thus some Telvanni agents have slipped into the fold of Darconis' legion force.
Tel Muthada: This is a Telvanni town that is home to a small Imperial outpost (like a small version of Wolverine Hall). The town is clustered around the tower of Wizard Llenari Telsaran, who badly wants to be elevated, so she can call herself the Mistress of Tel Muthada. The Imperial outpost is understaffed, but well run and the soldiers are loyal to their commander (unnamed) if not the Empire. There is some tension between the Imperial soldiers and the commoners but not nearly as much as in Darconis, or other places. The Legion mostly minds its own business, but can be counted on to kill bandits and monsters when they appear. The commoners don’t love the Empire or support the Imperials here but they don’t resent it to the same level as other settlements (i.e. the Empire has done a good job here of winning over folks or at least not losing them). Llenari can’t stand being under the Imperial boot, as she like to think, and wants them gone. She believes she can do just a good of job protecting her town as the Empire (and she is not wrong on this point, despite her bluster).
NPC Synopsis
Eldale: Councilor who engineered sending Nerrusa to Darconis to cause trouble for the Imperials. She is the one giving the overarching quest unless the PC has helped Bal Gernak take her place.
Rathra: Councilor who engineered the Firewatch campaign where the PC first distinguishes himself. Eldale once served as her mouth. While they are not exactly trusting of one another they do see expanding Telvanni influence as good policy.
Arvs Rethari: Knight Errant of Fort Windmoth, who is really a Telvanni. He is fastidious and direct. He easily impresses others and is held in high regard by most Imperials.
Knight Protector of Darconis: He’s a true believer. He really believes in the goodness of the Empire and will do anything to promote it. He will bend rules and break them at will, but never for personal gain. It is always in service of the Empire. He would burn villages and slaughter peasants for the good of the Empire. He is given to monologues, but should come across as methodical, intelligent, and sophistic in his reasoning. He should not be easily tricked (in the quest line it’s more that everyone else is tricked and he can’t swim against the tide, and as he tries he becomes tired and makes an error). He is not easily angered, but his inability to confront the Mad Lord in infuriating. Needs a name.
Governor or Duke of Darconis: This man is a foppish noble who received his position via nepotism. His interests are women, men, wine and money in that order. So long as he has those things he is easily controlled. His family is powerful; however, and both his parents are members of the Imperial Court. He was stuffed here to spare them embarrassment (and thus he resents them, rightfully), but they would not react kindly if he were murdered. Needs a name.
Llenteris Nalteren: Ranking member of the Telvanni agents in Darconis. Dies, before the PC ever meets him.
The Agent: A Telvanni retainer who helps the PC throughout the quest line. He is dry and boring, but intelligent and a capable administrator. If the PC wins he becomes the Governors aide. Needs a name.
Nerrusa: A Telvanni of rank Wizard, demoted from the council after he became mad. He is commonly called the Mad Lord of Darconis. He is an expert in creatures in addition to being very knowledgeable about magic. His instincts are top flight, even if he is incoherent and any attack is met with swift, cunning, and overwhelming force. He is very clean, and values cleanliness and speaks elliptically and poetically on all subjects. He is given to writing meaningless or often childish poetry for hours on end. He rarely leaves his tower, but everyone knows not to cross him. He’s loved by none, feared by all.
Llenari Telsaran: Wizard ranked Telvanni. She wants to be on the council and can’t stand the Imperial presence in Tel Muthada. She should be a competent administrator but brutal, and far less subtle than Rathra or Eldale. If she were a councilor her magical prowess would be on the low end of the spectrum (more like Mithras than Nerrusa or Dral).
Telvanni Infiltrators of the Imperial Legion: Right now simply generic, they came here as part of the ploy with Fort Windmoth described above. They should number about 5 or 6.
Plot Synopsis: The Darconis Gambit
General Information:
- 1.)Any time the PC needs to procure any equipment, supplies, potions or whatever he or she may do so at Fort Windmoth.
- 2.)A number of quests rely on embarrassing the Imperial Legion (or civil administration) in Darconis. The player may fail any one of these quests, failing two results in the PC being recalled by Mistress Rathra or Eldale.
- 3.)Occasionally the player must do something in secret, or without his identity becoming known. Failure results in recall by Mistress Rathra or Eldale.
- 4.)The PC is in charge of this operation, occasionally he or she will need to figure out what to do. They can always request advice from the agent, but his advice may not always be the best.
- 5.)This is a continuation of the Main Quest line on map 1. This operation is in part a test by Rathra and possibly Eldale of the PC’s level of competence (and his level of danger to them!). They are monitoring the situation but the PC does not report to them. The quest is playable if the PC sided with Mithras in the MQ, but Rathra does not realize she was betrayed.
- 6.)The reward for success in this operation is a chance at a seat on the Parliament of Bugs (and to be confirmed as the new Mage Lord of Darconis). But this quest in itself is not enough; the PC must secure support amongst the rest of the council and the approval if Archmagister Rilvin Dral. Success here will win you support from Eldale and Rathra (if Bal Gernak is now a Master, the PC probably has his support instead of Eldale's). Additionally the PC has probably lost the support of Lord Mithras (by rejecting his proposal during the map 1 main quest). The others should be dealt with else where.
Requirements: MQ on map1 completed successfully for Mistress Rathra (or for Master Mithras, so long as Rathra does not know the PC betrayed her)
Story: If Eldale is still a councilor then Rathra tells the PC is told to visit her after finishing the MQ on map 1 and helping the Telvanni successfully (or if Rathra's plan fails but she does not know the PC was behind it). If the PC has placed Bal Gernak in Eldale's stead, the PC is given this quest by Rathra herself. Eldale is the architect of the Darconis strategy, including the placing of Nerrusa in the tower there to cause problems. The PC is told that they will be assuming command of the Telvanni operation in Darconis, with the goal of bringing the Imperial forces to heel in that region. Also there is a cryptic hint that the reward for success will earn the PC a place on the council. The PC is dispatched with a sealed letter to Arvs Rethari at Fort Windmoth. If they open the letter nothing bad happens, Arvs in fact complements the player, saying that any sane Telvanni would do the same. The letter simply introduces the PC to Arvs who tells the PC of the disposition of forces and offers the support of Windmoth if the PC needs it, then he tells the PC the name of his contact in Darconis. The PC travels to Darconis where local quests take place. This quest is not closed and it is the overarching quest for the whole operation, all other quests take place under the auspices of this quest. It is closed when the PC has successfully forced the capitulation of Darconis to de facto Telvanni rule.
D1: Contact
Requirements: Letter in D0 delivered to Arvs Rethari.
Story: The PC cannot find his contact in Darconis, and asking for the man results in responses to the effect that his location is unknown. A few seconds later an Imperial Soldier will appear behind the PC and tell them that the contact named, Llenteris Nalteren, has been captured and is being held by the Knight Protector. The soldier is one of the Telvanni, from Windmoth; Arvs had sent along a messenger to the other Telvanni in Darconis informing them that the PC would be arriving (the PC only knows the name of the contact). This soldier directs the PC to a civilian on the Telvanni side of Darconis (who I’ll call the agent and is currently unnamed). The agent will tell the PC that they have been unsuccessful in procuring the release of Llenteris by the usual means. The agent has hatched a plan to free Llenteris, and strike a blow to the Imperials at the same time.
D2: Prison Break
Requirements: D1 complete
Story: The Telvanni have been planning a mass prison break for sometime to embarrass the Imperials in Darconis. The agent suggests using the prison break as a distraction, to get into the prison and free Llenteris, who is being held in its most secure cell (and under the eye of competent guards). This then takes place in two steps. First the PC must procure some supplies, he is told to find 5 scrolls of divine intervention and 1 scroll of recall, meanwhile the agent will procure 5 long swords for use in the prison break, he also gives the PC a legion uniform (from Windmoth), and a closed helm to wear so he won’t be recognized during the break. The PC can get the scrolls from Windmoth if they can’t find them elsewhere. Then the PC needs to help prepare for the breakout, which will occur at a set time, during daylight hours for maximum affect. The agent takes the 5 divine intervention scrolls and gets them delivered to the prisoners who will escape. Meanwhile the PC places the swords in a barrel near the site people appear when they use divine intervention. Also the PC must find a soldier in the Legion who is loyal to House Telvanni and tell them when the break will occur so that the soldier can be on the lookout and sound the alarm (thus allowing for a distraction!). Then at the appointed time the PC should be near the prison, when the alarm sounds (a sound effect, and some guards scripted to run toward the Imperial Cult chapel) the PC should enter the prison and bluff, bribe, or sneak his way through the prison to Llenteris' cell. When the PC opens the cell he finds Llenteris dead. Entering and searching the body causes the PC to be hit by a major dispel magic effect, and a silence effect. The door shuts and locks and the Knight Protector force greets the PC, he gives a long monologue about the Empire and its virtues. He then makes it clear that the PC is about to be killed. Now the PC has a recall scroll and they had better use it, otherwise after 5 seconds the trap is sprung and a paralysis effect is applied (that is instantly reapplied if the PC tries to dispel it). The knight protector then carves up the PC with his sword. If the PC escapes and was wearing the helmet/guard uniform his or her identity is unknown and they proceed to D3. If they failed and were identified during the breakout they are sent home. If the PC enters the prison early there will be two guards flanking Llenteris' door (who will not be bribed or tricked); in addition more guards will be found throughout the prison. If the PC does not enter the prison at all, the quest is failed but they may proceed to D3 (is angry the PC didn’t try but has learned Llenteris was already dead so, it was probably best that he not enter the prison). If the PC does not deliver the swords the prisoners are all slaughtered and the Legion is not embarrassed, the PC is admonished but may continue to D3. If the PC does not find the Telvanni legionnaire the break out is a clean get away, but there is no reduction in the number of guards in the prison, the last scene does not occur, but Llenteris is found dead (it’s like what happens if they don’t search the body). The prison break is discovered some hours later. In any event a new latest rumor springs up in Darconis.
NOTE: The Knight Protector knew Llenteris was a Telvanni spy and that someone would be coming for him, so he contacted the MG to get there assistance in constructing this trap. He recognized the mass breakout as a diversion and came immediately to Llenteris' cell; he was not, however, tipped off and the PC was in no way betrayed. If the PC does not check the body the confrontation doesn’t occur (as they don’t enter the cell) and the end quest dialogue should reflect this, though it has no material differences for the rest of the quest line.
NOTE2: This probably sounds like a lot of work, but it’s really not that complicated to script, there is a lot of dialogue to write however, and a number of contingencies that must be considered in dialogue. Also the reason searching the body triggers the Knight Protector’s bit is that this is the one way of guaranteeing the PC is in the cell, and the trap is supposed to be in the cell, thus if they don’t search the body this won’t play out. It’s kind of annoying but I’d imagine 90% of folks will search the body, and the slightly different dialogue arc at the quest close will cover up the other 10%.
D3: Unto the Brink
Requirements: D2 complete
Story: The agent explains the trouble with the Knight Protector and that sadly murdering him in public is not an option. What is needed is a method to embarrass him, and then he can be pushed aside. With the Knight Protector gone, manipulating the weak civil government will be easy. The agent will suspect that Nerrusa can be used to the benefit of the Telvanni. The quest revolves around performing four tasks for the Mad Lord, which the legion can’t quite control, eroding the public confidence in the Knight Protector. On one side the PC works the mad lord quest line creating havoc, without being caught of course, and on the other the agent attributes the crimes to the Nerrusa. The legion can’t openly attack the Mad Lord, as he is far and away the most powerful NPC in Darconis, and not even the Knight Protector would last more than a few seconds against the Mad Lord and he knows it. This quest remains open until the 4 quests are complete.
NOTE: There is an old quest line for the Mad Lord, if someone posts it, we may be able to incorporate some of that (or replace some of these).
ML1: Trust
Requirements: D3 initiated
Story: Nerrusa lives in his tower, which is filled with monsters, the PC needs to cut his or her way to the Mad Lord first, but when they get there they discover that Nerrusa distrusts everyone, and he won’t deal with the PC. The PC must first calm him so he is slightly more trusting, if no more coherent. The answer to this problem is a calm humanoid spell, but it must be cast while Nerrusa is not watching, or he’ll know what’s going down (if the PC fails, they can try again the following day). Nobody will prompt the player on what to do; they have to work this one out on their own. If the PC asks, the agent will suggest using something to calm him down, though he has no idea what will do the trick. After he is calmed successfully this quest is marked as complete and the PC moves instantly on to quest ML2.
ML2: Divinity of the Guar
Requirements: ML1 Complete
Story: Nerrusa wishes the people of Darconis to witness the splendor of the divine guar so that they too may know knowledge by worshiping the beast. The PC is told to lead a guar now found just outside the tower to the center of the slums area (it’s just a normal guar if you’re wondering…). To lead the creature the PC should use a command creature spell. Once in the slums the PC should release it. This is all as per the Mad Lords instructions. There should be a few commoners around, doing nothing. People will be annoyed by the guar but not particularly bothered by it (no they won’t drop to the knees and pray). The PC will be asked when it’s following him what is going on, and he should explain that the moronic beast has been following him since he passed near the Mad Lords tower. After releasing the guar the journal will suggest visiting the agent (if the PC isn’t smart enough to do this… well then I don’t know what to do). The agent suggests trying to work the guar into attacking the commoners, but tells the PC to make sure that he or she is not seen or detected doing it. The agent says he’ll alert two of the guards secretly working with the Telvanni to be around so they can put on a good show for the survivors. The PC should use a frenzy creature spell cast while not being observed (either by sneaking or a chameleon spell) to get the guar enraged. It will attack and kill one or two commoners, while the others scatter (perhaps three or four escape). The guards do nothing to intervene at first, after a death of the commoner(s) they come in and kill the beast (the PC should observe, not interfere, doing so might cause the quest to fail). Then one will be overheard observing with great mirth what wonderful sport the creature had provided them. After the event is over (or before if the PC prefers) they should report the death to the Mad Lord and proceed to ML3.
Event: The agent spreads the story of guards allowing the guar to kill and maim the commoners. He also spreads a rumor that the guar came from the Mad Lord, and that the Imperial Legion is either unwilling or unable to stand up to Nerrusa.
ML3: The Heart of the Matter
Requirements: ML2 Complete
Story: Nerrusa is pissed about the guar's death, but mid tirade he suddenly switches tracks and demands the PC bring him the heart of something. He isn’t very clear about what and speaks about it only elliptically. In the end it really doesn’t matter what the heart is, because he won’t want it, but the PC must first puzzle out a possible answer and obtain that heart. The agent can’t solve the riddle either, and it’s up to the PC to suggest the solution (the correct answer is irrelevant, but the PC needs to suggest that they obtain the heart of a kwama. If the PC chooses a different answer, he can go out and get that answer, but the agent can’t figure out how to use this to the Telvanni’s advantage (and there is no way to do so; this counts as one of the PC's failings to embarrass the Empire if they choose badly). If the PC chooses a heart of a kwama, the agent has an idea, not just the heart of a kwama but a kwama queen! Darconis is built upon mining and some of the mines are egg-mines. The agent wants the PC to impersonate the Mad Lord while moving through one of the local egg mines, killing kwama at will and then attacking and killing the queen. This will damage the economy of Darconis, and hurt both the Telvanni and the poor in the slums, putting them in the same boat (they get to see that the Mad Lord is genuinely insane, not a Telvanni Spy who only hurts Imperials). But how does the PC impersonate the Mad Lord? The agent advises that the PC travel to Tel Muthada to see Llenari Telsaran, whose specialty is illusion and alteration magic. She agrees to help the PC by brewing a potion that can allow them to transform into the Mad Lord but they must bring her a personal item, like a brush, that belongs to the Mad Lord. The PC needs to return to the tower and procure the brush, with perhaps a small obstacle to obtain it. The PC returns with the brush and she brews the potion, but the PC must agree to help her rid Tel Muthada of its small Imperial presence when he or she finishes in Darconis (the PC need not honor this promise, but failing to do so angers Llenari Telsaran). The PC should take the potion (which lasts only a short while, and is done by scripting) and then enter the mine and do their worst, but spare the workers, so they can tell stories. If they don’t make it to the end but are not seen, the Empire is not properly embarrassed, if the PC is detected in their normal form the quest is over. When the PC returns with the heart the Mad Lord doesn’t care. The PC should leave a poem allegedly by the Mad Lord at the scene.
NOTE: If this can’t be done convincingly by scripting then Llenari will brew a series of long lasting chameleon potions in exchange for the PC’s future aide, naturally in this case the PC will be able to decline and still complete the quest.
Event: The agent spreads the story of the Mad Mage’s crimes and that the Telvanni are contemplating sending a force to rid Darconis of this nuisance since the Imperials don’t look to be doing a very good job of policing their own city.
NOTE: If the invisibility option is used above, the agent spread the rumor that only a wizard of the Mad Mage's power could slip past all those people and kwama undetected and killed the queen.
ML4: On the Feeding Habits of Dridrea
Requirements: ML3 Complete
Story: Nerrusa shows the PC his latest pet, a Dridrea. He wishes to see it fight and then feed on a suitable target. If the PC returns without a target the Mad Lord unleashes the beast on the PC, and the Empire cannot be embarrassed in this quest, the Mad Lord isn’t that disappointed by the Dridrea's defeat. The PC should go to the agent for help choosing a suitable target; the agent suggests using one of the Imperial legionnaires who are secretly working with House Telvanni. The PC is sent to one, and convinces him/her to accompany the PC back to Nerrusa’s tower. The Dridrea attacks and kills the guard, and the Mad Lord is ecstatic. It then turns on the Mad Lord, and he slaughter’s it with ease; he is not at all put out by this. The PC should take the legionnaires equipment off the body and leave (the agent has already informed the PC of this plan). He will meet the just outside the tower and give him the bloody gear. Then the PC should go and find the Knight Protector of Darconis, who will follow the PC (with a bodyguard) to the Mad Lord’s tower where he will find the bloody gear (arranged by the agent, of course), and a strange poem written in the Mad Lord’s style. No NPC’s should be outside near the tower during the Mad Lord quests. After he arrives on the scene the Knight Protector launches into a monologue about a lot of innocent people dying at the hands of Nerrusa. This marks the completion of D3 as well as ML4.
Event: The agent spreads rumors that not only can the Imperials not protect the town, they can’t even defend themselves. Fear of the Mad Lord is at an all time high.
D4: Telvanni Justice
Requirements: D3 Complete
Story: This quest is brought about by speaking with the agent after D3 is complete. It’s now time to solve the problem of the Mad Lord. After allowing the people to stew in the rumors and fear for two days (the local weather will be scripted to rain for those two days), at about high noon the PC is to walk through the town in full Telvanni regalia with two Telvanni guards (meanwhile the agent has slipped in and warned Nerrusa of the approaching party, the rain will break and the sun come out as the PC proceeds through town). An Imperial legionnaire will alert the Knight Protector of this Telvanni delegation. He will stop them as they enter the Telvanni side of the settlement and demand to know why the PC is here. The answer is irrelevant; he won’t stop the PC, though his reaction will be quite entertaining if the PC answers that he is there on the authority of the Parliament of Bugs to arrest Nerrusa for crimes against the people of Darconis. The PC continues and just before the tower awaits the Mad Lord himself (he was warned and goaded to come out so the battle can be done in public). This is the showdown moment where the PC goes toe-to-toe with Nerrusa (whose battle plan will have a bit of scripting to make him more intelligent at choosing spells). If the PC retreats all is lost, if the PC wins he looks the hero. This battle is tough and the PC has to be a real force to have any hope of winning it without being clever and prepared, i.e. using some potions to nullify Nerrusa’s magical barrages and also finding a way to stay one step ahead of whatever nasty things he summons.
Event: Leaflet’s throughout town describe the PC’s victory over Nerrusa, and the end of the reign of the Mad Lord. The people should be more respectful toward House Telvanni now, but they shouldn’t love them or say they’re wonderful, just less openly hostile. They’d rather have the Empire do its job than come under the Telvanni, but if they have to choose between no peace or safety and that offered by House Telvanni, they’ll choose the Telvanni. The Knight Protector (and the Imperial administration is terribly embarrassed by this turn of events). Also the agent starts rumors of a fresh rebellion brewing in the slums.
D5: Telvanni Compassion
Requirements: D4 Complete
Story: The agent believes that it is time for the endgame; the idea is to goad the Knight Protector into doing something unreasonable, then the player show him mercy. With rumors of rebellion brewing in the slums the Knight Protector dispatches troops and the militia door to door to find the traitors and bring them to justice. The PC is to plant evidence of the rebellion in three shacks in the slums before the search (he must do this undetected). Meanwhile the agent travels to Fort Windmoth to bring Arvs Rethari to Darconis (as he’ll be needed). After the PC plants the evidence he is to return to the agent’s location (somewhere on the east side of Darconis) to find the agent and Arvs. Now the PC and Arvs need to enter the slums, as they do so the three “traitors†are lined up under guard. The Knight Protector gives a monologue about loyalty, virtue, and the Empire, and then kills each prisoner (“As it must be done…â€Â). Arvs will then speak saying he is visiting Darconis to request supplies, but never expected to find the Knight Protector murdering unarmed prisoners, he orders that the guards take the Knight Protector into custody. The Knight Protector then speaks saying they were traitors and that he did what was necessary to defend the Empire. A guard then says there was no evidence against these men, and a general melee breaks out between the Imperials, some on one side or the other. The PC’s job is to intervene and stop the melee without anyone dying, this shows a caring side to the public, and exposes a squabble amongst the Imperials (2 or 3 NPC’s on each side in this fight). An area based calm humanoid or paralysis spell will do the trick (the agent advises the PC to have such a trick up their sleeve in case it comes to blows). While the legion is being stupid the PC loses ground if they murder folks, as the commoners aren’t sure which side is correct. The quest is lost if either the Knight Protector or Arvs dies. After calming everyone (or paralyzing one side or the other) Telvanni guards move in and take the Knight Protector into custody, who now goes quietly. Henceforth he can be found in the Darconis prison, and the player can murder him if they like (the agent will make it sound like a suicide).
Event: After this event and the player’s behavior, the PC is regarded highly by commoners in Darconis, even if the Telvanni are still treated with suspicion. Since there were witnesses the rumor of the players power and benevolence spread.
D6: Telvanni Peace
Requirements: D5 Complete
Story: The spineless governor is still protected by Fighter’s Guild thugs. The PC can handle these thugs in one of two ways…he can go to the guild house and speak to the leader, explaining what is going to occur if the Fighter’s Guild stands between House Telvanni and the Governor of Darconis. The master of the guild gets the point and the goons are recalled. Alternatively the player can kill the goons, his or her choice. The PC then speaks to the governor and makes it clear how things will be from here on out. The governor agrees so long as he gets to keep his house and can continue to have fine alcohol and women (the PC should agree to this and there is not a lot they can do about it accept kill the Governor which is unacceptable). Completion of this quest marks D1 as complete and allows the PC to return to Rathra or Eldale and report success. Here are the concessions the governor makes:
- 1.)The agent becomes his "advisor."
- 2.)He accepts a new legion commander, who is more reasonable, i.e. prefers gold to glory.
- 3.)The Telvanni now administer all the mines. The EEC still gets a cut, otherwise too many questions would be asked. The governor is head of the local EEC, and these mines have never proven very profitable and so are low on the EEC’s priority list.
- 4.)All Imperial raids and actions against the Telvanni cease in the Darconis area.
- 5.)In a face saving maneuver the Governor acknowledges the right of the Telvanni to the East side of Darconis (while in reality all of Darconis is now under Telvanni control). This move is also designed to try to mend fences and bring about stability to the region.
Requirements: D6 Complete and the PC achieved the Rank of Master
Story: This is more like an event; the PC can spends some money to restart the egg mine they destroyed and can also pay to import cure common disease potions into Darconis. This makes the populace think more highly of the PC (who is the Mage Lord of the city). It has no real affect if the PC does not decide to do this, but if they do colonize the mine again it will provide the PC with more weekly profit.
I'll post Tel Muthada once I've got the details worked out. Comments and welcome, as always. Also I'll think about the mouths, but I need to worry about and finish my misc. quest for PT first.
-Starcrunch
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Ok, continuing the dicussion from the EEC thread:
And as a further point about the Helnim Gambit, Starcrunch's plan has various possibilities for 'failure' and since we've already had that discussion in the MBC thread, I suggest we remove them.
I see what's in this for Jorval, but this doesn't seem to offer anything to the Telvanni. Why would they agree? Yes, their lord is Mad, but he's just an annoyance not a hindrance, and can be manipulated fairly easily. The governor however, is a complete blessing for the Telvanni - they have an easily manipulated buffoon in charge of their opponents, who they already have at least partially under their control. Replacing him with Caedan Jorval seems to be the last thing they would want.Bloodthirsty Crustacean wrote:Me and Aeven have been bouncing a few ideas around on IRC, and I've been pestering him to write stuff up so that I can have an overview, and so that people like you could get involved too; but anyway, the main thrust of this ('cos Aeven's mainly been working on Helnim's miscs) is that the Governor will likely be ultimately replaced by Caedan Jorval (or Governor's wife, which I initially hypothesised in a dialogue note somewhere, but probably Jorval because that's my new plan) after he signs a pact with the devil (Telvanni PC) in order to get rid of the inept government of the Imperial quarter (but simultaneously doing the same for the Telvanni), and hoping that in the end he can outsmart the player. (He can't, or at most it's a stalemate, but whether things will come to that point at any point in our timeline is a different question).
And as a further point about the Helnim Gambit, Starcrunch's plan has various possibilities for 'failure' and since we've already had that discussion in the MBC thread, I suggest we remove them.
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- Bloodthirsty Crustacean
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I can't remember the exact details of past convos on the IRC, but I'll trawl logs, but Aeven asked the same question and basically the idea is that there isn't much in it for 'the Telvanni' if such an ideological group were to exist, which it doesn't, but that there should be something in it for the player in their role as one of the many Telvanni Wizards seeking a place on the Council.
Perhaps the player can see the way the wind is blowing and wants to cut a Machiavellian deal with Jorval before he gets into power and perhaps prevents the possibility of any successor to Narrusa.
It's something to think out, but it only has to be at the least 'logically plausible' for me to like it, because I very much like the idea of Caedan ousting the governor.
So yes, whilst there's little in it for 'the (hypothetical) Telvanni interest' in Helnim, it will form part of the greater coup that sees the Telvanni player ousting Narrusa. Perhaps Imperial intervention or aid will be necessary to kick out the old guard, and you won't get that from the governor. The player manages to get some kind of grudging respect from Jorval, and they agree a double coup. Caedan believes its for the good of his people, you believe it's for the good of you.
And yes, let us do away with 'player can fail' segments here.
Perhaps the player can see the way the wind is blowing and wants to cut a Machiavellian deal with Jorval before he gets into power and perhaps prevents the possibility of any successor to Narrusa.
It's something to think out, but it only has to be at the least 'logically plausible' for me to like it, because I very much like the idea of Caedan ousting the governor.
So yes, whilst there's little in it for 'the (hypothetical) Telvanni interest' in Helnim, it will form part of the greater coup that sees the Telvanni player ousting Narrusa. Perhaps Imperial intervention or aid will be necessary to kick out the old guard, and you won't get that from the governor. The player manages to get some kind of grudging respect from Jorval, and they agree a double coup. Caedan believes its for the good of his people, you believe it's for the good of you.
And yes, let us do away with 'player can fail' segments here.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Hm, I always saw Caedan Jorval as being the kind of guy who, like the EEC, would bend and work around the rules, but would never outright break them. Leading a military coup against the governor seems a little out of character to me.
But anyway, I'll stop complaining now and wait for the actual plan.
But anyway, I'll stop complaining now and wait for the actual plan.
MaMeeshkaMowSkwoz - choose your syllables
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Nono, I enjoy discussions. And this hasn't really got anywhere beyond discussion on IRC. There are no solid plans yet, so any input from yourself is greatly appreciated.
And yes, not an outright military coup. I say 'coup' because I've not yet decided how the governor would be got rid of (although presumably it would involve the Telvanni player doing something that Jorval himself doesn't have the capability to - hence the Faustian pact), so am just using it as a generic and easy-to-type substitute for 'regime change'.
And yes, not an outright military coup. I say 'coup' because I've not yet decided how the governor would be got rid of (although presumably it would involve the Telvanni player doing something that Jorval himself doesn't have the capability to - hence the Faustian pact), so am just using it as a generic and easy-to-type substitute for 'regime change'.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Ok, going absolutely back to basics, the player's goals here are:
1. Oust Narrusa and become Mage Lord of the Helnim region.
2. Increase Telvanni influence in Helnim by weakening the Imperials.
In the original plan, this happened via:
1. Enable a prison break, weakening support for the Imperials.
2. Perform several tasks ostensibly in the service of Narrusa, but in fact for the purpose of further embarrassing the Imperials and also to demonising Narrusa.
3. Challenge and defeat Narrusa as a representative of House Telvanni, thus demonstrating Telvanni capability to deal with problems the Imperials couldn't handle.
4. Trick Caedan Jorval into executing some civilians, then have him arrested.
5. Consolidate power by intimidating the Govenor into acting as a puppet ruler, with the Telvanni truly in charge.
So how much of this is affected by the new plan? I'd quite like to see:
- A more practicable prison break scenario. Perhaps just break a single dangerous criminal out?
- Re-examining the Narrusa quests. I'm particularly dubious about the one where you impersonate Narrusa and go on a killing spree in the mine, which probably won't work if the mine is flooded anyway.
- Keep the 'challenge and kill Narrusa' section. It could be fun and dramatic, and also really hard.
- Change the last section: instead of having CJ arrested, instead convince him to replace the Governor. Somehow (I haven't figured out exactly how yet), this actually ends up rendering him rather inneffective and the Telvanni consolidate power over the military.
1. Oust Narrusa and become Mage Lord of the Helnim region.
2. Increase Telvanni influence in Helnim by weakening the Imperials.
In the original plan, this happened via:
1. Enable a prison break, weakening support for the Imperials.
2. Perform several tasks ostensibly in the service of Narrusa, but in fact for the purpose of further embarrassing the Imperials and also to demonising Narrusa.
3. Challenge and defeat Narrusa as a representative of House Telvanni, thus demonstrating Telvanni capability to deal with problems the Imperials couldn't handle.
4. Trick Caedan Jorval into executing some civilians, then have him arrested.
5. Consolidate power by intimidating the Govenor into acting as a puppet ruler, with the Telvanni truly in charge.
So how much of this is affected by the new plan? I'd quite like to see:
- A more practicable prison break scenario. Perhaps just break a single dangerous criminal out?
- Re-examining the Narrusa quests. I'm particularly dubious about the one where you impersonate Narrusa and go on a killing spree in the mine, which probably won't work if the mine is flooded anyway.
- Keep the 'challenge and kill Narrusa' section. It could be fun and dramatic, and also really hard.
- Change the last section: instead of having CJ arrested, instead convince him to replace the Governor. Somehow (I haven't figured out exactly how yet), this actually ends up rendering him rather inneffective and the Telvanni consolidate power over the military.
MaMeeshkaMowSkwoz - choose your syllables
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Sounds plausible, but I thinks it's not that he's 'rendered ineffective' by becoming Governor - he's probably quite an effective Governor. The thing is, he's just been totally outmaouevered by the player. I think Faustian pact is definitely the way to go with this.MMMowSkwoz wrote:- Change the last section: instead of having CJ arrested, instead convince him to replace the Governor. Somehow (I haven't figured out exactly how yet), this actually ends up rendering him rather inneffective and the Telvanni consolidate power over the military.
At the beginning, the player approaches him with the possibility of removing the governor, in return for some kind of support against Narrusa. He thinks he has the smarts on the player and will play along. After the events play out, he's become governor, and the Player's become Master. The player promises to cease Telvanni interference in Helnim (I don't think one of the player's objectives is to increase Telvanni influence in Helnim - they don't really care about the city, just the fact that it gives them the possibility of a seat on the Council), but in return Jorval is faced with a far more dangerous foe if he ever chooses to progress beyond the city. So he's stuck in a kinda Catch 22 situation.
Yes, he'd like to get rid of the Governor (or at least have the city run in an effective and just manner), but he can't do it on his own. So he enlists the help of the Telvanni who offers him the possibility of not only no Contumious, but also of a cessation of Telvanni interference.
By buying into this, however, he underestimates the player's lack of concern in Helnim. Whilst for Jorval the lord of Tel Narrusa having no desire for interference in Helnim is a massive boon, for the player it's hardly a sacrifice at all. In return for this 'great gift' however, Jorval has to 'keep up his side of the bargain' by not moving against the player. Jorval at the start underestimates them, and happily takes the 'no-governor' and 'no-interference' gifts, without realising that by accepting these gifts he's actually giving all the leverage in the situation to the new Telvanni lord.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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But are you not sent to Helnim by Rathra and Eldale to expand the Telvanni power base? And one of the things about having finished the Helnim Gambit is the player should then effectively be in control / have a lot of influence over the Imperial military forces in the area.
MaMeeshkaMowSkwoz - choose your syllables
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We can change that. The only real 'purpose' set in stone for the Helnim Gambit is that it allows the player to become Wizard of a settlement and thus be put up for election when Faruna is 'mysteriously incapacitated'.
At the very least anyway, this is good for the Rathra faction because the PC puts the breaks on the Helnim situation (which had previously been spiralling out of control unpredictably) in an effective way, leaving Jorval in Catch 22 (as opposed to poised for power) and themself without the full grasp on the situation. A true Machiavel like Rathra would probably be highly pleased - it allows her to break the deadlock at a time of her own choosing.
And the second bit is something that would only be hypothetical anyway, and would never be exercised (which would make it weird because it's definitely a strong virtue having an entire military garrison at your disposal). This way the 'real power' is kept helpfully just out of the player's grasp even though it seems like the player is getting massively powerful and rising through the Telvanni ranks. So it not only provides a satisfying 'mwahaha my power' feel to the line, but also sneakily ensures that the player doesn't feel too put out by the fact that this is a game and certain types of power are effectively meaningless.
So I'm happy with it. But if you have arguments against, that's fine, put 'em forwards. (I just might disagree )
At the very least anyway, this is good for the Rathra faction because the PC puts the breaks on the Helnim situation (which had previously been spiralling out of control unpredictably) in an effective way, leaving Jorval in Catch 22 (as opposed to poised for power) and themself without the full grasp on the situation. A true Machiavel like Rathra would probably be highly pleased - it allows her to break the deadlock at a time of her own choosing.
And the second bit is something that would only be hypothetical anyway, and would never be exercised (which would make it weird because it's definitely a strong virtue having an entire military garrison at your disposal). This way the 'real power' is kept helpfully just out of the player's grasp even though it seems like the player is getting massively powerful and rising through the Telvanni ranks. So it not only provides a satisfying 'mwahaha my power' feel to the line, but also sneakily ensures that the player doesn't feel too put out by the fact that this is a game and certain types of power are effectively meaningless.
So I'm happy with it. But if you have arguments against, that's fine, put 'em forwards. (I just might disagree )
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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- Bloodthirsty Crustacean
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Well, if you have complaints, the sooner I hear them, the sooner I can make them part of any such plan. (And also the sooner I don't become set in my ways and convinced I'm doing it right)
Really, and I'd appreciate your feedback.
And I have no idea how soon you might expect any such plan. I've never been a good one for the whole creative planning side of things, unlike some of the other folks here, yourself very much included.
But yeah, soonish.
Really, and I'd appreciate your feedback.
And I have no idea how soon you might expect any such plan. I've never been a good one for the whole creative planning side of things, unlike some of the other folks here, yourself very much included.
But yeah, soonish.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
I have stated a couple of times on IRC that I would like to see a neutral/Imperial line which deals with the ousting of Flavius as well, in a way which increases the Imperial power in town. Caedan jorval would indeed become the new governor in this plan, but would be supported by the player, who in turn must convince the Duchess to agree to this.
The Duchess wants to avoid any scandal by breaking with Flavius publicly, which would reflect badly on her at the Imperial Court, and so wants the player to help CJ gain support throughout Helnim for this silent coup.
Key players for the ousting to succeed is to gain support of the EEC, Cyria Flavius (who despises her husband and considers Jorval a much better candidate). Another possible power bases which need to support the coup are the Imperial Cult, and some of the independent (non-EEC) merchants that hold considerable wealth.
The player would not need any sort of requirement to convince the Telvanni of Tel Narrussa to support this, but can do so (I'm not too familiar with the Telvanni, so I do not know a manner most appropriate). If the player neglects this, a small group of Telvanni soldiers may attack the player outside of Helnim Hall (after installing Jorval), but they'd be defeated by the militia or the player (quester's choice). Telvanni disposition would drop.
I'll find some ways to gain support from the various mini-factions to work this out further.
The Duchess wants to avoid any scandal by breaking with Flavius publicly, which would reflect badly on her at the Imperial Court, and so wants the player to help CJ gain support throughout Helnim for this silent coup.
Key players for the ousting to succeed is to gain support of the EEC, Cyria Flavius (who despises her husband and considers Jorval a much better candidate). Another possible power bases which need to support the coup are the Imperial Cult, and some of the independent (non-EEC) merchants that hold considerable wealth.
The player would not need any sort of requirement to convince the Telvanni of Tel Narrussa to support this, but can do so (I'm not too familiar with the Telvanni, so I do not know a manner most appropriate). If the player neglects this, a small group of Telvanni soldiers may attack the player outside of Helnim Hall (after installing Jorval), but they'd be defeated by the militia or the player (quester's choice). Telvanni disposition would drop.
I'll find some ways to gain support from the various mini-factions to work this out further.
As I can't edit my post, I'll put it here.
The above quest I posted, the Imperial alternative (which would probably be shorter) should only be doable by the player if he has completed the Imperial side of the MQ. I'm not too sure if a Telvanni player can play the Imperial side, otherwise make another requirement for the PC to not be in House Telvanni, they'd get the regular Gambit quest.
The above quest I posted, the Imperial alternative (which would probably be shorter) should only be doable by the player if he has completed the Imperial side of the MQ. I'm not too sure if a Telvanni player can play the Imperial side, otherwise make another requirement for the PC to not be in House Telvanni, they'd get the regular Gambit quest.
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Are we still doing the Helnim Gambit? I wouldn't mind adding the finishing touches, implementing everyone's ideas, but since there are apparently plans to redesign the Telvanni (completely?) I'm unsure if it's worth the effort. I mean, I don't want to work on something this big with the risk it will be completely discarded.
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Best to hold off, I think. But if you could wrap it up without wasting too much of your time, why not give it a shot.
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"