Since the Black Marsh borders Morrowind to the south, has anyone considered developing quests for the player to help liberate the slaves, since Argonians as we know comprise a significant portion, in a much more visible way than the Twin Lamps?
The questline would begin in the southernmost parts of the map then send the player to many places throughout the mainland. The Telvanni towns would be target rich environments, in particular.
The quest rewards would not be gold. Instead, the Argonians would give Hist-based potions of greater quality as the quests progress. A possible end reward would be a permanent buff similar to the benefits given by the Hist potions.
A Hist potion would have increased Endurance, Strength, and Attack to fit with the "bloodlust" effects of Hist Sap. The hallucinogenic properties would cause lower Intelligence, Willpower, and Magicka.
If there is any interest, I can expand on it in more detail.
Black Marsh Overlap
Moderators: Haplo, Lead Developers
I think it's a good idea. I don't know if Hist effects should be permanent though, as it is bad for whoever drinks it, especially non-argonians. I think special "tribal" armour and weapons or cultural items would be a good reward to the player from the Argonians. This will allow the player to see the different types of items they create, and have a different perspective on Argonians in general by seeing their "style" of creativity.
http://www.nexusmods.com/oblivion/users/2686043/?
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Now I'm thinking that you could make a Hist Tree hidden in a copse that works like a Temple or Cult altar, but the effects of using the tree get better as you progress through the quests. That would eliminate the need for potions and make for a cool base of operations.
Armor sounds great. Call it the "Sap Infused Set". Make it Light Armor since that would make more sense if it's designed for Argonians. Don't give any bonuses, but make it highly enchantable. Not as high as Daedric armor but higher than glass. I don't think it would be overpowered since it would be a one-time armor set only gotten from this quest line.
Armor sounds great. Call it the "Sap Infused Set". Make it Light Armor since that would make more sense if it's designed for Argonians. Don't give any bonuses, but make it highly enchantable. Not as high as Daedric armor but higher than glass. I don't think it would be overpowered since it would be a one-time armor set only gotten from this quest line.
That would be a better option, I would be for it.
I did a quick Google of Argonian concept art, and I came across a Bethesda concept for Morrowind, and the other was posted on TR a while ago. They both show what Argonian tribal equipment would look like.
http://images.uesp.net/e/e6/Lore-people-Argonian_Concept_Art.png
http://www.tamriel-rebuilt.org/old_forum/files/arg_leaf_armor_583.png
I did a quick Google of Argonian concept art, and I came across a Bethesda concept for Morrowind, and the other was posted on TR a while ago. They both show what Argonian tribal equipment would look like.
http://images.uesp.net/e/e6/Lore-people-Argonian_Concept_Art.png
http://www.tamriel-rebuilt.org/old_forum/files/arg_leaf_armor_583.png
http://www.nexusmods.com/oblivion/users/2686043/?
I'm frankly not as enthusiastic about the idea, at least in that form and to that scale. There will be an Argonian faction at the southern border -- I think it will be called 'Taj Eel Xa'nith' -- and we may include quests for the player to do for it, if it's not a joinable faction, (I doubt it would be, but that remains to be seen), but freeing an extensive portion of Morrowind's slaves would be a big deal, and I'd rather we not go there, even in the Twin Lamps quests. (I mean, we could put in a little something for the player freeing every possible slave in the game, but I'd treat it more as a sort of easter egg than a goal the player is expected to achieve).
At soonest, the institution of slavery is supposed to be challenged by Helseth's ban on the institution. As far as Morrowind is concerned, the Dunmer are a fundamentally unpleasant bunch, and slavery is a major factor in that that the player is pretty much expected to swallow. Removing that blemish would, in my opinion, somewhat detract from the world we are trying to build.
Edit: as far as the rewards that have been discussed, though, I think Hist potions, Hist armour and a Hist tree all have potential, and are worth discussing, though it may be impractical to do so now as so much about Dres lands is up in the air.
At soonest, the institution of slavery is supposed to be challenged by Helseth's ban on the institution. As far as Morrowind is concerned, the Dunmer are a fundamentally unpleasant bunch, and slavery is a major factor in that that the player is pretty much expected to swallow. Removing that blemish would, in my opinion, somewhat detract from the world we are trying to build.
Edit: as far as the rewards that have been discussed, though, I think Hist potions, Hist armour and a Hist tree all have potential, and are worth discussing, though it may be impractical to do so now as so much about Dres lands is up in the air.
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If there's going to be an Argonian faction already, just use the faction rep as the requirement for the rewards. Add freeing individual slaves as a secondary requirement. For instance, have the "Reward" dialogue option on a questgiver or other high ranking NPC.
Click on "Reward" dialogue: "You have freed many Argonians, but some still do not trust you with our secrets." OR "You have helped advance our cause in Morrowind, but too many are still oppressed." OR "The Hist grows stronger through your deeds. You should approach the Tree again."
Do quests for rep and gear, and free slaves for better rewards. I don't know how feasible it would be to turn in slave bracers as proof of freeing slaves, but that's the best solution I can think of at the moment. The faction wouldn't even need to be joinable for it to work, and you would only need to script one NPC to increase the Tree's buffs or hand out extras.
This would put the larger scope entirely on the player. You could even put a cap on the total number of slaves that can be freed for the rewards.
e.g.: "Your work has been a blessing, but too many eyes are looking our way. The Hist is strong, and we will strike when the time is right."
Any further emancipation would be a player's personal crusade outside of any faction or quest, which plenty of players do already.
Click on "Reward" dialogue: "You have freed many Argonians, but some still do not trust you with our secrets." OR "You have helped advance our cause in Morrowind, but too many are still oppressed." OR "The Hist grows stronger through your deeds. You should approach the Tree again."
Do quests for rep and gear, and free slaves for better rewards. I don't know how feasible it would be to turn in slave bracers as proof of freeing slaves, but that's the best solution I can think of at the moment. The faction wouldn't even need to be joinable for it to work, and you would only need to script one NPC to increase the Tree's buffs or hand out extras.
This would put the larger scope entirely on the player. You could even put a cap on the total number of slaves that can be freed for the rewards.
e.g.: "Your work has been a blessing, but too many eyes are looking our way. The Hist is strong, and we will strike when the time is right."
Any further emancipation would be a player's personal crusade outside of any faction or quest, which plenty of players do already.