Twin Lamps!

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

Locked
Talin_Trollbane
Member
Posts: 18
Joined: Sun Dec 28, 2003 3:01 pm
Location: Sweden / Sverige

Twin Lamps!

Post by Talin_Trollbane »

Will the Twin Lamps be in Morrowind?
maybe you can evolve on Junipers (if he doesnt finish Twin Lamps 2.0 first) original idea to be able to outlaw slavery in Morrowind?

And it would fit in the Morrowind mainland, with all the slaver raids and such.
"What language does the undead speak?"
"Eng-Lich"
The Mad God
Member
Posts: 43
Joined: Thu Mar 04, 2004 9:50 pm

Post by The Mad God »

Actually I think that the Mainland Twin lamps activity should be even more pronounced than it was on Vvardenfell.

There should be slavers coming back from the Argonian border with prisoners that you should be able to fight or help as you see fit. The Twin Lamps should be escorting slaves to the Argonian border the other way which you should also be able to help or hinder.
User avatar
Legolas55
Member
Posts: 365
Joined: Sun Jan 04, 2004 2:16 am
Location: New Jersey, USA

Post by Legolas55 »

Look at my post in the quest forum about the Twin Lamps. Junipers was an ok start, but it was way too abrupt and too formal for the twin lamps. There is NO WAY to outlaw slavery by themselves. They can free all the slaves they want and it won't outlaw it, and you would have to be crazy to think the dunmer government would go against slavery in any way. Instead of outlawing it, it should be more like an underground railroad. You free slaves and eventually get them into the Black Marsh.
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

For eons before I stumbled upon TR, I have actually been working on a massive, personal twin lamps mod that would make the lore people here suffer Spontaneous Massive Existince Faliure, due to how unlogical it is. In it, it turns out the twin lamps is actually a secret project to totally rule morrowind, funded by the emperor. The slaves, upon being freed, would be so grateful that they would die for their liberators- and that's the whole point. The freed slaves make an army, and destroy (or attempt to, depending on which side you choose) the city of Silnim dale. A war breaks out, and morrowind either surrenders due to the might of this army or house dres pushes for a total upheaval of the imperial government after winning the battle. Of course this won't be in TR, but i was thinking it might be neat to employ the part about the emperor secretly funding it. IN fact, i could write the quest line for twin lamps if you guys want. I also believe that if you join them you cant join dres and vice versa, as they are incomprably bitter enemies (more so than thieves guild - cammona tong and telvanni-mages guild).
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
The Mad God
Member
Posts: 43
Joined: Thu Mar 04, 2004 9:50 pm

Post by The Mad God »

I don't see why the two should be mutually exclusive. The Twin Lamps is a secret society. If Dres knew the full member list, don't you think they would have done something about it by now?

Perhaps it would mean blowing a quest or two for one side or another due to conflict of interests, but that would give the oportunity to role play your being torn between your twin loyalties.
sirwootalot123
Developer
Posts: 70
Joined: Sun Feb 08, 2004 11:08 pm
Location: Saint Paul, Minnesota, USA
Contact:

Post by sirwootalot123 »

Bump.
We really should use twin lamps guys.
Also, it should be impossible to join them if you are in dres as the questlines would conflict with each other terribly. If you join TL and then try to join dres (an impossible feat unless you are dunmer), they should say something like ...
"I've seen you, and how friendly you are to those betmeri scum. You would truly disgrace House Dres by joining it, you stupid n'wah sympathiser. Go bother those traitors in House Hlaalu instead, they seem to love those Fury Pod-sucking... animals almost as much as you do. SINUTHID OHM DEVEHR YI TALJED, N'WAH DAELHEG!(goodbye, cant talk to guy who lets you join ever again :P )"
for those curious, what he said in dunmeri was "get out of my sight, n'wah lover!" :P
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
Arthmodeus
Developer
Posts: 923
Joined: Sun Feb 22, 2004 1:16 pm
Location: Ann Arbor

Post by Arthmodeus »

Dude, that was perfect!
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

Also, what about a Slaver's Guild, to be the opposite of the Twin Lamps? Not sure how it would work though.
Arthmodeus
Developer
Posts: 923
Joined: Sun Feb 22, 2004 1:16 pm
Location: Ann Arbor

Post by Arthmodeus »

There already is: House Dres.
Suhn Tarsis
Member
Posts: 60
Joined: Sun Jul 25, 2004 12:08 am
Location: Blackrose, Argonia

Post by Suhn Tarsis »

I think this is a grand idea. I like all the ideas on the Twin Lamps. From Sirwootalot's Sparticus rebellion thing, to the House Dres conflict. All together I think that this could be the foundation for a great quest. It has my full attention, (next to building house Redoran on the Mainland, But I can multi-task very well.) and any way I could help see this become a reality I will gladly offer my help.
Locked