High

Metamorphosis

Original asset browser link:
https://www.tamriel-rebuilt.org/asset/metamorphosis

The quest starts by player being told by locals about Farval Oresori: that he awoke as a shalk one day and can’t figure out why. The player would go to his house and find him as a shalk. With some convincing, the player could get the full story out of Farval how he got to this point, or  the player could ask around the locals or poke around in the house for more clues.

Andothren Temple questline

Old description:

 

Asset browser link: https://www.tamriel-rebuilt.org/asset/andothren-temple-quests

NPCs:
(Note I named these guys to help keep them straight; if there are already fitting NPCs, obviously these should be used instead.)
Nalvs Andolin (main questgiver)
Tervuren Galdar (schizo guy)
Milns Llorlandyr (greedy noblewoman)
Reydre Orasyn (secondary quest giver)

Quest 1: Pilgrimmage: The Toiler's Path
The player is to carry a very heavy stone from the Temple in Andothren to the top of the Dwemer lighthouse (check if path is available: preferred if player doesn't have to fight any mobs on the way). This is supposed to signify the virtue of hard work, which Nalvs thinks is sorely lacking in Andothren. This quest must be completed before any others can be done in the Andothren Temple.

Quest 2: The Picture of Health (editted from original)
The player is sent to go cure two high-ranking people in Hlaalu of their Common or Blight Diseases. Nothing special here, just a filler/fetch quest, though the player may pick up on that Nalvs dislikes these guys for their perceived greed. One of these nobles is the lady Milns Llorlandyr, who will appear in a later quest. (If the quest dev DOES want to make this into something more special, Milns could actually not be sick at all; Nalvs is just being a jerk. He doesn't like her for...reasons later revealed.)

Quest 3: Greenspore (editted from original)
Nalvs next sends the player to help Tervuren Galdar, one of the other lay members of the Temple. Supposedly this lay member tried the pilgrimmage the player went on earlier, but failed, and came down ill. When the player finds Tervuren in his house, he insists he's well, but that the pilgrimmage cursed him, due some Dwemer magic still latent in the lighthouse. He asks the player to go up to the lighthouse again and poke around for something that might explain what happened to him.
The player finds nothing up there but a confused Argonian servant (indentured or not does not matter): the Argonian is innocent of any wrong-doing, he just went up there for a bit of sun while relaxing in between tasks for his master.
The player brings this information back to Tervuren. Tervuren switches his story to insist the Argonian must be trying to kill him (this is obviously ludicrous). Still, he insists on the player killing the Argonian for him, so he can be free of the curse. The player can refuse, but if they do kill the Argonian, Tervuren will give them a reward.
Whether or not the player kills the Argonian, Tervuren next starts insisting that Vivec speaks to him in his mind--the pilgrimmage must have worked after all! Vivec is telling him all sorts of crazy things, like how he will become a Buoyant Armiger and learn to move Lie Rock to crush Mournhold instead... The player is sent back to Nalvs for ideas on what to do (Nalvs wants to know about his Armiger promotion). Nalvs is hesitant to say whether Tervuren is insane or might actually hear Vivec (for certainly Vivec can be odd and probably has this ability), and tells the player he will send an Ordinator of Doctrine to look into it properly. Tervuren disappears within a day or two, but if the player returns to him and tells him about the Ordinator, he flies into a rage and attacks the player.

Quest 4a: The Gambling Addict
This quest is offered now, but then runs concurrently with the next quests in the line (aka won't block progression, once the player has their first contact with the addict). If Nalvs has been replaced while this quest is still running, the quest can also be continued/finished by Reydre. (Aka implement dialogue for both NPCs). Details: https://www.tamriel-rebuilt.org/claims/gambling-addict

Quest 4b: Disaster! Bonus Quest
This isn't a quest, but simply a plug that appears at this time for the player to go check on the questgiver for the Disaster! quest, as possibly needing the player's help. Details: https://www.tamriel-rebuilt.org/claims/disaster https://www.tamriel-rebuilt.org/claims/malignant-merchant

Quest 4c: Remnants of Resdayn
Again, not an actual quest, just a plug to go talk to the actual questgiver about this and so serve as a breadcrumb. Details: https://www.tamriel-rebuilt.org/claims/remnants-resdayn

Quest 5: The Thoughtlessness That Counts (edited from original form)
Nalvs is starting to get a bit worried by all these sicknesses in Andothren, and wonders if Hlaalu corruption has something to do with it. He asks the player to go spy on Milns Llorlandyr (from Quest 2) making her offerings at her family's ancestral tomb (or shrine, if no tomb is close enough), wondering if maybe she's behind it.
The player thus does a stakeout at this guy's Ancestral Tomb. When night falls, a lackey of Milns appears, carrying an offering. He places it on the shrine. The player can confront him before/after his doing so: the lackey is confused--he's honestly just trying to help his master, who is too busy to come out here herself! The player can choose if this is still showing proper respect. They can:
a) Convince the lackey to leave some gold of his or the player's own as an offering
b) Pass a message to Milns that the Temple thinks she's not being pious enough
c) Give the player some valuables so the player will make a proper offering (basically bribe the player--it's not supposed to be an honest choice)
d) Let it alone.
e) Kill the lackey (Nalvs would consider it to be righteous retribution - as he’s starting to fray).
f) Give a tongue-lashing to Milns, which is most successful if player is also Hlaalu and a high rank. (this would make Nalvs the happiest)

Whatever the player does (no fail state), they can return to Nalvs, who is upset, but reluctantly agrees that the player made the right choice. The reason for not preferring one option over the others is that he wanted to know what's up and now he (thinks he) does: Hlaalu corruption.

Quest 6: To Each Their Own
%Thinker, come fresh from the Narsis School of Rhetorics, likes to gather listeners and wax sophistical in the streets of the more provincial Andothren. %Thinker is even so enthused with himself he has now taken to proclaiming that any one thing can signify any other thing. Nalvs isn't blind to the unfortunate heretical implications. Nalvs will directly suggest roughing up %Thinker so he leaves town. The player has the following options:
[1] beating %Thinker up as Nalvs asked
[2] If the player tries to pull rank as a member of House Hlaalu, %Thinker goes back to his thesis to demonstrate the player's rank is actually equal to his own too (or some such notion to worm his way out of listening to the player)--aka, this option would fail and the player would be directed to chose one of the others.
[3] Successfully Intimidating %Thinker twice (using the Persuasion menu)
[4] Getting into a debate with %Thinker.  When challenged, %Thinker offers to demonstrate his point with any two statements of the player's choice, and will indeed argue as far-fetched as he needs to (more or less unconvincing but enough to divide opinions and keep him satisfied with himself). The player can restate %Thinker's thesis by comparing him to a heretic. %Thinker knows better than to argue that he is a heretic and admits that no, it was not possible for him to have meant that and his philosophy must be wrong after all. Of course this is still basically intimidation, but beating the Hlaalu at their own game glorifies the local Temple and yields the best reward.
[1], [3], and [4] result in the player succeeding, though Nalvs will give the highest reward only for [1].

Quest 7: Tear Out the Silver Tongue (slight edit from original)
As if %Thinker wasn't enough, now %OrcVivec is the talk of the town!
Andothren folks are amused by a certain orc who has declared himself a follower of Vivec (or Saint Vivec if post-reformation) and decided to strongly affirm his worship. This he does by smearing himself half blue with bugjuices and standing around the outskirts of the city spouting abstruse platitudes and pseudo-mystical nonsense at passersby. It's the wrong half, too. Nalvs wants this to end immediately, without having to involve or wait for the Order of the Inquisition. He directly suggests killing the orc (player can still take the more merciful options though Nalvs will reward less for them).
[1] Murdering the orc as Nalvs asked
[2] finding out why %OrcVivec is recanting his former faith of Malacath (wounded pride? abandonment and misunderstanding?) and driving him far enough into doubt he also abandons Vivec
[3] warning %OrcVivec that Nalvs might do something dire, and that he should leave town. %OrcVivec would be very stubborn, but eventually come upon the idea that this is his chance to go meet Vivec in person! (Totally his own idea, RIGHT, player?) and off he goes...
[4]  try and teach the orc correctly by sending them on a pilgrimage. Again orc would be stubborn, but then come up with the idea "on his own" to do the Seven Graces pilgrimage.
If the player is an orc, %OrcVivec would be more likely to listen to options 2-4.
Without being explicit, Nalvs indeed much prefers %OrcVivec worshipping the orcs' devil-king, Malacath of the House of Troubles, over disgracing the Tribunal/Saint and filling Andothren with even more wrong-headed ideas. Back to the natural order and all that, even if it mean restoring %OrcVivec to enemy ranks.
Note that if the player picks the last two options, Nalvs will get angry and refuse to reward the player for completing this quest. (but will still offer others)

Quest 8: Capstone (needs title)
It turns out one of Nalvs' higher-ups, Reydre Orasyn, has been hearing about Nalvs getting increasingly zealous with the smiting of Hlaalu corruption. She's asked for the player to see her, and Nalvs grumbingly tells the player they'd better do so. Nalvs also gives the player an assassination writ for Milns and other Andothren Hlaalu to deliver to the Morag Tong after the meeting--he clearly doesn't expect the talk with Reydre to take long or be of much importance.

When talked to, Reydre informs the player that Nalvs is being investigated for his recent rash actions, so she's asking the player for their observations of Nalvs. The player is asked to give a recounting of all they've done for Nalv and is also given the option to show the writ to Reydre. While doing so, the player can lie, choosing to ultimately put Nalvs in either a good light or a bad light. Whatever is said, Reydre decides Nalvs would be better off if he was sent to Mournhold to learn some of Almalexia's mercy--assumably she has other evidence he's been up to no good, even if what the player told her wouldn't be particularly revealing.

After the talk, the player is asked to return to Nalvs and tell him what has been decided about his faith. Two outcomes:
[1] If the player tried to put Nalvs in a good light, he grudingly thanks the player, but still goes into a rant about corruption and how no one else in Andothren seems to care about the plight of the poor: this should be a moment of clarity for the player, where they do see how far Nalvs is fallen into insanity/extremism, but also see that is he pretty much correct in his views on the town.
[2] On the other hand, if the player tried to put Nalvs in a negative light, Nalvs will outright refuse to speak to the player. The player goes back to Reydre, who summons an Ordinator to deal with it. The Ordinator simply kills Nalvs.

Pretty much no matter what player says, Nalvs is removed to Mournhold if not slain. Reydre then becomes the new main questgiver for Andothren.

Quest 9: Pilgrimmage: Veloth's Path
As Reydre can't quite be certain how deeply involved the player was with Nalvs' extremism, she decides to send the player to escort some old fart pilgrim on the Veloth's Path pilgrimage, from Andothren to Almas Thirr. It's a punishment duty, as are escort quests. The pilgrim is found east of Andothren (having already started, but progressing slowly) and protests going back (to the Silt Strider) because that wouldn't be doing the pilgrimage properly! Aka, the player should have to do this the hard way, slowly, on foot.

Quest 10: Return of the Pilgrim
Next, Reydre asks the player to help with a task a priest in Almas Thirr forwarded to her: apparently the A-T priest was impressed by the player's efforts in the above pilgrimmage and asked for the player speciallly for the job. Details: https://www.tamriel-rebuilt.org/claims/return-pilgrim
Note quest asset needs some finalizing and potential tweaking (see comments on the asset page).

Quest 11: Out of Heart (editted from original)
Finally, Reydre will entrust you with a sensitive matter: appeasing %PainInTheAss, once a favorite of Vivec, perhaps a Buoyant Armiger. %PainInTheAss is bitter with old age and neglect, speaks too freely, and cannot be dealt with in the usual manner. This is not major enough or too delicate to bring up to the isolated god's attention, the Temple can't risk displeasing him, is walking on eggshells, etc... If you've spoken past a certain point with Vivec, you might be able to hint at some explanations to ease %PainInTheAss's pain. Alternatively, Reydre identifies a keepsake that will appease %PainInTheAss, but that is currently being kept in a high security vault of Milns Llorlandyr.
Reydre admits that stealing from the Great Houses is usually NOT something the Temple is okay with, but in this case, she agrees with Nalvs that something needs to be done here. It turns out that this keepsake was stolen/looted after an assassination of some other citizen in Andothren a few decades ago, who used its innate magic to do good. (Maybe a strength enchantment, to help toil in the fields, as Vivec did?) She believes giving it to %PainintheAss will inspire him to help the Temple again.
%PainInTheAss turns out to not want the keepsake, grumbling that it should go back to whoever it was stolen from and continuing to be a, well, pain in the ass on the whole subject. When Reydre is told of this, she surprisingly agrees, and sends the player to return the object to original's owner's %descendant, who conveniently lives in Andothren. %PainInTheAss is impressed by this charity, and says he'll MAYBE THINK about returning to the Temple after all (he likely will eventually).
Though this is the end of the questline, it should be heavily hinted that between %PainInTheAss and %Descendant, the Temple will start to help out the people in Andothren in meaningful ways, and maybe start overturning the town's reputation for crime and greed.

Remnants of Resdayn

Will need an interior, with some ancient ruins/tombs where the artifact bowl was found.

The questgiver (figure in the taverns) informs the player that one of the Hlaalu mines dug up a cursed artifact (a bowl) and needs help dealing with it. The Temple/Indoril wants the mine to leave the artifact where it is so they can properly study it (it turns out to have connection to a past Indoril priest of some fame) and dispell its curse. The Hlaalu in control of the mine just want it gone.

exHlaalu tileset

http://mw.modhistory.com/download-55-10305

The exHlaalu tileset has reuse permissions (attribution required) if all mesh IDs are changed.
Since we'de be using this highly modular tileset with new IDs (and CS IDs) anyway, this should not be a problem. What needs to be done is that someone needs to change the 105 exHl_org meshes into fitting IDs and upload that.

Rilsoan: Dangerous waters

Rilsoan is the little fisher village southeast of Almas Thirr (Indoril-Thirr).

Villager L (I'm thinking of Lloris Gilnam the shipmaster, just because players are sure to talk to him, but can be any other) is missing his brother A, a fisherman who disappeared gathering kollops in Mirou Grotto (or at least that's what he told him). You are warned that the grotto is treacherous and straggly, but there are several air bubbles.

Oran Plantation: When love crosses rivers

A Hlaalu Noble's daughter (can live anywhere, claimant should find a suitable noble) has fallen in love with a farmer living in Indoril lands (farmstead north of Aimrah, he's the only son in the family), but her father doesn't allow them to see eachother, the job for the PC is to bring the Noble's Daughter to Almas Thirr where her lover would wait for her. The quest sequence after this point:

1) Player agrees with the daughter to meet up with the farmer near Almas Thirr.

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