Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Mages Guild
10-22-2006, 10:01 PM,
#1
Mages Guild
There has been some suggestions to Quest-line, but there has been little decided nor discussed much.

They are likely to have guildhalls in most cities... their base(ala place for Archmage) needs to be desided at some point, not yet...

As for questline I'd try keep them away from Necromances... Even if there are many of them in Elsweyr.

So getting some talk about them would be a good idea.
The meaning of life is 'Bucket'.
Reply
10-23-2006, 01:15 AM,
#2
 
Doesn't lore state Voth Karlyss as Arch-Mage in Corinth? See TIL "The Black Arts on Trial"
For ALL my concept art in one place look here:
http://s207.photobucket.com/albums/bb249/JaKhajay/

What is the Lycanthrope, in the Eye of God? A cursed Beast? Or a Miracle?
Reply
10-23-2006, 02:32 PM,
#3
 
No, I thought the same myself.. He is a magister, nothing more...
The meaning of life is 'Bucket'.
Reply
10-23-2006, 08:40 PM,
#4
 
*re-reads book* I stand corrected. Perhaps the main mages guild quest could revolve aroung a psijic order infiltrator hell bent on destroying the guild for some bizaare reason (maybe they see the guild as some perversion of their own order?)
For ALL my concept art in one place look here:
http://s207.photobucket.com/albums/bb249/JaKhajay/

What is the Lycanthrope, in the Eye of God? A cursed Beast? Or a Miracle?
Reply
03-04-2007, 08:58 PM,
#5
 
i agree a psyjiic themed quest is a gud idea but y not have the mages guild focusing on something unique to elsweyr, like a group of mages following some pseudo-deity and they are using the sands and jungles of elsweyr against outsiders, as they feel there way of using magic is more pure than studying it like a science. so they use more natural like magics like rituals and have more desert like animatons to spells like a whip of sand around thier hand while casting.and maybe some spectacular big spells 4 this deity like trapping you in rock (abeit quite difficult to do) and incorporate S'rha structures that they use, (maybe have traps that look like glowing inscriptions when activated to show some magic) but at the end you have to cripple this gods power by sme means (probably deactivateing some ancient moon device in a ruin he is in) and purging his soul and the power into a pocket realm or watnot
....and now it begins
Reply
03-10-2007, 06:13 PM,
#6
 
I think the Mages Guild should study the S'Rha. They're not only mages, they're scholars too. Smile

Maybe in the end a new book could be published, "Ancient Rituals and Magicks of the S'Rha", with [playername] in a special thanks section.
Reply
04-28-2007, 09:07 PM,
#7
 
How about this for a possible questline? It's taken me weeks to come up with ideas for this.
The Arch Mage resides in Torval.
The questline is essentially finding out what happened to the S'rha. A brief overview of what could have happened: The S'rha were powerful, but were always at war with the birdmen of Cyrodiil (before it was called Cyrodiil of course). They discoved the lunar lattice and thought that if they could bind themselves to it, their race would become immortal. They fashioned the Orbs (see below) and attempted to use them to bind themselves to the lattice. They failed. A magicka explosion occured and almost completely destroyed the S'rha, and creating the Ne-Quin-Al desert. Azura was walking through the desert and saw the survivors, who we deformed (the forest people who did not know their shape). She changed them into the modern day Khajiit, truely binding them to the lattice, but instead of making them immortal, it gave them many forms (one for each job) and she erased from their memories who they once were, and left little evidence in the ruins of the S'rha

On to the Questline:

Quest One: Join the Mages Guild of Elsweyr.
Requirements: None.
Approach the Guild Steward at any Mages Guildhall and ask to become a member.
Rank given: Associate

Quest Two: Escort a scholar
Requirements: Apprentice rank.
Guild Steward at Rimmen gives this one to you. A famous scholar studying the S?rha needs an escort Rimmen to Dune. As he doesn?t trust the Fighter?s Guild, he has asked the Mage?s guild. Meet him at Enchanted Bread and Ale in Rimmen, and escort to the tavern at Dune. Return to Rimmen for your reward.
Rank given: Apprentice
Reward: 200 gold and a filled petty soul gem.

Quest Three: Trouble with Mushrooms
Requirements: Apprentice rank.
Guild Steward at Rimmen also gives this to you. A Botanist in Orcrest has gone missing, and his wife is beside herself with worry. Travel to Orcrest and talk to her to discover he?s gone mushroom collecting on his own without the correct book. She gives you his field book and points you south. Head south into the jungles beyond Corinth, and find him very sick. Find a medicinal plant to heal him and give him his book. Guide him back to Orcrest. Return to Rimmen for your reward.
Reward: Books, Guide to Alchemy, Flora of Elsweyr Vol.1, Khajiit Botanical Thought, 400 gold. Also points the PC to the Botanical Society of Tamriel for more information.

Quest Four: Secrets of the S?rha
Requirements: Apprentice Rank.
Guild Steward at Riverhold gives this one. Go to the nearby S?rha ruins of Xocolatl, and help the mages clear out some beasties so they can study the ruins. At the center of the ruins is a Sunstone altar, which still glows brightly after thousands of years. The mages are intrigued, and wish to study it closely, leaving you free to go. Return to Riverhold for your reward:
Rank given: Journeyman.
Reward: 400 gold and a Sunstone ring, (which is enchanted with light 50 feet, constant effect)

Quest Five: A Slug Problem
Requirements: Journeyman Rank.
Guild Steward at Riverhold give this to you. Asks you to speak to Voth Karlyss in Corinth about a problem she has. Voth sends you to Senchal to deal with a Sload ?servant? trader there, giving you a powerful Amulet of Charm. (We could probably borrow the Thras model if we ask nicely). The Sload has no interest in leaving Elsweyr, it?s too good for his business. You must find some other way to make him leave. At night, sneak past him and set fire to the Airship platform (according to lore there is one in Senchal) which will force him to do business elsewhere. Return to Voth for a reward, then to Riverhold for another.
Reward, Voth: Filled Grand Soul Gem
Reward, Riverhold: 400 gold and a level up in illusion (for those illusion masters out there we can arrange something different)

Quest Six: Return to Xocolatl.
Requirements: Journeyman rank.
Riverhold Guild steward give this to you. They ask you to go to Xocolatl again and make a report about any findings. Off you go and speak to the mages there to learn the S?rha obviously worshipped the Sun and Moons. They have found rudimentary drawings of what resembles the lunar lattice of Khajiiti religion, but don?t understand what it was for. They give you a key which unlocks a door deeper into the ruins, to see if you can find anything else. In goes the PC, who discovers an altar of sorts with three hollows around it. Return to the mages with your discovery and receive the report from one. Deliver your report to the Riverhold Guild Steward who says she will forward it the Guild hall in Torval (or wherever the Elsweyr Arch-Mage resides).
Ranks given: Evoker.
Reward given: 400 gold and Desert boots (fortify speed 10 pts on self, constant effect)

Quest Seven: Fetch
Requirements: Evoker rank.
Guild Steward of Dune gives this to you. Find a magic ring in some ruins. A simple fetch quest. Return to Dune for reward.
Reward: Soul trap dagger

Quest Eight: Find a Book
Requirements: Evoker rank.
Guild Steward in Dune give this to you. Search some S?rha ruins for a book which was written in ancient S?rha. Go to Caltzintli and find the book. Return it to Dune for reward. Steward will forward it to Torval.
Rank given: Conjurer, on payment of guild due (200 gold)
Reward: 400 gold. Random scrolls and a level up in conjuration.

Quest Nine: More escorting
Requirements: Conjurer rank.
Given to you in Orcrest. Escort a group of mages from Rimmen to some S?rha ruins midway between Orcrest and Rimmen and south a bit. The mages will also be escorted by a fighter?s guild member for extra protection. Take the lot to Cacallan then return to Orcrest for your reward.
Reward: 2 filled Grand Soul Gems and 400 gold.

Quest Ten: Kill someone
Requirements: Conjurer rank.
Given in Orcrest. Kill a mage who has turned to necromancy. Kill the mage, track down the source of bodies to our Sload pal from the earlier quest. Kill him too for an extra reward. Return to Orcrest for rewards.
Reward, if kill necromancer: 400 gold
Reward, if kill Sload too: Shadow ring Chameleon 80% for 30 seconds on self.

Quest Eleven: More Book Finding
Requirements: Conjurer rank.
Guild Steward in Corinth gives this to you. Find a book that was written in S?rha and Ta?agra. Find it in the possession of the scholar from the early quest. Some how get it off him, return it to Corinth who forwards it to Torval.
Rank Given: Magician
Reward given: 2 Summon Clannfear scrolls and a Summon Dremora Scrolls, level up in conjuration.

Quest Twelve: Researching illicit drugs.
Requirements: Magician rank
Guild Steward in Corinth gives this to you. An alchemist is researching skooma creation, but needs your help. Sneak into a clan mother?s inner sanctum and observe the creation of skooma from moon sugar. Report back to the alchemist and receive a reward. Report back to Corinth for another reward.
Alchemist?s reward: 2 strong potions of invisibility
Guild reward: 400 gold, book ? song of the alchemists and a level up in alchemy

Quest Thirteen: The Orb of Ma?gus
Requirements: Magician rank
Guild Steward in Senchal gives this to you. A group of mages studying some S?rha ruins have not returned any reports, you?re sent to investigate. On arrival you find a single mage alive, who jabbers something about an orb, then dies. You go through the ruins, finding dead mages along the way. Deep inside you discover an orb which resembles a sunstone, but much brighter. (Item named: Orb of Ma?gus (for the Sun)) return it to Senchal.
Rank given: Warlock.

Quest Fourteen: Escort the Orb
Requirements: Warlock rank
Guild Steward asks you to carry the Orb to Torval personally as he doesn?t trust any courier with something this valuble. You take the orb to Torval, periodically being attacked by S?rha beasties drawn to the orb. You get to Torval and give it to the Master Wizard there.
Rank Given: Wizard, on presentation of Wizard Staff Found during the Orb of Ma?gus quest.

Quest Fifteen: Find more Orbs
Requirements: Wizard Rank
Guild Steward in Torval gives this to you. Giving you two translated copies of books found in earlier quests, the steward sends you on the way. Reading the books, the player will learn the location of two more Orbs, named the Head of the Snake (for Masser), and the Tail of the Snake (for Secunda). Go to the ruins, find the orbs, and return them to Torval, again being attacked by beasties periodically. The Guild Steward gives the Orbs to the Arch-Mage, and promotes the player to Master Wizard.
Rank Given: Master Wizard

Quest Sixteen: Fate of the S?rha
Requirements: Master-Wizard.
Guild Steward in Torval gives this to you. Soon after the Arch-Mage was given the Orbs, he left without a word of explanation. You and the Guild Steward manage to trank him down (the steward comes with you as he is of equal rank and can?t presume to give you orders) to Xocolatl, from previous quests, where you enter yet another locked part of the ruins Which you can only enter at dusk or dawn, when the sun and moons are all in the sky at once, and down into some sort of altar room. On three pedestals are the orbs and in the middle of all three is the Arch-Mage, reciting a S?rha incantation. The Orbs shine a beam of light each up into a hole in the ceiling, and a massive beam of light engulfs the Arch-Mage and a magicka explosion kills him.
Loot his body to get his ring, and the rank of Arch-Mage. Take the orbs, which no longer attract beasties as nice looking decorations.
Rank Given: Arch-Mage.
For ALL my concept art in one place look here:
http://s207.photobucket.com/albums/bb249/JaKhajay/

What is the Lycanthrope, in the Eye of God? A cursed Beast? Or a Miracle?
Reply
05-04-2007, 04:53 AM,
#8
 
bump?
For ALL my concept art in one place look here:
http://s207.photobucket.com/albums/bb249/JaKhajay/

What is the Lycanthrope, in the Eye of God? A cursed Beast? Or a Miracle?
Reply
05-06-2007, 02:26 PM,
#9
 
Quest 5: Senchal is mainly all new... And the lore concerning the platform is from 2 Era. Now they probably smuggle corpses on other ways..

Quest 12: The Clan Mothers are probably not the only ones knowing how to make Skooma.

Last Quest: Another dead Arch Mage.. Sure why not..

I'm not into S'rha so I can't reply much to the rest.
The meaning of life is 'Bucket'.
Reply
09-03-2009, 01:22 AM,
#10
 
I've begun work on the Mage's Guild in Rimmen. I want to open some discussion on the resident NPCs. We obviously need a guild steward (is that the official title?) They are mainly Khajiit I assume, but are they all suthay-raht?

Looking for some input.
The soul's condition is learning to fly
Condition grounded, but determined to try
Can't keep my eyes from the circling skies
Toung-tied and twisted, just an Earth-bound misfit, I
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)