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[Misc Quest] - Bones of our Ancestors
03-15-2010, 11:46 AM,
#1
[Misc Quest] - Bones of our Ancestors
This is the first quest to involve an Oblivion Gate. I've tried to make it as interesting and different from the standard stuff as possible.

In one of the villages (haven't decided which one), the Shaman is missing. Apparently he was called away by the Hist some days ago, and has not returned. The Shaman's apprentice wants something done about it.

The apprentice invites the player into the Shaman's hut, where there is a small chest filled with skulls. There the apprentice explains that the Shaman needs help, but he cannot provide it himself. You must take the bones to the old burial grounds of the tribe, a place which is forbidden to any except the Shaman. However, this taboo has a loophole in that it does not apply to outsiders. He also gives the player a few ingredients to perform a ritual when he gets there.

The player goes there and does the deed, then goes back to tell the apprentice it's done. He explains that the Shaman was called to a "bleeding hole in the world", and tells the player to stop off at the burial ground on the way there.

When the player arrives, several reanimated skeletons are ready to follow him. You arrive at the Oblivion Gate and, with the help of the (really tough) skeletons, break your way through the guards and find the Shaman. He's barricaded himself into one of the smaller towers, and will be quite tough to get to.

Delighted with the reinforcements, the Shaman heals up the player and discusses tactics. The player explains about how to shut the gate, but the Shaman cuts him off. Closing it, he says, would be too easy - what he wants to do is harvest the creatia from the Gate and channel it to the Hist.

He gives the player three stones ("myth anchors", he calls them) and asks him to put one in the three smaller towers around the edge of the map. If the player does this, you get (briefly) transported to the Hist Dimension before teleporting back to the village for a powerful artefact as a reward.

The player can of course take the Sigil Stone instead, in which case the Gate closes but the quest fails.
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03-15-2010, 09:25 PM,
#2
 
Yes, I like that. Anything involving how the Hist pwns the Daedra is a plus in my book!
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