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Temple / Ordinator / Vivec Main Quest-line
02-11-2006, 04:31 PM,
#1
Temple / Ordinator / Vivec Main Quest-line
Note that this is a prototype and subject to change, tweaking, and dismissal.


TEMPLE QUESTS

Quest Numbers
TES III count = 20
TES IV count = 15
Minimum Completed to move on = 8

Ranks
Layman
Novice
Initiate
Acolyte
Adept
Curate
Disciple
Diviner
Master
Patriarch

Highest possible level achieved at completion = Curate or Disciple
Lowest possible level achieved for passing on = Adept


Any Temple
Pilgrimage of the 7 Graces
Fields of Kummu, near Pelegiad
Shrine to Stop the Moon, Vivec
[replace levitate spell with telekinesis]
Palace Shrine, Vivec
Puzzle Canal, Vivec
Shrine of the Mast, Gnisis
Shrine of Valor, Koal Cave
Ghostfence Shrine, Ghostgate
(Reward = blessings and promotion)


Balmora
Shrine of the Rock, Maar Gan
(Reward = blessing)

The Dead Gods, Balmora
(Someone is preaching outside the Balmora temple that the gods are dead)
(Either persuade them to leave, or challenge them to a duel.)
(Reward = congratulations)

Necromancy, Balmora
(Sharn Gra-muzgb of the Balmora Mages? Guild has finally caught the Temple?s eye)
(Gather incriminating notes from her desk for the Temple)
(Reward = congratulations)

Confrontation, Balmora
(Your evidence against Sharn has warranted action)
(Persuade her to leave the region or kill her)
(She will not accept a formal arena challenge)
(If you attack her, she will summon undead to help in the fight)
(Reward = congratulations)

Fallout, Balmora
(Galbedir of the Balmora Mages? Guild is upset at the loss of her alchemist)
(Make amends to her financially on behalf of the Temple [speech-craft])
(Reward = promotion)
(You are sent to the High Fane in Vivec)


Ald?ruhn
Sanctus Shrine, Dagon Fel [vow of silence]
(Reward = blessing)

Unfulfilled Vow, Ald?ruhn
(A local man has vowed a sum of money to the Temple but not delivered)
(Go to the man?s house and find out why)
(He tells you that has fallen on hard times, lost a major investment)
(You can believe him and return to the Temple [Reward 1])
(You can give him a hard time and demand payment soon [Reward 2])
(Reward 1 = congratulations and spell of fortify personality)
(Reward 2 = nothing, you haven?t embraced the compassion of Vivec)

Ash Statues, Ald?ruhn
(The Temple has heard rumors of a Dagoth cultist in the city)
(Talk with a trader who saw a suspicious exchange with the suspect)
(Find the suspect?s house, get inside, find some ash statues)
(Take the statues to the Temple to be destroyed)
(You can either kill the cultist or report her to the Temple)
(Reward = promotion)

Cultist Clean-up, Molag Mar
(Receive exact orders at the Temple in Molag Mar)
(Daedric cultists have begun gathering at the old portal site)
(The High Fane has been asked to help, but have been slow to respond)
(Take care of the danger by eradicating the cultists)
(Reward = loot)
(You are sent back to Ald?ruhn, where you are sent to the High Fane)


Suran
Mount Kand, Molag Mar [riddles]
(Reward = blessing)

Envoy to the Redoran, Ald?ruhn
(The Temple believes that it can stop the suspected Redoran raids on Suran)
(Travel to Ald?ruhn as a Temple envoy and speak with Venim)
(He will be diplomatic, but make no promises)
(He denies the charges and points to the Hlallu military buildup)
(If the player does not choose correct dialogue or have high speech-craft, he is expelled from Venim?s home)
(Reward if successful = promotion)


High Fane, Vivec
Shrine of the Nereverine, outside the Cavern of the Incarnate
(offer Red Mountain Ash)
(receive a blessing of 100 disease resistance for the day)
(Reward = blessing)

4 Corners, High Fane
Shrine of Malacath, south-west of Dagon Fel
Shrine of Ald Sotha, north-east of Vivec
Shrine of Bal Ur, north of Suran
Shrine of Ald Daedroth, east of Dagon Fel
(the radical cultists have become dangerous to pilgrims)
(undergo the pilgrimage and take out the cultists at each site)
(Reward = blessings, loot from cultists, and promotion)

Mount Assamibibi
(When you return, hand over the ebony mail)
(Reward = promotion)
(You told that Vivec wishes to speak with you)


Notes on Set-up
When the game opens, the player may go immediately to Vvardenfell if he chooses. He may join the Temple and complete the Pilgrimage of the 7 Graces as well as the Suran quests, the first two quests for Balmora, and the first two quests for Ald?ruhn. After that, however, nothing will open up until he goes back to Cyrodill and closes the gates to Oblivion, two of which will be active on Vvardenfell (one near Maar Gan and one near Ebonheart). After this, he may come back and resume the quest-line where he left off. Note that this also blocks off the Ordinator and Vivec main quests from the player until the Cyrodill quest-line is completed.



ORDINATOR QUESTS (requires the completion of Temple Quests)

Quest Numbers
TES III count = 0
TES IV count = 13
Minimum Completed to move on = 10 [7 common and 3 from the split path]

Ranks
Recruit
Devout
Defender
Inquisitor
Master Inquisitor

Highest possible rank to complete = Inquisitor
Lowest possible rank to complete = Inquisitor


High Fane, Vivec
The 4 Trials, High Fane
The Order of Doctrine
(Study the sacred texts and, when ready, take an oral examination)
The Order of the Watch
(Stand guard in a busy part of Vivec for three hours)
(RAI should keep things happening constantly)
(A scripted theft occurs; you must notice and stop the thief)
The Order of Inquisition
(Study a set of texts on heresies, including the Nereverine)
(Enter a room of people and match them to each heresy via conversation. All will try to appear Temple devotees.)
The Order of War
(Travel to a Daedric shrine not used in the Temple quests and clear it of cultists)
(Return to Vivec)
(Reward = promotion)

Dreugh, Vivec
(Dreugh are causing trouble near the new port. Eradicate them)
(Reward = loot and congratulations)

Sixth House Base, Ganar Mok
(Respond to reports of Sixth House activity near Ganar Mok)
(Find the cave and clear it, then return to Vivec)
(Reward = promotion)

Domestic Dispute, Vivec [not an official mission]
(An Ordinator from the mainland has arrived with the high priest of Almalexia)
(In the barracks, the mainlander is telling of how his god is dead and the Ordinators now rule)
(The mainlander suggests that the Vivec Ordinators prepare for their own god?s death and their future by securing Temple power)
(Engage the mainlander in conversation and take a stance on the issue)
(Outcome = Split Path)

Split Path 1.1, Vivec - Common Ground
(Having agreed with the mainlander that power ought to fall on the Ordinators to rule, he leaves and you begin making plans to ensure your position)
(Talk with three other Vivec Ordinators)
(Convince them to join your position)
Split Path 1.2 - The Priest
(Discuss the mortality of Vivec with the high priest)
(convince him to back the Ordinators when Vivec is dead)
(You will ensure the priest?s position if he will sanction yours)

Split Path 2.1, Vivec - Conspiracy
(Having disagreed with the mainlander over Ordinator rule, he leaves)
(You hear rumors that several Ordinators are planning to take over)
(Responding to a specific conversation, you spy on a meeting between one of the Ordinators and the high priest)
(You then report it to the Master Inquisitor, who tells you to keep quiet for now, but stay informed)

Assassins, Vivec
(Respond to intelligence that the Arena canton has been targeted by the Dark Brotherhood)
(Stake out the canton during the night and kill the two assassins sent)
(Reward = loot and promotion)

Split Path 1.3, Vivec - Dealing with Dissent
(One of the Vivec Ordinators has decided to expose your plot to the Temple, but not in Vivec because he fears your group?s influence)
(Intercept him before he reaches Ald?ruhn and assassinate him)

Split Path 2.2, Vivec - Exposure
(You find out that one of the Ordinators has left for Ald?ruhn to expose the conspiracy before the Temple and that another Ordinator has left to intercept and kill him)
(Stop the assassin and convince the other Ordinator to hold off and return to Vivec)

Vampires, Kuul
(Respond to reports of Vampires near Kuul)
(Locate the tomb and kill those inside)
(If you stay the night, you hear that someone else was fed upon)
(Investigate and find that there is still a vampire in the town itself)
(Find the vampiric citizen and kill him)
(Return to Vivec)
(If you return to Vivec without finding the last vampire, you are sent back)
(Reward = loot)

Meeting with Vivec
(Vivec calls you to his Palace and asks you about the Ordinator problems)
[?Are you aware of their plot to take control of the Temple??]
[?Are you in agreement with them??]
(If you tell Vivec that you are a part of the plot because you believe it to be in the best interest of the people, he will tell you that he disagrees. You are then stripped of rank and sent away. You are unable to complete the Vivec main quest and must start over on one of the other threads.)
(If you tell Vivec, true or false, that you condemn the plot, then he tells you that he is pleased. He has watched your progression through the ranks and feels that he made the right choice to bring you in. The false Ordinators will be dealt with, he promises. He also has a special assignment for you.)
(Reward = congratulations and progression to Vivec main quest)


Notes on the Split
The goal here is to allow the player some characterization and issue struggling. Whichever path you choose, you can continue the quest-line, assuming you can correctly lie to Vivec at the end.
As in the main quest, if Vivec himself is dead in TESIV, then the Nereverine can take his place, and if both are dead, then the high priest gets the position in the storyline and a lower priest gets the high priest conspiracy position.



VIVEC MAIN QUEST (requires the completion of Ordinator Quests)

Quest Numbers
TES III = 0
TES IV = 12
Total Completed to Finish = 11

Ranks
Inquisitor
Emissary

Highest possible rank to complete = Emissary
Lowest possible rank to complete = Emissary


Place, Vivec
Investigate Attack on Dren Plantation. Dren Plantation
(Vivec sends you to investigate a supposed Redoran attack on Dren Plantation)
(Follow clues to the attackers)
(Locate the attackers at a hidden Sixth House base nearby)
(Destroy the base and return with evidence to Vivec)
(Reward = loot and promotion)

Expose the Sixth House, Balmora
(Vivec has you take the information on the Sixth House to Balmora)
(Present the evidence to the Councilor)
(He will dismiss it as insubstantial; it is a fabrication)
(Return to Vivec)
(Reward = congratulations)

The Nix Hound, Ashlands
(Vivec has decided to respond to the Ordinator problem and the war threat by making a show of unifying power. He is having his mask and other accoutrements brought from the various shrines, but there is one thing he needs that is not in a shrine)
(Vivec tells you the story of his giant Nix Hound and where to find it in a remote part of the Ashlands)
(Search the area that Vivec told you about, find a cave, and the hound?s corpse)
(Return to Vivec and he will tell you that he is also weak now; the Nix Hound has made him realize that. He must prepare for his death and the future of his people without him.)

To Sink the Moon, various places
(Vivec has decided that he must lower the moon into the sea before his death to prevent it from destroying his people?s city, but his powers are weakening)
(Get Vivec the ingredients for a powerful telekinesis spell)
[I have no idea what these hard-to-find ingredients would be]
(Give the ingredients to Vivec)
(Reward = congratulations)

The Sixth House, Ghostgate
(Vivec sends you to Ghostgate)
(With evidence of renewed Sixth House influence, he has ordered the Boyant Armigers to root out bases around Red Mountain)
(Go on a mission with three Armigers to a Sixth House base)
(Destroy everything and return to Ghostgate)
(You discover that the Sixth House has grown more powerful than known)
(Reward = loot)

The Heart of Evil, Red Mountain
(You are sent into the caverns of Red Mountain to find out the strength of the Sixth House)
(Stay as undetected as possible, find the main base, and back to Ghostgate)
(Reward = congratulations)
(Return to Vivec with the findings)

Escalation, Ald?ruhn
(Vivec has dealt with the moon in your absence)
(Vivec finds the Sixth House report troubling, but is even more disturbed with the news that the Hlallu in Balmora have raided a Redoran base near Suran and killed Venim.)
(Vivec is worried about Redoran retaliation and sends you to Ald?ruhn)
(Speak to the Redoran Councilors and try to dissuade them from fighting)
(They will not listen to you, and the massing of Redoran forces in Ald?ruhn continues)
(Return to Vivec)
(Reward = congratulations)

First Blood, Balmora
(Vivec sends you with a substantial force of Ordinators to stop the Redoran troops from attacking Balmora)
(Stare down the Redoran commander on the road and force him to back off)
[This will probably require a combination of speech-craft and dialogue]
(Before you leave, the Redoran commander hears that Kuul has been taken by the Telvani Alliance. Leave the Ordinators in Balmora and return to Vivec)
(Failure results in a battle and a Redoran assault on Balmora. The Hlallu retain control of the city, but there are heavy casualties on both sides)
(Reward = congratulations)

Opportunists, Sadrith Mora / Tel Vos
(Vivec sends you to Sadrith Mora to find a peaceful solution and bring delgates to Vivec where hopefully the Nereverine can negotiate an inter-House treaty)
(The Telvani justify their claim on Kuul for their allies the Ashlanders)
(The Telvani agree to allow you to meet with their Allied leaders in Tel Vos)
(Escort the Telvani envoys to Vos, where you are allowed to meet individually with some Betmer, Daedric cultists, and a few Ashlanders)
(While you are there, one of the Ashlanders is attacked by a Redoran assassin [Morag Tong?] and you must defend him)
(If you save the Ashlander, the Telvani Allies agree to meet with the Nereverine in Vivec under Ordinator protection with the other Houses)
(If you fail to save the Ashlander, the Telvani Allies brush you off)
(Return to Vivec)
(Reward for success = congratulations, assassin loot)
(Reward for failure = congratulations)

The Summit, Vivec
(Maintain security as the House delegates meet with the Nereverine)
(Kill a powerful Sixth House agent who attempts to access the room)
(As the agent dies, he tells you that it is too late for the Houses anyway)
(A treaty is hammered out. If there are no Telvani present, due to the earlier mission?s failure, then it is stated that the Temple, Hlallu, and Redoran together will hold their position)
(You receive an urgent report that Ghostgate has been attacked)
(Enter the negotiation room and inform Vivec of the situation)
(Vivec tells you to tell the Master Inquisitor to mobilize)
(Convey the message, then proceed to a meeting point outside)
(You find a combined force of Ordinators, Redoran, and Hlallu already there. [probably 4 Ordinators, 2 Hlallu, and 3 Redoran] Proceed with them to Ghostgate)
(Reward = loot)

Battle of Ghostgate, Ghostgate
(Ghostgate is under siege. Take your troops up the valley and assail the Sixth House lines)
(There are four groups of Sixth House troops in various places in and around the settlement. [Your troops do not respawn, but periodically an Armiger will join you. Thus the numbers should stay roughly the same in each engagement: about 8 good guys against 10 Sixth House])
(If you convinced the Telvani Alliance to attend the Summit in the earlier mission, when the last of the four groups is taken out, you hear a call of alarm. Reinforcements from the Sixth House have arrived, but so has a force from the Telvani Alliance. Together you help finish the enemies off. If you did not persuade the Telvani, then no second battle occurs.)
(With Ghostgate defended, you return to Vivec)
(Reward = congratulations, loot)
(End of quest-line)


Ghostgate [extra]
Mopping-Up, Red Mountain
(You may choose on your own to return to Ghostgate after the battle)
(Talk with the leader of the Armigers, and help him lead a raid against the Sixth House main base in Red Mountain)
(Take four Armigers with you and have at it. [Should be very tough])
(Reward = loot)


Changes in the Event of Vivec or the Nereverine?s Death

If Vivec is dead, the Nereverine takes his place in the quest-line. The Nereverine is a prisoner of status now, not able to single-handedly do anything anymore. Thus, he needs your help. He, however, handles the negotiations at the end. In this case, the Sink the Moon quest does not occur, and it is assumed that Vivec dealt with it prior to his death before we reached Vvardenfell. The Nix Hound quest is also adapted so that the Nereverine wishes to use it as a symbol of Vivec?s unifying power, then realizes that the time of Vivec is over just as the hound is dead.

If the Nereverine is dead, then Vivec takes his place in the negotiations. The rest of the quest stays the same. I really hope that this isn?t the case, because a large part is how mortals are forced to handle their own problems, and thus the Nereverine leading the negotiations as a mere man is key.

If both are dead, the high priest takes the place, and the place of the high priest in the Ordinator conspiracy is given to a separate, high-ranking priest.


Notes on Overlap
Obviously, this would overlap with the other main quest-lines. If you were doing the Redoran line, for instance, you would likely lead the assault on Balmora, be confronted by an Ordinator force, and have the option to fight your way through them and assail the Hlallu or turn back. You might also try to assassinate the Telvani Ashlander envoy at Tel Vos. If you were Telvani Alliance, meanwhile, you would lead the assault on Kuul. If you were Hlallu, your would investigate the attack on Dren Plantation and later take out Venim and his hold. If you were Sixth House, you would raid Dren Plantation, defend against the Boyant Armigers, possibly try to kill those in the negotiations (this could be a problem with critical character scripting), and lead the assault on Ghostgate. Of course, as each of these events would presumably take a different course, the outcomes would lead to more raids, battles, assassinations, etc until victory was secured.
Reply
02-11-2006, 09:37 PM,
#2
 
Congrats on writting it all. :goodjob:
Gotta get time to read it, though.
The Forgotten Ones have returned.
Reply
02-12-2006, 02:38 AM,
#3
 
i can tell you right now...
about 1/2 I agree, and about 1/2 I don't... this will take a long time, expect analysis like 48 hours
Reply
02-12-2006, 09:53 AM,
#4
 
Half is good. Besides, only half of it might work after Bethseda gets through mentioning Morrowind politics in TES IV.

If redoing the Pilgrimages particularly sounds boring, we might cut some down without any real argument from me. I just figured, it's ritual and everyone joining the Temple must do them, especially the 7 Graces. I also agree with other people that the Temple has lost a great deal of respect among the people (don't know how well I communicated that; it would probably show up a lot more in general dialogue). In Vivec and Ghostgate they should still be strong, but I can't see the Hlallu caring much and I don't even remember seeing a Temple facility in Telvani territory before. That's why I put in so many "failure" quests, where nobody cares what you say even as a personal representative of Vivec (or whoever), except maybe some Redoran (not Venim). Also, that is why most of the Balmora quests involve trying to enforce Temple ideals on people who frankly couldn't care less and why Suran is simply a dipolomatic mission to try and establish the Temple as a peace-keeping power.

My three favorite ideas that I'd really like to keep are (1) getting sponsored into the role of an Ordinator, (2) the Ordinator conspiracy, but not necessarily the specifics [which would actually work better if TES IV did have Vivec dead or gone], and (3) the idea of taking a force of Ordinators and staring down a Redoran commander on the road to Balmora, with the knowledge that if you pick the wrong dialogue, there's going to be fighting.
Reply
02-12-2006, 03:57 PM,
#5
 
But the Redoran has always been known to be the strongest followers of the Temple. If a ordinator says jump, a Redoran Soldier should say "How High". Has the temple lost THAT MUCH power? Even I thought they had the Redoran(fools) still on their side!
Reply
02-12-2006, 04:40 PM,
#6
 
Redoran, Dres, and Indoril would follow the Temple to hell and back if thats what they had to do...
Telvanni don't give a sh*t...and Hlaalu pay donations, act religious... and don't take too much to heart
Reply
02-12-2006, 04:47 PM,
#7
 
Heck, the Telvanni kill most Temple people who walk up on their doorstep
Reply
02-12-2006, 06:46 PM,
#8
 
nah, Telvanni won't get a sh*t.... but if the Temple makes tough demands on them.... then they get pissed
they just wanna have their own way... the survival to the fittest way of life...
Reply
02-12-2006, 06:49 PM,
#9
 
Yeah, the way the world should be, but I still say that the Telvanni don't give half a damn about the Temple, and will show it. Just look at Baladas and that Orc Missionary (Or was she for the Nine?)
Reply
02-12-2006, 07:05 PM,
#10
 
well, there ARE SOME devote Telvanni... but only a few
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