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Vvardenfell Mages Guild
07-23-2006, 01:59 AM,
#61
 
or perhaps the curent arch-mage in that one quest that i definitly plan on doing so you know who (Ranis Athrys) can become the Arch-mage after returning to the guild.

Or inother words

Quest 8
A Path to Redemtion
Ranis Athrys sudenly has apeared out of hideing to come to the balmora mage guild. she warns their curent leader that there is a plot agenst his/her life. the leader does not belive her so she confronts you. she tells you to keep an eye out and wacth for anything suspitus.
you dont find anything suspitus until that nightwhen someone breaksinto th guild and assasinates the leader you happen to arive barely to late but you are able to kill the assasion form a enemy faction(not sure which one yet)
Sincerly
Green Cutlass
07-23-2006, 04:48 PM,
#62
 
Telvanni aren't necessarilly necromancers. They just use magics that the Mages Guild doesn't use, and these magics are almost on the line of Necromancy. The Telvanni are overly-ambitious and try anything possible to reach their goals, even kill members of the other houses (and a few more people too) like you had to do in TES3.

And, Dwemer were magical. They were mer, so they had to have some magics in them. They have the ability to travel throughout Aurbis (the universe) They have the Calling, They have the magical tools of Kagrenak, They have Immortality (thanks to Lorkhan's Heart) And they even had the ability to create their own god. There are DEFINATELY some magics used there, not to mention we still don't know everything about them, so it wouldn't surprise me if they used magic in their machines as well.
Lol what?
07-23-2006, 05:15 PM,
#63
 
Quote:Originally posted by IAMTHEEMPEROR
Telvanni aren't necessarilly necromancers. They just use magics that the Mages Guild doesn't use, and these magics are almost on the line of Necromancy. The Telvanni are overly-ambitious and try anything possible to reach their goals, even kill members of the other houses (and a few more people too) like you had to do in TES3.

And, Dwemer were magical. They were mer, so they had to have some magics in them. They have the ability to travel throughout Aurbis (the universe) They have the Calling, They have the magical tools of Kagrenak, They have Immortality (thanks to Lorkhan's Heart) And they even had the ability to create their own god. There are DEFINATELY some magics used there, not to mention we still don't know everything about them, so it wouldn't surprise me if they used magic in their machines as well.

That reminds me, I think we should add some unique spells that weren't in any TES game yet that are only know by the Telvanni.

Also, i think we should add a version of telekinisis where you can throw objects at people for damage.
07-23-2006, 09:27 PM,
#64
 
Here is the Quest as of so far

Quests (Total Quests 20-25)

*Requires Gaining Access to the Arcane University (Cyrodill Mage Guild)

Quest 1 is and ode to the past days
(character name)?s Mushrooms
Mages Guild at Balmora. One of the guild members study some local mushrooms. In particular, he/she needs four different samples of Luminous Russula, Violet Coprinus, Bungler's Bane, and Hypha Facia, all commonly available on the Bitter Coast. The best place, he/she says, is South and West of Balmora.

Quest 2 A warlock's luck(ha ha get it!)
you are asked by a warlock to fetch a book. it is a uncomon book about the dwemer. you are sent to get it at the local book store in balmora. when you arive it turns out that it was stolen. you go to a nearby cave to reclaim the book from the thieves.

*Rank Up to Associate

Quest 3 Exotic Ingredients
The Warlock form Quest 2 ask you for more help. he needs you to get him some samples of Deadric ingreadiants. you need 5 portions of blood grass, 5 portions of Harrada, and 2 Deadra Hearts.

Quest 4 Pathways of the Dwemer
The Warlock sends you to a Dwemer fortress to investigate some lost dwemer artifacts. you arive to the ruins and have to find a few swiches and activate them in a certain order to gain access to the many artifacts that are waiting for you to discover. you are trying to find a rare dwemer tool(dont ask me what it is yet)

*Rank Up to Journeyman

Qust 5 Dark Passages
A necromancer whos dark ways have been causeing troubles with the people of Ald?ruhn. the necromancers creations have ocationaly sliped out of where they are being kept. now you must go to his lair and put an end to him and his creations.

Quest 6 A Spy Among Us.
there is a spy in the mages guild who has been leaking information to the telvanni about the mages plans and current conditons you are to find out who this spy is and confront him if he will not leave without a fight then you must kill him. The mages do not want to cause a fight but if they have to then they will.

*Rank Up to Evoker

Quest 7 The Daedric Shrine
The guild head in Ald'ruhn wants you to go to a daedric shrine. he wishes to find an item that may help the guild out in this time of confusion and panic.

Quest 8 A Path to Redemtion
Ranis Athrys sudenly has apeared out of hideing to come to the balmora mage guild. she warns their curent leader that there is a plot agenst his/her life. the leader does not belive her so she confronts you. she tells you to keep an eye out and wacth for anything suspitus.
you dont find anything suspitus until that nightwhen someone breaksinto th guild and assasinates the leader you happen to arive barely to late but you are able to kill the assasion form a enemy faction(not sure which one yet)

*note after Quest 8 I may Un-ban necromancy in morrowind
*Rank Up to Conjurer

Quest 9 The Hold
The Warlock form balmora has an urgent request. he needs you to find a rare dwemer artifact that the book you gave him discribes. it is rumored that someone is also trying to find it. you must hurry to obtain the artifact without haveing to cause a conflict.

Quest 10 A Mages Choice
You must make your desition about how much you are devoted to the mage guild. if you sucessed then you will be promoted. your task is to brave an evil mages stronghold. in it you must find the object that ties him to this world and use it to kill him.

*Rank Up to Magician
*this stronghold will be used by the mages after the quest. more battle mages, spellswords, and other combat ready mages will be housed here after the quest.

Quest 11
Quest 12

*Rank Up to Warlock

Quest 13

*14 will Require that you get a mage staff(Cyrodill Mage Guild)
Quest 14

*Rank Up to Wizard

Quest 15 Crimson Horizon
The Telvanni have made increased attacks upon the mages. the Guild head of Caldera has Requested that you arive within 24 hours to help them drive off the Telvanni who have been raiding/attacking them for almost a week now. even the mage corps. are haveing troubles with them

*the mage corps. main group is stationed here after all morrowind caldera mage guild was almost useless.

Quest 16 The Last Straw
House Telvanni has pushed the mages guild around far too long and have provoked the mages into action

*Rank Up to Master Wizard

Quest 17
Quest 18
Quest 19
Quest 20

*Rank Up to Arch-Mage
*This Starts the three Aftermath Mage Guild Quests
Sincerly
Green Cutlass
07-24-2006, 10:08 AM,
#65
 
Quest 1
A idea is that you need to ask around to get knowledge about the best place...

Quote:*14 will Require that you get a mage staff(Cyrodill Mage Guild)

hmm a Mage Staff should introduced earlier
The meaning of life is 'Bucket'.
07-24-2006, 10:13 AM,
#66
 
In TES3, you didn't need a Mages' Staff. You needed a Wizard's Staff before advancing to Wizard Rank. Nothing really special about the Staff, levitation and boost speed...
07-24-2006, 03:56 PM,
#67
 
some of the quests seem a bit cookie cutted from OB or MW (and not in the good reminising kind of way) (quest 10 for example)

for #3, what if the player has alredy beat the MQ. how does he/she get the ingrediants that are unique to the OB dimention?

also, the quests seem sort of loose and not tied together. they should flow form one to another, not be (get this) (actual plot quest) (get this) (and this) (actual plot quest)... etc.
Mongati HoonDing tiavo; li-mansao einei diang.


Cassandra for the memospore era
07-24-2006, 04:11 PM,
#68
 
the plants do grow just outside oblivion gates that are closed ive seen both of them and you can almost always find daedra hearts. also I do have some ideas as to how the *get this* stuff could effect the plot line. for example do you remember the theves guild quest the greatest Heist. i wont tell you what happened but thats probibly going to be an idea of how to tie the get this quests to the main plot.
Sincerly
Green Cutlass
07-24-2006, 04:51 PM,
#69
 
Please no "collect plants!111!" quests this time please.
07-24-2006, 04:58 PM,
#70
 
I'm only going to have the first one it wont be that hard and thats it for plant collecting from the original we have better things to collect like daedra ingredents.
Sincerly
Green Cutlass


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