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Ashlander Quest-line ver.1
03-19-2007, 12:44 AM,
#1
Ashlander Quest-line ver.1
The basic outline of this is...
1. be adopted in one of the 4 major tribes and help the tribe that adopted you
2. help out the minor tribes and Ashlanders in general to get a good reputation
3. aid the Seer in gathering the Ashkhans to make Ashlanders more united

thus for part 1, you follow ONE of the questlines

Speaking to a Gulakhan of any of the four major tribes will reveal that they may be willing to initiate an outlander to help them. Ask one of them and they will say:
We are the clansmen of the ___ Tribe and our Ashkhan sees great things for us in the future. We would like to initiate an honest, good-souled outlander to help us for our plans are beyond our own territories. If you are a warrior, you would suit the Erabenimsun, if you?re a trader then the Zainab would find a use for you, if you are a mystic or a scout the Urshilaku are right for you, and if you collect healing herbs and box with the old fist-lineages, then the Ahemmusa are most like you. If you join one of us, not only will you be a brother/sister, you will be a named our great Tribe Friend.

Part 1 - Major Tribes Quests
Ahemmusa Tribe
Leaders: Sinnammu Mirpal
Locations: Ald Daedroth Camp, Ahemmusa Camp, Ahemmusa Burial Mounds
Skills: Alchemy, Illusion, Hand to hand
1. Pay Time (Sinnammu Mirpal)
A ship from the Temple has come to pick up the War Ordinators, however when the Ahemmusa demanded they pay to dock at the isle and for the Ordintors? stay at the isle, they laughed and refused to do so. The wise-woman asks you to find a way to get them to pay without bloodshed. You can challenge the commander of those Ordinators to unarmed combat, and he must not refuse. If you win, he gives you 5000 gold which you give to the wise-woman and the Ordinators leave. The wise-woman will distribute the gold with others.
2. Mad Neighbors (Hlireni Indavel)
Hlireni Indavel, witch and leader of the Sheogorath Cult of Ald Daedroth demands that a sacrifice be made to the Daedric Prince. However, providing this will not be too easy. Go to the camp on the shore and ask about. There is a very abusive adventurer that has been harassing the Ashlanders. You tell him that evil cultists live in the isle to the north, and he will decline but act as if they are a nuisance to him, tell him he is a coward and he?ll be forced to let you lead him to Ald Daedroth. However, at this stage, the adventurer is being caged in Ald Daedroth. Hlireni Indavel wants him to be drugged. You must make a potion that has a drain fatigue effect.
3. Dumb Kid (Sinnammu Mirpal)
The wise-woman says that a clansman is being attacked by Dreugh. You must go off the shore of the Ahemmusa Camp eastwards for a short while and you?ll find a frantic young Dunmer. He was fishing when Dreugh attacked him. However the amusing part is that the Dreugh did not start attacking until he accidentally knocked his catch into the water which promptly attracted them. After you save him, he will thank you and give you some crab meat. Returning to the wise-woman will reveal that they all call the clumsy guy ?Dumb kid? and that he is fascinated with Dreugh, but tends to get himself into trouble.
4. Troubled Ancestors (Urshamusa Rapli)
Urshamusa Rapli, a wise-woman, pupil of Mirpal, sends you and Sallit the tribe?s best warrior to investigate something. There has been trouble in the Ahemmusa Burial Grotto recently. An ancestral spirit is preventing people from entering and leaving offerings and gifts. You are sent to investigate and you find that the entire catacomb is full of undead, but they do not attack you. Instead they say that the guardian spirits have awoken because a looter had come, and made away with a bowl that belonged to the long dead Ashkhan. They say he went south. Keep going in that direction and you?ll find a small band of looters who will have the precious bowl in one of their sacks. They?ll attack you of course, but if you have good skill in illusion, turning invisible, or paralyzing them should help. Returning the bowl to the dead Ashkhan will allow all the spirits to rest. Go back to the Camp and Urshamusa will give you the ?Collar Bone of Bassallit?, it adds 3 luck.
5. Unwelcome N?wah (Sinnammu Mirpal)
A few Nords have sailed down near Ald Daedroth and have been catching Ahemmusa rafts and demanding gold and food on pain of death. These are raiders but as their group is small they do not have the confidence to attack a large camp. The clever wise-woman suggests that you take the next raft going to Vvardenfell, get taken by the Nords, and either persuade them to leave or kill them all. You are rewarded with all the loot on the ship as well as a yurt of your own in the middle of the Ahemmusa Camp.

Erabenimsun Tribe
Leaders: Ashkhan Han-Ammu, Manirai
Locations: Erabenimsun Camp, Erabenimsun Burial Caverns
Skills: Blade, Blunt, Destruction
1. Dancing with the Nix (Ainab)
A large pack of Nix-hounds had attacked one of the Erabenimsun. To prove yourself you must go hunt it down, and save the herder.
2. Outcast Attack (Han-Ammu)
Outcast Ashlanders have been seen coming to the camp. The Erabenimsun are all geared for war. However, it is dangerous to let the enemy (since they have torches) to get near the yurts. Han-Ammu wants you to help him ambush these barbarian Dunmer. When you successfully kill the outcast Ashlanders, you get all the loot and Han-Ammu gives you the Robe of Erur-Dan, a false incarnate?s robe.
3. Guide to Uvirith (Han-Ammu)
A group of Telvanni warriors and hirelings are on their way to Tel Uvirith. However, they lost their way and ended up in the Erabenimsun Camp. Han-Ammu asks you to lead them to Tel Uvirith. The Telvanni pay you gold, and half of that goes to Han-Ammu.
4. Stolen Lover (Manirai)
The wise-woman of the Erabenimsun, has heard that a young women of the tribe, who was to be promised to Aidanat as a bride, was taken by a Hlaalu raiding party while she was farther south visiting the Kaushtababi. You must find clues as to where she was taken, and it will eventually lead to Hlaalo Keep. You tell Aidanat, and together you two will rescue his bride, Namuni, from Hlaalo Keep and trek all the way back to the Erabenimsun Camp.
5. Hasnaba Feud (Manirai)
A Zainab trader by the name of Hasnaba had wronged Han-Ammu when he traded with the Erabenimsun and ripped them off. Hasnaba is one of the Zainab in favor of working with the Hlaalu. Thus he leads caravans to extract ebony and, risking the Molag Amur, bring the ore to the Hlaalu. Capture him for Han-Ammu and bring back the giant carrier-beetle with the ebony to the camp armorer.

Urshilaku Tribe
Leaders: Ashkhan Sul Matuul, Nibani Maesa
Locations: Urshilaku Camp, Urshilaku Burial Caverns
Skills: Mysticism, Alteration, Marksman
1. Peace with the Hill Orcs (Zabamund)
You are told to go meet the Orcs at Valenvaryon and arrange a peace. They say they will respect the tribe if you can shoot a Kagouti and kill it in one shot. They tell you to tell Ashkhan that. When you return to the camp and tell Ashkhan Sul-Matuul, he will give you a very powerfully enchanted arrow. Thus even if you don?t kill the Kagouti with the arrow, the spell will. The Orcs, amazed at your skill, agree to a peace as long as the Ashlanders don?t try to raid them again.
2. Mysterious Ashman (Zabamund)
Several warriors have been hurt out in the wastes. Tussurradad was uninjured and made it back to camp to report that their hunting party had discovered a hole in the ground, they dug it up and a monster came out, attacked them, and then ran off into the hills. The Wise-woman asks the hunter to bring you to his companions but the ashlander says he will not, the monster sucked out his courage and he feels soul-sickness. Aggravated and concerned, the Wise-woman asks you to find the hunters. Some distance from the camp you will find a trail of dead bodies few and far in between. A Shalk, then a guar, then two orcs, then a nix-hound, and then finally three Ashlanders wounded and lying on the ground. Heal them until they can return to the camp. If you tell the Orcs of Valenvaryon about the manner of the orcs? deaths then you will be rewarded with a ruby.
3. Heal the mind (Nibani Maesa)
Tussurradad recently came down with a strange disease of the mind. He is not going mad, but it seems that though he?s alive, he is occasionally slipping into unconsciousness. The wise-woman is worried and gives you a spell of mysticism that will allow you to go into his mind. The ritual is prepared and you go in. You are in a Velothi-style interior, but with many locked doors. In the middle is a shadow and Tussurradad is inside a cage. Break the cage to free him. The shadow cannot be killed for some reason, so you must have Tussurradad kill him. He does but dies in the process and says ?Thank You Sera/Muthsera?. You suddenly return to the wise-woman?s Yurt. Tussurradad is dead. The wise-woman Nibani Maesa will tell you that his soul was being taken by someone, and that you have freed him but his soul was too exhausted and weakened to be freed.
4. Interrupted Funeral (Nibani Maesa)
You escort a small group bringing Tussurradad?s corpse to the Urshilaku Burial Caverns. However in front of the cave entrance is a large rock with carvings and runes. It is impervious to any damage, except absorb health. You must leech away its health and it will roll away. Once you have done that, the Ashkhan and Wise-woman will thank you and also mention that someone wicked must have lost control of Tussurradad?s soul and now seeks to prevent him from a proper burial.
5. Hunting Fiends (Sul-Matuul)
The Ashkhan is greatly angered that his clansman died in such a way and seeks vengeance on the evil sorcerer. He had a dream that told him the sorcerer would come to kill the entire Tribe and so he tells you to stand with him at nightfall and await the danger. A raspy voice then echoes in the camp. It says that it was an Urshilaku Ashlander exiled by Sul-Antaasu long ago, and that it its wanderings it had become a great mystic, able to seize weak souls. Sul-Maatul is unphased and tells the fiend to reveal himself. He does but he is no ordinary monster. He looks like a starving Dunmer but is taller, and casts magic and swings wildly with his chitin dagger. He can take a lot of pain so be careful and wear him down.

Zainab Tribe
Leaders: Ashkhan Kaushad, Sonummu Zabamat
Locations: Zainab Camp, Zainab Mining Camp, Zainab Burial Home
Skills: Speechcraft, Mercantile, Sneak
1. Trade Prince (Kaushad)
A Hlaalu merchant has come to the Zainab Camp demanding that the Tribe trade only with the Hlaalu. In exchange for ebony, the Hlaalu are willing to give all sorts of goods, comforts of civilized life, and gold. However, the Zainab sell to whomever they wish to, and will not be restricted. Tells this to the trader and he says the Hlaalu will use force if their goods are not persuasive enough. Therefore, the tribe-trader asks that you sell the ebony to the Hlaalu and then steal it back at night (pick pocketing).
2. Bargain Price (Kaushad)
The Zainab Ashkhan wants to buy a fashionable Telvanni silk dress for his wife to wear at ceremonies. However, as the stingy man he is, he gives you only a ?Zainab Medal? to trade for a Telvanni Silk Dress. The Medal is worth 70 gold and the dress is 100 gold. You must haggle and spend as little as possible of your own money. Ashkhan will know how much you spent of your own.
3. Salt-trade (Ashur-Dan)
The wise Ashkhan realizes that if the Telvanni commit more resources to boats, their trade on the water will cost the Zainab. One of their most important trade commodities is salt. The Ahemmusa have been making salt at Ald Daedroth and he wishes to gain Aryon?s and Sinnammu Mirpal?s agreement to trade through the Zainab and not by boat which would circumvent the Zainab overland trade.
4. Prisoner Escort (Kaushad)
Zainab warriors had captured a famous orc outlaw, Guthud gro-Kushna, who had committed crimes against the Redoran. You must escort the outlaw (in a cage) with the help of one Zainab scout. The outlaw must be brought to Maar Gan as he had robbed the Morvayn Clan several years ago during the colonization time. You need to try to get the highest price for the captive, the highest is 5000 gold.
5. Retribution (Kaushad)
A few bandits have been preying on Zainab caravans. You are told to go assassinate the bandits quietly. They are hard to sneak up on however you can lure them away from each other by watching when each is on sentry duty and when the others go to sleep.

Part 2 - Minor Tribes Quests
Kaushtababi Camp
False Incarnate
Recover the items of Conoon Chodala. They are his ax and his boots. When you do, you will be allowed to visit their Chodala Ancestor shrine and receive a blessing of fortify blunt skill. If the quest is not complete you cannot get the blessing.
Bensiberib Camp
Desperate Yurtwives
There are three women in this camp but no men. This tribe used to be larger but Blight monsters killed half, and the survivors were killed by accidents and bandits, until only one man and three women remained. But a Morag Tong assassin killed the man, Odaishah Yasalmibaal. The women want to find husbands. You can find a willing husband in the Erabenimsun Camp, one in Tel Branora, and another in Balmora. The women give you an Ashlander outfit for the troubles.
Sobitbael Camp
Dude, where?s my Guar?
This tribe has been having trouble with a band of rogue Telvanni herders who stole their beetle and guar herds. You are asked to sneak up on the rogue Telvanni, kill their beetles, and steal back the Ashlanders? beetles and guar. The Ashlander?s beetles and guar will follow you while the Telvanni?s will not.
Aharasaplit Camp
Quiet Vengeance
Steal saltrice from the Sheogorad Nords. There is a farmer nearby who has a few bags of saltrice lying in front of his house. Sneak there (don?t let him see you, he patrols his farm) and bring it back to the small Aharasaplit tribe?s camp.
Aidanat Camp
A Chance for Peace
A Redoran noble is in the area and the Aidanat plan to attack him. When you ask the warlike Ashkhan why he says simply that they are warrior-folk. You can either convince him to befriend the Redoran who are also warrior-peoples, or help him kill the traveling noble (who is well guarded, and a good warrior himself). If you persuade him to defend the Redoran, they will no longer kill the Redoran and will acquire bonemold, probably from the friendship.
Shashmanu Camp
False Accusations
Redoran warriors have arrested the quiet Sashmanu Tribe of the Samsi River Basin. The tribe is being blamed for recent raids on Khuul and Ald Velothi. If you can convince the Redoran to let the Tribe go they will tell you it is actually the warlike Aidanat who have been raiding the Redoran.
Mamshar-Disamus Camp
Dagoth Trouble
You go to the Mamshar-Disamus Camp to find that a strong (naked) Dagoth warrior is standing outside of the yurt. He says that he is waiting for the cowards to come out and that maybe you can get them to come out. Maesat Shinirbael and Missun Hainterari, and their wives Nanit Habael and Kusatha are afraid to come out and beg you to help them kill the Dagoth warrior. Your reward is their guar.
Mila-Nipal Camp
Sad Loner
Manat Shimmabadas sees that he is the last of his tribe. He also knows that the local Redoran do not like him much. He plans to abandon his nomadic ways, but he is hesitant. He needs advice but has no one to talk to. You can either encourage him to settle with the Redoran or gather wandering Dunmer into his Tribe. The first will have him end up in the Redoran Prison on Vivec City. The second will have his tribe expand to include Shirerib Ashi-Iddan (barbarian), Santinti Assarbeberib (wise woman), Mubdan Esurnadarpal (scout).
Sharsidon Camp
Thirsty or Thirsting for Gold?
This tiny camp outside of Ghostgate is running low on sujamma and mazte. They make a small business of selling drinks and information to travelers. You are to go buy 5 bottles of each for them.
Salit Camp
Mighty Beast
Zelay Sobbinisun found a dying Altsassan just south of the camp. However the Tribe does not know the burial rites for these beasts since their wise-woman has long forgotten, these beasts had not been seen in many generations. You must go to the Urshilaku Camp to find their wise-woman and ask for the Altsassan Burial rites. She?ll give you four ritual candles and ask you to give them to the wise-woman of the Salit. You?ll find that the small Altsassan herd will gather around the dead herd-member. The four candles will also be around the corpse.
Yakaridan Camp
Penance
Kitbael Assurnumanit, Ashkhan of the Yakadarin, now regrets casting out the wise-woman and attacking the Telvanni. He sees other Grazelanders growing rich with their relations with the Telvanni, and he himself has come down with a sickness. He needs the wise-woman to come back. She, Maela Kaushad, now lives in Vos. You can either persuade her to return, telling her that the Ashkhan has changed, or you do as she says and go back to the Ashkhan telling him that he made his choices and cast her out, and now must live with his arrogance.
Massahanud Camp
Tough Hunt
Teshmus Assebiriddan, a good archer of the Massahanud, needs help. He wounded a large Bull Netch the other day, but since he was alone, he could not catch it. He wants you to help track it down with him. When you find it, it will indeed be a huge netch, and you and him must bring it down. If you return to him in a week, he?ll have a suit of boiled netch armor for you, but it has a slight enchantment of increasing agility by 5.
Elanius Camp
Captivating Captive
Yapal Esatliballit, Ashkhan of the small defunct Elanius Tribe had taken a captive and held her prisoner. However, he has fallen in love with her. The Tribe consists of three men, and it could be that they simply had not had a woman in a long time. Whatever it is, Yapal is madly in love with this young Dunmer woman. She declines, saying that she had been promised to a Hlaalu noble, and that she was to be married to him in a week. Yapal asks you to get him a bottle of sujamma. If you do, then in a week you?ll find that the woman has become his wife (must?ve gotten drunk with him and lost her virginity), and if you refuse, the whole camp will attack you.


Part 3 - Unifying
The Ashlander Seer
The tribe that adopted you will mention a strange Velothi Seer that has been spreading his beliefs and is currently at the Sobitbael Camp. You are to find this seer and do as he asks. When you find him you discover he claims that he is a prophet of the rise of the Ashlanders. He says that the four greatest tribes must gather their leaders where great-ancestor Veloth died. This place has great pillars of stone near a cliff overhang where Veloth rests forever. There is an Ashland spring or oasis encircled by the ring of pillars. Finding this is south of Red Mt., and somewhat northwest of Lake Nabia. When you find it you must return to the seer who will ask you to convince all the Urshilaku, Ahemmusa, Erabenimsun, and Zainab to meet there.

Gathered Under Velothi?s Gaze
Once a small camp has been made the seer says we must unite all of the Ashlanders, and that the camp will serve as the capitol of the movement, so that the leadership of the Ashlander revival will be held by none but shared by all. He urges you to find three wandering bands of Ashlanders along the Foyada Bani-dad, Mamaea, and Ashur-dan. They, to redeem their past wrongs, will return as clanless defenders and having loyalty not to a clan but to Ashlanders as a people.

Return to the Old Ways
The seer feelsthatoutlander ways are corrupting the purity of the Ashlanders. He demands that foreign alcohols, foods, and utensils be confiscated from everyone in the camp and thrown into the bonfire. Ashlanders unwilling to part with their ?n?wah poisons? will be threatened with force.

To Purge or Not to Purge?
The seer accuses a prized Urshilaku woman to be a witch. He says that she is a mabrigash. You maybe choose to help in convicting her by finding evidence of her witchcraft, or you may help Buntanat Lashikillet (her husband to-be) find evidence on the contrary. Meanwhile you must keep the Ashlander warriors from attacking her. If she is executed then you will be awarded a ?Rod of Fasikanat? (staff that drains fatigue) and if you help prove her innocent, you get sujama and hacklo leaves as well as gratitude.

In Order to Keep the Peace
The gathered warriors have grown restless and the seer has decided that something must be done before the free-spirited young Ashlanders leave. So Han-Ammu suggests having them raid a Velothi village, which will also serve as practice to test their mettle. The Ashlanders are under strict orders not to kill villagers, only guards. Your entire warband MUST survive.

Alliances with House Folk
The Seer asks that arrangements be made with the Great Houses so that the Ashlander unification will not be squashed as the Houses do not profit from a unified Ashlander people. You must talk to a Hlaalu Councilor to arrange for Hlaalu warriors to stop raiding Bal Ur in exchange that Ashlander warriors will not raid the Ascadian Isles. Additionally Ashlanders reserve the right to attack fishermen who travel up the Ouda Nabia, and that to fish and hunt in that area they must pay the Ashlanders. With the Redoran and Telvanni the Ashlanders want a trade network. This agreement can help the two bypass relying on Hlaalu shipping in the south and risky northern shipping (where Nordic pirates and raiders prey on ships). Redoran goods at Maar Gan can be brought to Vos across the Ashlands and Redoran shipments to the Indoril refugees can then be brought south from the Grazelands down to the Azuras Coast. In exchange for this trading agreement, the Telvanni and Redoran must agree to limit their settlement of Vvardenfell and allow Ashlanders to control the trade route.

Dissidence in the Ranks
A renegade Ashlander has approached a Hlaalu noble claiming to represent all remaining Gashlanders. In exchange for 80000 septims, the whole Samsi River Basin (belonging to the Shashmanu and Aidanat tribes but claimed by Great House Redoran). A Redoran ambassador urges the Ashlanders to deal with this dissident and the Seer agrees. The Urshilaku send two warriors with you to find and kill the negotiators and tell expectant Hlaalu Councilor Omanyi that the deal is false and has been canceled. The negotiators are in Gnaar Mok.

The Grand Council
The Ashkhans agree that the only way the Ashlanders will be truly recognized is if the Grand Council recognizes them. You must travel to Ebonheart with the Seer, who is a great orator, to convince the Grand Council to allow Ashlander representation. While it is not allowed, the Telvanni representative suggests allowing an Ashlander spectator who can make suggestions but cannot actually vote. Eventually the Council allows this after much debate.


[/hr]

thanks for reading it all, tell me what ya think Smile

I am considering allowing you to join only 1 tribe to simplify things, maybe Ahemmusa since they are in the worst shape and need it most, though all are good candidates... but read it all and comment :yes: :goodjob:
03-19-2007, 07:14 PM,
#2
 
Very nice, feels good! Simple, yet hard quests to do but are easy to write and script!

Perhaps you should add an option for the Player to help all Ashlander camps?

And seeing as the Ashlanders have made a capitol, maybe you could make a quest to gather all renegade and small unimportant Ashlander tribes to join the movement? To give even more feeling of unity, you would of course need to get the approval of the Ashkhans for these outcasts to join so you can prevent bloodshed amongst the tribes.
The rider in black is always watching......
03-19-2007, 09:01 PM,
#3
 
Actually no the smaller ones should be renegade and make their own alliances so its offers more opportunites.
Some say im here, Others say im there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to take your mind off things for a moment then I strike without hesitation and leave no trail
03-20-2007, 12:15 AM,
#4
 
Quote:Originally posted by Ebonyknight
Actually no the smaller ones should be renegade and make their own alliances so its offers more opportunites.
sounds cool, but please explain further...
03-22-2007, 01:11 AM,
#5
 
If anyone has comments they want to post please do...
I intend to revise it this weekend if need be

thanks
04-01-2007, 07:46 PM,
#6
 
I think some of the smaller groups should become part of the movement, like the trio of husbandless women - they'd be drawn to a central Ashlander location like bees to honey.

Maybe have some of the smaller 'fragment tribe' quests become inconsequential / change / whatever once you've reached a certain point in the Ashlander MQ? I'd say there needs to be something to make it feel like change is really in the air.

I agree with the only-join-one-tribe thing. Makes them more like a mirror of the Great Houses.
CAUTION!
The idiot behind the keyboard may type something stupid at any time!
04-01-2007, 10:02 PM,
#7
 
good points..

Quote:Originally posted by Doghead13
Maybe have some of the smaller 'fragment tribe' quests become inconsequential / change / whatever once you've reached a certain point in the Ashlander MQ? I'd say there needs to be something to make it feel like change is really in the air.
what do you mean? as in those localized quests soon change to be in a direction more suited for unification? I need a few example or whatever to help me know what you mean :yes:

Quote:Originally posted by Doghead13
I agree with the only-join-one-tribe thing. Makes them more like a mirror of the Great Houses.
so as in only allow one Tribe to be joined? or give the player a choice of one of the 4 major tribes and make them stick with that one?
04-01-2007, 11:25 PM,
#8
 
'Desperate Yurtwives'
If the Ashlander 'capitol' camp is established before you've done this quest, the three women pack up whatever they can take with them and travel (with a couple of pack guar, maybe) to the 'capitol'. Just seems like something they'd do.
'Penance'; The collapsing mini-tribe might entirely up camp and move to the 'capitol'. Same goes for the guy from 'Sad Loner'.
In these cases, that would make the associated quests inconsequential, or for the three unmarried women maybe the player might end up playing matchmaker anyway, just in a different location.

Changing quests; the Velothi prophet (or someone else) might clue you in to a few of the mini-tribe quests (like say 'False Accusations' and 'Dagoth Troubles') resulting in slightly different results, like the couple from the latter quest moving to the capitol or joining up with another small group, or the group from 'False Accusations' moving a long way away from Redorans.

I just like it when NPC's show a certain level of fluidity and respond to events in a beleivable fashion. It's really satisfying as a player when your efforts actually very visibly change something. Likewise, it'd be nice if some of the people you'd helped in earlier quests turned up at the 'capitol' and joined the movement, or some of them banded together to form a bigger, more viable, tribe.

Re my remark about only joining one tribe; I was talking about when you get adopted into an ashlander tribe, you can go with any one of the 'major' tribes, then fairly peacefully unify them into a whole, while as that's happening the Great Houses are preparing to go to war with each other - it's great stuff. It makes the two quest chains like warped reflections of each other - in one you're bringing people together and bringing hope for their future, in the other you're picking a side and fighting a war.
CAUTION!
The idiot behind the keyboard may type something stupid at any time!
04-01-2007, 11:48 PM,
#9
 
very nice, I will consider it and make revisions... they are great ideas :goodjob:
12-03-2007, 09:50 AM,
#10
 
Thread Locked. Nice work, final drafts will begin ASAP.
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