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Cammona Tong
06-20-2007, 04:38 AM,
#1
Cammona Tong
Hello there, I have been watching your mod for some time and it looks great. Keep up the good work. I am not a modder but I would still like add my two cents. Well more than two cents if you don't mind. I haven't noticed any thread regarding the Cammona Tong quest line, so I thought I might add my hopefully intriguing vision.

First of all some observations and insight on this strange faction. I noticed in TES3 the CT tend to operate in "cells" of 4-6 people. These cells can be observed at Fat Legs Dropoff, Hla Oad; Nadene Rotherans shack, Gnaar Mok; and the Council Club, Balmora. I also know of a cell in Sadrith Mora but forgot the name of the place and I am not sure but I think that the tradehouse in Khuul is one. Also of course there is the Dren plantation. I imagine these cells, besides doing drug dealing, extortion, etc, would also be capable becoming light commando type units in a time of war. Also in a time of war, I believe that teh CT would, despite Hlaalu connections, ally with the Redoran side in spite of their differences. Soem may disagree but: the Hlaalu are becoming more imperialized and side with outlanders and there puppet king Helseth in the Great House War. The Redoran may not argee with the CTs morals but they need allies, especially ones who can expolit hlaalu connections. These are teh 2 assumptions that I have based my vision on.

Ranks: Bully, Tough, Thug, Brute, Lifetaker, Chiller, Hammer, Old Man, Strongman, Kingpin

I. Intiation- earn the CTs trust (3-5 short quests) (Bully-Tough)
II. The Gathering Storm- become a cell member (5-7 quests) (Tough-Lifetaker)
III. The Prelude to War- lead a cell (7-10 quests) (Lifetaker-Old Man
IV. Great House War- lead a company (5 major quests) (Old Man-Strongman)
V. Aftermath- overthrow Orvas (3 quests) (Strongman-Kingpin)

I. Intiation
For the intiation quests you must report to one of Orvas Drens men on his planation. Not sure who this should be but he should a return from TES3. These quests would be run of the mill skooma deliveres, blackmail, extortion, murder, thefts, etc to earn the CTs trust.

II. The Gathering Storm
Once the Intiation is complete, your questgiver will promote you to Tough and tell you are ready to join a cell. He will appoint to be Messenger at the Balmora Council Club cell. This means that you will recieve the quest from him then report to your cell leader who will tell you what to do. Though the old Council Club cell died in a "bloodbath" six years ago, a new cell has been formed with former bartender Banor Seran as cell leader. Quests in this section will mainly be focused on mopping the remmants of the fighters and theives guilds. Are a few ideas:
Trade Argeements- Some tieves guild refugees have set up shop in Tharys Tomb and are raiding CT skooma shipments traveling from the Ascadian Isles to Balmora. Wipe them out.
A Tratior in Our Midst- A member of the Sadrith Mora cell is a double agent for the Thieves Guild. However, since killing outright would be bad for morale, Dren wants you to secretly plant posion in his house . Posioning him would recieve a higher reward, killing a lesser.
Blood Debt- Six years ago Larrus Varro, Champion of the Moonmoth Legion ordered the arrest and excution of the previous council club cell. It is time for revenge. Take 4 cell members and ambush him while on a rountine patrol by the old dwarven bridge. He will be accompanied by two legionaries.
Tieves Guild Raid- Raid the local tieves guild, capturing or killing all of the members.
Peacemaker- Your efficent actions have come to the attention of the Kingpin and Orvas Dren himself wants to meet you. When you arrive at his manor house at Dren Plantation, he and his bodyguard are under attack by a Morag Tong or Dark Brotherhood assassin. Assist them in killing him. He will tell you that assassin was sent by the Hlaalu or Imperials and it is time take a side. He sends you to negotiate an alliance with the councilers of Redoran. You will have to convince them using sweet talk, bribes, logic, threats, and/or non-lethal violence.

III. Prelude to War
When you return to Dren he will tell you that he has promoted Banor Seran and you are to take his place as cell leader. Your is Lifetaker by this time. You are now responsible for the welfare of your cell. This means choosing a Second (who will report to you and give you your orders) and managing cell members. You may hire new members if any old ones die (for a price) and may provide them with upgraded equipment. Also you get choose to which ones accompany you on your mission (each mission will have a maxium limit). Each of your 6 members will have a specialization (nightblade, spellsword, agent, assassin, scout, and rogue). Your cell now has the honor of being known as Dren's Fist. The quests in this section will focus on sabotaging the Hlaalu moblization:
Dead Men Tell No Tales- (2 companions maximum) After the Redoran-Cammona Tong alliance was announced House Hlaalu moved quickly to stamp out the CT threat. Informats on the staff of Raynasa Rethan have reported that she intends to reveal a note implicting Orvas Dren in a plot to kill the Duke. This note, though small, has been used to propel her in her rise to hlaalu grandmaster and keep a leash on the CT. Several "specialists" have been sent in to...neutralize...the problem but they have not reported in. The Kingpin himself requests (orders) that you meet at the eight plates in Balmora with an imformat discover the status of this delicate operation. Once you have met with teh informat, she reveals that the teh 2 men have been captured by Rethans Hlaalu guards and have failed to retrieve the note. She also says that Rethan will be sending the note and the prisoners to Fort Moonmoth under a heavy escort the next day. Return to your Second to form a plan: Two of your men will wait on the far side of the river until the guards pass by. Then they will fire their bows and flee, drawing off most of the guards. Then you will descend and either kill the guards, free the prisoners (who will flee) , and take the note, or kill the helpless prisoners, grab the note, and run. Return the note to Orvas Dren who will personally insure its destruction.
Coast Guard- (0 Companions maxium) Rumors abound about a Hlaalu army on the bitter coast but no one knows its location. Strangely, the two bitter coast cells are not reporting in. You are to team up with the Hla Oad and Gnaar Mok cells in an effort to locate the army and determine its composition. After ariving in Hla Oad, you will discover Fat Legs Dropoff burned to the ground, its former residents in various states of dismemberment. However, rumors will point you to the north, to Gnaar Mok. Reporting to the Gnaar Mok CT cell will find the base deserted. There should be several ways to scout the Hlaalu army: infiltration via armor, stealing logbooks, bribing guards, etc. However, Hlaalu have imposed martial law and a curfew on Gnaar Mok due to the escape of CT operatives, anyone not wearing Hlaalu armor outside after dark will be killed on sight. Get the information back to Balmora.
Rescue Cell- (3 companions maxium) Rumors have reached Drens ears that the survivors of the Gnaar Mok cell are holed up in the cave of Mallapi. Unfortunately they have reached the ears of the Hlaalu too. When you arrive, the cell members are fighting off several Hlaalu soldiers. Slay them and escort the survivors back to Balmora.
Blade Master- (1 companion maxium) It is time to strike back at the Empire and House Hlaalu. This means the death of an entire faction. Gildan, Surane Leoriane, Sjorvar Horse-Mouth, Nine Toes, Tylermailin, Ritleen, and Elone must die. The Vvardenfell Blades are now extinct.
Night of the Long Knives (6 companions maxium) War is upon us. Orvas Dren requests that you neutralize the Balmora government before getting the hell out of dodge. Lead your small army to the Hlaalu Council Manor. Break down the door and kill the 2 guards. Kill or capture the inhabitants at will as long as Nileno Dorvayn is taken prisoner. Once the deed is done attempt to sneak out of the city as a group or split up (each operative will take a prisoner depending on how many survive). Regroup at Tharys Ancestral Tomb where two "specialists" will take command of the prisoner(s). Then lead your men over to teh waiting boat on the river.

IV. The Great House War
After your trip by boat you and your cell will arrive at Dren Plantation where Orvas will be waiting. He will promote you to Old Man and decide that you are now in charge of a regiment (possibly 10-15 men) of CT commandos. However you have more pressing duties:
Evacuate Dren- Lord Dren is in danger. Imperial troops from Pelagiad are coming to arrest and bring him to justice. Hlaalu troops from Suran are manuvering to cut off his retreat. Not exactly sure how this quest would work but perphaps Dren could flee to Marandus (maybe even involve house Dagoth).
Bloody Mercy- The Redoran and Ashlander attack on Suran has meet with complete sucess. However, Lord Dren requests that you beat the Redoran and Ashlander ambassadors to hetman Avon Oran and negiotiate the villages surrender yourself for the glory of the CT. However, it turns out to be a trap...
Pelagiad Raid- Lord Dren has put up with these Imperial invaders long enough. He requests that you burn Pelagiad (the town) to the ground. Repel several waves of Imperial counter attacks from Pelagiad (the fort) so that your pyro brethren can do their work. Most of the civilians have retreated into the fort, but kill any living thing you meet. Your reward will be any loot you can grab.
Neuter Gnisis- Our Redoran allies are having difficulty taking Fort Darius. You must reinforce their attack before the Sheograd Nords mobilize and crush them aganist the Fort. Upon arriving at Gnisis, you are informed by the Redoran commander that a natural river cave has been discovered to connect to the Forts basement and is unknown by the Imperials. He asks that you and two men infiltrate the cave. After entering the lowest floor of the fort kill the lone guard before he raises the alarm. Then either fight your way to the top or sneak there. Once on the top, the Redorans will charge the fort and finish the infantry while you kill the waiting archers.
A Score to Settle- Though he refuses to take a side for political reasons, Duke Vedam Dren is the heart and brain of the enemy. It is time Lord Drens long time nemisis had an "accident". Join up with Banor Seran and your "intiation" questgiver to infiltrate Ebonheart and eliminate the Duke.

V. Aftermath
After the end of the Great House there will be several quest where you insitigate a coup d' etat aganist Dren and maybe inherit Dren Plantation. Not sure how this would be done yet. I hope you all like what I have suggested and this is by no means a aqueadt questline. There should be more anti-theives/fighters quest and maybe a Dagoth tie in. Thanks for your time. I hope I have influenced this mod a little. Wink
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06-20-2007, 06:51 AM,
#2
 
I'll read it all tomorrow, just pointing out that it is a possibility that Orvas Dren may have been killed during Morrowind's main quest, so may not appear in the mod. However, I don't think that should happen, because in MW, you could do 3 things to Dren based on the MQ, only one of which, involved killing him, so it's more likely that he'd still be around. Plus, he was a cool character, and had some neat stuff. :yes:

From what I can see though, your plans are well laid out, I'm sure that they'll be put to good use. Wink
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06-20-2007, 04:12 PM,
#3
 
Thanks. Good old Orvas should definately still be alive. It seems that you guys are keeping Demvanni and Therana despite their assassinations so why not dren?
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06-20-2007, 07:33 PM,
#4
 
Isn't the CT a combination of the KKK and the mafia? Maybe it should be Dark Elf only?
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06-20-2007, 08:09 PM,
#5
 
It says on the website "Hard for Non-Dunmer", though I argee it should be Dark elfs only.
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06-20-2007, 08:27 PM,
#6
 
Lore related questions about TES IV: vvardefell
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06-20-2007, 08:48 PM,
#7
 
Quote:Originally posted by blackbird
Lore related questions about TES IV: vvardefell

Good points but an outlander joining the CT still strikes as a black guy joining the KKK to kill and rob his people. i.e. you would have to be desperate for money or insane to voluteer. But Dren always struck me as a means justify the ends person so he probably wouldnt object.
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06-21-2007, 01:39 AM,
#8
 
Quote:Originally posted by La Hormiga
Quote:Originally posted by blackbird
Lore related questions about TES IV: vvardefell

Good points but an outlander joining the CT still strikes as a black guy joining the KKK to kill and rob his people. i.e. you would have to be desperate for money or insane to voluteer. But Dren always struck me as a means justify the ends person so he probably wouldn't object.
they are a lot more flexible than one might expect... consider Tul, an Argonian they hired to try to assassinate Stercaden... consider the Orcish smugglers they worked with... I mean they will accept outlanders only under certain conditions... and they must realize that House Hlaalu is reforming and it'll be harder for the Cammona to get away with the open racism.... and they must consider that Vvardenfell is a frontier, and thus the population not as homogenious as on the mainland, about 50% of the population is/was outlander, they can't operate as they do on the mainland...

consider the Cammona Tong as a criminal syndicate first, then a terrorist group second. The mafia side is dominant, with the KKK tendancy as a secondary feeling.... like any other group they have divisions within themselves, and as a group with lax morals, it is simple to change kill all outlanders to kill all enemy or unuseful outlanders since outlanders have been used for centuries in Morrowind as hirelings...
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06-21-2007, 02:01 AM,
#9
 
He mentioned alot of TG attacking on them and what not. I say nay to that since they are almost all dead just say some rogue gangs not wanting to bow down.
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
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06-21-2007, 04:20 PM,
#10
 
Quote:Originally posted by Ebonyknight
He mentioned a lot of TG attacking on them and what not. I say nay to that since they are almost all dead just say some rogue gangs not wanting to bow down.

Actually the majority of the quest have to do with attacking the Hlaalu.

What do you guys think of this:

Quote:Originally posted by La Hormiga
I noticed in TES3 the CT tend to operate in "cells" of 4-6 people. These cells can be observed at Fat Legs Dropoff, Hla Oad; Nadene Rotherans shack, Gnaar Mok; and the Council Club, Balmora. I also know of a cell in Sadrith Mora but forgot the name of the place and I am not sure but I think that the tradehouse in Khuul is one. Also of course there is the Dren plantation. I imagine these cells, besides doing drug dealing, extortion, etc, would also be capable becoming light commando type units in a time of war.
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