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Mages Guild Draft
12-06-2007, 04:35 PM,
#1
Mages Guild Draft
Hey,

A while back I offered InsanitySorrow to write quests & factions for Vvardenfell, and he accepted. I've completely redone the Mages Guild storyline and questline, though I've kept as much of the old VV MG alive.

[1ST]S[/1ST]toryline


The destruction of Ald'Ruhn and other consequences of the Oblivion Crisis has severely damaged the Mages Guild's influence in Vvardenfell. The Telvanni were able to force the Mages from the Wolverine Hall in Sadrith Mora and thus the only guildhalls remaining are Vivec, Balmora and Calmora. After an old Dunmer – who became Archmage after the Nerevarine left, Alammus Sendal, was killed in the Oblivion attack on Ald'Ruhn, Edwinna Elbert was named Archmage. The city itself, however, largely survived due to an attack of the Gate lead by Thetric Arthe.

Since the inauguration of Edwinna Elbert she has been forced to take tough, unpopular, decisions. Her strenght is obviously not leadership; she is neither respected nor liked by her peers. This isn't only due to her bad administration – before the Oblivion Crisis she was liked by all – but more due to the tough decisions, many of which were absolutely necessary. The strongest issue her opposition has is her decision to give up the Wolverine Hall Guildhall, which she did due to – almost violent – threats from the Telvanni.

This is the moment the player comes into play. After ~4 quests a loyal trustee of Edwinna (Skink-in-Tree's-Shade possibly) has a quest for you: you are to research how one summons a gate to the Oblivion Plane. This is Edwinna's try to win back the confidence of her peers, she names the twelve battlemages and Thetric Arthe (especially Thetric) heroes of war and promises to do everything in her power to get them back from the Oblivion Plane.

The player eventually finds a way to get to the Oblivion Plane, with the help of Divayth Fyr. The player (as normal in TES games: alone) is the SAR party. Only a few Daedra remain there, and the player encounters many bodies – Daedra – in his way up to the top of the tower. In the top the player finds a grizzly scene: ten battlemages – two died in the way up – are dead on the ground in a circle around the body of a huge Dremora. Thetric is in a corner, severely beaten up and wounded.

The player escorts Thetric back to Caldera, using the same gate that took him/her into Oblivion, where Thetric is given a chance to heal from his wounds. Soon, however, Ranis Athrys enters the scene. Ranis Athrys was the foremost enemy of Edwinna's leadership – largely due to Edwinna's decision to give up the Wolverine Hall (Ranis Athrys absolutely hates the Telvanni). Athrys proclaims Thetric to be the most heroic and powerful mage of the Vvardenfell branch of the Mages Guild, and suggests he should become Archmage.

Edwinna opposes this idea, not because she wishes to retain her position as Archmage, but because Thetric was her student once, and she knows his arrogant nature. However, the proposal finds immense support among the lower ranking members of the Mages Guild and Ranis Athrys. Soon, Edwinna feels forced to give up her position as Archmage but manages to retain her former rank of Master Wizard.

Thetric Arthe takes a very violent position in regards to the Telvanni, this is due to his advisor, Ranis Athrys. Ranis Athrys is, as some of you may know, a female dunmer who, in Morrowind, was in charge of the Balmora Mages Guild. Reading a bit of her dialogue learns that her parents were killed by the Telvanni, and she uses Thetric to 'get her revenge'.

In quest 15 ('Telvanni Strike') you are ordered to attack and destroy the Telvanni's leading laboratory on Oblivion and the magic that came with it into Nirn. This quest is very important storywise, though it doesn't really have a big effect on the mainquestline. The last three quests (16: Message form Up Above, 17: The Power that might've been, 18: The Final Showdown) revolve around destroying Thetric Arthe and becoming Archmage yourself.

In quest 16, Divayth Fyr tells you to go to the house of the Propecy Boy (featured in quests 5: Prophecy Boy and quest 9: Entrance to Hell). You go into the boy's dreams again and Divayth, who is there too, leads you to a statue of Meridia. Meridia explains that Thetric Arthe is a Necromancer. She tells you the only reason Thetric Arthe went through the Ald'Ruhn Oblivion Gate was to capture the soul of a Gate Guardian - a big Dremora, nothing really special just hard to find in Tamriel - which he did. (In quest 10: Behind Enemy's Gate you find Thetric Arthe next to the body of a very big Dremora).

Apparently Thetric Arthe changed his very being with the Daedric power from the soul, he managed to changed himself partly in a Daedra. Daedra are immune to disease and time, they don't age. Thetric Arthe has become immortal (he can be destroyed offcourse). Meridia tells you this because she is the Daedric Prince(ss) against the Undead.

In quest 17: The Power that might've been, you need to convince many Mages Guild members to support Edwinna Elbert and your cause. In Quest 18: The Final Showdown you meet Thetric Arthe in the Arena. However, things go awry from there. When Thetric is hurt (almost dead) he transports you both to Oblivion. Thetric explains why he needed to become 'immortal', he was cursed by Molag Bal and he was to die two years from now. When you kill him you get transported back to Tamriel where Edwinna Elbert names you Archmage.



[/HR]

[1ST]Q[/1ST]uestline



(M) means a Mainquest
(P) means promotion
QL* means a quest taken from a Quest list, to keep as close to the MW system as possible

Questline
  1. Quest 1: Mushroom Hunt (M)
    Ajira at the Mages Guild in Balmora studies the local mushrooms and needs help (once again). Find four different samples of each of these mushrooms: Luminous Russula, Violet Coprinus, Bungler's Bane, and Hypha Facia, all commonly available on the Bitter Coast. The best place, Ajira says, is South and West of Balmora. (Quest by Green @nt1-n00b)
    Quest 2: QL1
    Optional quest you can get from every guildhall leader. Quest drawn from Quest List 1.
    Quest 3: QL1
    Optional quest you can get from every guildhall leader. Quest drawn from Quest List 1.
    Quest 4: QL1
    Optional quest you can get from every guildhall leader. Quest drawn from Quest List 1.
    Quest 5: Prophecy Boy (M)
    There's a boy in Balmora the local Guild master is concerned about. His mother (Delyna Mandas, check http://www.uesp.net/wiki/Morrowind:The_Mad_Lord_of_Milk ) says he has disturbing, prophetic, dreams and he is showing uncanny magic abilities. The leader of the Balmora Mages Guild gives you an amulet ('recently acquired from the Cyrodiil branch of the Mages Guild') which would allow you to join the boy in his dreams. When you put the amulet on and sleep in the bed next to the boy you're instantly transported to an Oblivion Realm. (the boy is flagged 'important' and can't die). The boy talks to you and explains he cannot die within his own prophetic dreams. He says the true reason of him having this dream is most likely within the top of the Daedric tower in front of you. Fight through a horde of Dremora (also finding a room with twelve bodies in medium armor) eventually you'll reach the top of the tower in which Fedura Sendas is standing. The words she says are 'Look in the Face of the Future.' and disappears. Suddenly, from nowhere, a voice is heard. “The Boy dreams in riddles. See the truth through the layers of lies.”. The boy instant-talks to you: “That voice... It is my father's voice.” you say “Who is your father?” and the boy answers “Divayth Fyr”. The dialogue ends and you wake up. The boy however did not wake up and will not. You finish the quest by reporting to the Guildhall leader.
    Quest 6: QL2
    Optional quest you can get from every guildhall leader. Quest drawn from Quest List 2.
    Quest 7: QL2
    Optional quest you can get from every guildhall leader. Quest drawn from Quest List 2.
    Quest 8: Manwe's Payday (M)
    Manwe (familiar name for MW players) has missed another year of dues, Ranis Athrys wants to have a word with her and 'orders' you to find Manwe and escort her to the Balmora guildhall (less annoying with fast travel). When you get to the cave where Manwe is living (same cave as in MW) you encounter the bouncer, big ugly stupid orc unwilling to let you in. Kill him or persuade him. Inside a bandit will speak to you, saying this is their cave now, and that the MG mage is going to be tortured to find out what she knows (subtlely offcourse). Go further into the cave to find Manwe on the ground and the bouncer's father with a battleaxe charging at you. (Possibly finding some evidence that the bandits were hired by the Telvanni). Behind Manwe is a fiery hole in the ground (Oblivion gate textures), Manwe will tell you she found that fiery-hole-in-the-ground only a week ago, and that those bandits came after she had told the nearest locals. She knows little about the 'rift' and wants to return to Balmora.
    - Essential Quest
    - Half of the dues Manwe owes are yours: 500 coins
    Quest 9: Entrance to Hell (M)
    You are to talk to Edwinna Elbert to get this quest. Edwinna will tell you about the Battlemages and Thetric trapped in Oblivion. She asks you to go back to the Prophecy Boy (quest 5) and find out if he can help you find someone who can open the Rift (quest 8, Manwe's Payday) to get to Oblivion. The boy is still in a coma. When you put on the Dreamamulet and sleep in the bed next to the boy he directly talks to you (in a floating shrine with the statue of Meridia behind him) and tells you his father, Divayth Fyr, will help you if you say him his son, Varmon, needs him. So you talk to Divayth Fyr and tell him what Varmon told you to say. He says he might be able to open the rift, transports you both to the rift and does some cool magic (he mumbles here it cost him a grand soulgem with a daedric soul. He then gives you the choice to go now, or give you a little more time. When you say 'let's go' Quest 9 is over and Quest 10 begins.
    Quest 10: Behind Enemy's Gate (M) (P)

    Quest 11: Change of Leadership (M)
    Quest 12: QL3
    Optional quest you can get from every guildhall leader. Quest drawn from Quest List 3.
    Quest 13: QL3
    Optional quest you can get from every guildhall leader. Quest drawn from Quest List 3.
    Quest 14: QL3
    Optional quest you can get from every guildhall leader. Quest drawn from Quest List 3.
    Quest 15: Telvanni Strike (M)
    Quest 16: Message from Up Above (M)
    Quest 17: The Power that might've been (M)
    Quest 18: The Final Showdown (M)
    [/list=1]
    Questlist 1 (Rank: Apprentice)
    1. Quest:
      Quest:
      Quest:
      [/list=1]
      Questlist 2 (Rank: Journeyman)
      1. Quest: The Soul Man
        Skink gives you this quest. Skink wants you to find a soulgem trader who lives in the Telvanni town of Sadrith Mora. When you get there, Thaldar Menas asks you for something in return. Thaldar wants you to catch another soul, the soul of a man. You now have a choice:
        1. Soultrap the targetted guy, return to Thaldar Menas and get the soul
        2. Kill the soultrap and get the necessary soul
        3. Convince the soulguys (disposition 90) to accept cash (1000 coins)
        - Rewards for the different approaches:
        1. No reward
        2. 250 coins
        3. 1250 coins
        Quest: The Prophet
        Ranis Athrys of Balmora gives you this quest. Ranis heard of a monk who, somewhere in the ashlands, is preaching a death-religion. Basicly the religion is about necromancy. (Sidenote: The reason this Prophet is gathering supporters is because the Tribunal has fallen -> many disillusionized believers). Ranis wants you to kill this Prophet. The special thing about this quest is the dialogue and the 'moral dilemma'. These guys have a religion based on 'undeath' and the forms it takes are repulsive to us, ergo this religion is repulsive to us. But what is the true difference between this and other religions?
        - Promotion
        - Some scrolls as a reward
        [/list=1]
        Questlist 3 (Rank: Warlock)
        1. Quest: The Fwoosh
          Folms gives you this quest. A recent expedition into Falensarano has failed to report back in. While descending into Falensarano you start finding bodies one by one (diary on the first body). In front of the last body is a warlock who has a special spell (fire). Get back to Folms with the diary.
          Quest:
          Quest:
          [/list=1]



          [/HR]

          [1ST]R[/1ST]ank

          1. Apprentice
          2. Associate
          3. Journeyman
          4. Evoker
          5. Magician
          6. Warlock
          7. Wizard
          8. Master Wizard
          9. Archmage
            [/list=1]


            [/HR]

            [1ST]N[/1ST]PC's



            1. Ranis Athrys
              Race: Duner
              Gender: Female
              Rank: Wizard
              Story: Parents killed by Telvanni years ago, a strict ruler who bends the rules to reach her own goals. Speciality: Internal Affairs.
            2. Thetric Arthe
              Race: Breton
              Gender: Male
              Rank: Wizard / Archmage
              Story: History shrouded in mystery, though it is rumored he had an encouter with Molag Bal himself. Thetric Arthe is a selfish person, and from his selfishness comes his evil.
            3. Edwinna Elbert
              Race: Breton
              Gender: Female
              Rank: Archmage / Master Wizard
              Story: Very gentle person of integrity. She shows wisdom but not skill in her office of Archmage.
            4. Skink-in-Tree's-Shade
              Race: Argonian
              Gender: Male
              Rank: Wizard
              Story: Nice and intelligent guy, supports Edwinna Elbert fervently. Speciality: Alchemy and Mysticism.
            5. Folms Mirtel
              Race: Dunmer
              Gender: Male
              Rank: Wizard
              Story: A book wiz, not really interested in the political side of the Mages Guild. Was recently asked to supervise the Vivec guild hall. Speciality: Ruins and excavation.
              [/list=1]


              [/HR]

              [1ST]L[/1ST]ocations



              Compounds:
              1. Balmora
                Master: Ranis Athrys
                Location: Balmora
              2. Vivec
                Master: Folms Mirel
                Location: Vivec
              3. Caldera
                Master: Skink-in-Tree's-Shade
                Location: Caldera
                [/list=1]


                [/HR]

                Remember, this is a draft so comments are ALWAYS appreciated!
                Everything is still WIP at the moment.

                I hope you like it,
                Cuthalion
Quote of the Day
There's real poetry in the real world. Science is the poetry of reality. Richard Dawkins, The Enemies of Reason

Factions:
Silgrad Tower Mages Guild
Skyrim Thieves Guild
Vvardenfell Mages Guild
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12-06-2007, 08:04 PM,
#2
 
Actually Wolverine Hall is safe, the mages guild is protected by the fighters guild thieves guild and imperial guardfaction
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
Reply
12-06-2007, 08:39 PM,
#3
 
As I believe I made clear (though it's quite possibly it didn't read that way), they were 'forced' from Wolverine Hall, not by violence but by actions like boycotting and such. With Sadrith Mora completely closed to the Mages Guild, they had no reason to maintain a base of operations in Wolverine Hall.
Quote of the Day
There's real poetry in the real world. Science is the poetry of reality. Richard Dawkins, The Enemies of Reason

Factions:
Silgrad Tower Mages Guild
Skyrim Thieves Guild
Vvardenfell Mages Guild
Reply
12-10-2007, 02:45 PM,
#4
 
I like it, good job :goodjob:

Its nice to see something so polished and profesional.
[color="#9ACD32"]How do you Skyrim? Show Us in TES Alliance's [url="http://tesalliance.org/forums/index.php?/forum/112-official-skyrim-contest/"]Salute to Skyrim Contest[/url]![/color]
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12-11-2007, 11:07 PM,
#5
 
- UPDATE 12/12/'07 -
Quest update
Quote of the Day
There's real poetry in the real world. Science is the poetry of reality. Richard Dawkins, The Enemies of Reason

Factions:
Silgrad Tower Mages Guild
Skyrim Thieves Guild
Vvardenfell Mages Guild
Reply
12-15-2007, 10:03 AM,
#6
 
- UPDATE 15/12/'07 -
Added 2 quest synopsis
Quote of the Day
There's real poetry in the real world. Science is the poetry of reality. Richard Dawkins, The Enemies of Reason

Factions:
Silgrad Tower Mages Guild
Skyrim Thieves Guild
Vvardenfell Mages Guild
Reply
12-31-2007, 04:31 PM,
#7
 
Guys, I wanted to know if I should write all the Dialogue & Triggers (like in the Silgrad Tower Mages Guild ) or just the quest synopsis (more outlined than they are now)?

For me, Dialogue & Triggers take alot of time (-) but letting the modders themselves figure out what the characters should say might also be a wrong idea, I created the characters, I should be the one to write the dialogue (+).

What do you think?
Quote of the Day
There's real poetry in the real world. Science is the poetry of reality. Richard Dawkins, The Enemies of Reason

Factions:
Silgrad Tower Mages Guild
Skyrim Thieves Guild
Vvardenfell Mages Guild
Reply
12-31-2007, 04:36 PM,
#8
 
When I was working on Maar Gan, I made the mistake of adding dialogue to the NPC's, and now when I play it, none of it makes much sense and could be done much better. I wish I'd have planned it beforehand before jumping right in. But since this is a guild, and you're working on the questline, I say go for it. :yes:
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