Mages Guild Draft
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12-06-2007, 04:35 PM,
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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
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,
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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 |
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12-06-2007, 08:39 PM,
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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 |
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12-10-2007, 02:45 PM,
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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,
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- 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 |
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12-15-2007, 10:03 AM,
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- 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 |
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12-31-2007, 04:31 PM,
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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 |
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12-31-2007, 04:36 PM,
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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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