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Silgrad Tower from the Ashes
A Slave Smuggling Problem - Printable Version

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+---- Thread: A Slave Smuggling Problem (/Thread-A-Slave-Smuggling-Problem)

Pages: 1 2 3 4


A Slave Smuggling Problem - TheMann777 - 03-14-2006

Background/The Beginning: Some Dunmer have been spotted surveying certain small villages in the northeastern parts of Elsweyr. It is suspected that these Dunmer are planning to kidnap some of the citizens to bring back to Morrowind as slaves. This is highly looked down upon, and you are asked to investigate and eliminate any problems.

The Middle: At certain times of the day, Dunmer can be seen scouting the villages. If you ask around about rumors, you will learn that there have been mysterious disappearances. Everyone blames the Dunmer, as they are notorious for enslaving them. There is one Khajit who has seen the Dunmer, and followed them to their hideout (asking people about the topic of slavers will point you in the direction of this NPC). He will tell you where it is. Also, if you kill one of the Dunmer, he will be carrying a map (because he is unaccustomed to the land, and needs to know how to get back to the base easily). One slaver will force a convo with you when you enter the cave, asking for mercy and to let them take what few slaves they have and promise to never return.

The End - Kill the Slavers: Follow the directions to the cave, kill the slavers. Nothing much else to say. There are 5 Dunmer total, and during the evenings, 3 of them will be scouting around, while two guard the base. You will get a high disposition boost. The people of these villages are too poor (I hope this fits in with the historical aspects of Elsweyr, I cannot imagine that they would be extremely wealthy.)

The End - Free the slaves: There are six slaves in the back of the cave. One of the two Dunmer who permanently stay in the cave has a key for them. The families of the rescued slaves will be extremely grateful, and may scrape up enough money together to buy an inexpensive item for you, such as a sword.

The End - The Slavers "Escape" with the Slaves: No disposition bonus, no reward, the people are barely thankful, but at least they can now rest easy at night.

The End - The Slavers "Escape" without the Slaves: If your charisma or strength is high enough, then the option to persuade the slavers to let their slaves go comes up. You will still get a disposition bonus, but a lesser one. The Imperials (if they are around) will be happy that you were able to solve this without the use of violence, which would cause worse terms between Morrowind and Elsweyr. Therefore, you get a slight disposition bonus with them that you would not get with killing the slavers. The families still will gather their money and buy a cheap item for you, maybe a different weapon with this option, a spear? An axe?


- Ebonyknight - 03-14-2006

I think we could turn this into something neat hear me out. k take redoran buildings for example they could blend in with the desert very well. Take Bal isra for example very nice little stronghold. we could have a stronghold in the middle of the desert resembling bal isra, which could be a smugglers stronghold. we could add a new building to the original 4 which could be storage, slave pen. it could hold moonsugar and stolen goods in one space and other side a really big slave pen. we could see a caravan coming and going from this stronghold smuggling slaves and sugar. we could even make the leader of the stronghold some imperial and have connections in cydroill in the end quest you take him to the town to exposs it was him using dummer to hide his trails.


- TheMann777 - 03-14-2006

Quote:Originally posted by Ebonyknight
I think we could turn this into something neat hear me out. k take redoran buildings for example they could blend in with the desert very well. Take Bal isra for example very nice little stronghold. we could have a stronghold in the middle of the desert resembling bal isra, which could be a smugglers stronghold. we could add a new building to the original 4 which could be storage, slave pen. it could hold moonsugar and stolen goods in one space and other side a really big slave pen. we could see a caravan coming and going from this stronghold smuggling slaves and sugar. we could even make the leader of the stronghold some imperial and have connections in cydroill in the end quest you take him to the town to exposs it was him using dummer to hide his trails.

I am loving that idea of Imperial corruption.

About the stronghold - would it be able to be almost camoflauged in the desert? I would like it to be very difficult to notice unless you are near. Possibly some sand dunes could be built up around the walls in order to hide it a bit?


- Smight - 03-14-2006

The one ending of talking the slavers out of enslaving seems a bit implausible. Perhaps you could convince them to exchange their slaves with local criminals from the jail. Kind of gives it that neutral feeling that you were looking for.


- Ebonyknight - 03-14-2006

it would camo vert well the only way to find it would be to find the caravan horse tracks and wheels but the desert sand would make quick work of it. Or we could build it into a dune so it is very very hard to reach and attack. Maybe for armor we could use arabian style like arabian scyimatars and bow and arrows make the guards wear very light armor and have cloth masks and helmets and what not.


- TheMann777 - 03-14-2006

Quote:Originally posted by Ebonyknight
or we could build it into a dune so it is very very hard to reach and attack. Maybe for armor we could use arabian style like arabian scyimatars and bow and arrows make the guards wear very light armor and have cloth masks and helmets and what not.

Maybe not as far as scimitars, but the light armor is a good idea due to the heat. The cloth masks are another good idea. Something I whipped up in 5 minutes:

Ed.Rw 090222: The image was permanently lost.
http://img.photobucket.com/albums/v622/TheMann777/DesertFort.jpg

The dunes are artificially built high so that they block the view, there is a ditch between the walls and the downslope of the dune for greater defensive purposes. The (poorly drawn) towers are there for obvious defensive reasons.

Maybe the dune shouldn't be so high, but they should probably be around the height of the guard towers. The coloring of the building material is not essential with this set up. If lower dunes are used, then the coloring (especially on the towers) will matter...


- Ebonyknight - 03-14-2006

Where did you draw that? I'm trying drawing.



Edit 2006.03.14 04:34:
Here's a pic lol don't make fun of my drawing, I imagine hidden in almost a crater/dune.

Ebonyknight has attached this image (downsized version):
[Image: tn_attachment-1447.jpg]
drawing.jpg (53.42 KB)


- TheMann777 - 03-14-2006

Quote:Originally posted by Ebonyknight
heres a pic lol dont make fun of my drawing, I imagine hidden in almost a crater/dune.

I used Microsoft Paint :lmao:

Mine was a profile shot, ignoring the dune behind and infront. I was also imagining a sort of crater, but I was mainly trying to show the ditch between the wall and the dune, which is huge defensively.


- syko - 03-14-2006

I think this is a good plot idea, though I have a few suggestions. First, I think there is a suitable reward that can be a little more grand than a cheap weapon yet still be fitting to the suspected poverty of the people; a house. While most players will no doubt have more granduer strongholds everywhere, I cant imagine anyone who wouldnt want another place to sleep, plus it would be in an area that is otherwise mostly unoccupied by dwellings (At least I would imagine so, given the location). This would also be plausible as a reward, considering the natives would want to show their thanks while subtely encouraging the player to stick around, should something else occur (which gives a fluid transition should you choose to expand on the quest or add others after it).

My other suggestion is that, assuming you're going to use Ebonyknight's ideas, which expand the possibilities significantly, especially the one implying Imperial connections, then I would imagine there would be more than five slavers in the stronghold, though im sure youve already thought of adding more considering your blueprints for the stronghold.

I hope my suggestions help to at least give some new insight that will help you create this quest which I think has great potential to become a pretty involving and fairly long quest, and I look forward to its next evolutions.


- TheMann777 - 03-14-2006

I like that house idea. It would be a small shack just like the others in the village, but oh well. They could build it for you over a series of only a couple days, right?