Deleted771212User Posted August 21, 2009 Author Share Posted August 21, 2009 Or have each person focus on one thing :PMaybe. But I'll continue the Asylum tomorrow. Teenagers life is harsh :wink: Link to comment Share on other sites More sharing options...
Slawter500 Posted August 21, 2009 Share Posted August 21, 2009 Know how you feel ;) Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 21, 2009 Author Share Posted August 21, 2009 :D Should we do the asylum with the original architecture or add some haunted realms etc? Link to comment Share on other sites More sharing options...
Peppez Posted August 21, 2009 Share Posted August 21, 2009 The ruined fort architecture would probably do the job, so vanilla would work.Do you have a specific spot where you want the slavers town to be? PS: Any Ideas for MQ? Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 21, 2009 Author Share Posted August 21, 2009 I'm building the Asylum from Leyawiin pieces... But I mean should I make rooms totally created by the ghosts like never ending pits to darkness etc? Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 21, 2009 Author Share Posted August 21, 2009 About MQ. No Idea. Something about the council. Link to comment Share on other sites More sharing options...
Peppez Posted August 21, 2009 Share Posted August 21, 2009 About MQ. No Idea. Something about the council. How about there is a worm in the council leaking information to enemy forces who want to try to overrule the council (renegade knights?) who because of there leader are becoming more and more bold, waylaying important shipments, attacking council members, attempted assassinations, and even (later in the mq) laying siege to the major cities. I'm building the Asylum from Leyawiin pieces... But I mean should I make rooms totally created by the ghosts like never ending pits to darkness etc? I'd say that you shouldn't do that in the lower levels of the asylum, like the attic has a portal the a realm created by the powerful demon that drove every in the asylum insane, and thats where you fight the demon. Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 21, 2009 Author Share Posted August 21, 2009 I like the idea about the asylum. Higher you get inside the house, more haunted it gets. But the MQ. Sounds too much like vanilla. Maybe you could join one of the councillors etc? Link to comment Share on other sites More sharing options...
Peppez Posted August 21, 2009 Share Posted August 21, 2009 I like the idea about the asylum. Higher you get inside the house, more haunted it gets. But the MQ. Sounds too much like vanilla. Maybe you could join one of the councillors etc? Aww... I really liked my mq :DRenagade Knights Armorthe medieval theme of the cities and settlements (if it is medieval theme) would make the MQ siege pretty cool and fun (Got the idea from the game Two Worlds - The city under constant siege). I'll see if I can come up with more ideas :( Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted August 21, 2009 Share Posted August 21, 2009 Yeah, something like that for the haunted Asylum. It would be cool if you could make a door that goes to a different cell every time you enter it. Don't know if it's too complicated though, just an idea.Actually I think it should just remain an Asylum. Otherworldly portals kind of take away from the practical feel of it. (even though it's Oblivion and there are such things, I think it would be creepier without them). Heh, but I could see it happening. Maybe if a ghost disappears and then in the middle of the room you actually see a portal rise out of the floor (instead of it's just 'being there') and then like whispers: "Welcome to the rejected world of my mind" or something. Seems a bit over the top, maybe we should just stick to lots of gore or something. Maybe really far pits that end in a pool of wo-fish and dead people's skeletons (or maybe skeleton-fish) then you have to fight a giant skeleton fish to get out. (This would add a sketchy new twist to the plot seeing as the people there would throw their patients to skeleton-fish, a kind of euthanasia if you think about it, except not so merciful). (sorry I am going way off track, but I just have so many ideas) About the MQ, maybe necromancers are trying to take over the government discreetly, and every day the next person you know could be a necromancer. As you rise in the ranks of Royal Assassins, you learn more about this, and have quests to take out certain 'leaders' or such high people. Eventually, however you find out that there is some high official with a missing arm. He's bleeding all over the castle grounds, and people are going frantic wondering if he's okay, to which he says he's fine. They try to fix him up, but find there's something odd about his body. Soon everyone you assassinated starts coming back to life and killing the ones who replaced them. And so from the research done we begin to realize the necromancers aren't just normal necromancers - and they have some kind of serum in their blood that has taken control of their consciousness and the operation of their body. So there must be something...more beyond just necromancers involved in this. Maybe during a quest of vampires, maybe the one thought up earlier, you're about to kill the last one as he lies in his bed but he reveals something about a conspiracy... turns out he wasn't sleeping but he was poisoned by one of the other vampires... he dies before he can say enough to lean specifics on the vampires' conspiracy. But you know they are probably at the bottom of this. Meanwhile the castle grounds have gone amok with undead necromancers! Where to look in a time of desperation? Naiveen. So you're sent on a mission to sneak into the city and find (some person) who will help because the count refuses to. But strangely, just before you head on your way, you get a note from the count inviting you to his presence, however he says he could not alert the guards in time so you still have to sneak in. You do so, enter the grand aylied city, see mysteries restored in the making, and now have a choice to go to the person or the count. If you go to the count, there's a convo: you join some ancient aylied BS, or you are imprisoned. IF you choose to join and are not an elf, you're imprisoned anyway, or executed. IF you are an elf, the elves fight a huge war between them and the count, over you (and now they are aware the count is a worm and not the real count). IF you decide not to join, he throws you in a dungeon personally, no others know about this. But the other person leaves a note telling you just what happened: the vampires took Naiveen's secret aylied power. You are given a special detect life spell that detects those who carry with them that power (and vampires in general). With that he says he intercepted a telepathic message from the count of Capital city, telling him to alert you that an army of undead soldiers is heading straight for the Capital City (this army would be in scrambles by the time you get there). He then says he must leave, in a hurry, and says something sketchy about himself dying or w/e. Now you must escape from the dungeon. You can also talk to him/her instead. You find this 'contact' who tells you all that, but then tells you you have to kill the person, for surely he/she would be tortured, with magicka to force the info about you out of him/her. So you get the spell and he/she says a spell has been casted on him/ her that makes him/her unable to kill him/herself (or something less BS than that) so you kill him/her and sneak your way out. If you're caught, to the count and well, the preceding events. (BTW if you're executed there would be ways to escape) So, the quest goes in two directions now: You're not an elf, and don't have support of an Aylied army. OR - You are an elf and have their army on your side. OF COURSE, their army is a stealth army and stays in flanks and shadows rather than altogether (because of limitations in Oblivion) Of course, the enemy is exposed, however the vampires hold fort in Naiveen! The elves flee to Capital City, and you have some important secondary person to the count, who knows something about the count (or ruler w/e his name is). He says some story about how he was thrown into some eternal pit dungeon or something but is still possibly alive. So, you're not an elf, you're stuck in a dungeon, life sucks for you. you can't kill the army, (as they auto arrest you and execute/dungeon) if you are an elf, but you talked to the contact, then you can just get arrested (sorry this is really complicated). You sneak out of the castle, outside you can fight some hidden vampires but dont get arrested, then leave the city. Returning to Capital City, you tell the news after the undead army is slaughtered and victory is taken (at least for now). So then obviously the next thing you do is search the city with your new detect life spell for vampires with the aylied power. You find two, one of them you catch and the other gets away through some sewer or something. the one you catch you engard and talk to him. He's like "please, don't kill me" so then you learn from him that Naiveen is infested with vampires, the entire place is seiged, the count isn't the count (all of which you could probably assume) he talks about how powerful vampires are (the stronger are undead and practically invincible) says these highly outweigh elves, and now even more so seeing as they have their power. But another thing he says "don't torture me, I've always hated the ways of my superiors, now that I am aware of their true doings, I am wholly against them. Here's my plan: I will return to Naiveen, I know where the (ancient aylied power source) is located. I will snatch it when they're not there, you see I have authority to guard it, then bring it back to your city." Of course there's some high up Blood Paladin / some person with you who decides to report this to the council immediately (to leave out any alt. choice). The Council learns everything the vampire told you, and disconnects direct communications with the Naiveen councilor. The Capital City councilor puts some kind of tracker spell on the vampire to make sure of what he's doing. So he leaves for about 3 days in which you can just chill and kill some undead and necromancers invading the city. Then a notice comes to the council from the vampire which says something about he was found out they're going to kill him, but he talks of a morbid cloud which rains skeletons over the city (just a random idea) but basically the vampires are summoning the dead. Also, they are putting pentagrams around the Aylied artifact and trying to tamper with it to raise the long dead ancient Aylieds! So the vampire writes "I must go now..." *dead* *Sigh... seeing as this is so long this is what I'll post for now. That's what I got so far. Link to comment Share on other sites More sharing options...
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