Germandeathkittiez Posted August 22, 2009 Share Posted August 22, 2009 Did you read my latest one? http://thenexusforums.com/index.php?s=&...t&p=1246435 Link to comment Share on other sites More sharing options...
Deleted771212User Posted August 22, 2009 Author Share Posted August 22, 2009 Umm the Elves are supposed to be hostile towards the Council. I can see you have a thing with vampires. Maybe one of the Councillors is a vampire or something. I don't know... Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted August 22, 2009 Share Posted August 22, 2009 Oh. Didn't get that, sorry. But what if Naiveen was under siege? Would you have a problem with them allying? If not, it could stick to the Grey Mages. I just feel it's less mysterious though. It's like these new slave-holding necromancers come to the isles oh, of course they're going to be evil and try to mess everything up. Though elves are rather new to the isles, too.It could be more complicated though: like Capital City becomes suspicious of the elves due to some assassins/vampires leaking info, so they send you there but then the ruler of Naiveen sends you a letter if you're an elf saying he wants you to join them. Then when you do, the ruler somehow gets found out that he's a vampire, and the elves ally you, fight the ruler, but don't ally Capital City. IDK just brainstorming ideas Link to comment Share on other sites More sharing options...
shadowace Posted August 22, 2009 Share Posted August 22, 2009 Uhh..I fixed my computer..again.. Link to comment Share on other sites More sharing options...
Peppez Posted August 24, 2009 Share Posted August 24, 2009 Umm the Elves are supposed to be hostile towards the Council. I can see you have a thing with vampires. Maybe one of the Councillors is a vampire or something. I don't know... I'm pretty much finished with the slave town :), I'll add some extra stuff and make some other buildings :D Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted August 24, 2009 Share Posted August 24, 2009 *Sigh* Okay... so I re-re-read through all of this stuff and realized I forgot the Renegade Knights... were you planning to make those the main enemy? Cause then wouldn't the MQ have to involve them and all that... I would say scratch vampires... but I still like my original MQ idea :PVampires do seem quite overplayed... the elven vampire though somehow I liked that idea....what's creepier... What about this... Xenomorphs (not the alien) odd crystal formations morphed by lava. They never move, but they can control your mind. They are pretty much the gods of the island. Anyway, they had been keeping the Renegade Knights alive all these years... which is now I'm assuming a long time ago... maybe it's not... but devoid of that the Renegade Knights are gaining power. I don't know what to do next maybe they take over Naiveen?Regardless, a Chancellor or whomever in Capital City has been sneaking off. He starts doing evil things assassinations persuasions yatta yatta. You learn about him and some evil plot to do with Renegades from a dying vampire... yes vampires again... but he fails to tell you everything. The vampires would be in on it, but more like servants or mind-slaves of the Renegades. *Sigh* I would love to go on with this but I really don't know the theme of this mod which is hard. All I've got is "political assassinations," a house of horror and volcanoes. I don't know where to go from this... Link to comment Share on other sites More sharing options...
Peppez Posted August 24, 2009 Share Posted August 24, 2009 *Sigh* Okay... so I re-re-read through all of this stuff and realized I forgot the Renegade Knights... were you planning to make those the main enemy? Cause then wouldn't the MQ have to involve them and all that... I would say scratch vampires... but I still like my original MQ idea :PVampires do seem quite overplayed... the elven vampire though somehow I liked that idea....what's creepier... What about this... Xenomorphs (not the alien) odd crystal formations morphed by lava. They never move, but they can control your mind. They are pretty much the gods of the island. Anyway, they had been keeping the Renegade Knights alive all these years... which is now I'm assuming a long time ago... maybe it's not... but devoid of that the Renegade Knights are gaining power. I don't know what to do next maybe they take over Naiveen?Regardless, a Chancellor or whomever in Capital City has been sneaking off. He starts doing evil things assassinations persuasions yatta yatta. You learn about him and some evil plot to do with Renegades from a dying vampire... yes vampires again... but he fails to tell you everything. The vampires would be in on it, but more like servants or mind-slaves of the Renegades. *Sigh* I would love to go on with this but I really don't know the theme of this mod which is hard. All I've got is "political assassinations," a house of horror and volcanoes. I don't know where to go from this... Actually this is a pretty good idea :), gj. However, how about: There is a powerful mage ( elven-vampire ;) )who is a former member of the council, until he was kicked out because of his excessive necromancy and his unquenchable thirst for power. After years of research and experimenting, he has discovered three strange (orange) crystal formations under the two volcanoes and somewhere in the outer islands of Alethia, that have an aura of power and energy around them. It is said that the formations have the ability to leak their power through telepathic spells. He has joinned the Renegade Knights and under his lead, they are becoming fierce and powerful enemies to the council. Already one of the most powerful mages in all of Alethia, and sworn rival to Kazan Nozo, and gone insane because of the whispers of the crystals, he plans to tap into the power of the crystals and rule all of Alethia, and them, Tamriel. . . I have many ideas for how to pull this off, 1. When you are well known in Alethia, you will recieve a note (via Messenger) about a tax shipment that was delayed for some reason near Capital City. You are asked to investigate (They send you map and note telling you about the mission) and when you get there you find the caravan destroyed, the guards dead, and the gold stolen. Then a dying caravan guard walks up to you and tells you that they where attack by Renegade Knights, and tells you that he saw them running off into the woods from to the North, with the gold and some of the caravan guards prisoner, he tells you then that he wishes he could go with you but is to wounded to, and that he is going to and apothectary in Alethia to see if they can heal his wounds. Then once you get the fort in the forest and you get to there captains tent, and you kill the captain youyr quest updates telling you that you should look around for evidence as to where the vault they are holding the gold in is. Once you find a note on his desk talking about the vault and where it is, you go to the vault kill off the sleeping guards and go into the treasury, you find huge piles of gold and valubles, far more than the shipment could have held. Then you have to go to the council halls and tell Dafad Mazd about the gold. He tells you bout how dreadful the news is and wonders how the gold would have been of use to them, so he asks you to go speak to Captain Renard (the dying guard) about the attack. Once you get to him he tells you about his work in rooting-out the renegade knights, and about how they are usually shy and stay out of council affairs and are usually try not to anger the council. So he asks you if you found the prisoners, and then he asks you to go and see if you can find them. (End of idea) Maybe you go back to the camp and find a group of knights that where at the torture camp when you slaughtered the camp, and you can either kill them (and take a note of their bodies) or persuade (based on your speechcraft) them that you are one the new recruits that was sent on a scouting mission. And they will lead you to their torture camp, where you find the prisoners and tell them to go back to Capital City, while you explore. Once you get to Captain Urelvas, (Important Renegade Captain you encounter later in the mq too.) and talk to him about the Renegade Knights plans, he casts a spell that pushes you backwards and then turns invisible (100% chamelion) and runs away. Then you go back to the council and tell them about what you've found.  I have more ideas, but I don't feel like posting a whole pages worth of the main quest, anyways hope you like the ideas :) :D ;D Edit: I like these ideas because it really seems medieval knight, like a whole new games main quest, that combined with realistic armor == perfect :D! Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted August 24, 2009 Share Posted August 24, 2009 Medieval is alright, but I thought that because this island has a volcano it was going to be all jungly XD I think the Renegades should come off as a little bit more powerful, a little bit more demeaning than just pick off of the city and raid things and hide in the woods. My idea was that they hide in Mudian Keep. In the way they get around, they are never seen. In fact Capital City is not aware of them until they are in there ranks again. Well I just got a spur of an idea... what if the back story was a lie? and Fathar whatever his name is didn't even actually kill all of the Paladins? rather he hid away... watched all his friends die... then lost his head. Later on he's found scratched and torn in an unrecognizable state off the shore of the Blackspine Isles and is taken in to the Asylum. Then the Asylum quest could be a later-in-the-mq-quest where you learn all about the true story behind him. How all along for [blank] years he maintained the story that he was the savior of Capital City throughout all of the isles. Maybe he could be a thousand years old. Who knows maybe some of the people in Alethia live extremely long lives. (that would make the Asylum creepier cause it would be like 500 years old) So you learn, as hinted by that vampire you kill, somewhere deep in the quest that all this time the Renegade Knights have lived in the very heat of Capital City! It's hard to know who to trust and if you're a Royal Assassin you often have to take your job into your own hands. If you're a Blood Paladin everyone turns on you and things aren't pretty. (Kind of repeats that little backstory)But the assassins mostly are separate and can be trusted. Their numbers are few but they are elites. They are pretty much all that is left (and are really by now a mix of various assassins and blood paladins), and *cheesy line* all the lives of the innocent citizens of Capital City are at stake. So as Royal Assassin you listen in on Blood Paladin meetings, and hear them laughing about how they are still called "Renegades," and have missions to assassinate those in power. As far as the councilor, I don't know maybe he sways in and out and is a sketchy character. The Grey Mages were always sketchy and silent, and rude at their meetings, but they come forward in these drastic times to aid the assassins. The Mages turn their slaves into an underground army, who come up from a secret tunnel underneath the city, while the councilor is giving some "new age" speech to calm the citizens. The slaves start fighting guards and paladins with whatever they've got, and telling citizens to flee. Ok, so... why did the entire city go against Favar and his entourage on their return journey in the first place? I've thought of maybe the island possessed them (the xenomorphic rocks). Favar had to kill some Razorians or something - then when he returns the entire city is possessed. Continuing, if we wanna take it this far we could say - all the citizens kill the slaves because they are actually possessed as well. Maybe it's too evil or gory idk.  Okay - how about that but there's breaking news you get from a certain slave survivor. You and the assassins and Mages and a few true Blood Paladins are holed up the Grey Tower. The survivor comes to you and says he and his fellow slaves in the mines found a certain interesting chip of stone which seemed Aylied... but as soon as they found it, some insane Renegade Knight or possessed guy idk came and attacked them, and when one of them knocked him on the head with the stone he woke up no longer possessed. The man was some sort of arcane geologist, so he began to calculate where the stones in the pathways they were digging out held the strongest magicka essence of that kind, and draw from that where they came from. He figured out where they came from, but he was executed right after he was found out for making these affiliations with slaves. However, the slave managed to snatch his documentation of it, and it seemed to show that a larger power source of this kind emanated from somewhere deep within Naiveen...So, the next thing to do is to go to Naiveen and try to get, in any means possible, this Ayleid power. So you and a small troop of assassins sneak into Naiveen through some secret tunnel or something. But everything in Naiveen is strange... people act emotionless and obedient. As you dig deeper, you find in a guard fortress some ruthless watchmen beating a civilian and feeding on him, and learn they are vampires...But they aren't just vampires. There is something stranger about them... You draw toward where the vague allusions made by the geologist guy seem to point as being the source of the power... and eventually find yourself in the count's court, staring at... no one but... Favar Stronghand. He has taken control of Naiveen, used some demented power he gained through his insanity to make them their pawns, and now wants to destroy Capital City. Instead of putting you in a dungeon, he puts you in the deep jungles of Naiveen where you have to fight off some of those horror creatures. As you work your way deeper in you find an ancient Aylied Ruin. This Ruin leads to the real castle courtyard and hall, which have been long abandoned. You find that the real ruler has been doomed to some kind of eternal torture. But (drawing back- the slave also gave you the piece of that Aylied crystal). You use it to free him and it works, diminishing a little bit of Favar's insanity. (You see this because some insanity creatures come out of the ground or something and you kill them). You realize the whole place has been reconstructed by his insanity, and you must destroy it all. The ruler knows all about the Ayleid power and says that due to the sway and strength of Favar's insanity, the power glows dim. So you have to kill all the insane creatures, and then Favar Stronghand. Once you kill him, the ruler leads you to the main power source. Now you have to take it back to Capital City. So you go back to the Grey Tower and gather forces, and press forward into the city. Everyone fights the battle while you make your way to some alter room or something in which the Xenomorphs live (maybe you learn about this earlier) and you place the stone on the alter which cures everyone in the city, putting all back to normal. What do you think? :) Link to comment Share on other sites More sharing options...
Peppez Posted August 24, 2009 Share Posted August 24, 2009 Medieval is alright, but I thought that because this island has a volcano it was going to be all jungly XD I think the Renegades should come off as a little bit more powerful, a little bit more demeaning than just pick off of the city and raid things and hide in the woods. My idea was that they hide in Mudian Keep. In the way they get around, they are never seen. In fact Capital City is not aware of them until they are in there ranks again. Well I just got a spur of an idea... what if the back story was a lie? and Fathar whatever his name is didn't even actually kill all of the Paladins? rather he hid away... watched all his friends die... then lost his head. Later on he's found scratched and torn in an unrecognizable state off the shore of the Blackspine Isles and is taken in to the Asylum. Then the Asylum quest could be a later-in-the-mq-quest where you learn all about the true story behind him. How all along for [blank] years he maintained the story that he was the savior of Capital City throughout all of the isles. Maybe he could be a thousand years old. Who knows maybe some of the people in Alethia live extremely long lives. (that would make the Asylum creepier cause it would be like 500 years old) So you learn, as hinted by that vampire you kill, somewhere deep in the quest that all this time the Renegade Knights have lived in the very heat of Capital City! It's hard to know who to trust and if you're a Royal Assassin you often have to take your job into your own hands. If you're a Blood Paladin everyone turns on you and things aren't pretty. (Kind of repeats that little backstory)But the assassins mostly are separate and can be trusted. Their numbers are few but they are elites. They are pretty much all that is left (and are really by now a mix of various assassins and blood paladins), and *cheesy line* all the lives of the innocent citizens of Capital City are at stake. So as Royal Assassin you listen in on Blood Paladin meetings, and hear them laughing about how they are still called "Renegades," and have missions to assassinate those in power. As far as the councilor, I don't know maybe he sways in and out and is a sketchy character. The Grey Mages were always sketchy and silent, and rude at their meetings, but they come forward in these drastic times to aid the assassins. The Mages turn their slaves into an underground army, who come up from a secret tunnel underneath the city, while the councilor is giving some "new age" speech to calm the citizens. The slaves start fighting guards and paladins with whatever they've got, and telling citizens to flee. Ok, so... why did the entire city go against Favar and his entourage on their return journey in the first place? I've thought of maybe the island possessed them (the xenomorphic rocks). Favar had to kill some Razorians or something - then when he returns the entire city is possessed. Continuing, if we wanna take it this far we could say - all the citizens kill the slaves because they are actually possessed as well. Maybe it's too evil or gory idk.  Okay - how about that but there's breaking news you get from a certain slave survivor. You and the assassins and Mages and a few true Blood Paladins are holed up the Grey Tower. The survivor comes to you and says he and his fellow slaves in the mines found a certain interesting chip of stone which seemed Aylied... but as soon as they found it, some insane Renegade Knight or possessed guy idk came and attacked them, and when one of them knocked him on the head with the stone he woke up no longer possessed. The man was some sort of arcane geologist, so he began to calculate where the stones in the pathways they were digging out held the strongest magicka essence of that kind, and draw from that where they came from. He figured out where they came from, but he was executed right after he was found out for making these affiliations with slaves. However, the slave managed to snatch his documentation of it, and it seemed to show that a larger power source of this kind emanated from somewhere deep within Naiveen...So, the next thing to do is to go to Naiveen and try to get, in any means possible, this Ayleid power. So you and a small troop of assassins sneak into Naiveen through some secret tunnel or something. But everything in Naiveen is strange... people act emotionless and obedient. As you dig deeper, you find in a guard fortress some ruthless watchmen beating a civilian and feeding on him, and learn they are vampires...But they aren't just vampires. There is something stranger about them... You draw toward where the vague allusions made by the geologist guy seem to point as being the source of the power... and eventually find yourself in the count's court, staring at... no one but... Favar Stronghand. He has taken control of Naiveen, used some demented power he gained through his insanity to make them their pawns, and now wants to destroy Capital City. Instead of putting you in a dungeon, he puts you in the deep jungles of Naiveen where you have to fight off some of those horror creatures. As you work your way deeper in you find an ancient Aylied Ruin. This Ruin leads to the real castle courtyard and hall, which have been long abandoned. You find that the real ruler has been doomed to some kind of eternal torture. But (drawing back- the slave also gave you the piece of that Aylied crystal). You use it to free him and it works, diminishing a little bit of Favar's insanity. (You see this because some insanity creatures come out of the ground or something and you kill them). You realize the whole place has been reconstructed by his insanity, and you must destroy it all. The ruler knows all about the Ayleid power and says that due to the sway and strength of Favar's insanity, the power glows dim. So you have to kill all the insane creatures, and then Favar Stronghand. Once you kill him, the ruler leads you to the main power source. Now you have to take it back to Capital City. So you go back to the Grey Tower and gather forces, and press forward into the city. Everyone fights the battle while you make your way to some alter room or something in which the Xenomorphs live (maybe you learn about this earlier) and you place the stone on the alter which cures everyone in the city, putting all back to normal. What do you think? :) Well, do you have the landscape?, I'm not sure about some of the islands but the big volcano is scorched and black, not much vegitation around it. So I was thinking more that you uncover the mage/necromancer's plot and you have to try and destroy the crystals before he can tap into their energy.  Here are some more ideas: 2. Once you go to the torture camp, free the prisoners and go back to the council with the knights plans to tap into some unchecked power (don't know what they are yet) the council asks you to go and talk to Normane Je'Lvanni (Councils Head-Researcher) and ask him if he knows anything that could possibly be the power source they are after. He tells you that the can only think of one possibility, and Ancient Ayelid Ruin said to contain one of the fabled Great Welkynd Stones. Once you get there and explore (two or three) levels of Ayelid ruins, you conclude that there are no Rnegade Knights in the ruin, so you take the stone and go back to the researcher who tells you that while you where away he studied into some Ancient Books that tell of a Great and Old Power Source used by the Dwemer that used to mine ore near the smaller volcano, a Dwemer Power Stone. The stone is in a Dwemer ruin next to the small volcano and is home to many undead. He sends you there and once you get there you find slaughtered Renegade knights all through out the ruins, along with the undead that killed them. Once you get to the Power Stone Chamber you get stopped by an old Dwemer Machine that guards the door to the stone. It attacked you and cannot die unless you destroy three lesser Dwemer Power Stones that are powering the machine. Once you kill hte machine the door opens and you can take the power stone. I have more ideas, but I don't feel like typing all the events in the main quest ;D Link to comment Share on other sites More sharing options...
Germandeathkittiez Posted August 24, 2009 Share Posted August 24, 2009 Do we want the Renegades to be in the Capital, or outside of the Capital? I like it better with the backstory being a lie XD. Of course, the 'Renegades' could then go along with it and send other soldiers (maybe ones who are actually on your side) and send them on missions to weird Dwemer Ruins and maybe Mudian Keep and say that those are the Renegades and so people go off to kill the Renegades and they're actually killing off their own, unknowing allies. So the whole time it seems like there is an enemy, when actually the Capital is just doing a sort of 'euthanasia' to kill off those who aren't loyal (i.e. aren't possessed). Link to comment Share on other sites More sharing options...
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