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Alethia WIP


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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. 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. 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 the machine the door opens and you can take the power stone.

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Once you get the power stone you take it back to Normane Je'Lavanni and he takes the stone and tells you to go and tell the council about your discoveries while he studies the stone. Once you tell the council about the stone, they tell you that you should go and talk to Captain Renard about the location of a Renegade Camp he found in the woods. Renard tells you about the camp, where it is, how many knights he suspects might be there, and tells you to meet up with a group of Capital City guards posted out near the camp, and he wants you to team up with them and help you take it over. Once you get to the guards they tell you to lead the way and attack the camp. Once you kill the Camps Captain, he drops a note talking about a machine that the Renegades where making that could dig fast but required immense amounts of energy. You go back to Captain Renard who tells you to go to Normane with your news. Once you get to Normane he tells you that the stone very well could power the machine, but he wonders what the machines purpose would be, he tells you that you should go and rest while he investigates. When you start to sleep you wake up and find an assassin in your room. He drops a writ of assassination, telling about the employer, the mage/necromancer. You go to the Renard who tells you that you should stay with the townguards while he goes to tell the council. While he is gone the quest updates that maybe you should look around the room, once you find a book called "(Mage/Necromancers Name) the Forgotten" which talks about why the mage/necromancer was banished from the council, and that he swore for revenge.

 

There, ;)

 

Edit: I am personally not a big fan of the possession thing, I'm more for that the crystals are targeting the mage/necromancer only, and that he is leading the Renegade Knights. I personally like the Blood Paladin backstory, so I want that to be true, maybe at the end when you have to stop the mage/necromancer from tapping into the power of the last crystal (you've destroyed all the others) you can get the factions to help you kinda like vanilla main quest. And I have another idea for the ending, when you kill the mage/necro and then destroy the last crystal, a cutscene opens and the "crystal" explains how it was really a god banished by the divines, and trapped inside the crystals, and was using the mage/necromancers plans as a ploy to get you to free the god. And that when you destroyed the last crystal, you freed him and now he is coming back to Alethia to wreak terror and destruction on the land. (EPIC ;D, kinda like Diablo III :D)

 

Oh an outside the capital :)

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So much text and bad english. Not so great combination. But here are some things that I want the MQ to contain:

 

Possibility join one of the councillors and complete the questline working for him.

 

The elves are used. Maybe you have to gather some information and maybe if you belong to some faction you can get them as allies.

 

A great dungeon in the crater of the biggest volcano.

 

A friggin big dragon! :D

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:O Dragon is EGS :P Joking lol :P

 

Perhaps when your at the top of all joinable guilds you get reports about a dragon terrorising the city? You have the grey mages help you locate it, You use the Blood Paladins to kill the Renegade knights that released the dragon upon you and the assasins to sneak you into the dungeon

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