Hayabusa Posted December 29, 2003 Share Posted December 29, 2003 All right, here we go with some other ideas: 1) Generally, the castle is to be located on isle that consists of some, well, about 5-10 cells . The island should look like Molag Mar - wasteland, with some dead trees, preferably with some rats. There is a little village, something like Maar Gan or Hla Oad - few huts, one boat, some rubbish here and there. :!: NO people, the place seems completely abandoned as if there were nobody for centuries. Few skeletons lie on the ground ( some in huts, some on the ground betweem huts... ) :!: The skeletons are taken from tke Skeletal MOD :!: they`re not Morro-skeletons :!: ( I asked the creator of the mod for permission to use his work and he agreed :) ), with health set to 0 and Corpse persist. ( It`s made so as they are designed to have their five minutes at the end of the quest )You may for some of them use MOrro skeletons, but these cannot wear anything and therefore using the Skeletals`d be better. So in general, the VIllage should be abandoned and a bit demolished. At this moment, we should focus for a while on Mr BAD guy and the history of the place. The island was inhabited, except a Daedric shrine (now completely gone) when centuries ago a Paladin landed on the Isle and expelled Daedras from the Shrine. He discovered huge amount of ebony on the Island and thought, that this is quite good place to stay, as the island looks great and may bring huge profit. The Paladin wasn`t that young so idea that he may build a colony, a castle and mine that will bring Benefit to all settlers and him is quite good way to end his Paladin`s career. Additional Idea: the Shrine might be dedicated to Sheogorath. After few years, when the castle was under construcion and the Village and the Mine already existed, the Paladin thought that yhe treasury should be, after all, protected. And it seemed to him that someone tries to steal some money from him.Probably, as he began to consider it, some people from the village, or from the mine, steal the ebony, or the money. Little amount, almoust unnoticeable, seem to disappear. So, the moeny should be protected. And he should defend both the money, and the people as someone may invade the isle to grab the treasure. So he orders to erect the castle with some devices ( not THAT many) that may do all the thing more difficult. After some time ( preferably another two, three years) the castle is finished. Now, as the people are happy and wealthy, the mine prospers and the castle is finished, the colony is finally created. Feasts and festivals are organized, happy village of Felicitas ( latin: Happines or Felicity) becomes true. I have to stop at the moment, but I`ll be back in 4-5 hours and continue, to make all the history clear as this is the key to whole idea and the story. Link to comment Share on other sites More sharing options...
Hayabusa Posted December 29, 2003 Share Posted December 29, 2003 All right, now I may go further with some things. Fisrt of all, another idea for a trap: Long Corridor. AS you walk the corridor one of the walls begins to move to crush you, UNLESS you find out how to turn it off ( or run quickly enough :D ). Idea how to make it: AS it moves and reaches certain posiotion, Pc-> cast effect, drain health 1000 or something like that to make efect of the wall that crushes the player. And another idea, this time it is a riddle:( I think this one is good to make a step further, to another chamber ) There are 100 Orcs in the camp. The one that speaks now is the civilised one. We know that at least one Orc is humanitarian, and that there are some Orcs who are Barbarian. We know also that if there are two Orcs speaking, at least one of them is barbarian. The question: How many Orcs are civilised? Hard to say how to place it , but I think there could be activator, that takes money and exact amount is to be our answer., If answer is right, we may go further, if we`re wrong we have to find another way. NOTICE : the ideas of the traps, of the riddles, of additional clues should be at different levels of difficulty, but some should be a bit complicated. We may always put a solution after all. So, now second part of the story: While feast everyone was happy, except of the Paladin. He becomes obsessed with security matters. After one month, a man suspected of thievery is executed, after short time - another one. For few years, the village prospers but the Paladin doesn`t leave his castle. The people know only he hired some mercenaries. Among them are Varangian Guards, with adamantium armor and heavy Battle axes. ( these Guards aren`t numerous, they are just on of the Guards, but they fulfill their services in the most important parts, like chambers of the Paladin, Main Hall et c. ( for our MOD: they`re supposed to be skeletals as well, lying on the places where they were, like both sides of the main gate ). Now, I`ll be back with anopther part in one hour, ok ? Link to comment Share on other sites More sharing options...
Almelexia Posted December 29, 2003 Author Share Posted December 29, 2003 Get on with it man i am working on it! :D Link to comment Share on other sites More sharing options...
KublaKarma Posted December 30, 2003 Share Posted December 30, 2003 And how about an entire underground world (like Menzoberranzan)? I think it would be really oppressive: new creatures, new races, new NPCs, new quests, new cities and factions. I think also that the world would be really dark, and the player must carry a torch to see well something, while strange and bizarre creatures are creeping in the dark.. I know there is the Ultima Underworld mod but I don't know if it is still alive. Link to comment Share on other sites More sharing options...
Almelexia Posted December 30, 2003 Author Share Posted December 30, 2003 We are now more members in the team, about three and I will now take all of your ideas and combine them in the mod. Yes this looks like it will be pretty large :D but the team will work hard until we has reached the end of part one.Protect of Cari: And after we have worked like slaves in part one then we will work even harder in part two.Deviance return: So all of your ideas is well needed.. Almelexia Link to comment Share on other sites More sharing options...
Hayabusa Posted December 30, 2003 Share Posted December 30, 2003 All right, I`m back again. So... we`re at the pointin which the village ( or , maybe, a small city??? ) is quite prosperous but the Paladin doesn`t move from the castle and some people were executed. Yet, after some time the atmosphere looks more and more like in the book about Helseth: the Paladin is more and more suspicious, even though there`s no sign of conspiracy, in fact. Here an Option: I don`t know if it should be, but maybe... :in fact, after some time a conspiracy IS being established as people realize the Paladin is paranoic and may finish anyone off... the try to kill paladin, but they fail. End of option, back to the story: Few days after that ( or simply, some time after last execution had been done, so that it seemed for a while that the Paladin was now better), rats emerge in city. Dozens, then hundreds ( :!: I don`t mean, we should place all these rats IN the game, there should be some of them but not THAT much. But there may be something like a diary in a house that once belonged to an alchemist, or healer ). They are affected by pest, at the beginnin people manage to stop it, but then they begin to run out of medicaents, so fast the pest spreads. After some time, as pest almoust decimated the haboitants, the Paladin came ouyt of the castle. In full armor suit ( preferably: daedric) comes and ( maybe after a short speech about treason, and treasury that should have belonged to all :blink: ) begins to slay the people. Some manage to escape, skeletons of other near a sunken boat , the skeletons lying on the streets and in some houses point that many some perished. We arrive some centuries AFTER all this took place. We`re told, the Paladin is STILL in the Castle. Here, how the quest should actually begin:We get some information about Castle. Maybe: when we`re at Vivec, someone comes to us and sais something like: have you heard, adventurer, about the CASTLE ? Or Felicitas? Ask the mages, if you dare... ( it should be SOMETHING like that, I think that idea should be discussed)Anyway, te idea is all we know at this point is we should discuss the question with a mage. I propose someone from the Mage`s Guild of Vivec and Balmora . Maybe Sirilonwe, maybe Ranis? Someone who`ll tell us that there is such place, but we should look for a book that provide some more information as she doesn`t know completely WHERE Felicitas is, and thinks it`s so old history that it should be treated as legend. I think, the book , maybe a short story of a survivor who managed to escape, should be located in Vivec, in Temple`s LIbrary and, maybe, the same book, or another that `ll tell us a bit more should be possessed by Jobasha. Collecting the knowledge from the books and NPC, we should at this point know that the Paladin got mad, someone managed to escape from Felicitas, and that the isle is somewhere in the east ( I think it should be located somewhere in the east , far away).Then... we may go back to Ranis ( or Sirilonwe, or, maybe, just ANOTHER NPC , created by us for the quest ? ). She says, she still doesn`t know where it is, but we may check if someone knows more. We may point out, that Baladas ( ? ) in Gnisis may know something more. Here, we should be given a sub-quest to find a text in Aldmeris ( which should be brought to Baladas ) that once was a notification, that some stettlers for Felicitas are needed, as the Village and mine is being built. That sheet of paper in Aldmeris should bring us ( BY Baladas or maybe someone else who can translate Aldmeris) EXACT information where our Felicitas is. Now, we may come back to Ranis to get info that now, we may be teleported there, but meanwhile she checked some information and warns us, that there were some heroes already, who got there and never returned. She may give also information, that there`s something wrong with the magic in that place, and therefore she may teleport us but we may be unable to get out of there by magic. So, that once we get there AND enter the castle, we cannot get out. We may leave the village, but if we enter the Castle... I`ll be back, but I must give some short notification: My GMT is Greenwich - 1, so the communication may be a bit difficult. another point: I have Polish version of Morrowind. This means, there may be serious problems with co-operation as some IDs ( especially Cell IDs ) vary from English version. Therefore, for example, I may not be able to edit correctly elements that are in cells in Vivec, or in Guilds. The same with NPC`s that already are in the game. Probably, I can edit new NPC`s or some places in Felicitas. Now, I`ll try to edit something like 1 cell, tiny model of the Felicitas to make it`s general overwiev possible. I`ll let you know by PM if I did it with IRC or mail. There are also some end-quest ideas I `d like to say not in here as some people may be interested in going through the quest and telling the ending right now... :nazgul: Link to comment Share on other sites More sharing options...
Almelexia Posted December 30, 2003 Author Share Posted December 30, 2003 Thanks for your story Hayabusa! I will make the island and all what you have written in the first large part one. I have copied all of your text and stored it in a map so i can look at it later and make it exactly as you have written. :D But i will make some uppgrades to your idea that will add more side quests and much more.Please send more with PM i will gladlt take it. And remember all ideas are welcome keep posting. You all will be a part in the mod with ideas :construction: Link to comment Share on other sites More sharing options...
Hayabusa Posted December 30, 2003 Share Posted December 30, 2003 Almelexia --> nice, nice to hear it. I have even found one, little idea for a side quest. I `ve just downloaded IRC, I`ll let you know when I get right with the stuff as now I`m greenhorn with the stuff. But this will be changed soon :D Sidequest: As our Hero lands in the Felicitas village ( btw: I think we migt do something to make this mod possible for characters above level 30 or something so that it would be challenge for expierienced players. SO: as we go to the village, we discover that one hut in the port is NOT empty. There`s one man, he begs us for something to eat. If we don`t have anything like that at the moment ( I mean, basically, bread, crab or Nixhound meat, trama roots) he attacks us. If we have - he takes it, and, with enough dispsosition ( above 80, I think, If below, he says just something like: thanks. Now leave me! ), says that he is ( or more accurately: WAS ) a member of an expedition which tried to overwhelm the castle, but as they proceeded they were attacked in the main hall. One of the adventurers was slayed, some other escaped further in the castle and he is the only one who got out, few days before. But he failed and, running out of food, stays in the village, completely broken. Addition: I think, the Main hall should be the first place In the castle ( apart from the , hmm... square ( ? forgot at the moment how it is in English but it`s the open field in the castle ), and should basically have these four Daedra Statues I`ve mentioned in onne of the posts, as a trap. PS I found some interesting mp3, which may be used in the quest. Another PS : keep in midn, the event I`ve described took place hundreds ogf years before our right quest started, so they may be present in book, in remnants but they should not be present as something which takes place as we`re there. Well, another interesting idea, took in part from 'dreams' by Kurosawa Akira : The people slayed may still have their minds attached. Well, here another Private Message. Link to comment Share on other sites More sharing options...
Almelexia Posted December 31, 2003 Author Share Posted December 31, 2003 Now when I have got all the ideas of Quests then i need to know a great name of a region, a large region with the same nature as bitter coast. I need a name that sound kinda large. So post your ideas here. Link to comment Share on other sites More sharing options...
Hayabusa Posted December 31, 2003 Share Posted December 31, 2003 Maybe: Lucky Islands ? I know, it`s not very original, but if the Village is to be named Felicitas, if the mod is going to be namend Felicitas... it sound good in that way. Or Fortunate Islands? Actually it`s going to be only one isle but, if we use some rocks emerging from water... Isle of Fortune ? Anyway if I have another idea I`ll let you know. End for today, it`s already after 2 AM in here... Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.