razorkid

Main Quest Extension

Jun 11th, 2016
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  1. Hey, if you're able to read this at all. I've written down a vague quest structure for the subsequent quests after the original main quest is over. This is in no way final, but a gist of what will occur and makes it easier to translate into quest stages. The points are all consecutive and in order.
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  5. Quest 11 - Dreams of Peace
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  11. ;Check on the Deepcrag Ravine Outpost to see how the rebuilding project is trudging along.
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  13. ;Here is where you meet the Orc Speaker whose purpose is to repair race relations.
  14. ;You can get sidequest from Imperial officer asking to find denize IF you didn't kill her
  15. ; Orc speaker is influential and came from Daggerfall
  16. ;Orc speaker asks you to join speech about recent tensions in Evermore (will be hosted at stage?)
  17. ;Get there, interrupted by first murder victim, this victim needs to have some significance instead of random act, possible last "crush" of killer, killer can't control emotions or his doppelganger (who is everything he wanted to be) is in physical world and retains memories and grudges
  18. ;Find out who killer is
  19. ;Misleading suspects, real killer wont be exposed until much later
  20. ;Real killer will be son of king - having his skin worn as "costume" for Daedra type figure (who has been "locked" in Namiras realm and has little power in the real world), will elaborate on it later
  21. ;Suspect one will be librarian/academic who has penchant for strange things and will tick all generic criteria for a killer through cliche
  22. ;Second will be captured orc who escaped?
  23. ;End of trial, whatever suspect chosen will be executed
  24. ;What is consequence?
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  26. +Introduction of king's son somewhere earlier in vanilla main quest? Manipulative and will betray? But only if you oppose him.
  27. +King son will bring back old friend of alter ego who committed attrocities? (convoluted, explain who these people are and what is happening)
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  35. Quest 12 - Imitations of life
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  39. ;See speech with Orc, Him talking and then some arguments in scene. Prostitute runs out of brothel screaming about murders (Have all prostitutes leave brothel to see speech, including Omid. One goes in and comes out screaming. Witness says she caught person running to store room where lift is).
  40. :Kegor/horustair comes and talks of murders in brothel? Investigate and go down lift, Lift snags and goes to sewer? All dead fetus down there. Eye on wall.
  41. :Queue investigation and suspects. Orc Speaker, librarian guy and random angry beggar?
  42. :Talking head of corpse in sewer should show that killer knows about specialized magic.
  43. :Have it mentioned way earlier in original MQ about killer running loose.
  44. :Have letter/etching on wall saying "Orcs will rule" or something similar
  45. :Either choose a suspect or wait for alternative option. Maybe empaths fetish can be used to convince people not to ask for blood now?
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  47. :Have a speech check for Kegor on the nature of rejects respite, he'll refuse to answer if speech below 60. Go to priest in Arnima to get missionary to perform Alteration exercise on dagger/evidence? Wait one day and go back via courier or just quest update?
  48. :They have epiphany on rejects respite, Kegor fesses to the place's intentions. Go there in search of killer.
  49. :Finally meet dead half breed in scuttling void, talks about alter ego wearing skin of someone. have to find out who
  50. :Some type of magic/device binds you to his location once you find killer whatever, so can resolve whatever it is that he wants done.
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  55. Quest 13 - (No quest title yet)
  56. :Go talk to kegor again, kegor is talking with king about horustair abandoning the kingdom and King's Son spending extraordinary amounts on town and nice things
  57. :Guards in Arnima need relief so drinking and relaxing, villagers are relatively happy but some are concerned that they're not vigilant as they should be.
  58. :Orcs are galvanized because of abuse of their diplomat. Witchmen continue to swell in the north because of new recruits from beggars? Beggar/affliction revolt.
  59. :King son got rid of beggars from town, also more hostile to Exile which they were in leagues with before. Cutting off exiles lead to no buffer zone between witchmen.
  60. :scene where villagers turn on you instead of king son because all benefits he brings.
  61. :Have to work in here story of lowland reavers (mostly "retired" extreme evermore unit used to fight orcs and witchmen in past)
  62. :King son says he will find a way to deal with orc/witchmen, he goes off to seek these lowland reavers
  63. :On the way you piece one and two together to find out about king son being murderer. How can this be deduced without it being forced? Maybe stay at Arnima and ask Missionary to search for item pertinient to King son again. Or clues about king son coming together (king mentions in scene why he looks so pale and damp.)
  64. :After discovery, go to lowland reaver base or whatever. Have boss battle here with these guys.
  65. :Big fight in quarry where you meet lowland reaver boss + king son. Turn griffon into gorgon. Here will be where orcs kept too so be intertwined with Orc quests.
  66. :Original dead half breed pulls you back into Namira realm to give you some more dialogue. Shows you door to kings basement with kids.
  67. :try to escape, orc pulls you back again. Mara or something related to her fights to bring you back. But because of frailty she brings back too late in middle of war.
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  71. Quest 14 - (SAME AS ABOVE, NOT SURE OF TITLE, SOMETHING BRINGING CLOSURE)
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  77. ;Skyrim map marker disabled, have to find way out of reach
  78. ;Almost like that DUST mod for F:NV albeit much shorter
  79. ;Reach the Divide where remaining bretons fortified themselves
  80. ;Possible siege when you reach? Or too convenient for player to have events happen around him?
  81. ;Find the merchant who took you to the reach, and ask to travel back (main quest comes full circle in a way)
  82. ;This can ALL be avoided however if you leave the king with the children, there will be no handicaps exc
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  84. ;However, not killing him will not end quest 13, the quest will always be active until in a way? It can be changed to a misc quest so doesn't clutter quest bar, and in case player changes mind and goes back to kill king.
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  88. SIDE QUEST MAJOR - (GOING TO UMBASIR)
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  90. - Arch priest telling you to go to Umbasir and search for something? Maybe it's purely for stuff about the Direnni. We need to establish direnni/breton parelell where bretons aspire to be like their ancestor. Too much pride in heritage despite their attrocities.
  91. - Arch priest talks about king wanting to be more in touch with that ancestry. And that whatever can be found in there would be of great importance politcally?
  92. - Go there, get engaged with something else in teleport room. Ghost of direnni asking for help. Can't go through himself because of certain soul qualities that are blocked. Time dilation mentioned for oblivion realms again.
  93. - Go to release mora's minor prince to talk about things related to Kalpa and the like, and how you can stop half breed bringing you back at that time.
  94. - Minor prince configures the gate to go to other end of eye in scuttling void. there you will find "empaths fetish". Gate reconfigured again through floating scene speech, go to umbasir.
  95. - Returning to Umbasir reveals all items from apocryphya are gone. Turned back to apochrypya.
  96. - Return to priest and talk to him about your discovery. If you give him item, then the benefits of said item will stop. Keep it.
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  100. IDEAS LIKE TO SEE IMPLEMENTED:
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  102. - Akatosh is god of time, he enables you to go to scuttling void and come back without massive time jumps. However, in final mission there is something that prevents your link to your god? Maybe half breed found a way to disrupt that link. Hence the two month interlude.
  103. - Mara should be seen as acting throughout the mod with very subtle visual cues.
  104. -Mara's light guiding through darkness
  105. -Rescue people from witchmen/orcs/bandits (use script to count survivors)
  106. -Apocryphya exposition guy need souls in exchange for information
  107. -Each room in rejects respite at lowest level home to weird SCP like person/entity (maybe have to chase them down?)
  108. -Need more sympathy for orc, give them special quest at quest 2 malacath march
  109. -Story writer travels to Inn where he can document your journey OR talk about concepts that apocryphya guy speaks of, but shallow
  110. -IF you change quest 4 (reaching relics) to include traveling to scuttling void, have it so it's interior? Or just have existing place used in the worldspace.
  111. -Bring in talking activator while holding relic and ISM change along with it.
  112. -INTRODUCTION through courier, through finding murdered pilgrim, mara devotee, or have it so the merchant is at the Inn in Markarth? (With changed voice actor, he will force greet YOU to go to the reach with him)
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  114. THEMES AND MESSAGE:
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  116. -Indulgence/obsession
  117. -Vanity/Insecurity, where the Ayleid king was vein and arrogant, only inflicting the attrocities on others, breaking point where his son came out mutilated because alignment with Namira. Rationalization and doubling down in his activiites.
  118. -People cope through despair with anger, people's only response to bad times is violence, often leading to something worse, or a brief "golden age" that will only collapse in torrent of violence because of suppression (of violence) in golden age
  119. -Extremes are presented in mod, you will find alternatives through logic/investigation. People need to understand nuance and not to act on impulse/emotion.
  120. -Witchmen are a vessel for social change as well as disease. More extreme opinions of witchmen will start resonating with poor (beggars, serfs).
  121. - Mother theme, spawn of life and shaper of fates in a way. upbringing. Namira covets bad upbringing, Mara covers good, but weak.
  122. -Last king details within the last ayleid emabssy, death of family members is too cliche, espouse on his paranoia and link it back to narcissism. King has no clothes style, progressively ugly and destroyed mirrors. Namira had made an unbreakable mirror in basement.
  123. - Telling denize on what she will do with her child. Emphasis on motherhood again. Mara or Namira will like your deeds, can contribute to bad ending.
  124. - Mara is weak because she actively tries to not have people worship her. Marriage under her is the unity of two dichotomous beings without conflict. That is the hope anyway.
  125. - Parallel with Breton racial feelings towards Orcs and the Ayleids towards men in the past.
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  127. Possible Endings:
  128. -War torn Evermore, escape to divide, help the Divide with shamans who will do another curse (aligned with bretons)
  129. -Orc ending, see evermore and Arnima razed, possible democracy with Divide in form of them leaving with little bloodshed to east. Parallel to orc refugee at start.
  130. -True witchman ending is with half breed, just have game end when he offers choice of final black for hero.
  131. -Breton ending in suppressing Orc/witchmen while being content with secrets of king/son or just not knowing about them.
  132. -Good ending could involve finding "cure" for affliction, opening up negotiation with orc in form of having their orsinium that bretons build? Bretons will be angry, but relieved somewhat that terrorist activity dies down for time being. Witchman second revolt against more extreme members, want it back to normal. Start of democracy instead of monarchy? Oust king/son with more reliable leader? Maybe yourself when they learn you're dragonborn?
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  135. PLOT HOLES:
  136. Why are witchmen still a threat after defeating supernal custodian?
  137. -Have it that those matriachs were just summoning gorgon. GORGON is real antagonist of that part, have the lore around this creature be an envoy that twists intentions of mortals. Have this explained somewhere. Preferably not by jackos.
  138. The envoy will speak in scuttling void to show it is a convincer.
  139. Witchmen are prevlant all along the north of high rock, in the mountains. Make this stated. And have it that the afflicted/beggars start saying things eerily similar to witchmen.
  140. This shows where newfound strength comes from and how they undermined the kingdom.
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  142. Why are orcs still a threat?
  143. -Could be explained that most orcs are seeking revenge or are galvanized by assassination or abuse of orc speeker.
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  145. Why do you need to find gauntlets?
  146. -Tough question. I don't know if I'll introduce the gate concept in this quest as it will bring many more inconsistencies with plot. But even then, how were the gauntlets moved here? And you already mentioned a thief.
  147. Thief is either ego form of half breed or leader/member of lowland reavers. Have it be the ego form, but it seems too contrived. Have it that the ego form can wear any form it kills. So it was first something else and then found the king's son.
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  149. WHERE TO SPAWN PLAYER AFTER GOING TO OBLIVION.
  150. back to carriage - why?
  151. -Where demon ambush happened
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  154. back to room in temple for sigil stone
  155. -Why do they have a special room for sigil stone?
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  157. Back to Arnima?
  158. -Be too obvious that king son is killer (this would probably be obvious anyway, so make it not the twist that is substance, but the player not wanting their work to go to waste for kingdom)
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  160. why does half breed NEED ayleid king and how to make him still relevant after story? (people will say his presence was irrelevant filler)
  161. - Theme of scars in land from brutal war and tension
  162. - Half breed acted as agent of king in a way, found purpose and the one to spread dark gospel to witchmen
  163. - exemplifies the absence of ego from dead half breed from his ego fuelled ambition before
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