04-21-2007, 12:55 AM
Ok, this shall be the thread where we discuss the main questline for the ST morag tong. I am open to many different ideas, plot twists, enemies, situations, ect, although i do already have an idea of what the quest could be.
Ok, so the Main quest goes something like this (and if you plan on actually playing the quest in ST, this will ruin it for you)
- Obviously, first you have the writs. The simple stuff, the fun stuff, the murders that made you join it in the first place.
- Then, you start hearing rumors of botched writs. Horribly botched; the wrong people killed, assassins themselves killed, things just generally going wrong.
- You yourself will have such an experience, prehaps depending on your fame level and how well you have done your writs (getting bonuses, ect)
- King Helseth will send a committee to investigate the Morag Tong. As a legal guild of assassins, they must be the very best, and do everything to the letter. These mistaken murders must be stopped.
- A possibility would be for you to be high enough in the guild that you are able to sit in on an important meeting, and through the dialogue topics and your speechcraft, help determine the fate of your guild's legality.
- Furthermore, many of the next few writs will have botch potential. However, you may be able to avert tragedy by your skills and powers of observation.
- Regardless of how you perform, you will be tasked with finding out what is going wrong. You must shadow another MT assassin to his target, and try to figure out if it was set up, then by whom. This will obviously be the DB, interfereing by messing with writs, setting traps, ect
- The twist in all of this, is that while you are doing this, the MT gets shut down. Helseth decides that the guild should no longer exist, and it becomes illegal. That is UNLESS you have very very high speechcraft, and were VERY persuasive in the conference. AND, you have performed all of your writs excellently. Otherwise, the guild has to go underground.
- After the guild is shut down, the guildmaster contacts you to join the underground MT. Operating is much more shady now, and guards will not hesitate to kill you.
- Perhaps you will investigate some more hits gone wrong, and all the evidence points to the DB. The questions are where, and what to do about it.
- After you come back from an evidence gathering mission, you see a suspicious individual leaving your guild. You hurridly enter, to find your master dead on the floor, with DB symbols painted with his blood, a brazen challange to the MT. You become guildmaster in his stead, and it is left to you to answer this challange with the extermination of the DB
- You will have to shadow the assassin back to the DB hideout to learn where it is, without being seen. If you are seen, prehaps some guards know of the location, but Oh Dear, they are being bribed by DB. Persuade them, counter bribe them, or find out who brings the bribes.
- Anyways, once you know the location of the DB strike team, and their startup sanctuary, you will have to reassemble the members of the MT, and outline a plan to sneak in, wreak some justice, and then get the heck out! There can be a couple different plans, each with a different level of complexity. The most complex could be near impossible to pull off, but if you do it; the perfect execution.
* This will require coordination with NPCs, and i'm NOT sure if it will work. If not, there will have to be one plan, or you do it all yourself
- Hurrah! the DB has been slain. But wait, the MT is still illegal, CRAP!
- This is actually the part where i'm not quite sure what to do, but i think a possibility is that King Helseth puts you through a rigerous test to see if you are fit to restart the MT, confident that nobody will mess up. Or you could bribe/kill a bunch of people and get it by force. I think proving your skill will get you more writs, cause it's honorable.
And that, my friends, is the end of my idea for the main quest arc of the Morag Tong. If you like it, hate it, have suggestions, want clarifications, PLEASE post. the one thing i never want to do is create a giant guild, quests, subquests, sidequests, and then have everyone hate it. So please, remember that the quest is only a WIP. Work has not started, so if you don't like it, now's the time!
Ok, so the Main quest goes something like this (and if you plan on actually playing the quest in ST, this will ruin it for you)
- Obviously, first you have the writs. The simple stuff, the fun stuff, the murders that made you join it in the first place.
- Then, you start hearing rumors of botched writs. Horribly botched; the wrong people killed, assassins themselves killed, things just generally going wrong.
- You yourself will have such an experience, prehaps depending on your fame level and how well you have done your writs (getting bonuses, ect)
- King Helseth will send a committee to investigate the Morag Tong. As a legal guild of assassins, they must be the very best, and do everything to the letter. These mistaken murders must be stopped.
- A possibility would be for you to be high enough in the guild that you are able to sit in on an important meeting, and through the dialogue topics and your speechcraft, help determine the fate of your guild's legality.
- Furthermore, many of the next few writs will have botch potential. However, you may be able to avert tragedy by your skills and powers of observation.
- Regardless of how you perform, you will be tasked with finding out what is going wrong. You must shadow another MT assassin to his target, and try to figure out if it was set up, then by whom. This will obviously be the DB, interfereing by messing with writs, setting traps, ect
- The twist in all of this, is that while you are doing this, the MT gets shut down. Helseth decides that the guild should no longer exist, and it becomes illegal. That is UNLESS you have very very high speechcraft, and were VERY persuasive in the conference. AND, you have performed all of your writs excellently. Otherwise, the guild has to go underground.
- After the guild is shut down, the guildmaster contacts you to join the underground MT. Operating is much more shady now, and guards will not hesitate to kill you.
- Perhaps you will investigate some more hits gone wrong, and all the evidence points to the DB. The questions are where, and what to do about it.
- After you come back from an evidence gathering mission, you see a suspicious individual leaving your guild. You hurridly enter, to find your master dead on the floor, with DB symbols painted with his blood, a brazen challange to the MT. You become guildmaster in his stead, and it is left to you to answer this challange with the extermination of the DB
- You will have to shadow the assassin back to the DB hideout to learn where it is, without being seen. If you are seen, prehaps some guards know of the location, but Oh Dear, they are being bribed by DB. Persuade them, counter bribe them, or find out who brings the bribes.
- Anyways, once you know the location of the DB strike team, and their startup sanctuary, you will have to reassemble the members of the MT, and outline a plan to sneak in, wreak some justice, and then get the heck out! There can be a couple different plans, each with a different level of complexity. The most complex could be near impossible to pull off, but if you do it; the perfect execution.
* This will require coordination with NPCs, and i'm NOT sure if it will work. If not, there will have to be one plan, or you do it all yourself
- Hurrah! the DB has been slain. But wait, the MT is still illegal, CRAP!
- This is actually the part where i'm not quite sure what to do, but i think a possibility is that King Helseth puts you through a rigerous test to see if you are fit to restart the MT, confident that nobody will mess up. Or you could bribe/kill a bunch of people and get it by force. I think proving your skill will get you more writs, cause it's honorable.
And that, my friends, is the end of my idea for the main quest arc of the Morag Tong. If you like it, hate it, have suggestions, want clarifications, PLEASE post. the one thing i never want to do is create a giant guild, quests, subquests, sidequests, and then have everyone hate it. So please, remember that the quest is only a WIP. Work has not started, so if you don't like it, now's the time!