02-03-2008, 03:13 AM
[1ST]T[/1ST]
he main questline
Part 1- the Grey Faction
Quest 1: Part-Time Jobs
After completing two or three writs, you have become a high enough level to attract the attention of the Gray Faction, discussed in the Story Thread. As you are walking out of the Soluthis Guildhall, a man contacts you and asks you to meet him in Soluthis at midnight the following day. Once his is gone, the Soluthis guildmaster contacts you, persuading/threatening you, telling you that you are to be his "inside man" in the Gray Faction.
You go to the Rendez-vous as planned, and follow the man back to the Gray Faction hideout, where you are tasked on a simple smuggling run, just to prove your loyalty. You must travel to Steadhelm, meet a shipment of Dwemer artifacts on the docks, and then return with them to Soluthis, making sure you have all of them, or else you don't get paid. On the way, you will be attacked by some rival smugglers, so watch your back! This accomplished, you have earned the trust of the Gray Faction, and are to wait for further instruction, both from the faction and from your Guild Master, who is eagerly awaiting information about the operations of the faction.
black[/HR]
Quest 2: Time to play Thief
Now that you are in the Gray faction, you've got to start taking their jobs. Two wealthy collectors have been involved in a sort of "collection war" over which one can accumulate more rare and priceless artifacts, whether they be daedric, dwemer, or ancient dunmer. One collector resorted to theft, and now the other wants payback. You must break into the offending dunmer's house, and steal one artifact a night, until all are gone, and the collector's reputation is ruined. But be careful! The victim is not to be killed, but kept alive to feel the shame of complete ruination. Oh yes, and there may be guards... lots of guards in fact. They may be... disposed of. You are an assassin aren't you?
black[/HR]
Quest 3: Political Mudslinging
In Soluthis, a visionary young politician has risen, with the support of the masses. He is poised to become one of the most important men in the Silgrad Region. So of course, he must die. Some of the other politicians have been getting jealous, and because they were too inept to beat him any other way, decided that assassination was a good idea. Unfortunately, the Morag Tong doesn't take such petty writs, so it's up to the Gray faction to take him out.
Now you could just kill him, but that wouldn't be very nice would it? He knew it was inevitable, so he approaches you with an offer- a counter assassination. And he's willing to pay a large sum of money, perhaps larger than the original client. You could just kill him, or you could take on the much harder task of killing those dirty bastards who wanted him dead in the first place. Either way, the Gray faction bosses are happy with money. It's just politics to them.
Black[/HR]
Quest 4: Pushing Back
After several Morag-Tong led crackdowns on the Gray Faction, the bosses decide that the best option is killing Llathis, and then pushing for a more easily controllable leader. Velthas has caught wind of the plan, and assigns you to check it out. You aren't high enough rank in the faction to be invited to any "lets assassinate Llathis" meetings, but you can still break into the room where they discuss such things. Perhaps they left some information behind as to the plan?
Once you have discovered the time and locate of Llathis's assassination, you report to him, and he decides to let them try, asking you to shadow him, and offer assistance if necessary. Well the "assassins" from the Gray Faction, two hired thugs, get slaughtered by you and Llathis.
Llathis isn't about to let this one go however. He assigns you to sabotage a smuggling run, killing those involved and leaving a note on their bodies, as a warning to the Gray Faction. Hopefully, this will show them that the Morag Tong means business.
black[/HR]
Quest 5: The Last Straw
Unfortunately, hijacking that smuggling run had no effect on anything. Either they're too stupid to read the note, or just don't care, but the Grey Faction's barely slowed down. There's only one option: deliver an ultimatum to the head of the entire operation. You may have to sneak through some sewers, kill some petty thieves working for the faction, and then threaten some people, but it's all for the good of the guild. Aren't you glad you got to be the inside man?
Well, the head of the smugglers turns out to be local guild alchemist Velos. Through a stroke of either foresight or mercy, Llathis decides to offer Velos this ultimatum: Leave, or be killed. Better than "die now". Well this show of force effectively shuts down the operation, leaving it without a high-level Morag Tong contact. Good job! You've completed the easy half of the Main Questline.
he main questline
Part 1- the Grey Faction
Quest 1: Part-Time Jobs
After completing two or three writs, you have become a high enough level to attract the attention of the Gray Faction, discussed in the Story Thread. As you are walking out of the Soluthis Guildhall, a man contacts you and asks you to meet him in Soluthis at midnight the following day. Once his is gone, the Soluthis guildmaster contacts you, persuading/threatening you, telling you that you are to be his "inside man" in the Gray Faction.
You go to the Rendez-vous as planned, and follow the man back to the Gray Faction hideout, where you are tasked on a simple smuggling run, just to prove your loyalty. You must travel to Steadhelm, meet a shipment of Dwemer artifacts on the docks, and then return with them to Soluthis, making sure you have all of them, or else you don't get paid. On the way, you will be attacked by some rival smugglers, so watch your back! This accomplished, you have earned the trust of the Gray Faction, and are to wait for further instruction, both from the faction and from your Guild Master, who is eagerly awaiting information about the operations of the faction.
black[/HR]
Quest 2: Time to play Thief
Now that you are in the Gray faction, you've got to start taking their jobs. Two wealthy collectors have been involved in a sort of "collection war" over which one can accumulate more rare and priceless artifacts, whether they be daedric, dwemer, or ancient dunmer. One collector resorted to theft, and now the other wants payback. You must break into the offending dunmer's house, and steal one artifact a night, until all are gone, and the collector's reputation is ruined. But be careful! The victim is not to be killed, but kept alive to feel the shame of complete ruination. Oh yes, and there may be guards... lots of guards in fact. They may be... disposed of. You are an assassin aren't you?
black[/HR]
Quest 3: Political Mudslinging
In Soluthis, a visionary young politician has risen, with the support of the masses. He is poised to become one of the most important men in the Silgrad Region. So of course, he must die. Some of the other politicians have been getting jealous, and because they were too inept to beat him any other way, decided that assassination was a good idea. Unfortunately, the Morag Tong doesn't take such petty writs, so it's up to the Gray faction to take him out.
Now you could just kill him, but that wouldn't be very nice would it? He knew it was inevitable, so he approaches you with an offer- a counter assassination. And he's willing to pay a large sum of money, perhaps larger than the original client. You could just kill him, or you could take on the much harder task of killing those dirty bastards who wanted him dead in the first place. Either way, the Gray faction bosses are happy with money. It's just politics to them.
Black[/HR]
Quest 4: Pushing Back
After several Morag-Tong led crackdowns on the Gray Faction, the bosses decide that the best option is killing Llathis, and then pushing for a more easily controllable leader. Velthas has caught wind of the plan, and assigns you to check it out. You aren't high enough rank in the faction to be invited to any "lets assassinate Llathis" meetings, but you can still break into the room where they discuss such things. Perhaps they left some information behind as to the plan?
Once you have discovered the time and locate of Llathis's assassination, you report to him, and he decides to let them try, asking you to shadow him, and offer assistance if necessary. Well the "assassins" from the Gray Faction, two hired thugs, get slaughtered by you and Llathis.
Llathis isn't about to let this one go however. He assigns you to sabotage a smuggling run, killing those involved and leaving a note on their bodies, as a warning to the Gray Faction. Hopefully, this will show them that the Morag Tong means business.
black[/HR]
Quest 5: The Last Straw
Unfortunately, hijacking that smuggling run had no effect on anything. Either they're too stupid to read the note, or just don't care, but the Grey Faction's barely slowed down. There's only one option: deliver an ultimatum to the head of the entire operation. You may have to sneak through some sewers, kill some petty thieves working for the faction, and then threaten some people, but it's all for the good of the guild. Aren't you glad you got to be the inside man?
Well, the head of the smugglers turns out to be local guild alchemist Velos. Through a stroke of either foresight or mercy, Llathis decides to offer Velos this ultimatum: Leave, or be killed. Better than "die now". Well this show of force effectively shuts down the operation, leaving it without a high-level Morag Tong contact. Good job! You've completed the easy half of the Main Questline.