Quote:Originally posted by Mizreg
PWN and I are already working on a Skooma smuggling mission so thats already in, although it has nothing to do with the Sotho, maybe a follow up to the Skooma Skooma 'round the world quest in which you have to smuggle to Sotho????? I dunno just tell me what you think.
It seems Blackmarsh has its own version of an "illegal"-type drug: "Daril"
http://www.imperial-library.info/content...lore-notes
Quote:Daril, meaning approximately “seeing everything in ecstasy,” is a drug favored by Argonians and expressed by the Moon-adder. It “unfolds in stages, no stage like the last, and it confuses the senses,” apparently making a person synaesthetic. This drug is lethal to all but Argonians. p.131
[fast forward to below; I'll explain later why I posted about Theilul]
There, a long line of sheds with the Colovian Traders banner hawked trinkets of silver and brass, cooking pots, cutlery, wine, cloth. ... a group of [Glim's] matriline cousins had set up a business selling Theilul, a liquor made of distilled sugarcane. They'd originally sold the cane, but since their fields were twenty miles from town, they'd found it easier to transport a few cases of bottles than many wagonloads of cane – and far more profitable.” p. 36
So you don't need to focus on skooma.
Also, Daril makes one "synaesthetic" - this means some "type of stimulation evokes the sensation of another, as when the hearing of a sound produces the visualization of a color." (yes, there are people who really do have this condition, in RL):
http://www.thefreedictionary.com/synesthetic
There are all sorts of neat quest things you can do with Daril and its synesthetic properties - something like this: depending on the type of boots a player is wearing (barefoot to heavy boots), the player will make more sound and be more detectable to NPCs, even when sneaking. Maybe if the player takes "Daril" drug, they temporarily see, while walking/running/sneaking and depending on how close to the NPC, a color on their cursor or around the screen (pulses with each step), that relates to the loudness of the sound as an NPC might hear it (or just use the detection level).
Barefoot (and are using 100% chameleon) = light green shade
Barefoot (and undetected) = green shade
Barefoot (and noticed) = yellow shade
Barefoot (and seen by non-hostile NPC) = orange
Barefoot (and seen by hostile NPC) = red
Barefoot (and being searched for by hostile NPC) = purple
Barefoot (and hostile NPC has lost track of you, completely) = blue (for a few seconds)
Leather Boots (and using 100% chameleon) = light green shade
etc
etc
Detection Formula and Threshholds:
http://cs.elderscrolls.com/constwiki/ind...:Detection
Detection Tab:
http://cs.elderscrolls.com/constwiki/ind...ection_Tab
GetDetectionLevel (function):
http://cs.elderscrolls.com/constwiki/ind...ctionLevel
Also, since Daril has "no stage like the last", it can be random what effects the player can gets each time they use Daril. In could be that the "Detection" of the player is reversed, and instead, the player better detects the NPC (think of enhanced "Detect Life" effect - green shaded NPCs have not detected the player, yellow-shaded NPCs have noticed the player, etc - just like my colorcoding for the barefoot/boots idea above).
The reason I mentioned Theilul, is that maybe this Daril drug is mixed into the liquor, for Argonian use and smuggling to Argonians outside Blackmarsh. But since liquor is appealing to all, other races might sometimes accidentally get their hands on this tainted liquor, and die from ingesting the Daril in it. Either that, or some in the Sotho Tren mean to purposefully poison non-natives.
Oh yeah, the reason the player might can take Daril regardless of their race, is because they are either chosen by the Hist or something, or because they have already ingested hist sap. That's how I'd fudge things.
Koniption