Riften - main quest |
Zarkis
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Registration Date: 01.12.2002
Posts: 650
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Riften main quest - The Scepter of the Wolf Queen |
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The scepter of the Wolf Queen
The stage - Riften
Riften is the main city of the Hold of Riften, one of the nine Holds of
Skyrim. Build as a Nord border fortress guarding both the way to
Cyrodiil and the high pass to Morrowind, it is located at the gorge of
Riften, a deep but narrow gully, which cuts through the land traversed
only by a bridge. There is a strong imperial garrison in Riften to
protect the vital trade routes.
Note: The main city will have its own cell. The garrison will be
connected to the main town. The road to the bridge will be in between
the too.
The town is walled and build around the castle which resides on a steep
hill inside the city. It will have around 20 houses mostly in Nordic,
some in Imperial style (many taverns because Riften is a town full of
traders). The population consists of 60% Nords, about 20% Imperials,
Bretons, Dunmer and several other races.
Below the city is a labyrinth of natural caves, Nordic tombs, abandoned
cellars and secret passages, called the catacombs. While parts of the
upper catacombs are used by thieves and smugglers, nobody dares to
enter the deeper dungeons. The lower parts of the catacombs were sealed
of with magic during the reign of King Gotemar (see below).
Current ruler of the Hold of Riften is Baron-King Adelmund III. He has his own household troops, the guards of Riften.
Historical background of the Quest
3E 67
Potema, the so-called Wolf Queen of Solitude, is born to the Imperial
Family of Prince Pelagius (later is crowned as Pelagius II).
Source: Biography of the Wolf Queen.
3E 120
Kintyra II becomes the next Empress of the Septim Dynasty. At almost
the same moment, Queen Potema, also known as Wolf Queen, with her
allies (Skyrim and a part of Morrowind) launches a surprising attack on
the Empire. This starts the war that is known as The War of Red
Diamond, due to the Red Diamond symbol on the Queen Potema's banner.
Kintyra II with the support of King Magnus of Lilmoth (Black Marsh),
and King Cephorus of Gilane (High Rock) try to uphold the throne.
Source: A Brief History of the Empire.
3E 121
Kintyra II imprisioned by her cousin, Uriel III, who claims the
Imperial throne. War of the Red Diamond, the symbol of the Imperial
Family of Septim, commences. Kintyra II is captured by Queen Potema's
forces. Shortly, Uriel III proclaims himself as the new Emperor of
Tamriel.
3E 123
Kintyra II dies. The day (23rd of Frost Fall) is now remembered as the day of the Broken Diamond.
Source: Elder Scrolls Calendar, Broken Diamonds, The Wolf Queen.
3E 127
War of the Red Diamond ends when Uriel III is defeated in the Battle of
Ichidag by his uncle, Cephorus. The Emperor Uriel III is captured by
the forces of Cephorus. However, during the journey to Cephorus's
castle in Gilane, an angry mob burns Uriel III to death. Cephorus
becomes the next Emperor of the Septim Dynasty.
3E 137
Queen Potema Septim dies after a month long siege on her castle. At her
death, Magnus appoints his son, Pelagius, as the titular head of
Solitude, under guidance from the royal council.
"Potema continued to fight a losing battle, her area of influence
dwindling and dwindling until only her kingdom of Solitude remained in
her power. She summoned daedra to fight for her, had her necromancers
resurrect her fallen enemies as undead warriors, and mounted attack
after attack on the forces of her brothers, the Emperor Cephorus Septim
I and King Magnus of Lilmoth. Her allies began leaving her as her
madness grew, and her only companions were the zombies and skeletons
she had amassed over the years. The kingdom of Solitude became a land
of death. Stories of the ancient Wolf Queen being waited on by rotting
skeletal chambermaids and holding war plans with vampiric generals
terrified her subjects."
from Waughin Jarth's THE WOLF QUEEN, BOOK EIGHT
The scepter of the Wolf Queen
This scepter is a mighty artifact of unknown origin. It was one of the
many means Queen Potema and her necromancers used to raise and control
the army of zombies and skeletons in the War of the Red Diamond. One of
Potemas generals, the Nord necromancer Raugal Orm, took the scepter
when he escaped the siege of Solitude with a small force of vampires in
3E 137. They were hunted by Knight-Paladins of the Empire, which
succeeded in killing most of Raugals horde in a cave near Whiterun,
where Raugal had tried to hide from his persecutors. But the
necromancer managed to escape again. His was finally defeated at the
city of Riften. According to imperial sources, Raugal, being cornered
by the knights, threw himself from a cliff into the water of the river
below the city. Both his body and the scepter vanished in the swirling
water. The knights searched the river for his corpse in vain and after
several days declared him dead. Local sources tell a different story
however. Farmers claimed to have seen a black clad figure who staggered
out of the water a fortnight after Raugals defeat, disappearing in a
cave under the city of Riften.
Seven years after the supposed death of Raugal, and because of ongoing
rumors of undead activity, the only entrance to the lower catacombs of
Riften was closed with a magically fortified door by Baron-King
Gotemar, ruler of the Hold of Riften. Gotemar took the key to the lower
catacombs with him in his grave. Unknown to him, the Breton enchanter
Gister of Evermore, who helped him creating the door, did forge another
key and took it with him to Evermore.
Note: The scepter (when hold) will raise the wearers summoning
skills, regenerates mana and can be used to summon groups of skeletons
(how many depends on the summoning skill), but they crumble to dust if
the item is not worn. As a side effect it will drain fatigue. The
scepter will also give a reputation hit (it's a evil item). Have to see
how this can be modeled in OB.
Quest
To start this quest the player has first to become known in Riften,
which is done by solving some minor quests and tasks (the player will
get fame points; after achieving enough of them, the main quest will
get triggered):
(1) On the road from Cyrodiil to Riften the player witnesses goblins
attacking some merchants. If he helps to defeat the goblins, he will
get fame points in Riften for each surviving merchant.
(2) The player finds a flyer, where an old lady asks for some help. She
wants a cupboard moved from the cellar to her dining room. However she
can't decide where to put it. The player will have to move it again,
and again, and again... After the lady is finally satisfied she will
asks the player to remove a chest, which was sitting behind the
cupboard in the cellar. The chest contains belongings of her dead
husband, who was a prospector in imperial service. A journal hints to
cave in the Velothi mountains(leads to another quest....)
(3) A beggar will ask for money.
(4) A local priest will approach the player to .......
(5) .....
After the player acquired some fame in Riften, he will be approached by
the scholar Sigis, a member of the household of Baron-King Adelmund,
the current ruler of the Hold of Riften.
Part 1: The missing archaeologist
One year ago a member of the Imperial archaeological society, Elmeras
Highleaf (a High Elf), visited Sigil. He was very interested in the
catacombs below the city, presuming some old elven ruins there. He
learned everything about the sealing of the lower part by King Gotemar
and the Breton Wizard Gister of Evermore, but was denied access to the
catacombs to search for the sealed entrance. He left Riften for
Highrock, to find out more about Gister. One month ago he returned to
Riften, but again King Adelmund denied him access to the catacombs.
Several days later the argonian assistance of Elmeras was found near
death at one of the entrances to the upper catacombs. He was gabbling
about a big evil in the catacombs before he died.
Sigil wants the player to investigate the catacombs, because Adelmund
refuses to send his men down there. Sigil advices the player where to
enter the upper catacombs.
Note: The only known main entrance is at a graveyard. The door is
locked but not guarded. There are some other entrances in the city, as
well as outside the city, but all of them are hidden.
The player enters the catacombs. The upper levels are quite with the
exception of some smugglers the player can talk to or fight (depends on
his standing with the underworld and/or speechcraft skills). Near the
entrance to the lower catacombs he will find some pieces of equipment
of the missing archaeologist. A journal will inform the player about
Gisten's second key and that Elmeras got hold of it in Evermore. The
entrance itself is located in a big hall. The door stands wide open,
glooming in the dark. When the player gets near the door, skeletons
swarm through it and a lich with a scepter in his hand (Raugal of
course) will shoot some spells at him, before the entrance closes.
Unable to open the door the player has to visit Sigil to continue the
quest.
Note: The catacombs will be multi level and big like in Daggerfall with
many dead ends. The player will be challenged to find the right way.
Part 2: King Gotemar's tomb
When Sigil learns about Gisten's key, the opening of the entrance, and
the lich with the scepter, who now controls the door, he will tell the
player the story of Raugal. He also tells the player about the key of
King Gotemar, which is supposed to be in his tomb. He asks him to find
the tomb and return with the key (?The city is in danger. This evil
must be destroyed?). In the meantime he will inform King Adelmund about
the undead threat.
To reach the tomb of Gotemar, the player has to find a way through the
gorge of Riften and a wood full of Sprigans. The tomb is guarded by
some undead nordic warriors. The ghost of King Gotemar will not attack
the player, but instead initiate a dialogue and inquire, why the player
is here. If the players tells him the true story and takes an oath not
to use the scepter for himself, Gotemar will give him the key.
Alternatively the player can try to defeat Gotemar, which won't be
easy. If he kills Gotemar, he won't get any help from him later but can
plunder the tomb and get some useful anti-undead items.
Note: Gotemar will appear again in the last chapter but only if the player didn't fight him.
Note: When the player has the key and tries to enter the catacombs
without seeing Sigil first (which is necessary to trigger the next
part), he will find all entrances closed and guarded by the men of King
Adelmund.
Part 3: Riften under attack
The player returns with the key to Sigil, who is in the throne room
with King Adelmund. After a short dialog alarm is raised in Riften:
Undeads are attacking the town through the catacombs! King Adelmund
tells the player to get reinforcements from the imperial garrison.
The player has to fight his way through the town and has to dispatch all the undead with the help of the imperial soldiers.
Imagine undeads running amok in the streets and household guards and
legion soldiers trying to stop them. I will script the most important
civilians to seek for cover and not get killed....don't want to have a
dead town afterwards.
Part 4: The last battle
The inevitable end part with the boss... :-)
After the undead are defeated, Sigil asks the player to lead the
soldiers into the lower catacombs. The key will open the lower
dungeons. There they will find indeed ruins of elven origin and the
corpse of the lost archaeologist. They also will meet Raugal.
Raugal will be a tough guy who heals himself and summons skeleton after
skeleton while more undead pour in through side doors. If the player
did not kill the ghost of King Gotemar, some time after the fight
started King Gotemar's ghost will appear and battle the Necromancer.
Several ends are possible after Raugal is killed:
If Gotemar's ghost survives, he will ask for the scepter. If the
players gives it to him, he will just disappear with it. If the player
refuses to give up the scepter, Gotemar will attack the player and all
remaining soldiers will join him.
If the players kills Gotemar and the remaining guards or Gotemar didn't
survive the fight with Raugal, the player can keep the scepter. If he
meets Sigil or King Adelmund again, they both will ask for the scepter,
to get it destroyed. He can lie to them about the scepter (of course
only if he isn't so stupid to show it...) and the death of all the
soldiers. If he admits he has it or shows it, but refuses to give it to
them, he will be marked as criminal, and as soon as he is arrested, the
scepter will be removed permanently.
__________________ Squirrel, squirrel, canst thou see? There?s a Snow Elf behind thee!
This post has been edited 3 time(s), it was last edited by Zarkis: 16.03.2006 18:37.
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26.02.2006 23:04 |
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Razorwing
Administrator
Registration Date: 24.03.2004
Posts: 10,039
Location: Sweden
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RE: The scepter of the wolf Queen - A ST teaser mod? |
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It's possible I misunderstood you, but as you know the western frontier
will expand quite a bit in the Oblivion mod compared to the old mod, so
it horizontally fills up the whole Morrowind Province. In the old mod
Silgrad City lies in the southwest corner of the landmass but the
Province is supposed to extend a lot farther westward. So, as the
border expands westward, the position of the Ancient Gate moves with it.
We sort of have two members, Danath_in & Galrina (married couple),
who joined us some time back but due to unforeseen events they had to
take a leave of absence. They are in the process of returning though,
and when they do they would like to pick up the project they've been
working on; which is a Skyrim Province mod for Oblivion. I mention it
briefly on the project hub page. If you'd like to know more you can search their profiles and find the posts they made here (Danath_in's profile | Galrina). I'm not saying that's an end to your plans, but you might want to work it out with them.
Isn't twenty buildings a low number for one of the nine major towns in Skyrim?
But I like everything else you posted, it was a very nice read.
This post has been edited 1 time(s), it was last edited by raggidman: 02.03.2006 11:23.
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02.03.2006 08:46 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 2,561
Location: where my heart is
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02.03.2006 11:38 |
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Zarkis
Viscount
Registration Date: 01.12.2002
Posts: 650
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RE: The scepter of the wolf Queen - A ST teaser mod? |
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@RW
If you look at the attached map (or any other), you will notice, that
the direct road connection between the imperial capital and ST runs
through Riften. So creating a mod with just this corner of Skyrim
provides a direct connection between ST and Cyrodiil. Twenty houses was
based on the amount of houses Bethsoft uses for the average cities in
Cyrodiil. It realy depends on the scaling of OB and how much stuff fits
into a reasonable space.
Doing a whole province is a daunting task. Why not start at one corner
first and complete it? I will listen to any plans and ideas Danath-in
and Galrina have.
@raggidman
Don't worry, I did my homework and already gathered most pieces of information about Skyrim (which is not much btw).
According to official lore, the "Way of the Voice" is not much known
any longer: "Today, the most ancient and powerful of the Tongues live
secluded on the highest peaks in contemplation, and have spoken once
only in living memory, to announce the destiny of the young Tiber
Septim (as recounted in Cyrodiil). In gratitude, the Emperor has
recently endowed a new Imperial College of the Voice in Markarth,
dedicated to returning the Way of the Voice to the ancient and
honorable art of war. So it may be that the mighty deeds of the Nord
heroes of old will soon be equaled or surpassed on the battlefields of
the present day."
However: "Septim's new college is staffed by hacks and charlatans --
the so-called Grand Master is said to have formerly earned his living
as a street performer in Windhelm -- the students are scions of the
most obsequious Nord families, hoping to curry favor with Tiber
Septim's New Order"
I am not shure if that kind of magic can be created with the
construction set. You would need to script a new skill in and connect
it to some new spells. Sounds like a seperate project to me.
__________________ Squirrel, squirrel, canst thou see? There?s a Snow Elf behind thee!
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02.03.2006 23:57 |
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Razorwing
Administrator
Registration Date: 24.03.2004
Posts: 10,039
Location: Sweden
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Zarkis: That's true, and ArthmodeusD's map looks like that
these days too. In an earlier version of his map there was a fork in
the road that led both to Riften and to Silgrad Tower, so the idea was
bandied about that Danath_in & Galrina would start modding Riften
and the area around it so that we could give the player a hands-on
choice; take that fork and you wind up in Skyrim, take the other fork
and you wind up in Silgrad Tower.
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03.03.2006 00:56 |
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Galrina
Seigneur
Registration Date: 18.09.2005
Posts: 210
Location: SW IN
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Well, as you know we were almost blown off our hilltop here. hehehe But
the Gods were kind and we stuck, a little worse for wear but still
kicking.
I love the quest idea you had Z, and would like to discuss it sometime.
Landscaping is my specialty and the plans for Riften are for a little
larger city than 20 buildings.
The city is a major center for the area and is basically the traffic
center for Cyrodiil, Skyrim, Silgrad and MW. As such the city will have
a metropolitan feel with representatives of various cultures and races
residing there.
The Nord homeland is of such rugged beauty that while many would like
to visit few have the grit needed to live there. Before we got blown
away (so to speak) I was working on a terraced city/village plan for
the interior cities of Skyrim. Since Riften sits on the knees of the
mountains themselves, it is much softer in appearance and easier to
travel to and from. Hence it's importance in trade to the surrounding
region.
I have been thinking that Danath and I will have our hands full with
land and city construction and some help with quests would be greatly
appreciated.
I didn't much care for your goblin idea though, I think it would be too
cold for gobbies (who are known to prefer little clothing). Travellers
being waylaid by Falmer (aka Riklings) would be a much better choice.
Not to mention they would definitely merit a warrior's aid since the
little (**&(*& are such a pain in the posterior. (I am in the
camp that the Riklings are the remnants of the missing Falmer race,
obviously. It's the logical way to explain the presence of the nasty
little pig-riding anklebiters.)
Oh, one more thing, there is quite a lot of Skyrim lore out there, you
just reallllllllllllly have to dig for it. I had some help from those
here on the list as well as spent a couple of weeks reading everything
from Daggerfall on. The history lends itself well to several possible
large quests, as you know.
The Way of the Voice is not necessarily song and music, although it can
be sung in a lesser way. The Greybeards of Highrock cannot speak
because they're mastery of the Voice is so extreme that they can
literally kill with a mispoken word. That is the key.. a Word of Power.
That is the root of the Voice and the secret to it's awesome strength.
The Greybeards can move to any place they wish simply by speaking the
right Word. They can do battle with a shout or kill with a whisper. It
is easy to see why the charlatans in Cyrodiil are trying to recapture
this "lost art", however without the aid of the true Masters of the
Voice, all they can teach is a shoddy, gray remnant of the true power.
I was glad to see your suggestions for Potemka's quest. You have some
awesome ideas there. Also, she is the one who caused King Pelagius
madness with the amulet she tricked his son into buying for him. That
amulet has also disappeared from modern ken and I fear it will show
itself when least expected and wanted.
There is so much work to be done and I look forward to getting started.
March 20th still feels like a long way away and I can't wait to see
what we can get into once OB is finally here!
Galrina
__________________ aka Lacey or Mrs. Danath_in. hehe
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03.03.2006 22:23 |
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Zarkis
Viscount
Registration Date: 01.12.2002
Posts: 650
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@Galrina
Welcome to this little quest project. Didn't know that there is already
a Riften planned, but no problem. Let's integrate our ideas. It can
only improve.
I did exterior and interior modding, as well as scripting, and setting
up quests for the old ST mod, so I am versatile in all areas of the CS.
Only dialogue is a problem...my English isn't good enough for this.
I too have some exterior design ideas in my head, most importantly the
Gorge of Riften (mentioned in one of the Berenziah books), which I
imagine as a deep ravine with steep cliffs on both sides and a river at
the bottom, which leads to a reclusive lake enclosed by mountains
(Gotemars tomb is on an island on this lake). I would like to see the
city build at one side of the Gorge (or on both), which should create a
dramatic vista.
Another thing I want to see in Riften is a bear pit. I have a quest
invoving a bear tamer in my mind, and the tamed bears may later help
the player, when the town is attacked by the undeads. Are there any
hints that the Nords used animals in war?
Rikelings are fine...if there are any in OB. Otherwise the goblins get a white paint and are promoted to snow goblins...
There is a Nordic style town in OB (Bruma), which should provide us
with most models we need. Also the fauna and flora should be in the
game already.
What I am totaly unsure of is how religion is expressed in Skyrim. I
know the list of gods of the Nords, but do they have temples?
So, enough for today. Looking forward to read your ideas.
__________________ Squirrel, squirrel, canst thou see? There?s a Snow Elf behind thee!
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04.03.2006 00:18 |
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Razorwing
Administrator
Registration Date: 24.03.2004
Posts: 10,039
Location: Sweden
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Nice to see you around the forum again Galrina
The details of you and Danath_in's absence were kept confidential
within the core team though. I thought it should be the two of you's
call whether it was to be public information or not.
Going by your description I think Riften will turn out to be an awesome
place. Zarkis' idea of retexturing the normal goblins is good as well,
but I can't help but cross my fingers that would be a temporary
solution until a more suitable community-made creature was created.
Maybe we would even be able to get the Max source files from the
would-be creator of that community-made creature and so be able to
customize the mesh a bit to look more like Rieklings.
The Gorge of Riften would surely be an awesome sight. I'd just like to
chip in that rivers were extremely important in the pre-industrial
area; it gave them fresh water to drink, a convenient and cheap way of
transporting goods, as well as fish to catch. So, if there's a river
there, it would make sense that the settlement was built next to or
around it. Btw, maybe the river could be connected to the river system
in Silgrad's lands? Just a thought.
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04.03.2006 00:55 |
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Galrina
Seigneur
Registration Date: 18.09.2005
Posts: 210
Location: SW IN
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You're absolutely right Razor
as usual. Rivers were the lifeblood of pre-industrial trade. I have
been looking at the maps and trying to figure out how to tie the major
centers together by water. I can see the possibility of short
"portages" to get from one river to another (if necessary). I've also
considered an underground river system that could conceivably connect
Silgrad and Riften. I'm not real sure of that one yet and honestly I am
leaning towards the portage method.
I do want to incorporate an underground river though, whether it will
be suitable for trade purposes is doubtful however it would sure lend
itself well to hidden caverns and dungeons.
Zarkis, the gorge idea is wonderful. With the new landscaping tools in
the OB editor, I'm just itching to start working on it! I can see a
gorge fitting in quite nicely at Riften (and other places). I'm hoping
that some of my new textures for things like rock moss and alpine
flowers will be usable in OB, although from what I have seen, there are
several highland plants that I recognized in one or two of the screen
shots so far released. I'm also thinking of new texture for deer.
Something darker, rougher haired and smaller to inhabit alpine forests.
I think it will be fun to work with you Zarkis. I love your ideas. I
think the bear pit you mentioned is viable. The Nords in Solstheim used
a wolf pen and I can imagine a larger Nord city having the capability
of keeping bears for a similar purpose (as well as defense for some
high risk, high value areas).
Sooo much to work with!
I can't wait. It will all depend on how it looks once we can actually
mess with the editor. As we all know what looks good on paper may not
fly well in the game. I think so far we're on safe ground but we have
to keep our options open, just in case.
Gal
__________________ aka Lacey or Mrs. Danath_in. hehe
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04.03.2006 01:22 |
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Zarkis
Viscount
Registration Date: 01.12.2002
Posts: 650
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Well, the river down in the gorge would not have a direct connection to
the city. I want the gorge to be a rather dangerous area, kind of an
outdoor dungeon with a dark and dense forest. I imagine a highland area
(partly woods , partly farmland) in the mountains, cut in the middle by
that great chasm. The city would be build at the narrowest part of the
gorge, where a bridge can traverse it. We could build the city at both
sides, with that great rift inbetween. One part could be the older one
with the original fortress on a small hill. The newer one could be more
influenced by the Imperials and house the imperial garrison. To sum it
up: I want a dramatic city design in a dramatic landscape with a
dramatic dungeon in a dramatic story. Do I ask for too much?
__________________ Squirrel, squirrel, canst thou see? There?s a Snow Elf behind thee!
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04.03.2006 20:53 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 2,561
Location: where my heart is
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04.03.2006 21:34 |
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Galrina
Seigneur
Registration Date: 18.09.2005
Posts: 210
Location: SW IN
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Raggid: Thanks again! lol I am truly enjoying these discussions.
Smuggler bashing is one of my favorite sports! I have to admit, after
playing in Qarl's underground, I too have become enamored of vampires.
There will have to be vampires down there! (No I have NO intention of
trying to recreate Qarl's monumental work! His masterpiece should be
left alone unless he himself decides to redo it for OB! (In my opinion
anyway.. lol)
Zarkis: Again our thoughts are remarkably aligned! The Gorge I envision
is vast indeed. It will be the outpouring of the underground river for
one, and will span much more than the near environs of Riften. Although
it may not jibe with the current maps, I feel a narrow, knife sharp
gorge through the southern end of the mountains would not only fit the
terrain but will lend itself well to several settlement/story ideas.
Postscript:
I just watched the demos again last night (showing them to our daughter
and her boyfriend actually.. lol) and once again I'm just ITCHING to
get my hands on that editor! I can do real mountains in there and I
won't have to spend months with the undergrowth and forestation again!
WHEEEE
lol.. I'm excited.
__________________ aka Lacey or Mrs. Danath_in. hehe
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05.03.2006 19:22 |
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Danath_in
Seigneur
Registration Date: 14.09.2005
Posts: 244
Location: Sw Indiana
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please post your quest ideas in this thread please.
__________________ The keeper of the one and only Evil Beagle.
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13.03.2006 02:06 |
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