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[IDEA] Main Quest |
MarshallR
First Knight
Registration Date: 2007.01.13
Posts: 133
Location: CT
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First off, let me introduce myself. I'm MarshallR, also known as
NerevarineShmerevarine at the TES forums. I'm the co-leader of the
Thras project, and along with TOYB, I've brought this mod from a simple
request to what it's become today.
Now, lets discuss the basics of this relatively complex mainquest. I'm
sure TOYB will pop in later with the specifics, as he is the one
working on it at the moment.
The main quest has three questlines you can choose to go by, a
necromancer path, in which you'll be working with the sload, a 'good'
questline, in which you take up preistly duties, and later become a
knight. The other questline you can choose is that of the pirates. Each
of these paths has there own unique rewards. For example, if you choose
to work with the sload, you will be taught how to create unique
permanent summons, ranging from a simple skeleton, to a dwemer
centurion, to a flaming mummy thrall (well, we'll see). Not only that,
but the questlines all interact with each other, hinting towards a
story that can only be fully told if you start a new game and try the
others out.
All in all, it should be a very fun experience for the player, and one
where the player will have to think wisely about every one of there
decisions.
TOYB, feel free to point out anything I missed, and add whatever you feel necessary.
__________________
This is the end, beautiful friend.
This post has been edited 1 time(s), it was last edited by MarshallR: 2007.04.16 05:02.
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2007.04.16 05:00 |
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The Old Ye Bard
Prince
Registration Date: 2006.05.25
Posts: 3,351
Location: CHIM
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quote: |
Originally posted by MarshallR
First off, let me introduce myself. I'm MarshallR, also known as
NerevarineShmerevarine at the TES forums. I'm the co-leader of the
Thras project, and along with TOYB, I've brought this mod from a simple
request to what it's become today.
Now, lets discuss the basics of this relatively complex mainquest. I'm
sure TOYB will pop in later with the specifics, as he is the one
working on it at the moment.
The main quest has three questlines you can choose to go by, a
necromancer path, in which you'll be working with the sload, a 'good'
questline, in which you take up preistly duties, and later become a
knight. The other questline you can choose is that of the pirates. Each
of these paths has there own unique rewards. For example, if you choose
to work with the sload, you will be taught how to create unique
permanent summons, ranging from a simple skeleton, to a dwemer
centurion, to a flaming mummy thrall (well, we'll see). Not only that,
but the questlines all interact with each other, hinting towards a
story that can only be fully told if you start a new game and try the
others out.
All in all, it should be a very fun experience for the player, and one
where the player will have to think wisely about every one of there
decisions.
TOYB, feel free to point out anything I missed, and add whatever you feel necessary. |
At some points in the MQ(s) it is posible to swap which questline you
follow, but after a certain point there is no return from what the
player has chosen, and they must see it out to the end.
Each questlines has been carefully written/planned out, and while they
do overlap, you will findwhen you start a new game to try the others
out, it will capture your interet all over agin, and draw you back into
the Coral Kingdoms of Thras.
TOYB
__________________
"Call it what you like"
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2007.04.16 06:19 |
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Kodama
Shogun
Registration Date: 2006.09.02
Posts: 2,104
Location: Holland
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Welcome to the BC forums MarshallR
I expected to see you sooner (before we had to vote on this mod) ... but better late then never.
Thras somehow reminds me of that other Bethesda game, "Call of Cthulhu
- Dark Corners of the Earth" but maybe that's because of MarshallR's
Cthulhu avatar
It would be awesome if the main quest of the Thras mod will be very
grim, just like Call of Cthulhu - Dark Corners of the Earth, I like
horror games
__________________ Akavir mod leader.
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2007.04.16 13:45 |
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IAMTHEEMPEROR
Archduke
Registration Date: 2006.07.04
Posts: 2,075
Location: New England
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So, where do the Daedric Princes and the Pillar of Thras fit into all
of this? Is it a side-quest, or I could think of a way to fit this into
a faction somehow.
__________________ Imagination is more important than knowledge.
For knowledge is limited, whereas imagination embraces the entire world.
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2007.04.16 17:59 |
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Ebonyknight
Seigneur
Registration Date: 2006.02.04
Posts: 969
Location: Canada, Ontario
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Rewards?
Followers
Perks
Land ownership
Coven of Worshipers
Retinue of Knights?
Pirate Town
__________________ Some say I'm here, Others say I'm there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to
take your mind off things for a moment then I strike without hesitation
and leave no trail
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2007.04.17 03:17 |
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The Old Ye Bard
Prince
Registration Date: 2006.05.25
Posts: 3,351
Location: CHIM
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quote: |
Originally posted by MarshallR
quote: |
Originally posted by Ebonyknight
Rewards?
Followers
Perks
Land ownership
Coven of Worshipers
Retinue of Knights?
Pirate Town |
Well, for the sload questline, you get to learn some very nice summon
spells, some that players would die for. You also acquire a few homes
and labratories from the sload, such as Kvata/whatever his name will
end up as's dwemer observatory.
I'm not sure on the good questline, but it would probably involve a set of armor and some weapons. TOYB can fill you in on that.
For the pirate questline, I'm thinking a nice pirate ship would be in the order, perhaps some shipmates as well.
I'm not quite sure what you mean about a coven or worshipers. Nor much else of what you said. Care to elaborate? |
The player gets to captian two ships along the (pirate) questline, have their own Island base.
The Knights in the end will head back to Cyrodiil (those that survive),
and the player is left with what is left of their "base" at their
disposal. They will be able to "request" the service of the Knights
back in Cyrodiil, but because of the orders traditions(stated in lore),
the player must be on 100% disposition with the knight(s).
At the end of the Necromancer questline, the player is left with a good
many places they could call "Home", mostly those of their dead rivals,
victims, and others that have fallen along the way.
__________________
"Call it what you like"
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2007.04.17 04:37 |
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