Dragonstar West - Mages Guild Quests

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SHotN Jarl of Questing
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Dragonstar West - Mages Guild Quests

Post by Texafornian »

Brainstorm ideas here.

Possible first quest: The Reachmen and the Ring

As the DS Mages Guild's newest member (or applicant), you're tasked with the menial work that no else will do. While hunting south of the city, <NPC Name>, a friend of the Eranthos, the guildmaster, was ambushed by a group of Reachmen. He managed to escape with his life, but dropped his magic ring while fleeing. Before sending the player off to talk to <NPC Name>, Eranthos notes that a Detect Enchantment spell would be helpful. Talking to <NPC Name> reveals that he chased some game to a natural arch just south of Dragonstar West and was ambushed there; the ring is most likely somewhere in the bushes immediately under/around it. The quest ends after the player returns the ring and notifies the questgiver.

The player would have to be careful not to aggro the nearby Reachmen.

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Post by Luxray »

Discord brainstorming

One -- a young student at the Dragonstar West guild has snuck into the eastern part of the city and plans to enter the arena pits in the hope of winning (he is full of hubris). His betters at the DSW guild know he'll just be torn to shreds. They give you some fairly powerful scrolls to deliver to him, however he refuses your aid when you confront him. Either persuade him to accept the help from the guild (good ending, he lives, perhaps chastened) or he headstrong chooses to fight alone and gets killed (bad ending)

Two -- : Imperial arbitrators have seized alchemical supplies from the DSW guild, claiming that "potions of invisibility" are dangerous weapons of terrorism. One of the researchers doesnt appreciate this kind of research impediment. Find him ingredients or bribe some of the officials to let him get on with things

Three -- Jarl Jona wants to shut down the guild guide services, but as an Imperial Guild on the other side of the city that's something she can't do, so the player has to convince Jona to drop the issue by either blackmail, convincing (high disposition), or by doing her a favor. Could tie into further Jona questline

Four -- The local bookseller in Dragonstar west is suspected of consorting with Daedra in his own private experiments. Bully him into joining the guild or ruin his conjuration materials. Perhaps he isn't actually a conjurer and it's just Dragonstar suspicion, in which case you just ruin him out of paranoia.

Five -- Go to Karthwasten and recruit Davanna after doing Texafornian's KW Davanna dispel quest

Six -- Rumour says a local tribe of reachmen have uncovered a cache of lesser and common soul gems, using them as nothing more than pretty trinkets. Infiltrate their village and reclaim them so they can be put to better use

Seven -- Leading/being part of a small party of mages going up to Anga Tor/Angturiel ruins. Searching for [xyz] thing

Eight -- Find Azra Nightwielder and learn the secrets of Shadow Magic. Very cryptic hints given to his location and that's it.

Some could be saved for Markarth MG.
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Post by Texafornian »

I propose the following order:

Two (Regulated Research) - introduced to Taurus Hall
Six (Recovery from the Reachmen) - leave DS for a change of scenery
One (An Acolyte in the Arena) - given travel papers. introduced to DSE
Three (Troublesome Travel) - player is respected enough to handle matter affecting the guild
Five (The Self-Taught Student) - leave DS for a change of scenery
Seven (Journey to Angturiel)
Eight (Azra Nightwielder)

with Four as an entry in "latest rumors" or an independent quest offered by someone in DSW. Could play up the "Redguards are distrustful of magic" angle.

I can repurpose the original quest I proposed (The Reachmen and the Ring) for Markarth as a ring dropped in the water at the docks.
Last edited by Texafornian on Thu Dec 13, 2018 9:04 pm, edited 10 times in total.

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Post by Violet »

I'd like that. 8 is more than enough for a local faction questline, Four does seem to work better as a misc quest, and yay preliminary Markarth questline planning!

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Post by Texafornian »

The unused Direnni NPC Sky_iRe_LH_Ciirarril can be used in "Journey to Angturiel". Ciirarril has traveled from High Rock to find artifacts. It could be a "race" between Ciirarril and the MG to find <something>.

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Post by Texafornian »

New WIP ideas:

The DSW chapter of the Mages Guild has seen better days. Declining membership, a distrustful Redguard populace in DSW, and general border and admininstration hassles have hamstrung the chapter.

Quests should thus focus on:
- Intro: mundane stuff
- Maintaining or increasing membership
- Improving public perception by stamping out "unlicensed" and "unfavorable" magicks
- Overcoming Dragonstar split-related bureaucratic and physical obstacles

* Background: You're handed over to the alchemist Harelia to help her out.
* An Imperial arbitrator stationed at Taurus Hall seized Harelia's research.
* You can:
- Blackmail him into giving you the research (letter in his quarters suggests that he is giving travel papers for favors)
- Persuade him to give you the research
- Find more ingredients

* Background: Harelia sends you to Haimtir to get some insight into Reachman alchemy.
* Seek out Aynoc in Haimtir's Great Hallowhall.
* Aynoc will give you samples of her work if you deliver X to the matriarch of Criaglorc.

* Background: Harelia's new hire has decided to prove his worth by fighting in the arena.
* Harelia tells you to go save this guy so she isn't short an assistant.
* You are given travel papers to cross over into DSE.
* You can:
- Encourage the new hire to fight (you won't actually see him fight)
- Convince the new hire to forfeit
- Offer to take the new hire's place in the arena (if you haven't been barred from fighting)

* Background: Need to build popular support for the MG in Dragonstar.
* Investigate Malrec (bookseller)
* Help a local with X problem

* Background: Now that you (and possibly guy from #2) have advanced, it's time to add one more to the Guild's ranks.
* Go to Karthwasten and find Davanna and recruit her.
* Do her quest (or account for already having completed it).
* She tells you that she'll pack her things and head out.

* Background: An annoying Direnni (Ciirarril Direnni) has been given control of Angturiel in an attempt to get him away from Balfiera. He has no idea that Angturiel isn't in great shape anymore. The MG learns of his arrival in the area and thinks that there must be something special in the ruins to attract a Direnni back after so many years.
* Meet some of the MG members at Angturiel who already rushed there.
* Take one or two of them through the ruin and up to the interior with the Direnni console, where Ciirarril Direnni is residing.
* You can:
- Help Ciirarril by killing the hostile Nourthu Reachmen in the depths (he tolerates the MG sticking around to inspect the Direnni console)
- Kill Ciirarril.
* The Direnni console can be activated by the player after finishing the quest.

* Background:

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