Dragonstar West - Mages Guild Quests

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Dragonstar West - Mages Guild Quests

Post by Texafornian » Sat Jan 27, 2018 7:06 pm

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 » Sat May 19, 2018 12:30 am

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 » Mon May 28, 2018 1:18 pm

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 » Tue May 29, 2018 12:37 am

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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