Brina Cross Character Development

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Infragris
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Brina Cross Character Development

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BACKGROUND
Brina Cross is a sleepy, rural township in the middle of the wide Gold Coast plains. The town is built on the crossroad between the Gold Road and the northern road to Sutch. It subsides on the caravan trade and local agriculture, mostly rice, apple orchards and the Aliyew industry (cider houses, basically). The local upper class consists of one part merchants, one part local landowners, and one part retired Legionnaires. Most commoners work for the merchant caravans or as farmers. The name "Brina Cross" is thought to refer to the crossroads and the nearby Brena River, though it may be a bastardized version of an earlier Colovian name with a different meaning. The town has existed at least since the Second Era, but was almost completely destroyed by the Camoran Usurper in the previous century. It has since been rebuilt, and is one of the few thriving towns in this part of the world.

Brina Cross is governed by Thelius Halgern, Lord Protector of the Crossroads. The Halgerns are a minor noble family who inherited the land after the Usurper debacle. Despite falling under the jurisdiction of Countess Umbranox, Halgern is known to collude with the Goldwines of Kvatch. He is a stout supporter of old Colo-Nordic law, and his village features no Curia interference. The town has a smith, general trader, pawnbroker, and an inn. There is also a small temple dedicated to Mara, and a saintly circle.

EXTERIORS AND INTERIORS
devmap_BrinaCross_01.jpg
PEOPLE
Currently, the town has 30-odd people, consisting of 15 Imperials, 7 Redguards, and various others.

Outside
Aisal Sen: Redguard, f, caravaner. Transport on a merchant caravan to Anvil, Sutch, and Kvatch.
Passus: Redguard, f, commoner
Merilla Varsius: Imperial, f, commoner
Gold Coast Guards #...

1: North Guard Towers
Gold Coast Guard

2: Kimoi Manor
Kimoi: Redguard, m, merchant, dead. Quest-relevant.

3: The Crossing Inn
Christophe Marane: Breton, m, publican (Oblivion character)
Kiara: Redguard, f, commoner, maid (Oblivion character)
Legion Soldier #1-2: passing through on patrol. Not to be confused with local town guards
Alsia Juvanus: Imperial, f, priest. Pilgrim-priest of Kynareth, maybe trainer/spell merchant.
Ramus: Redguard, m, commoner

4: Medericus Manor
Antonius Medericus: Imperial, m, wealthy landowner and Aliyew brewer. Owns one or two of the nearby farms.
Prilla: Bosmer, f, commoner. Servant.

5: Halgern Manor
Thelius Halgern: Colo-Nord, m, noble, Lord Protector of the Crossroads. Governor of the town.
Larius Voro: Colo-Nord, m, noble. Intendant to Thelius, a kind of knight protector in Colo-Nordic traditions.
Gold Coast Guard

6: Empty Warehouse
empty, locked. Might be used in a quest.

7: West Guard Towers
Gold Coast Guard

8: Colovian Traders Warehouse
Bareis White-Eye: Nord, m, commoner. Warehouse worker
Obbru gro-Shara: Orc, m, commoner. Warehouse worker

9: Temple of Mara
Melia Simerius: Imperial, f, priest service. Priestess to Mara.

10: Mandilaron Sundries
Mandilaron: Bosmer, m, pawnbroker

11: Maricius' House
Larenis Maricius: Imperial, m, drillmaster. Retired legion officer.
Juliana Maricius: Imperial, f, commoner. Wife of the above.

12: Petri's House
Petri: Redguard, f, warrior. Retired Legion soldier with a mysterious past.

13: Karlorume's House
Karlorume: Altmer, f, agent. Local scribe.

14: Mikol's Shack
Mikol: Colo-Redguard, m, commoner
Jopath: Colo-Redguard, m, commoner

15: South Guard Towers
Gold Coast Guard #...
Vargus: Nord, m, guard captain

16: Bareis' Shack
Nais White-Eye: Nord, f, commoner

17: Passus' Shack
empty, locked

18: Varsius' Shack
Elis Varsius: Imperial, m, commoner

19: Sirolius Manor
Medina Sirolius: Colo-Nord, f, noble. Local landowner. Owns some of the nearby farms
Fenna: Bosmer, f, servant

20: Medericus Aliyew Distillery
Stendinus Menila: Colovian, m, scribe. Overseer for the brewery
Conidis Pullia: Colovian, m, commoner. Common laborer
Yemath: Bosmer, m, commoner. Common laborer

21: The Standard Issue Smithy
Brescis Telettian: Imperial, m, smith
Ris gra-Kerrar: Orc, f, smith's apprentice

22: North Wind Merchants
Irsu: Redguard, m, general merchant

QUESTS
Brina Cross should have two, maximum three misc. quests (besides quests originating elsewhere that send you here temporarily). The quests should make use of the surrounding environment, dungeons, and maybe send the player to Anvil or other nearby places. Proposals:

Dead Man's Hand
The basic idea is a murder-and-intrigue quest in which the player discovers the murdered body of a local merchant (Kimoi) who, as it turns out, was involved in some kind of spying or subterfuge plot. The player's interaction draws the ire of outside factions, whose motives are unclear. The player has to avoid being killed, whilst trying to find out why someone wants to kill them in the first place. While this is not my proposal, I would suggest putting the focus on the Kali Mes or on a trade dispute between various trans-Gold Road merchant factions.

Petri
Larenis Maricius, a retired Legion officer, asks you to investigate his neighbor, Petri. She claims to be a retired soldier, but Maricius has reason to believe she is lying about this. The player must investigate her by going to the nearby Fort Strand, asking around, etc.

...

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Infragris
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Post by Infragris »

#20: a proposal to make the saint cults more prominent. It's an exclusive local brotherhood dedicated to the memory of one of the Saints of Cyrod, specifically one of the local Colovian heroes or founders. Something between a temple, a country club, and a 19th century British gentlemen's club: a fraternity where the local landowners and noblemen gather to talk politics, play cards and drink brandy. Circles like this would be commonplace throughout Colovia. The idea is still a bit rough.

For the Temple of Mara, I'd hoped you could take some inspiration from how the Kynareth temple in Stirk is organized, so that we can get the main halls of Imperial Cult temples to look more-or-less similar. For Mara, the temple should have planters with edible things (grain, rice, etc.) and an apple tree in the center of the main hall (similar to how the Kynareth one has a pool in the middle) to refer her role as a harvest goddess.

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Infragris
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Post by Infragris »

Should be no problem if the temple is a little dinky: it's a small, rural (literally) shrine for a backwater town, with only one priest. We can use the apple tree idea elsewhere.

Just put a lot of crates and sacks in the warehouses, we can switch those later. Maybe you could do something with, like, a shaft and a pulley system through the different floors?

The Circle would be something like a club, fancy tavern, or a knightly lodge. No people reside there permanently, though there could be one or two rooms for members staying overnight. Think of things like a smoking room, dining room, bar, a small library, games (gambling) room, that sort of thing. The place should look wealthy, but not as much as the actual mansions in the town. It should have no personal touches, like a very expensive hotel. There should be a chapel room (or more than one) somewhere in a prominent location.

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