Wheel of Time - Morrowind Mod

Storyline and Questing

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Quests.htm
Quests.xls
Main Quest - Storyline
General Dialog

This section will hold all the details on non-faction questing and the storyline.  Faction questing should be found in the Faction section.  Non-faction questing is all the little town quests of getting rid of rats or weevils or wolves, fighting dragon sworn, bandits, bands of trollics.  


 

Table of contents

Main quest

Beginning play

Summary of main quest

Evil players

Non-faction quests

 


Main quest

Storyline is the main quest of the mod.  This has not been written yet and the team will brainstorm to complete it.  There are a number of ways we can go for this.

  1. Have a contest and have people submit story ideas.
  2. Start with just a skeleton and have the team slowly build the story.
  3. Something else.

Kiriel's note:  I would like to see the main quest given to the player at some point by the faction head.  Or revealed by a particular NCP (Rand?) that the player runs into by doing the initial quests given by the first faction the player joins.  So, this is my idea so far:

Begining play

  1. Player picks race and ends up at a starting location.  Either a different starting location for each race or a singular or few depending on region of the race.  If we use just a few starting locations it will be explained by a back-story that says how the player got there.
    Only hitch with having the few starting locations is it won't allow the player to join the faction that is most closely associated with race.  That is one reason I opt for one starting location per race even though it may seem to be more work initially.

  2. The player learns his/her way around their town and encampment.  The player is told it is time they formally chose what they want to do and must see an elder to discuss their future.

  3. The elder will direct the player depending on sex, race, and abilities the player chose in step 1.  If Aiel and a woman and magic related, there is really only one faction they can join.  If Aiel and a woman and fight related, there is another.  Similar with all the races, skills, and factions.  The player is told this in the initial startup.  That their initial choices will create a character that will limit this initial joining.
    There are a number of factions that are available only half-way through the books.  These can be secondary factions that the player can join.  Or we can start our story half-way through the books.  This will bring Rand to Caemlyn or Cairhien and available to reveal the main quest.

  4. The player joins their initial faction.  This faction begins training.  Training will involve some exploration around the area.  If the player goes too far, they will be listed as a runaway or deserter and be punished.  Training will include training in primary skills of faction and ability to earn some money or equipment, whichever seems most logical for the faction.

  5. After the player reaches a rather low level (4?) and low rank (2?) they are brought aside by the faction leader and told of a mission they are to go on.  This mission may involve going with a group to deliver an important object or message to an Ogier steading.  Unless the player is Ogier; then they will deliver the message to Caemlyn or someplace.
    The player will not be able to leave until they finish up their open quests.  They will be told by the group leader that they need to finish their quests to go and to hurry up or they will leave without.  If the player does not finish up in the set time, the group leaves without.  The player may or may not have time to catch up.  They will have strikes against them if they catch up and have not completed their quests....or maybe you never get the message that they have left already unless you do finish the quests.  But, that doesn't make total sense.

  6. The group gets attacked and the player is the only one to survive.  The group hides the player while the fight is begun.  There is no way the player can survive the fight if not hidden.  The player will be told that but may have to save and reload a number of times to believe it.  Very strong enemy.  Maybe they are given a camouflage item to hide them.

  7. The player now has to continue on the mission alone.  They have the message, or fragment of it maybe.  They go to see Rand.

    Not sure for Aes Sedai if you should be a sister before you leave the tower or not.  (depending on where you are in the timeline.)  This will have to be ironed out.  Most other factions you don't have to reach what is thought of as a lofty level before you are allowed to go around and do for yourself.  But, you are taken in the group though and the tower might fall while you are gone so you are an accepted all by yourself and don't know whether to go to the tower or rebels.  There could be a branch here.  Maybe you can also get the/a main quest from Elaida or Egwene as well.  Something that all three have heard about.  So if after the group is killed you go back or go to the rebels instead, you get your missions from there.  Would be nice to have the multiple branches.  Anyplace else we can do that?

    From here down, you can substitute Rand for Elaida or Egwene if it makes sense.

  8. The player can take their time and do tasks along the way to buff up some or go straight to Rand. There may be a ban on joining a new faction until they see Rand.  There will be some skills they cannot learn unless from Rand or Egwene or a forsaken (traveling).  

  9. Once the player gets to Cairhien/Caemlyn they wait to see Rand if not a certain level (5).  They can tool around the city, do practices, hang with some of the Aiel or Aes Sedai and learn more magic.  Once that level, the player is told to come to the palace to meet Rand.  

  10. Once they meet Rand, they give him the note or object.  (not a seal but could be something else important like a map of the bore or something.)  This next part is less sure.  Rand needs to think on some things and has some small tasks for you.  You do them and come back.  They are all within the land.  There is nothing to keep you in the land except you won't get Rand's trust if you don't do the tasks.  You will be warned by some of the main NCP's you encounter if you have gone beyond a certain time limit.  If you go back and finish and take more tasks your reputation with Rand will build.  Have to figure out some way to store this.  Maybe it is just reputation. He never sees you with others present.  You are kind of like his secret weapon.  

  11. Since others of your faction will be in town, you can move up in your faction, if it makes sense.  

  12. After you have Rand's trust he sends you on the large mission.  He knows you should get back to your home to continue your training but you have become valuable and he can trust you.  

  13. During the main mission you have choices on how you will do things.  If you are a thief catcher or thief you can sneak in and get stuff.  If you are a fighter you can take the more direct approach.  If you use magic, you can use that approach.  Since Morrowind is very open you can switch your skills and build up others if you want.  Not sure how that will affect your faction.  Especially if you are a wise woman but always fight with the spear.  The books really frown on this.

 

Summary of main quest

The main quest storyline will be the player getting an item of power or stopping some kind of event or something that will affect the balance of power.  It will not affect the main book story and determine who will win or lose.  It will only affect the lives of people that are not in main book.  Whether it is to help a land hold back the blight or bring health to a sickened land which will allow there to be more food or something.  

The main quest will not interfere or contradict the book story at any time.  The player cannot become the Dragon Reborn or one of the Forsaken.  They cannot become Amyrlin Seat or King or Queen of a country or the right-hand man of one of the main characters. They cannot become head of their faction.   All of those positions are kept in tight control by Robert Jordan.  

Something epic yet not god-like.  Something that will make the player feel like they have taken part in the book story and helped or hindered the overall battle.  But be their small piece in a world where there are many heroic and horrific acts and many places where a person with courage can have an effect.

Evil players

Becoming evil

At some point in the questing the player will be visited by dark friends or the forsaken.  If their reputation is very good, maybe it is to be attacked.  If their reputation is negative, it is to join.  There must be some way of tracking reputation even if the player isn't caught.  If the player steals but is not caught they should be brought closer to the dark friend meeting.  Unless the stealing is the necessary parts of the main quest.  If it is stealing of farmhouses or estates and such to get money.  Let's make it that a person needs to be good to not be constantly bothered by the dark friends.  If the player continues behavior on power leveling and to just gain items, they are constantly bothered and sometimes attacked by dark friends who pressure them to join.  Lets think of ways to pressure them to join.  Punish the player's family?  Remove powers and skills?  What will make a lazy player finally give in to the dark friends?

Evil player and the quest

If the player joins the dark friends then they are now working to upset the main quest.  They are working in secret.  This part of the plot will be more difficult to write and implement than the good guys side.  The player can continue to act like they are working for the light since they need to move forward on the quest but they will be visited by the Forsaken and dark friends and need to reveal information and such. 

Maybe we will also allow a player to just go totally towards the dark.  They can pillage and do mayhem whenever they like.  They will have to solve the main quest a different way though, guided by the dark friends.  If they fail any task, punishment.

Players will be given special powers if they are part of the dark.  Unknown at this time.  At highest ranks, maybe take to Shayol Ghul.  Player will not become one of the Forsaken though, just high under ranks.  Becoming one of the Forsaken will interfere with the book story.

Return to the light

There should also be a way to repent and return to the light.  Confess to Rand?  You will never be trusted and may be hanged for your work according to the law.  We know Rand will hang you if you murdered.  We will have to think how a player can change their mind, if even possible.  The forsaken or dark friends will try to kill you all the time if you betray the Dark Lord.

Magic

Non-faction quests

Non-faction quests will be all the small one-off quests that the player will find in towns and cities and maybe just on the road.  They are helping a farmer defend against Trollics, clearing rats out of a barn, delivering a message, escorting someone to the next town, helping on the farm, whatever we can think of that will be simple yet not too boringly rote.

 

The Wheel of Time and all its subject matter is copyright by Robert Jordan.  Morrowind, the gaming engine, and the modules created for it are copyright by Bethesda.  This project is a not-for-profit endeavor.  It is done in homage to a great fantasy series.  It is not intended to be an official representation of the works of Robert Jordan.
For problems or questions regarding this web contact the webmaster: Kiriel@direcway.com.
Last updated: August 31, 2005.