Skip to main content

(*WIP*) Lost Brother of the Queen (Main Faction Quest)

Still unsorted and rough, not fit for Storybook at the moment

Sequence of Events

  • Quest can be triggered randomly when not in Anti-Magic territory (but very close to it), but has higher chances of triggering with a positive reputation with the Faction
  • The Brother of the Queen (BotQ as placeholder name) is a powerful Druid (Healer variant), first encounter might be helping him in a fight, but he's strong enough that he doesn't really need the help unless it's a late-game encounter
  • During the first encounter he won't interact much with the player, only saying: "Appreciate the help, even if it wasn't necessary against small-fry like this. I'd love to stay and chat, but there's a few grouchy old fools I really don't want to run in right now, so see ya later~"
  • Shortly after he leaves, a group of Knights (later revealed to be the Royal Knights) will appear and ask for direction
    • If you tell the truth, the next (bonus) encounter will be with the Knights
    • If you lie, the next encounter will be with the BotQ
  • Later encounters will progressively get closer to the center of the Anti-Magic territory, but the 2nd and/or 3rd meeting could still be outside of the territory
  • Bonus encounter with the Knights (Lore-heavy):
    • (Maybe a combat encounter to support the Knights, still unclear) 
    • they will tell the player about a bit about the Tragedy of the Queen's Death
    • but mostly about the the chaos afterwards, when they were reeling from the sudden loss and the Country descended into Anarchy
    • They'll explain who they're searching for and why
  • Next encounter with the BotQ:
    • He recognizes the Player Party, and will invite them to sit with him (bonfire most likely, maybe Tavern)
      • If you had the Bonus Encounter, 

 

Influence of the quest on the faction

  • After the second encounter of the quest, members of the faction can be encountered a lot more often outside their territory, but uncharacteristically they'll try not to pick fight with mages and in extreme cases might even cooperate with them
  • Upon completion of the quest:
    • the Council will have one more member (probably affects only lore?)
    • The Royal Knights will come out of retirement (Faction has a lot more High-Level Units)
    • The attitude towards mages is less hostile, no more "Driving out Mages" Quests, will be changed to "Take care of Mage-Bandits" (name needs to be work-shopped)
    • Mages can now appear as mercenaries (very rarely) to provide support to the Faction

Effects of the quest of Gameplay

  • After the second encounter, reputation with the Faction will rise a bit every node as long as the quest isn't somehow aborted
  • Upon completion of the quest:
    • Unlock the Druid Class
    • Unlock Gremory Class (Mage+Healer), when Main Quest of Magic Faction is also completed