(*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
- (Maybe a combat encounter to support the Knights, still unclear)
- 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,
- He recognizes the Player Party, and will invite them to sit with him (bonfire most likely, maybe Tavern)
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