(*WIP*) Lost Brother of the Queen (Main Faction Quest)
Still unsorted and rough, not fit for Storybook at the moment
Sequence of Events
Start
- 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
Run
Queen - (BotQ
Theascityplaceholderwherename) 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 theArtifacthelpisunlesslocated is famous, and already marked on the Map (onlyit's averylate-gamebasicencounter- During the first
run)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~" OnlyShortlygeneralafterDirectionheisleaves,known,aexactgrouppathofchangesKnightsfrom(laterRunrevealed toRunbe the Royal Knights) will appear and ask for direction- If you tell the truth, the next (bonus) encounter will be with the Knights
TheIffactyouthatlie,theretheisnextanencounterArtifact there is not common knowledge, so first time players might justwill beunlucky and not discoverwith theArtifact before losing their runBotQ
Approaching the CityPlayers hear rumors about a city with excellent smithsAsLatertheencountersplayerswill progressively get closer to thecity,centerenemiesofstartthe 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
besupportbettertheequippedKnights,andstillmerchantsunclear)have noticeably better weapons and armor Whentheythey'rewill1-2tellclearingstheawayplayer about a bit about the Tragedy of the Queen's Death- but mostly about the the chaos afterwards, when they were reeling from the
city,suddentheylossmight hear of rumors that there's something very dangerous nearand thecityCountryoutskirts,descendedcloselyintoguardedAnarchy InsideThey'll explain who they're searching for and why
- (Maybe a combat encounter to
- Next encounter with the
city, the fact that the Artifact is close by becomes clear
Inside the City
BotQ:Positive Standing with Faction:- He recognizes the Player Party, and will invite them to sit with him (bonfire most likely, maybe Tavern)
CanIfenteryou had theCityBonus(toEncounter,shop, maybe meet special NPCs)Will not try to stop you when trying to enter the Cave, but warn you of the DangersMight gift you some good Equipment for Good Luck(Idea: Might help in the fight a bit when units are in Range)Combat starts after entering the cave
Neutral
Faction:
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:
Can entertheCityCouncil will have one more member (toprobablyshop,affectsmaybeonlymeet special NPCs)lore?)WillThestopRoyalyouKnightsfromwillenteringcometheoutCave,ofhaveretirement (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
convinced or bribed to let you passwork-shopped) CombatMagesstartscanafternowenteringappear as mercenaries (very rarely) to provide support to thecaveFaction
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
Negative Standing with Faction:
Can't enter the CityWill attack you before entering the CaveCombat starts before the cave where the guards attack you
Combat
Outskirts of the Cave:
Artifact is passive:Enemies wander randomlyEnemies spawn slowly, and only after units have been killedNo Timer
Guards will still follow you, can either help or attack you
Deeper in the Cave:
Artifact is active:Enemies rush towards Player UnitsEnemies spawn often (every 1-3 turns), the limit is the theoretical maximum amount of units per CombatTimer starts
(Idea: Artifact can be attacked to lower timer, very difficult)Guard will retreat once the timer starts