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(*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
  • Theas cityplaceholder wherename) 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 Artifacthelp isunless located is famous, and already marked on the Map (onlyit's a verylate-game basicencounter
  • description during
  • 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~"
  • OnlyShortly generalafter Directionhe isleaves, known,a exactgroup pathof changesKnights from(later Runrevealed to Runbe the Royal Knights) will appear and ask for direction
    • If you tell the truth, the next (bonus) encounter will be with the Knights
    • TheIf factyou thatlie, therethe isnext anencounter Artifact there is not common knowledge, so first time players might justwill be unlucky and not discoverwith the Artifact before losing their runBotQ

    Approaching the City 

    1. Players hear rumors about a city with excellent smiths
    2. AsLater theencounters playerswill progressively get closer to the city,center enemiesof startthe Anti-Magic territory, but the 2nd and/or 3rd meeting could still be outside of the territory
    3. Bonus encounter with the Knights (Lore-heavy):
      • (Maybe a combat encounter to besupport betterthe equippedKnights, andstill merchantsunclear) have noticeably better weapons and armor
      • Whenthey they'rewill 1-2tell clearingsthe awayplayer 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,sudden theyloss might hear of rumors that there's something very dangerous nearand the cityCountry outskirts,descended closelyinto guardedAnarchy
      • InsideThey'll explain who they're searching for and why
    4. Next encounter with the city, the fact that the Artifact is close by becomes clear

    Inside the City

    Positive Standing with Faction:
    BotQ:
    • He recognizes the Player Party, and will invite them to sit with him (bonfire most likely, maybe Tavern)
      • CanIf enteryou had the CityBonus (toEncounter, shop, maybe meet special NPCs)
      • Will not try to stop you when trying to enter the Cave, but warn you of the Dangers
      • Might 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
  • Standing
with

 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 enter the CityCouncil will have one more member (toprobably shop,affects maybeonly meet special NPCs)lore?)
    • WillThe stopRoyal youKnights fromwill enteringcome theout Cave,of haveretirement (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)
    • CombatMages startscan afternow enteringappear as mercenaries (very rarely) to provide support to the caveFaction

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 City
    • Will attack you before entering the Cave
    • Combat starts before the cave where the guards attack you

Combat

Outskirts of the Cave:
  • Artifact is passive:
    • Enemies wander randomly
    • Enemies spawn slowly, and only after units have been killed
    • No Timer
  • Guards will still follow you, can either help or attack you
Deeper in the Cave:
  • Artifact is active:
    • Enemies rush towards Player Units
    • Enemies spawn often (every 1-3 turns), the limit is the theoretical maximum amount of units per Combat
    • Timer starts
  • (Idea: Artifact can be attacked to lower timer, very difficult)
  • Guard will retreat once the timer starts