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Author Topic: Nepris RPG Main Storyline  (Read 2391 times)
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Artimidor Federkiel
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« on: 03 October 2003, 12:53:00 »

This thread is reserved for Main Storyline discussions. The first post in this thread contains the step-by-step quest stations the player has to go through in order to complete the game. It is a work-in-progress, which will be constantly expanded. Comments/additions welcomed - we'll add more stations bit by bit. Nothing is set in stone yet, though. Note as well that this Main Storyline doesn't contain exact quest definitions (these need to be done in oen documents), but has the purpose of serving only as guideline (though it should be as detailed as possible) for the developers to realize said quests in detail.

The game will consist of the following chapters:

1. The Message of the Count
At this stage of the game the player is on his own and doesn't know in detail about any girl, who has to be searched or dark machinations going on in the mountains and woods. He may get hints in this direction, but is not officially meant to investigate yet. During the first chapter no NPCs will join the player, and the chapter has a larger adventure character as it mainly takes place in Nepris, and there are smaller and larger riddles to solve, and only a handfull of fights. If the player follows the layed out path, he will make his first experiences, get quests and will learn how to fight and equip the character properly before setting out later to find Wanya with a complete party with the player in the lead.

2. The Search for Wanya
In this part of the game at least 3 characters can join the player on his mission to find the missing Wanya, including a mage, a rogue and a cleric to cover the full role playing party spectrum (assuming the player is a figher; more NPCs should be added so that there's a good varitey of characters to choose from). The game will now move from the village more to the surrounding areas (forests, swamps, caves) and will entail a lot of fighting against smaller beasts and monsters in these areas. In order to get hints to find the girl, there will also be more missions which will send you into dangerous areas, where some investigation is required to get some more hints.

3. Mountain Mysteries
[...]

Legend:

Orange ... quest captions
White ... planned things, not realized yet
Grey ... already realized steps
Room # ... reference-ID to room

Edited by: Artimidor Federkiel at: 10/4/03 15:06
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
Artimidor Federkiel
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« Reply #1 on: 05 October 2003, 07:06:00 »

1. The Message of the Count

Parchment to deliver in inventory (room 182)
Player gets Count's Note (instructions on his mission) and Count's Parchment added to his start-off inventory. He needs to open the note with further instructions in order to get the information on how to proceed.

Deliver Count's Message (room undefined)
The player reads the parchment and learns that he needs to deliver the message to a merchant called Tendrim Kahlof in Nepris. From now on the player can ask various people about Tendrim Kahlof, and may be directed to the north of the village, where he's probably at the inn or the tavern.

Player needs to ask for Tendrim at the Pine's Hostel (room 23)
Whereever the player goes, he won't find Tendrim unless hasn't asked for him by talking to the innkeepr Lisu Isvikh. He'll send the player to the Saltwillow Tavern.

Player needs to ask for Tendrim at the Saltwillow Tavern (room 21)
There are several people in the inn the player can asked, but only one of them will trigger the next step. This guy will tell the player that Tendrim has just left the tavern, and he sends the player to the pier, where Kahlim is meant to discuss some issues with the town elder Candrall Maer.

Player meets Tendrim at the pier (room 12)
Finally the player meets Tendrim at the pier, who indeed is talking with Candrall Maer. As the player approaches, he joins the conversation, and Candrall leaves after a few words. The player gives the parchment to Tendrim and Tendrim tells him that he mainly needs two signatures to finish the contract: One of the dwarves, and one of a town representative. He names Turkan Caelveren (the father of the missing girl) as the reference person, and sends to player to his house in order to get his signature.

Player is confronted with dog (room 19)
Seems there is a problem to get into Turkan's house. A kardion dog outside of the house doesn't let anyone in. So the player needs to find a way to distract him.

Player gets bones at the tavern (room 21)
The player should already have noticed that a small dog at the tavern got all the bones, the customers didn't manage to eat anymore. If he asks the barmaid about the bones, she'll give him some.

Player uses bones with dog (room 19)
Back with the kardion dog, the player gives the animal the bones, which is happy now and willing to let him in.

Player meets Turkan Caelveren (room 19-1)
The player for the first time encounters Turkan Caelveren, widower and father of the missing girl, Wanya. Obviously he tells the player about his loss, and the player promises to help him after his business is done. Turkan however, tells the player that in order to sign the treaty, he needs to get a final ok from all the town elders (shouldn't be much of an issue, he says). So he sends the player out to show the parchment to the following elders and then return back to him:

- Andrus Voltmer
- Hieronimus Kupfdrubus
- Calmann Narth
- Candrall Maer

Player meets Andrus Voltmer (room 57-7)
Andrus Voltmer isn't a particularly friendly guy. He doesn't care a lot about the treaty, as he basically only needs his wine. And his wine is locked in the cellar, and there is a rats problem down there, which the husband of her daughter isn't capable of managing. So the player needs to take care of the rats problem first (rats and spiders to be precise) and get Andrus his wine, then he'll sign the paper without a further question.

Player meets Hieronimus Kupfdrubus (room ?)
Hieronimus lives quite a bit hidden in the deep forest to the NW of the village. The player has to go through the whole labyrinthical forest to finally find Hieronimus' home (only to find out that there would have been a much easier way, which he can use from now on). On his way through the forest, the player mainly has to deal with quite a bunch of attacking wolves. Hieronimus doesn't demand any special things and signs the paper.

BTW: On his way to Hieronimus, the player will also run into Gordoth, the gravedigger, for the first time, which doesn't talk a word to the player, but at least makes the player curious to see what he's doing to the NW (there a nasty side-quest waits with some necromantic machinations of Gordoth - zombies and such).

Player meets Calmann Narth (room 18 )
[...]

Player meets Candrall Maer (room 67)
[...]

Edited by: Artimidor Federkiel at: 10/5/03 19:41
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
Artimidor Federkiel
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« Reply #2 on: 05 October 2003, 08:07:00 »

2. The Search for Wanya

[...]

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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
Artimidor Federkiel
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« Reply #3 on: 05 October 2003, 07:07:00 »

3. Mountain Mysteries

[...]

Edited by: Artimidor Federkiel at: 10/4/03 15:08
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"Between the mind that plans and the hands that build there must be a mediator, and this must be the heart." -- Maria (Metropolis)
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