Mini Quests - Suggestion

Larkon Studio
Larkon Studio
Larkon Studio
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Mini Quests - Suggestion

Postby Larkon Studio » Thu Nov 03, 2016 3:56 pm

This is the official suggestion for Mini Quests. Your suggestion will help design mini quests in Ellaria

*The suggestion will continue as we vote/add new features

As part of the City Life, Kingdom management and resource management, we're designing quests that are given by your citizens, creatures or by other means, and reward you with items, resources, spells or cleared areas.

Quests usually have the following appearance:
1. The quest have a starting location, where you meet a citizen, find a note or an information.
2. The quest directs you to a location, where you have to confront a challenge, by fighting or solving a problem.
3. The quest ends after you succeed or fail the challenge, and depending on your actions, you are rewarded accordingly.

To suggest a quest, please consider the following:
  • The quest should have a starting location, such as a citizen, a note found in the forest / tavern, etc.
  • The quest should have at least one target location. The quest can have multiple locations as well.
  • The quest should have at least one challenge to solve by fighting, diplomacy or by other means.
  • The quest should have at least one reward.
  • The quest should have a story of some sort.
  • Quests can be linked to other quests, and finished quests may lead to multiple quests.
  • You can post as many quests as you want
  • Quests can be solved in different ways. I.E you can chose to kill the monster in that abandoned mine or drive it away.


For instance, you may post:

Quest: The family sword - A citizen tells you about his brother, a scout who dissipated into an abandoned cave. He asks you to look for his brother and retrieve his family's sword.
Target: The quest leads you to an abandoned cave, where you'll find the sword
Challenge: a medium tier monster that will fight you inside the cave
Reward: You'll find a medium tier magic sword that enhances your scouting abilities. If you'll return the sword to the brother, you'll lose the sword but receive a town morale boost, 500 gold coins and a low tier magic ring.

Quest: Ghost mine - your adviser tells you that a nearby mine is haunted by dark creatures. He tells you that if you'll clear it, the town will build an iron mine in that location.
Target: The quest leads you to an abandoned mine, where you'll have to fight several dark creatures and one stronger creature. Once you'll kill all the creatures, you can return to your adviser.
Optional: You can find a pedestal and a note in front of the mine. The note will explain that the mine is cursed and that a relic protects the mine. Once you'll see that the relic is missing you'll receive clues which will lead you to a local merchant. If you'll buy the relic from the merchant and place it in the entrance of the mine, the dark creatures will dispensary and the quest will be completed.
Reward:[b/] You can find several weapons and resources by killing the dark creatures, or gain an extra experience bonus by solving the quest through the relic. Once the quest is complete, the adviser will send citizen to build an iron mine at that location free of charge.



This is the suggestion topic. Please post suggestions by following the above rules. If you have an opinion, please share it at
Mini Quests - Discussion

Valerian
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Re: Mini Quests - Suggestion

Postby Valerian » Thu Nov 03, 2016 8:58 pm

Quest: Scavengery - your military advisor tells you about a bandit camp occupying a profitable settelment side. He suggests that you could deal with this before it's become a real problem.
Target: The quest leads you to fortified bandit camp, where you (and your army) have to fight the local bandits. If you kill all of them, you can report to your adviser.
Optional: You can try to persuade (adequately skill) or bribe the bandit leader. If you are successful, the bandits will join your ranks and you get a few bad-trained soldiers
Reward: Loot from the bandit camp (2800 gold coins); 150 iron, some weapons; cleared positon for a new settlement
Aut regem aut fatuum nasci oportere! - Ego sum rex romanus et super grammatica!

NitoMurray
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Re: Mini Quests - Suggestion

Postby NitoMurray » Fri Nov 04, 2016 12:24 am

Quest Name - The Wanderer

Introduction - (Peasant) - M'lord! A dire plague has struck the town, and your people are dying! All of the farmlands have become barren, and a strange sickness has befallen us! Something is not right bout' this sire. One night we're healthy the next we're not? Nah. It be some right ol' nasty sorcery that's for sure! M'wife saw a strange looking fella come through the tavern the night before, perhaps you could ask around there bout' him?

Description - Go to the tavern and begin the investigation into "The Wanderer". After talking to the wife, her stories leads you to the woods that surround the town where she spotted the man walking into; after finding several slain animals trailing back to a cave with a cannibal family (Sawney Bean styled). Either stealth (eavesdrop them talking long enough whilst evading their animals searching for intruders) or negotiate your way with them to gain information, requiring you to lead a peasant to their death at the hands of these cannibals. Or just kill them all and search elsewhere, filthy cannibals.

All three options also active a quest note to ask about within the palace. After talking to the guards whom gossip about hearing strange sounds at night coming from the dungeons, you decide to search there. Either through hearing the cannibals discuss the abundance of corpses found there, them being convinced to release such information or by guards mentioning sounds from the dungeons, You find evidence of prisoners being taken from their cells and dragged elsewhere. If your character follows the trail of evidence, it leads to the Graveyard. If instead, your character has access to holy abilities or high magical traits, he can discover the lair hidden behind a trick wall within a cell. When at the graveyard, you'll come across several experiments ranging from the failed corpse reanimations to undead hounds and other such monsters. Within the crypt you find a journal with the Necromancer being identified as your very own royal doctor and alchemist!

Either through the discovery at the graveyard crypt prior or through magical means finding his lair directly, you must decide to how to act. Either; fight and kill the evil necromancer, persuade him to leave through intimidation (through reputation as an evil leader), recruit him, capture him and put him on trial. You may also use stealth to sneakily assassinate him if undetected when entering his lair.


Reward - Killing him removes the Plague and his possessions are yours , capturing him means the plague is removed and you receive a stipend reward from the court as thank you, having him leave removes the plague currently but undead will now occasionally appear in your lands, recruiting him means the plague is removed and you gain a strong necromancer hero (but your people will hate you forever!).

Consequence if ignored (i.e. do not complete) - the plague's status remains until the quest is completed, reducing food and causing disease and morale damage within your kingdom.

jnareb
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Re: Mini Quests - Suggestion

Postby jnareb » Sat Nov 05, 2016 1:05 am

Quest: Guard the caravan - a caravan with trade goods goes from one city to another. If you have good enough reputation in fight, or belong to a guild, you can try to be hired as a guard caravan. You need to ask merchants and traders.
Target: Guard the caravan with goods as it goes (slowly) from one place to another.
Challenge: Random encounters with monsters. Random encounters with bandits (number and strength depends on the road, size of caravan, and number and reputation of guards). Bandits can try to insert spy into the middle of caravan guards. Help with travel (thrown wheel, etc.).
Reward: Regardless of what you encounter, you get agreed-upon amount of gold paid, and raise of reputation (possibly lower prices, possibly extra information) among merchants and traders. Spoils from any attacks (resources from monsters, gold and weapons from defeated bandits) are split among guards.

This type of quest can have many variants... but probably not be a good fit for "Legends of Ellaria", except perhaps for early parts of the game
--
Jakub Narębski

jnareb
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Re: Mini Quests - Suggestion

Postby jnareb » Wed Nov 30, 2016 9:59 pm

Quest: Washed out bridge / ford - The merchant guild tells you that the bridge (or, early, the ford) got washed out by early spring flood.
Target: Commission rebuilding of bridge (possibly a better one), or reinforcing the ford.
Challenge:
  • find plans for a bridge, or employ an engineer
  • buy or find materials for a bridge; you can ask merchant guild to pay for it
  • inspect construction every week, or employ an inspector (could be the engineer)
Optional: Make river less prone to floods
Random challenge: It turns out that it was a group of bandits that have been creating temporary dams to increase the size of the flood, to attack caravans when blocked by destroyed bridge... and be more safe from patrols.
Reward: Increased reputation with merchants, a town morale boost, increased trade.
--
Jakub Narębski

Valerian
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Community Royal Guard Lvl 6
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Re: Mini Quests - Suggestion

Postby Valerian » Mon Feb 06, 2017 6:40 pm

Quest: The Treasurer's Birthday
Target: Your secretary of the Treasury celebrates his/her 50' birthday, you must find a gift to bestow it to him/her
Challenge: 1. You must find out about the private interest of the secretary (through talking to his cohabitee, inferiors etc.)
2. Think about a fitting present (eg. : jewellery, weapons, special foot, higher salary)
3. Give your present to the secretary

Reward: Loyalty increased
Optional: If you present a really special gift: increased tax revenue by 8%

Well, this is more of a joke-quest, but it would be kind of funny, I asume^^ Image, seeing the nations ruler visiting different stores and watching out for a great birthday present.
Aut regem aut fatuum nasci oportere! - Ego sum rex romanus et super grammatica!


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