Vorin
08-17-06, 02:04 PM
You've come to Alerar as an adventurer, seeking fame, fortune, and new equipment for a growing arsenal. Ettermire, the ever industrial capital, is a dimly lit beacon for you. You hear rumors about offices in large stone buildings scattered about the city. Advertising flyers tell of oppurtunities for all the glory and riches anyone could ever ask for. You go to investigate, finding the building a formal escape from the rank pollution outside. Queen Valsharess' name and image seem carved all about, showing the fierce loyalty most dark elves have for their queen. Soon the workers there ask your name and what you can do. Once you answer, you're presented choices for missions.
"With completion comes greatness. Failure is not an option, not in the name of our queen." They are foward, formal, even a bit uncaring. But for you, this is a step towards something on the grand scheme of things.
Welcome to Alerar's Mission Board.
1. Spy vs. Spy: Claimed by Séreméla
Sneaking across the Mountains of Dawn, an Alerarian spy saw something most peculiar. For at the same time he crossed the great mountain range dividing the rival nations of Alerar and Raiaera, a spy from the high elves came within view. Now it wasn't as obvious as one would think, for Raiaera's spy was armed with an illusionary rune disgusing him as one of the dark elves. Luckily the spy for Alerar had the same rune, allowing him insight into what the other spy truly was. A fight began, the dark elven spy was injured but victorious as he captured his opponent. Now he has sent out a message via homing bird. He is deep within the mountain range and has the high elf tied up. His leg is injured and he cannot travel very far. Worst of all, the Raiaerian spy has mentioned that Raiaera's troops will soon come looking for him, as he released a message before he was subdued. Find the two spies, and make sure both are alive. Fight off any counter by Raiaeran troops and return the informants to Ettermire, where the high elf can be questioned.
Spoils:
Should both elves die or be retrieved by Raiaera: Only shame awaits.
Should only Alerar's survive: 300 gold.
Should both be returned to Ettermire: 300 gold and the high elf's rune, allowing you to take the *illusion* of one being at a time.
Should the thread be completed and score above 50: 200 extra gold.
2. Steppe it up: Claimed by Storm Veritas, and his friend Ebivoulya
Recently, an assistant to a famed weapons designer has gone missing in the city of Ettermire. At first authorities considered it foul play but soon discovered that in fact he was a Raiaerian spy. He fled to the barren steppes bewteen the northern mountains and central flatlands knowing the mountains of dawn were blocked, with him he carries the very powerful plan for an invention that combines machine and magic. Execute him with the most extreme force you can muster before he escapes into Raiaera and take back his former master's plans. He may in fact hide other plans for less potent machinery on him, recovering these is optional but destruction for them is a must. ((One final note. There are rumors of a small Raiaerian troop sent to safetly escort the spy to the lands of the high elves. They must be considered extreme dangerous))
Spoils:
Should the spy escape with his life and the plans: More than just shame. Let us hope you don't find this end.
Should the plans be retaken ((intact)): 200 gold
Should the plans be retaken and the spy killed: 300 gold and a melee weapon of your choice to the strength of steel.
Should the thread score above 60: A melee weapon of your choice to the strength of steel, forged by dwarves and given the enchantment of your choice. *within reason*
3. They are called "little people!": Claimed by Nero
The dwarves of Kachuk haven't exactly been loyal to the queen or her policies. They still keep open trade with the high elves of Raiaera, giving them finely made dwarven weapons. This has to stop, weapons made in Alerar should not fall into enemy hands. It's no secret that after the Battle of L’Renar Harlilen and battles afterwards, drow and dwarve have held ill feelings to one and other. It's time now to stop this behind the scenes trading. Your mission will be to put the fear of the gods into the little fiends by disrupting trade routes, terrorizing merchants and craftsmiths, and if needed, murdering those in charge or even innocents. Cut the trading to little or none at all costs.
Spoils:
Anyway you cut it, you can steal what you want from the dwarves. The plunder is yours, so long as you can carry it. Most weapons will be well crafted and probably steel or a bit stronger. And there may be chests filled with gold for trading.
A score above 60: Finding one finely crafted weapon of the dwarves, slightly above the strength of steel, with a minor enchantment.
4. Like a Virgin: Claimed By Ayre De Morte
Recently a temple in the flatlands has come under watch. The young priestesses there are suspected of not keeping their vows of chastity. Normally such matters would be ignored by the government, but the villages nearby are growing restless with the rumors. Morale does not need to be lowered anymore. Your job is to investigate the rumors, find out who may have compromised the girls, kill them, and ensure continued virginal service.
Spoils:
Should the lecher be caught/killed: 400 Gold.
Should (most of) the girls still be virgins: 500 Gold.
Should the thread score above 65: 700 Gold.
5. Wine and Dine (Or kicking some ass): [B]Claimed by: Iain
A high ranking Salvic lord has taken up residence in Ettermire in one of the finest inns. He is taking a tour of Alerar soon and will be unreachable then. Your mission is to go to his suite and "persuade" him by any means to sign a trading deal with Alerar. Of course, as a diplomat of Alerar we would prefer the more charming methods first. But threats and blackmail as last resorts are always fine. His wife is known to be unfaithful and through her you might gain a channel of communication. His son is also known to be a bit less then manly, and should he find himself in an unkindly position you may just be able to convince the lord to trade with us. This is very important. The lord oversees food production as well as his own very large private horse farm and winery.
Spoils:
Unable to secure trade: Failure is not an option.
Securing trade: A title of honor *not power. Basically a cool nickname and a medal* in Alerar and 200 Gold.
A score above 65: A title of honor and 500 Gold.
6. Conan the Librarian:
This is of the utmost importance. A man claiming to be a great wizard entered the Library of Ettermire, or Ankhas, seeking scrolls to banish a great evil that plagued a village. However, we soon found the name he gave us false, along with false beard and robe. It was discoved that he had taken several highly potent scrolls containing information on necromancy. Of course people can, with permission, borrow this scroll. But we are certain he has no intention of bringing it back. He is also thought to have taken several oynx idols of our queen. Find this con man and give him the swiftest justice possible. Recover the scrolls he has taken as well as the idols. He is still believed to be in Ettermire and may plan on returning to Ankhas to take even more.
Spoils:
As always, failure is not an option.
Recovering the scrolls: 200 gold.
Recovering the scrolls and idol: 600 gold.
Recovering the items and killing the conman: 600 gold and allowance to borrow whatever scrolls you like from Ankhas. (Provided you return them in a timely manner, undamaged, and take only a few at a time.)
7. Goblins on an airship:
"Motha'fuckin' goblins on a motha'fuckin' airship" Top Alerarian military leaders will be meeting somewhere in the fields of Khu'fein. The meeting place is held secret as it is rumored that these few dark elves may be deciding the next move against Raiaera. They will be boarding an airship from Ettermire and flying it there. Your mission, along with several other adventurers and guards, will be to work security. Nothing can happen to these drow on their way to the airship, on the airship, and on the ground. *Some OOC. Obviously, from the title, you can tell what's going to happen. So you need atleast 3 people working this one. The goblins will be small, large teeth and claws, quick, and there will be about a dozen of them. There can be attacks before and after the ship lands as well.*
Spoils:
Failure: Obviously you will die along with the military leaders if something happens aboard the ship. Death will only await you if something happens before then as well.
Completion: One melee weapon or bow/crossbow. Custom made to your design of something to the strength of Plynt/Trakym. There will be an inscription in drow thanking you.
***More to come***
((OOC: Some notes. I may come in to drop obstacles if the quest is moving slowly or just to livin' it up a bit. I may also come in as NPCs to guide you. You can ask for my help as well, via PM. Ideas and inspirational help thanks to Walter))
"With completion comes greatness. Failure is not an option, not in the name of our queen." They are foward, formal, even a bit uncaring. But for you, this is a step towards something on the grand scheme of things.
Welcome to Alerar's Mission Board.
1. Spy vs. Spy: Claimed by Séreméla
Sneaking across the Mountains of Dawn, an Alerarian spy saw something most peculiar. For at the same time he crossed the great mountain range dividing the rival nations of Alerar and Raiaera, a spy from the high elves came within view. Now it wasn't as obvious as one would think, for Raiaera's spy was armed with an illusionary rune disgusing him as one of the dark elves. Luckily the spy for Alerar had the same rune, allowing him insight into what the other spy truly was. A fight began, the dark elven spy was injured but victorious as he captured his opponent. Now he has sent out a message via homing bird. He is deep within the mountain range and has the high elf tied up. His leg is injured and he cannot travel very far. Worst of all, the Raiaerian spy has mentioned that Raiaera's troops will soon come looking for him, as he released a message before he was subdued. Find the two spies, and make sure both are alive. Fight off any counter by Raiaeran troops and return the informants to Ettermire, where the high elf can be questioned.
Spoils:
Should both elves die or be retrieved by Raiaera: Only shame awaits.
Should only Alerar's survive: 300 gold.
Should both be returned to Ettermire: 300 gold and the high elf's rune, allowing you to take the *illusion* of one being at a time.
Should the thread be completed and score above 50: 200 extra gold.
2. Steppe it up: Claimed by Storm Veritas, and his friend Ebivoulya
Recently, an assistant to a famed weapons designer has gone missing in the city of Ettermire. At first authorities considered it foul play but soon discovered that in fact he was a Raiaerian spy. He fled to the barren steppes bewteen the northern mountains and central flatlands knowing the mountains of dawn were blocked, with him he carries the very powerful plan for an invention that combines machine and magic. Execute him with the most extreme force you can muster before he escapes into Raiaera and take back his former master's plans. He may in fact hide other plans for less potent machinery on him, recovering these is optional but destruction for them is a must. ((One final note. There are rumors of a small Raiaerian troop sent to safetly escort the spy to the lands of the high elves. They must be considered extreme dangerous))
Spoils:
Should the spy escape with his life and the plans: More than just shame. Let us hope you don't find this end.
Should the plans be retaken ((intact)): 200 gold
Should the plans be retaken and the spy killed: 300 gold and a melee weapon of your choice to the strength of steel.
Should the thread score above 60: A melee weapon of your choice to the strength of steel, forged by dwarves and given the enchantment of your choice. *within reason*
3. They are called "little people!": Claimed by Nero
The dwarves of Kachuk haven't exactly been loyal to the queen or her policies. They still keep open trade with the high elves of Raiaera, giving them finely made dwarven weapons. This has to stop, weapons made in Alerar should not fall into enemy hands. It's no secret that after the Battle of L’Renar Harlilen and battles afterwards, drow and dwarve have held ill feelings to one and other. It's time now to stop this behind the scenes trading. Your mission will be to put the fear of the gods into the little fiends by disrupting trade routes, terrorizing merchants and craftsmiths, and if needed, murdering those in charge or even innocents. Cut the trading to little or none at all costs.
Spoils:
Anyway you cut it, you can steal what you want from the dwarves. The plunder is yours, so long as you can carry it. Most weapons will be well crafted and probably steel or a bit stronger. And there may be chests filled with gold for trading.
A score above 60: Finding one finely crafted weapon of the dwarves, slightly above the strength of steel, with a minor enchantment.
4. Like a Virgin: Claimed By Ayre De Morte
Recently a temple in the flatlands has come under watch. The young priestesses there are suspected of not keeping their vows of chastity. Normally such matters would be ignored by the government, but the villages nearby are growing restless with the rumors. Morale does not need to be lowered anymore. Your job is to investigate the rumors, find out who may have compromised the girls, kill them, and ensure continued virginal service.
Spoils:
Should the lecher be caught/killed: 400 Gold.
Should (most of) the girls still be virgins: 500 Gold.
Should the thread score above 65: 700 Gold.
5. Wine and Dine (Or kicking some ass): [B]Claimed by: Iain
A high ranking Salvic lord has taken up residence in Ettermire in one of the finest inns. He is taking a tour of Alerar soon and will be unreachable then. Your mission is to go to his suite and "persuade" him by any means to sign a trading deal with Alerar. Of course, as a diplomat of Alerar we would prefer the more charming methods first. But threats and blackmail as last resorts are always fine. His wife is known to be unfaithful and through her you might gain a channel of communication. His son is also known to be a bit less then manly, and should he find himself in an unkindly position you may just be able to convince the lord to trade with us. This is very important. The lord oversees food production as well as his own very large private horse farm and winery.
Spoils:
Unable to secure trade: Failure is not an option.
Securing trade: A title of honor *not power. Basically a cool nickname and a medal* in Alerar and 200 Gold.
A score above 65: A title of honor and 500 Gold.
6. Conan the Librarian:
This is of the utmost importance. A man claiming to be a great wizard entered the Library of Ettermire, or Ankhas, seeking scrolls to banish a great evil that plagued a village. However, we soon found the name he gave us false, along with false beard and robe. It was discoved that he had taken several highly potent scrolls containing information on necromancy. Of course people can, with permission, borrow this scroll. But we are certain he has no intention of bringing it back. He is also thought to have taken several oynx idols of our queen. Find this con man and give him the swiftest justice possible. Recover the scrolls he has taken as well as the idols. He is still believed to be in Ettermire and may plan on returning to Ankhas to take even more.
Spoils:
As always, failure is not an option.
Recovering the scrolls: 200 gold.
Recovering the scrolls and idol: 600 gold.
Recovering the items and killing the conman: 600 gold and allowance to borrow whatever scrolls you like from Ankhas. (Provided you return them in a timely manner, undamaged, and take only a few at a time.)
7. Goblins on an airship:
"Motha'fuckin' goblins on a motha'fuckin' airship" Top Alerarian military leaders will be meeting somewhere in the fields of Khu'fein. The meeting place is held secret as it is rumored that these few dark elves may be deciding the next move against Raiaera. They will be boarding an airship from Ettermire and flying it there. Your mission, along with several other adventurers and guards, will be to work security. Nothing can happen to these drow on their way to the airship, on the airship, and on the ground. *Some OOC. Obviously, from the title, you can tell what's going to happen. So you need atleast 3 people working this one. The goblins will be small, large teeth and claws, quick, and there will be about a dozen of them. There can be attacks before and after the ship lands as well.*
Spoils:
Failure: Obviously you will die along with the military leaders if something happens aboard the ship. Death will only await you if something happens before then as well.
Completion: One melee weapon or bow/crossbow. Custom made to your design of something to the strength of Plynt/Trakym. There will be an inscription in drow thanking you.
***More to come***
((OOC: Some notes. I may come in to drop obstacles if the quest is moving slowly or just to livin' it up a bit. I may also come in as NPCs to guide you. You can ask for my help as well, via PM. Ideas and inspirational help thanks to Walter))