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Orkar Isber
Hireling



Joined: 22 Apr 2015
Posts: 28

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re: General input: Artefact hunts

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As it was discussed yesterday, some members wish to travel the world and go outside heymlin keep.

 

I think the easiest way to do so is to organise artefact hunts for medium - low powerlevel characters. The higher level characters gain knowledge of some sort and task their subjects with going after the hints and retrieving some stuff.

 

The pros are clearly that the adventurer group could venture into any area of the world and experience the difficulties of travel, terrain, weather, logistics etc. while roleplaying stuff like camping, hunting food, survival, tracking etc.

The groups should be about 5 people preferable experts on different tasks like a loremaster, a ranger, a healer, at least one member of House Telvanni in charge and someone for the muscle.

Bigger groups may be difficult to organise as such hunts may easily occupy more than one session and are less likely to succeed. Ever tried retrieving an artefact in hostile lands? You cant march into Aurindon with an army and say "dont bother, our army is just here to get an artefact from Veloth back"

 

Smaller groups should not have less than 3 people as i think its pretty unlikely to succeed as well.

 

Treasure hunts would make for great weekly events as they are easy to come up with - the TES universe offers a hell lot of artifacts to retrieve from daedric artefacts to aedric, to mage made.... and its quite easy to come up with their whereabouts - you could also just go for quests from Oblivion or Skyrim or Daggerfall.

 

Also there is the option that the members of the expedition get payed for success to add some motivation for new players. 

 

An example would be the retrieval of Volendrung, the daedric weapon artefact of Malacath. Step 1 could be to learn about its whereabouts likely some orc cultists could help there and may be persuaded with force.

After that the group could travel to the small orc tutorial island of the covenant (or some other place for non veteran characters) and track down the exact location where they face a group of orc fanatics or some monster guarding it - wits needed to bypass that obstacle rather than brute force for more interesting rp. Like a distraction, a trap, sneaking...

The travel back to Heimlyn could be spiced up by angry cultists following them or another group trying to steal from them or similiar problems. The travel itself could be used to get the characters to know each other much better and face hardship together to create bonds.

upon giving the artefact to their superior they will get payed. Done.

 

For the sake of realism we should focus on smaller "artefacts" as it becomes a bit...unbelievable if basicly every major artefact on Tamriel is in Heimlyn keep. Also guarding the artefacts afterwards or research their secrets could add new plots.

 

 

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