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[Q] Quest to unite Prim & Blackwater

Posted: Wed Oct 03, 2012 1:27 pm
by Dragonlord
The game alludes to an upcoming showdown between Feygard and followers of The Shadow. At some point uniting the two cities against a common enemy would seem the logical direction, essentially forcing them to choose sides in the conflict. This could open Blackwater back up to a bed and shopping privileges. Not a well formed idea, just an idea. Just throwing it out there for debate.

Re: Quest to unite Prim & Blackwater

Posted: Wed Oct 03, 2012 1:56 pm
by Wyrmspawn
I don't think Prim or Blackwater side with Feygard or the Shadow. They have priests, but you'll notice they aren't Shadow priests. In my opinion, they have been isolated for so long that they do not know how their deities, Elythara and Kazaul, have been forgotten in the outside world. They are factions unto themselves, so to speak.

Re: Quest to unite Prim & Blackwater

Posted: Thu Oct 04, 2012 7:01 pm
by Mad P
Dragonlord wrote:PC at work Level 40
PC at home Level 39
:lol:

Re: Quest to unite Prim & Blackwater

Posted: Thu Oct 04, 2012 8:19 pm
by Dragonlord
Level 41 at work now! ;)

Just imagine how far I'd be if I didn't have to stop playing to work. :lol:

Re: Quest to unite Prim & Blackwater

Posted: Sat Nov 10, 2012 6:12 am
by hollyamberlamb
At what point would the option be the time for a monster comes along to unite
Prim and Blackwater?

Re: Quest to unite Prim & Blackwater

Posted: Tue Nov 13, 2012 6:35 pm
by Mino
We can be the common enemy that unites them, attack both cities and let them feel our wrath! :twisted:

Re: Quest to unite Prim & Blackwater

Posted: Tue Nov 13, 2012 6:56 pm
by Sarumar
Mino wrote:We can be the common enemy that unites them, attack both cities and let them feel our wrath! :twisted:
Frog Lovers might have some interest about those territory... What say Guild of Valugha ? .. should we make a move ..

Re: Quest to unite Prim & Blackwater

Posted: Tue Nov 20, 2012 7:29 am
by peter9091
Just imagine how far I'd be if I didn't have to stop playing to work......!!! :roll: :roll:

Re: Quest to unite Prim & Blackwater

Posted: Tue Nov 20, 2012 8:37 am
by Pyrizzle
peter9091 wrote:Just imagine how far I'd be if I didn't have to stop playing to work......!!! :roll: :roll:
:lol: welcome to the forums. You will be right at home, we have a bunch of A.T. addicts here.

Re: [Q] Quest to unite Prim & Blackwater

Posted: Mon Jul 06, 2020 3:09 pm
by Ekter
I'd like to create a new town, on the slope of the Blackwater Mountain, between Prim and Crossglen on the map, accessible by the icy part of the mountain from when the quest Lights in the Dark is completed. This town would be ruled by Kazaul mages, and be two-sided: an outside, beautiful and very rich city, visited by high Feygard representatives, in contrast to the underground, where kidnapped kids are enslaved and work to make the city prosperous, and where the mages practice Kazaul magic and human experimentations. They would be the one sending monsters to BWS and Prim, to spread their influence on the BW Mountain, and to take the Kazaul Shrine again.
Two major quests would be based there: a first one where we find a way to go underground(normally guarded), realize the sad reality of this city, and have the choice: to ignore it or to flee with the childrens, and to be captured with the last one 8-) , then bringed to an arena where you have to protect the kid from Kazaul spawns, Demonic Arulirs ,and some other nice monsters ;) .Then you can break a wall, or a monster do, and you can escape. You bring them to Prim, and some of them find their parents back(they are part of the missing persons). The others stay there until you find a solution...
On the second quest, you return to the town, and go down in the underground, occasionally killing kazaul Mages, and with an increasing number of monsters with depht. You finally find an other shrine, an what looks like an ancient disabled portal. You understand mages want to open it again :ugeek: . They finally notice you and attack you with their new monsters, mixs of several monsters, just freshly made for you. You can kill them, but they respawn so it is useless: you are forced to flee. Then you go to the BWS inner chamber, Talion in the Loneford church and Thoronir in Fallhaven's one to find a solution to this problem. They find an ancient recipe, for an upgraded version of the purifying vial, but, of course, most ingredients lack and you'll need to find them... So you're on for an other tour of Dhayavar, searching for rare objects. When you have everything, you can use it on the portal to destroy it completely allowing yourself to kill the monsters.
Then you can kill the last Kazaul mages, and go back to sleep in your home without hearing strange noises from the underground...