I thought about the player is arriving at the fisherie but no water is there.
After some conversations with the three inhabitans 2 Quests could start.
The player gets the informations that the three inhabitans (Gisela, Drom and Graill) are the last generation of a fish-cultivating family.
The one quest is about a search for a missing guy - I called him Bigert and hes kind of "future hope" for the fisherie(Quest starts at Gisela) and the other about an investigation about the missing flow of the river(Quest starts at Drom).
The oldest brother (Graill) is a bit addicted to wine and the leader of the fisherie. You can only proceed any of the quests if you started them both. He sends you away into a mountaincave where you go through, On the other side of mountain you meet a feygard guard alone in the wild. Next to him a sekelton (Bigert is dead

1. Decison: kill him
2. Decision: listen to him
Further progress with 1. Decison:
Player goes back to fisherie,
talk to Gisela -> Tell her about Bigerts'death and the revenge you did, her quest ends here (low reward)
talk to Graill-> he so shoked about bigert's death that you have to give him some wine to calm down
you find a bottle in the house and give it to him. He drinks and falls unconcious after sending you away with a shovel to dig the dam away.
When you digged away the little hill on the other side the player could get some negative actor conditions because its really hard work. This is where a replace tigger will fill the empty river bed with water.
Returning to Graill could give you the reward to buy perch at that location too.
Further progress with 2. Decision
The Guard tells you about his leader who wanted to examine the mountain but not returned for some days and because he got a map of the area with him he decided to wait for him but got bored and build the dam.
Furthermore he tells that he was scared alone in the night when he killed Bigert who was sneaking around. It was some kind of "Mistake" or maybe he thought Bigert would be a thief.
You get a new Quest -> Find The leader in the mountain
As you examine the cave more closly (maybe heres a keytrigger usefull) you get into the mountain. Find the leader dead - eaten by a mean cavemonster. I thought about making the monster really really strong (far stronger than the monster on the road) and that you find the map in front of the cave so you can proceed the quest and return later to kill the "thing".
returning to the Guard you see that he digged away the mountain. (Player can return to Graill and gain bigger reward )You give the map to him.
The Guard tells that their goal is a secret feygard-outpost somewhere in the mountain. so you go back to th emountain and search for it (You could find the ledder at the first time visiting the camp, but could not proceed without having the next quest stage). You find it left alone up to a ledder with curious words on it. The Guard tells you that its a secret language which only guard with higher rank could decode
Furthermore i have some trouble unravelling the quest.
I would like that the player has the options to
1. Give the ledder to the Guard and send him to Feygard (Quest ends)
2. Give him the options that "player" carries the ledder to feygard ( here a new quest starts and old one ends). Furthermore i would anyhow like to treat the Guard going to the fisherie and fell in love with Gisela - then there would be a great happy end and the player could buy some special fish at Gisela as big reward.
Anyone of you got an idea which reason could let the Guard go to Gisela
- and even more problematic: A reason for Gisela to flirt with the murder of his ex-lover?
I already made all the maps, the questlogs and some conversations (roughly - to test the triggers) but dont want to spoil any more ideas (I will post maps and more when the thread moved to Developement Corner).
What do you think in generally of this kind of idea? Actually i didn't thought about item and NPC/monster atributes - ideas for that are also welcome =)