SO I went ahead and made a thread for this idea, found here.
http://www.bethsoft.com/bgsforums/index.ph...=0#entry9682881 Basically Ill add to it whenever the hell I feel like it, and I will never make it into a mod as I dont have the slightest clue as to how to do that. Pointless, aren't I?
Cursed Chathedral New Location with quest which results in a suitable home for characters with dark...appetites.
Part the First:
Cursed Cathedral.
A long abandoned chapel surrounded by the requisite dead trees and an (extensive) graveyard, whose population was wiped out by plague (or similar hook) well in the past.
Currently the Fouled Chapel and its environs have been taken over by a cabal of Vampires and Necromancers, whose intent is to create a plague that will inflict eternal undeath in all its forms on the world. Initial quest hook could be a drop off of any necromancer or vampire in game, consisting of something like a cryptic note-basically just directions how to get somewhere. Maybe you can only read it with Night Eye active. Naturally the direction lead you to the Fouled Chapel.
Once there, two things may happen:
A ) Youre a Vampire (or other form of Undead...I believe theres a mod for playable Liches?). Your given the opportunity to join the ranks of the Fouled Fellowship (You can choose not to and proceed to the ass whomping version should you choose). If you do, you undertake questline A, where youll need to gather various resources from around the world for the bring of the Foul Blight, as well as eliminating key NPC's (of both the everyday type and in rival Necromancer or Vampire factions) who oppose the Fouled Fellowship.
B ) Youre not a Vampire (or whatever). Much simpler in this case; Extermination (aka The Ass Whomping Version). The quest line here would be to kill every member of the Fouled Fellowship and gather resources to crate an antitode/cure to the Foul Blight. Also to gather all the data on the Blight (books, scrolls, etc.).
On the Village:
Here we have a small partly ruined village. Basements have recebtly been expanded considerably, and most of the structures are connected via hidden passages and underground tunnels.
There is an Inn close to the nearest road, from which the Cabal abducts travellers for use in the Blood Bank, as well as horrific expiriments. This Inn is some way from the the ruins, and cannot be easily seen until your pretty much there. ** This is a possible alternate startquest hook as well; you show up, get a bed and the baddies try to get you. Proceed to whomp ass, or hail your kindred spirits, as appropriate.
On the Chapel.
Converted to the worship of foul deity's, and containing the entrance to the stronghold. Here can be found Necromancers and the various Undead performing blasphemous rites to increase their power. Beneath the befouled altar is a staircase leading down to the upper levels of the Stronghold (A three level system of natural caves and grottos that have been used for burials for centuries, and now serve as the training ground for the lower levels of the Cabals ranks).
Level one- Crypts. Lots of burial niches and sarcophagi, caskets, etc. Littered with weak(ish) Vampires, Skeletons and Zombies.
Level two- The Blood Bank. Here are prison Cells for experimental and feeding subjects, as well as alchemical, necromantic and various magical laboratories not directly associated with the blight, as well as many storerooms for various goods and sundries necessary to a group plotting the death and unlife of the world. Lots of Necromancers, Vampires and assorted undead of all types, stronger than those in Level 1.
Level three- The Stronghold. Basically a heavily fortified and guarded castle in a massive underground grotto. Here are the laboratories for the vilest experiments, armories, libraries, quarters for the higher ranking members and soldiery, treasury, etc. In addition at the lowest part of the castle is a well, which houses a portal to the Dark Heart. Populated by very powerful Vampires, Necromancers and Undead.
The Dark Heart. This obscene tower rises from a single massive shelf of rock floating in a void, overlooked by a dark sun which bears the likeness of a demonic eye. Its light is dim and rather than damaging the Undead it fortifies them, even granting immunity to sunlight for some hours. Within this tower is the ruler of the Cabal, the foulest of its labs and libraries, etc. Heres the good stuff, basically.
Features:
Boss: An ancient, dreadful and wholly Evil Vampire and his or her Lich minions.
Alchemy Lab (including Sorter, Ingredient Jars, labeled storage for various potions and poisons, an Alchemy table with click to use apparatus and Fortify Alchemy effect)
Library- Adjacent to the Lab, with labeled storage for scrolls, books, magic items, etc.
Garden of Death- The outside grounds of the tower are given over to gardens dedicated to plants with negative effects, a small graveyards with respawning caskets (harvest bones and bonemeal). Also has an area suitable for use with the Gardening Mod.
Armory- Labeled storage for Arms and Armour.
Armory Display- Adjacent to the Armory, with Manikins and and various display cases, shelves and tables.
Study- Appropriate decor, desk, etc. Display cases, etc. Labeled storage for Keys, Misc. Papers, ?.
Suite- A large suite featuring an oversized sleeping casket, labeled storage for clothing, cloaks, jewelry, etc.
Kitchen- Including oven, counters, larder, pantry, labeled storage etc. for compatability with existing and wip cooking mods.
Workshop- Including labeled storage for Pelts, Tanned Hides, Leather, Feather/Quill/Arrow Flights, etc. for existing and wip crafting mods. Forge, etc.
Shrine of the Dark Heart- Enchanting and Spellcrafting altars, functional altars to the the dark deitys, etc. with customized blessings for Undead or otherwise evil characters. Labeled storage for Soulstones, Human Blood, etc.
Dungeon and Oubliette- Ala the cattle cell in Vile Lair. You can abduct people from your Inn and hold them here for your and or your Vampire residents to feed on.
? Other rooms? Training Area, Grotto Pool, etc.
In addition to marked safe storage containers would be marked respawning containers containg various basic stuff such as lockpicks, food, ingredients, craft goods, etc. in the areas to which they are appropriate.
NPC's. Enslaved undead and Vampires whom you gain control of after defeating the Master/Mistress. If your not an evil character, perhaps you could create cures for all of them, and use this foul place as a base from which to strike at evil. Know thine enemy and whatnot.
Fence
Fletcher
Alchemy/Poison Vendor
Heavy Gear vendor
Light Gear Vendor
Magic Vendor (One for each school)
Clothing Vendor
etc.
Appropriate Skill training abilities.
Guardians: Skeletons, Liches, Ghosts, Vamps, etc.
Killing the Boss yields a ring which teaches you a portal spell to access the Dark Heart from anywhere. Once you learn the spell you dont need to wear it, although it should be a nice magic ring, maybe using that black smoke particle effect I sawm on another modded ring recently.
Ownership:
Once complete you own the Dark Heart, the Inn and nominally the village and the Stronghold levels. Note that enemies will respawn in the village and in the Stronghold who seek to overthrow you and take control of the Dark Heart (or eliminate you and the entire place if your a Vampire or evil character, Paladin Crusaders, etc.)
Inn is functional, and will provide a modest income, as well as allow you to abduct, rob, murder, etc. guests (randomly generated nameless NPC's).
This didn't start out to be this long, guess I got carried away.
*ed for
some speeling eerors*