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Difference between revisions of "Mission:Abused and Scorned Tho' We May Be - Part One: Saber-Rattling"

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m ({{UL|Part One: Saber-Rattling}})
 
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As you have seen, the Compound is a fragile bastion against the myriad evil running amok in First Ward. Though the Hetman will not admit it, we need to be fostering ''more'' alliances with those around us, not ''alienating'' the ones we already had. The Carnival of Light will not protect us again until we heal the schism that has risen between us. And we cannot heal that schism until my sovereignty is recognized. It's chess now with the Hetman, and I think I have found my next move.
 
As you have seen, the Compound is a fragile bastion against the myriad evil running amok in First Ward. Though the Hetman will not admit it, we need to be fostering ''more'' alliances with those around us, not ''alienating'' the ones we already had. The Carnival of Light will not protect us again until we heal the schism that has risen between us. And we cannot heal that schism until my sovereignty is recognized. It's chess now with the Hetman, and I think I have found my next move.
  
'''{{yellow|The Forlorn}}''' live below us in the tunnels beneath the Compound. They are former {{red|Ghouls}} who have had their minds restored through the efforts of Dr. Helix and other brave souls at the Battle of Neutropolis. They are a pitiable folk, the Forlorn, trapped in their now-desiccated frames, remembering every hideous act they committed in the red-minded madness of their former affliction. They are pariahs, even here in First Ward. And they would make powerful friends. {{darkorange|Find the Hetman and convince him to let you to enter the tunnels and speak to the Forlorn.}}
+
'''The Forlorn''' live below us in the tunnels beneath the Compound. They are former {{red|Ghouls}} who have had their minds restored through the efforts of Dr. Helix and other brave souls at the Battle of Neutropolis. They are a pitiable folk, the Forlorn, trapped in their now-desiccated frames, remembering every hideous act they committed in the red-minded madness of their former affliction. They are pariahs, even here in First Ward. And they would make powerful friends. '''{{darkorange|Find the Hetman and convince him to let you to enter the tunnels and speak to the Forlorn.}}'''
  
 
He will bluster and mock my efforts to parley with them, but he will not deny you. The Compound is afraid of the Forlorn, thinking them monsters, and perhaps understandably so. But if word got out that the Hetman denied your help in dealing with them, he would lose face. Either way, I edge closer to the seat of my birthright.
 
He will bluster and mock my efforts to parley with them, but he will not deny you. The Compound is afraid of the Forlorn, thinking them monsters, and perhaps understandably so. But if word got out that the Hetman denied your help in dealing with them, he would lose face. Either way, I edge closer to the seat of my birthright.
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{{Mission Objective|Primary=Speak to the Hetman about the Forlorn}}
 
{{Mission Objective|Primary=Speak to the Hetman about the Forlorn}}
  
{{Mission Briefing|Contact=Hetman|Text=
+
{{Mission Briefing|Contact=The Hetman|Text=
 
{{Character}}, have you come to convince me to let your Carnival friends go again?
 
{{Character}}, have you come to convince me to let your Carnival friends go again?
  
 
* {{green|The Palatine already made that command. You're still ignoring it.}}
 
* {{green|The Palatine already made that command. You're still ignoring it.}}
  
:The only command that I am ''ignoring'' is the last one given by a Monarch who wasn't in his right mind.
+
The only command that I am ''ignoring'' is the last one given by a Monarch who wasn't in his right mind.
:I don't trust that girl, I don't trust how she magically appeared, and I'm beginning not to trust you, {{Character}}. Now speak your mind or go back to the gumbo.
+
  
:* {{green|The Palatine says you've been having trouble with the Forlorn.}}
+
I don't trust that girl, I don't trust how she magically appeared, and I'm beginning not to trust you, {{Character}}. Now speak your mind or go back to the gumbo.
  
::And let me guess: you want to help me out. Wait. Silly me, let's say that again with the Color Obvious turned on: the so-called Palatine wants to make a gesture both to me and the people of Last Word by helping out with the {{red|Ghoul}} problem.
+
* {{green|The Palatine says you've been having trouble with the Forlorn.}}
::And you're her running dog, making sure it all transpires.
+
  
::* {{green|Paranoid much? I'm just here to help.}}
+
And let me guess: you want to help me out. Wait. Silly me, let's say that again with the Color Obvious turned on: the so-called Palatine wants to make a gesture both to me and the people of Last Word by helping out with the {{red|Ghoul}} problem.
:::''or''
+
 
::* {{green|And you're going to look like a fool for declining my help.}} }}<noinclude>[[Category:Palatine Missions]]</noinclude>
+
And you're her running dog, making sure it all transpires.
 +
 
 +
* {{green|Paranoid much? I'm just here to help.}}
 +
:''or''
 +
* {{green|And you're going to look like a fool for declining my help.}} }}<noinclude>[[Category:Palatine Missions]]</noinclude>

Latest revision as of 03:21, 9 November 2012

Part One: Saber-Rattling

Briefing

As you have seen, the Compound is a fragile bastion against the myriad evil running amok in First Ward. Though the Hetman will not admit it, we need to be fostering more alliances with those around us, not alienating the ones we already had. The Carnival of Light will not protect us again until we heal the schism that has risen between us. And we cannot heal that schism until my sovereignty is recognized. It's chess now with the Hetman, and I think I have found my next move.

The Forlorn live below us in the tunnels beneath the Compound. They are former Ghouls who have had their minds restored through the efforts of Dr. Helix and other brave souls at the Battle of Neutropolis. They are a pitiable folk, the Forlorn, trapped in their now-desiccated frames, remembering every hideous act they committed in the red-minded madness of their former affliction. They are pariahs, even here in First Ward. And they would make powerful friends. Find the Hetman and convince him to let you to enter the tunnels and speak to the Forlorn.

He will bluster and mock my efforts to parley with them, but he will not deny you. The Compound is afraid of the Forlorn, thinking them monsters, and perhaps understandably so. But if word got out that the Hetman denied your help in dealing with them, he would lose face. Either way, I edge closer to the seat of my birthright.

  • I'll speak to the Hetman about the Forlorn

My thanks, Character. The Hetman will no doubt consider this a political maneuver, and he wouldn't be entirely wrong about that-- but the Forlorn do present a problem to the Compound. He'll listen to you.

Unnecessary Solicitation

I thought you were going to speak to the Hetman about the Forlorn.

Mission Objective(s)

  • Speak to the Hetman about the Forlorn

Briefing

Character, have you come to convince me to let your Carnival friends go again?

  • The Palatine already made that command. You're still ignoring it.

The only command that I am ignoring is the last one given by a Monarch who wasn't in his right mind.

I don't trust that girl, I don't trust how she magically appeared, and I'm beginning not to trust you, Character. Now speak your mind or go back to the gumbo.

  • The Palatine says you've been having trouble with the Forlorn.

And let me guess: you want to help me out. Wait. Silly me, let's say that again with the Color Obvious turned on: the so-called Palatine wants to make a gesture both to me and the people of Last Word by helping out with the Ghoul problem.

And you're her running dog, making sure it all transpires.

  • Paranoid much? I'm just here to help.
or
  • And you're going to look like a fool for declining my help.