Difference between revisions of "Trina Furst"
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{{Contact Overview|Name=Trina Furst|City=P|Zone=First Ward|x=-2243|y=83|z=-197|Pronoun=her|HoodYN=Y|Hood=Mercyview|OriginYN=N|Origin= |LevelYN=Y|Level=20-29}} Trina Furst only offers missions to characters of [[Hero (Alignment)|heroic]], [[Vigilante (Alignment)|vigilante]] or [[Resistance (Alignment)|Resistance]] alignments. | {{Contact Overview|Name=Trina Furst|City=P|Zone=First Ward|x=-2243|y=83|z=-197|Pronoun=her|HoodYN=Y|Hood=Mercyview|OriginYN=N|Origin= |LevelYN=Y|Level=20-29}} Trina Furst only offers missions to characters of [[Hero (Alignment)|heroic]], [[Vigilante (Alignment)|vigilante]] or [[Resistance (Alignment)|Resistance]] alignments. | ||
− | '''Notes:''' | + | '''Notes:''' Trina Furst is an endless source of missions. |
__toc__ | __toc__ |
Revision as of 02:36, 3 May 2012
Overview
Trina Furst | |
---|---|
Mystic Anchorite of the Carnival of Light | |
Zone | First Ward |
Coordinates | (-2243, 83, -197) |
Level Range | 20-29 |
Introduced By | None |
Introduces | None |
Trina Furst is a Praetorian contact in the Mercyview neighborhood of First Ward at coordinates (-2243, 83, -197). Her level range is 20-29. Trina Furst only offers missions to characters of heroic, vigilante or Resistance alignments.
Notes: Trina Furst is an endless source of missions.
Contents
Introductions
Contact Introduced By
- None
Contact Introduces
- None
Information
Mystic Anchorite of the Carnival of Light
Trina Furst has dedicated her mental powers to the discovery of fresh minds arriving in First Ward and recruiting brave individuals to find them before the less-scrupulous denizens of First Ward do.
Prior to Introduction
Missing Prior to Introduction Dialogue
Initial Contact
I'm very excited to meet you, Character. I am Trina, Trina Furst, one of the illustrious Carnival of Light. I have taken it upon myself to help the people of First Ward by undoing at least some of the wrong done to them. They were sent here to disappear, but that does not have to be their fate. Here in First Ward there are plenty of people who have been found, and it is I who finds them.
Greeting
- First Ward needs people like you, Character.
- I am pleased to see you again.
Too Busy
Missing Too Busy Dialogue
Too Low Level
Missing Too Low Level Dialogue
No More Missions
- None
Store
- None
Missions
Find the missing Attendants
Briefing
A fresh batch of exiles arrived in First Ward recently. I sent a troupe of my cohorts to retrieve them, but I've lost their signal. On all channels, including the psychic personascape that the Carnival uses regularly. I need you to find out what happened to both the exiles and those Attendants I sent after them. Also, find the source that's blocking our contact.
The Carnival can't afford to be isolated like this.
Mission Entry Text
A strange sensation hits you as you enter, a constant and strained keening of psychic power.
Recover emotional ordnance from the Shepherds
Briefing
The Shepherds have grown bold of late, going so far as to raid our random uplifting thought salvo caches that we hide in the Shadowed Paths. By twisting these micro-munition memetics into more dubious and fear-ridden forms, they can sow fear into the Last Worders and bolster their ranks thereby.
First Ward is too fragile for these doomsday cultists to run unchecked with emotion ordnance that they can barely control. I want you to find the Shepherd coven called The Questing Knights where you can, put down their cult leaders, and retrieve what they've taken from us. Otherwise, more newcomers to the Ward will just become more lost than they normally are.
Don't underestimate the Shepherds, [PC Name]'. The Vortex seemingly enhances what influence they do possess, and especially in times of anger or fear. For this reason alone, we cannot let them become more of a threat to the Ward.
Mission Entry Text
Look for treasure chests. The Shepherds like keeping with the theme of doomsday fanatics of a piratical bent.
Apparitions preying on newcomers
Briefing
Most of the exiles that are sent from Coleside make for the Survivor Compound in Eltentown. It's been a something of a tradition, even in the gumbo, where that idea barely holds. The Apparitions have cottoned to this; perhaps because newcomers to First Ward leave an easy to follow trail of fearful disquietude. Whatever the case, the Apparitions have started hunting for host bodies in that area.
As troubled as the regime of the Compound is, they have always had the support of the Carnival of Light, and it is my role to protect those recently arrived to the Ward. This grisly business serves both ends.
I cannot promise that the Apparitions will be driven away completely from Eltentown. Something blocks me from seeing if they have any true agenda beyond their own ravenous hunger. But your work will not be wasted. Know this, however: though some Apparitions dare to wander about as they like, as a whole they tend to appear more frequently in the evening.