The Secret of Huntress Manor: A Far Harbor Story
Project Overview
Mod Description
Far to the south of Far Harbor, just off the coast of The Island, lies Huntress Island. Hidden amongst the fog and the blasted trees, known only to the wolves, lies Huntress Manor. It has been locked up for over four hundred years, even since the mysterious death of its owner: eccentric but brilliant scientist Professor Reginald Gideon Sebastian Hunter. It is this mysterious Manor that has drawn Ronald the Ghoul to Far Harbor where he seeks the help from on his latest adventure. Ronald has come into possession of a mysterious box which could not be opened by any key, any lockpick, or by force. After much research Ronald has discovered that the secret to unlocking the box lies in the halls of Huntress Manor.
This mod aims to expand on the existing lore of the Fallout universe of the Dunwich building in Fallout 3 and Dunwich Borers of Fallout 4. It will draw the player into the mysterious and occult world of the ancient god Ug-Qualtoth who, after his four hundred year sleep, seeks to cover the entire world in his fog. Ronald and the player will have to travel the length and breadth of The Island to make sure that doesn’t happen. Or does.
Other Notes
In each character bio I have indicated roughly how many lines each character has. A line is defined as anything the character says up to 150 characters, which is the longest the Creation Kit allows for a line. This means that some lines are actually very short, a few words, so it might not be as much as it looks!
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Character
Ronald travels the length and breadth of the United States looking for adventure and his latest has brought him to Far Harbor. He has found a locked box and believes the secret to unlocking its treasures is hidden within Huntress Manor, located on Huntress Island and was once home to a brilliant scientist called Professor Hunter. Ronald enlists the player to help unlock the box and the secret of Huntress Manor.
Ronald loves adventure. He is easily excitable and that excitement sometimes verges on childlike. He is probably the friendliest person a post-apocalyptic adventurer could hope to meet. He always as a smile on his face, is slow to anger and doesn’t take offence easily. While admirable, these traits often lead Ronald into sticky situations when he charges head-on to deal with a problem, leaving him in over his head. The wasteland has yet to defeat him, however, and each adventure under his belt is another story to tell; that’s the most important thing for Ronald. The only time Ronald gets angry is when his ghoulification is mocked.
Ronald has roughly 264 lines.
Voice
Ghouls in the Fallout franchise generally have deep, gravelly voices. Ronald's voice should be on the less severe end of the ghoul-voice scale to reflect his friendly, up-beat attitude.
Line Context
Line 1: The player meets Ronald for the first time. Ronald is pretty much the only friendly person living in Far Harbor.
Line 2: Ronald is talking to someone who has never seen a ghoul before. He becomes angry when that person calls him a demon and defends his ghoul status with pride.
Line 3: The player has just opened a mysterious box and scary things are starting to happen. Ronald is freaked out by this and is starting to wonder if he has made a mistake going on this adventure.
·
Hey there. I don’t think we’ve met yet. The
name’s Ronald, pleased to meet you.Watch who you're calling "demon", buddy. I'm a ghoul!
What the hell was that? Did you hear a voice? It
sounded like something smashed open the basement door!
Bio
Professor Reginald Sebastian Gideon Hunter was a brilliant scientist living in Huntress Manor in the middle of the nineteenth century. Although born in the New England area, his was educated and spent most of his adult life in Oxford, England, only returning following the news of the death of his aging mother. During his time back on Huntress Island Hunter was active in some of the highest echelons of New England society, forming connections with some of the wealthiest and most powerful families. In the late 1860s Hunter became more and more reclusive until his sudden and mysterious death in the early hours of 23rd October 1877.
Professor Hunter is a serious and severe man. He is prim and proper and almost never cracks a smile. His cold exterior hides a troubled man who carries a great burden that he gave up everything, his family, his friends, and even his comfortable life, to protect.
Hunter has around 166 lines.
Voice
I've put the accent as "any" but really that means English or American. As long as the accent is well-spoken and befitting of a nineteenth century gentleman then it doesn't matter if it's English or American.
Line Context
Line 1: Professor Hunter has just woken up after 400 years in stasis. He has found his family home in ruin and his oldest friend dead. This is a confusing and frightening time for the Professor.
Line 2: Professor Hunter has just found out that he has been betrayed by the player. Starts with confusion and then descends into anger.
Line 3: The Professor is explaining to the player about the Arcane Alloys, evil metals belonging to the ancient god Ug-Qualtoth. This is very serious business. Imagine you are telling a scary story.
*Heavy breathing* Who are you people? How did you get here? How long was I asleep? Why is my house… a ruin?
What? When? How could you? Do you have any idea what you’ve done you foolish fool!
They
are wretched metals, infused with evil energy. Only those who have been touched
by Ug-Qualtoth can handle them without the cold burning their skin
Bio
A man of great wealth, Anthony Dunwich founded the Dunwich Borers mining company in the mid-1800s. In reality, the company was a front for Dunwich’s obsession with finding relics related to the ancient god, Ug-Qualtoth. Dunwich believed that the secret to resurrecting him was hidden somewhere in the Eastern United States. Dunwich’s theories proved to be correct with both the Dunwich Building in D.C. and the Dunwich Borers Quarry in Boston finding alters to Ug-Qualtoth. Dunwich’s interactions with the ancient god have granted him eternal life but have also driven him to the edge of madness.
Dunwich sounds and behaves like a pantomime villain. He relishes in giving lengthy monologues and taunting his enemies. Ultimately he suffers from the classic fatal flaw: arrogance. His belief in the superiority of Ug-Qualtoth and the inevitability of his return means that he often gives he enemies the means of his own destruction.
Dunwich has around 100 lines.
Voice
There's some room to ham up Dunwich's lines. He's almost a pantomime villain in his eccentricity. He loves the sound of his own voice and getting one over on his enemies so his tone is often mocking.
Line Context
Line 1: The player and Professor Hunter are performing a ritual to banish Ug-Qualtoth. Dunwich appears on a balcony and calls down to them. He's taunting them here. Dunwich and the Professor have a history of animosity between them.
Line 2: Dunwich thinks he has won and so it letting out a maniacal, villainous laugh.
Line 3: Dunwich has just been killed by the player. Shortly before he dies he lets out this one desperate, angry, shout. Although he has been defeated, he cannot accept it.
Yoo hoo! It’s been a long time, Professor! It’s so good to see you again!
Hahahahaha!
Argh! Curse you! Curse you! Do you think this is over? If it takes another four-hundred years, if it takes a thousand years, Ug-Qualtoth will return!
There's not as much to this role. The player finds an old recording of a soldier made shortly after the nuclear war. The soldier and his patrol are trapped in a cave with limited supplies. He's scared, exhausted and desperate.
Holy shit. They did it. They actually did it. It's the big one. Nuclear fucking war.
We were out on patrol when it happened, in the national park. Jesus it was so bright and so hot. We had to take shelter in some cave.
Thing is, the damn place has flooded since we got here. Now we're stuck.
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