I like the idea of the plot, but I'm worried by the comparison to PS:T - and PS:T is my favourite crpg.
The reason is that it is one thing saying 'wow - I'd love to make a mod/game with lots of beautiful writing, and wonderful dialogue-driven choices and interaction'. It is another thing having the expertise (as in training AND experience) to do it.
Think of it this way: say you had an idea for a really good gaming engine you wanted to make. You wouldn't just start making it - you'd think seriously about whether you can actually code enough to put it together, and of what expertise you'd need to outsource. Similarly, say that you want the animations to have a certain motiff to them for thematic reasons - the first thing to come to mind is whether you actually know how to animate. I'm guessing that there won't be a lot of complex adjustments to the engine, or even necessarily a significant insertion of new artwork (new creatures, animations etc) or new graphical style - because you sensibly know that you don't know enough about how to do that, and so you're best off focussing on what you can do well.
But every indie developer around thinks they can write. And not just any writing - ALL writing - that they can not only put together quest lines, but they can mix overarching plot with political/social/character themes, and friendship arcs/romances, and character arcs and getting both a plot and thematic consistency from the quests feeding into the main plot. Yet whilst I always read indies talking about their experience with graphics, animation, scripting, coding, rule design and so on, I've never heard an indie say 'Well I studied several literature units at uni as an optional stream separate to my computer science course, and I've been working really hard to get experience at both DM'g and writing - I've ran a few campaigns from beginning to end now, and I've finally managed to get a short story published with an indie publisher in a compilation (man all that advice in the fuckteen versions I had rejected was helpful though) and...'. Ok, that's over-writing it a bit, most people don't go on that much, but you get the point.
Thing is, for most indie games - and definitely most indie mods - that doesn't matter one bit. Not at all. You can make a great little game just by having some good combat mechanics, nice art style, handy interface and so on. There's been some damn fine dungeon crawlers by indies where the writing doesn't matter one iota.
But from what you're saying, the quality of the writing matters a lot for your project. Okay, you're making a mod, not a game - this is part of the learning process and all that. But if you want to spin this into making more ambitious projects (whether future larger mods or indie games) of this style, you will benefit hugely if you treat writing as an area of expertise, in which you're going to want to practice, learn a bit and get better at, just like animating and coding. Trust me in saying that you don't want to go down the path of writing fanfics (or anything for that matter) on the net, with a mixture of 14 year old girls and folks who gush over crap as your training path. I'm no expert - I do write for a living, but in academia, and not in a creative discipline either (analytic philosophy). Moreover, my writing is absolutely godawful, and if I was in an area where you had to be able to write well, rather than getting published for your ideas and having editors clean up your shitty grammar, I'd never have got a start. BUT I've seen a lot of writers, potential writers and wannabe writers go through in my time, and whilst you don't need to have studied literature (let alone creative writing) at uni or anything, so long as you read a LOT, you do need to practice the stuff. For a gaming medium, where you want to allow for player choice within a world and set of mechanics (but without being simply a choose-your-own-adventure-book in disguise) that means doing a lot of DM'g in addition to reading (and with your reading, try to read both pop/genre novels AND high-literature, you'll get benefits from both). The easiest way I know of for practicing your writing is to find a publisher that (a) does short stories and (b) gives written/emailed criticism of submitted work, and start sending them your stories. Not so you can get published, but so you can get free and regular advice from someone who actually knows what he/she is talking about. But I don't know whether that would really help with crpg-writing: most of the good writers in crpg-development come from a DM'g background instead of a writing one, but I don't know whether that's a reflection of the industry (folks with expertise in game design who happen to write on the side), or of what makes a good author of computer games.
Otherwise, looking forward to it - hope it's going well.