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ub3rman123

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Act II, side quest New in Town.

 

no see. Here, When the hunter, in the house with the vampire wants to try to get the information this is the only choice. You cannot refuse. The Vampire dies, at his hand, regardless.

 

When you split paths, there are no enemies, it pretty fast, actually. Th entrance closes behind you, and you cant go back, or follow the hunter. You go forward, You get trapped in a cage. The Ancient, who is in the main chamber outside of your cage, then says something a long the lines of. " Ah, My prey has arrived. So nice to meet you. But where is the other....?

 

He then, immediately is hit by an arrow. You see the vampire hunter appear, him screaming, "We will meet again, soon!" And pulls a lever, which opens your cage.

 

Every single vampire except the ancient has followed the fleeing Hunter, who has gone back to the entrance.

 

You then walk out of your cage, immediately engaged in scripted dialogue with the wounded Vampire ancient. He promises you power, if you help him. You get 2 dialogue choices:

 

1. "I will never serve you, Demon!" This causes him to say, "Kill me then, you fool!" Which lets you either leave, causing a scripted death BEFORE you exit, (5-10 second, i would say) and unlocking the back entrance, letting you leave unperturbed. This sided with the Vampire hunter.

 

2. "I will save you." You can use a spell, or give him a potion to heal him. If neither of these are possible, there are potions on a nearby table, which will be pointed out with dialogue or a quest marker. This sides with the vampires. You stay in the Lair.

 

IF you sided with the Vampire hunter, you will be given a quest marker to get a ring from the dead vampire, which then opens the back door. You then go out, getting a quest marker for the vampire hunter nearby, being attacked by the vampires who chased him.

 

You kill them, and he tells you we need to destroy the lair.... "Follow me i have a plan.."

 

Act II

 

You go back in, into the main chamber where the dead Ancient now lies. He casts a fire spell, which catches on the oily stuff on the floor. This sets the whole place up in flames.

 

Now, Run like hell.

 

You escape, he rewards you, but needs you to do one more thing.

 

You go to town, and one of the guards tell you: The Tavern!... It just... Fell in! A tavern just falls into a hole. It had no business, so no one important was killed.

 

You now go into the town hall, and for a dramatic finish, are sent to kill the Counselor. That imperial bastard.

 

End.

Edited by Torondiir
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Why, that sounds like a real fun part ^^ Delving into some psychology and pretty solving a puzzle with ability to add some pieces yet still within boundaries ;D Edited by Esteris
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You could go to Tamriel rebuilt for a Dark Elf name generator, if you want. And if you ever want any help or ideas for this or anything else, just tell me :)

 

 

And, I would really like to help in concepts with the architecture and landscaping of the area, if this is a possibility. I can't do an modding, I have no experience with that whatsoever, but I do think I would Be of use in any form of conceptualism and details you would like me to do or help with. Honestly, I want to be involved more in this, the concept and planning are stupendous, I think.

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Notice: I've broken up this post into several to keep loading times down for when I edit it.

 

Post 1: Basic introduction (Setting and characters), along with Act I of the main quest

 

This has some significant spoilers for when I get the mod done.

 

(nobody should read this, this is really just so I don't forget anything and have it written down)

 

 

Setting

Wayrest in southern High Rock. The city is inhabited by the Bretons, and is surrounded by a variety of hills, forests, and the Wrothgarian mountains to the north. Near the city is the ruin of Orsinium, where the Orcish army came from.

 

Main Quest Characters


  •  
  • Garel: Garel is a criminal type. She acts ruthless. Leader of a band of highway robbers. Becomes antagonist besides the orcs. Frames Sathmus Orethi for being a traitor.
  • Governor Lucia Moreth: Imperially appointed governor. Mother of Antoni Moreth.
  • Antoni Moreth: The Imperial Governor's chief aide and main spokesman. Later is made governor when Moreth dies during the rioting.
  • Sathmus Orethi: An advisor of Lucia's, accused of being a traitor, hung though innocent.
  • Caius Varo: Knight-Commander of Wayrest, gives you some missions. Has a problem with Rathyn Arano.
  • Rathyn Arano: Mage, former necromancer. First met as a prisoner of the orcs. A lieutenant in Garel's mercenary army. Later defects to the governor and helps Varo after you solve their dispute.
  • Etienne Calcis: A Stendarr worshipping priest, head of the Wayrest temple.
  • Nulfaga: A powerful witch living in a ruined castle in the Wrothgarian Mountains. Has gone senile, but can be relied on for some quick deus ex machina when needed.
  • Third Numidium: Icaria, a large war golem constructed by the Direnni Clan from the broken parts of the first Numidium. Not nearly as powerful as the first two.

 

Morag Tong Characters


  •  
  • Ethes Salvel: Guildmaster of the Morag Tong
  • Mathas Salvel: Son of the Tong Guildmaster
  • Eldor: The next-ranking assassin in the guild.. Gives you the side quests.
  • House Sadri: A noble house in Wayrest with Orc origins
  • Neloth Sadri: The leader of House Sadri, assassinated at the beginning of the line
  • Sovisa Sadri: Wife of Neloth, leader of House Sadri after his death
  • House Veranius: An enemy of House Sadri, lead by Lord Veranius

 

Other Characters


  •  
  • Matron Bara Geth: Unofficial leader of the refugees in Wayrest
  • Vishta: An argonian healer
  • Malius Fen: A vampire hunter who's investigating the town of Mereth Fell
  • Inwold: A vampire ancient, lives in a hideout under Mereth Fell
  • Andre Cienne: A young vampire who set Malius on Mereth Fell by killing a traveling merchant

 

 

Major events in the past (Pre-mod)

Telvanni War: With weakened Empire influence in Morrowind, the Orc have taken the opportunity to expand their holdings.

The Direnni rebuild the Numidium: Following the Warp in the West, members of the Direnni were drawn to the power of the Numidium. Their best attempts resulted in a golem far inferior to that of Sotha Sil's, but still quite capable of turning the tide of battle.

 

Locations in the Mod

 

Wayrest

The centerpoint of the mod. A large city split into districts:

The Outer District - A poor shanty town that borders the inside of the main wall. Surrounds almost the entire city

The Docks - Connected to the coastline, has many ships, etc.

The Market District - Just inside the city, contains most of the shops and stalls. Large open bazaar

Commoner's Row - A large collection of residential housing

The Inner Court - Noble and rich houses, contains the governor's mansion

 

 

Soluthis

The Orcs take over this town as their base of operations and staging area. Several houses along with orc mercenary tents later. Surrounded by a palisade fence to make it easier to phase in the Orc things. The center of the town is a stone tower that provides a view over the rest of the area. The Orcs live in this tower during the invasion.

 

Mereth Fell

A fishing village similar to Dagon Fel in the north coastal region of the area.

 

Veran's Creek

A moderately sized mining town.

 

Reorganization into 4 Acts

 

Act I: Focuses on the player's entry into the world and meeting the characters.

Act II: The war starting, trebuchet nuking

Act III: Figuring out who the traitor is

Act IV: Endgame

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  • 2 weeks later...

Act I

 

 

 

 

  1. The player is told that they've heard reports of a seemingly peaceful dragon in the western mountains of Skyrim.
  2. When the dragon, Skakmat, is found, he explains that his master must speak to you.
  3. Haste must be made, for danger is rapidly approaching. He teleports you and himself to Castle Shedungent.
  4. On arriving inside the ruined castle in the Wrothgarian Mountains, the player sees Skakmat fighting with orcs on the upper area of the tower.
  5. The PC will need to take the long way around the castle to reach her. The castle is populated by orcish spirits and undead, as many slain orcs are around the place.
  6. At one point the player comes across the corpse of Skakmat, Nulfaga's pet dragon. Killed by the orcs.
  7. Eventually the player comes to Nulfaga. She explains that there will soon be a war among the men and mer of the Iliac Bay. Wayrest will be the site of a great struggle between the two most prominent armies, Wayrest and the orcs, though others will certainly have their hands in the outcome.
  8. It is up to you to decide the fate of the region, as you are the only one powerful enough to singlehandedly decide its fate as well as wise enough to know what it should be.
  9. The exit from the castle was destroyed by Skakmat to halt the orcish advance, so you'll have to travel through the caverns of Sever Rock to reach the forests and plains of Wayrest.
  10. After going through the caverns and fighting some orcs, the PC is paralyzed and dragged to a cell in the Orc camp.
  11. In the cells, he meets a fellow prisoner, a mage named Rathyn Arano.
  12. Arano doesn’t know what the Orcs plan to do to them, but it likely won’t be particularly humane.
  13. After a short time, a guard comes escorting an Orc warlord (Who, by no small coincidence, is the Orc lord you kill at the end of the Queen’s branch).
  14. He takes you, along with the rest of the prisoners, to the arena. Two of the other prisoners are forced to fight.
  15. After one prisoner lies dead, you're put into the arena to fight the other. You kill him, and the warlord calls a halt for a meal before you fight Rathyn.
  16. When you're returned to your cell, Arano has a plan. He says that before he was a member of the now-defunct Mages Guild, he was a necromancer.
  17. He can help you with summoning a powerful undead monster, a Bonelord, that can help you to escape from the orcs.
  18. The player escapes from his cell with the aid of Arano, who'll explain to anyone asking that some guards took you away.
  19. You make your way to the storage cavern, which is a warehouse-like area with a few patrolling guards. Sneak past or stab them.
  20. With the guards out of the way, you locate the reagents you need for the summoning: A filled soul gem, a box of alchemical ingredients, and a mage's staff.
  21. They're scattered around the cavern, while the staff is on a mage who is also wandering around.
  22. Return to the cell. Arano then grabs a guard who is going by the cell and kills him, dragging his corpse into the cell.
  23. He sets up the ritual and proceeds. When finishes, he gives you a small talisman that you can break to summon the Bonelord.
  24. He tells you to get some rest and he'll clean up the traces of what's happened.
  25. On waking up, you're returned to the arena and outfitted for combat.
  26. The champion shows up and tries to kill you. Presumably at this point the player will break the talisman.
  27. The Bonelord appears and tears apart the champion, then breaks down the entryway and slaughters his way through the audience.
  28. The Orc warlord, of course, flees.
  29. With the way open, you're free to leave. You follow in the Bonelord's wake as it kill all the orcs in your way.
  30. Eventually, the Bonelord disappears when its magic runs out.
  31. Arano greets you on the way out, saying that perhaps you'll meet again. The PC is now free to wander the High Rock region.

 

A Little Wandering

  1. Rumors are given to the PC about a town on the fringe of Wayrest's countryside where people have been disappearing and strange shadows seen at night. These shadows, on investigation, turn out to be orc agents scouting the town out as a staging area.
  2. You're urged to speak with the queen about it, but you find that the queen refuses your audience, instead having you deal with his second in command, Antoni Moreth.
  3. Moreth requests that you find an old friend of his, Caius Varo, who retired shortly after the war against the Thalmor. He wants you to convince him to rejoin the army as his commander. It won't be easy, though, since Varo left under the cloud of a terrible incident.

 

Left Behind


  1.  
  2. Varo lives in a house in the commoner's district of Wayrest, and is surprised by your appearance.
  3. When you tell him why you're there, he's stunned that they'd take him despite what happened.
  4. If you inquire as to it, he'll explain.
  5. He was the imperially-appointed leader of a battalion of warriors during the Aldmeri Dominion.
  6. During a march to a battle, they were ambushed by a group of Thalmor soldiers who were waiting for them. To cover the battalion's retreat, he ordered a group to stay behind to hold back the Thalmor, selected from every tenth man in the battalion.
  7. Among those who died staying behind was the brother of one of Varo's closest friends, Rathyn Arano.
  8. Arano never forgave him for his decision, and Varo left the Imperial Legion with his reputation in shambles after the botched escape.
  9. Varo says that the past is gone though, and if the Empire needs him again he is willing to serve.
  10. Before he can go, though, he needs an old heirloom: His sword from the Legion days that he cast aside when he left.
  11. He left it in an Imperial fort which has now been taken over by bandits. Go fetch!
  12. When you return with it, he tells you he's prepared to serve the Legion. Return to the queen with Varo to hear his conversation about it.
  13. Moreth says that while you were doing that, he received more reports of strange happenings, and that you should go with Varo to the place.

 

[/line]

A Few New Friends.. And Enemies

  1. At the place he suggests they look, they're attacked by a band of Orc mercenaries.
  2. After a short time in the battle, a group of fighters from Arano's group attack as well, joining on the player's side. When the mercenaries are dead, Arano talks to the player and brings him back to his ruined keep/camp.
  3. Player meets with Garel, Arano's master. She tells about the Orcs' attack plans and grants you Arano as an aide. Arano dislikes being forced to travel with Varo, but goes along with it.
  4. On meeting with Moreth again, he's concerned about the plans. Mid-speech, the attack begins. How dramatic.
  5. The player goes outside to find that a group of Orc mercenaries are attacking the city, making time for a larger army to get in place.
  6. Varo is outside, fighting off a number of the mercenaries alone. The player helps him to kill them and they continue to fight the mercenaries. When the threat is temporarily ended, they return to the queen.
  7. Moreth tells them that they'll need to prepare for war, and that he's making Varo an honorary legionnaire to make up for his losses in the past. He tells you to talk to Varo or Arano for things to do.
    -> From this point on the city is under siege. The wilderness outside is patrolled by Orc agents, as is the gate of Wayrest.

 

Act II

Reason will not decide at last; the sword will decide.

 


  1. Old Wounds
  2. Moreth makes a side request of you: He wants you to try to get Varo and Arano to work together again as they used to. Speak with Varo about it.
  3. Varo requests that you try to speak with Arano about it, as Arano won't speak to him.
  4. Arano is furious, but he asks you to do something. He wants an heirloom that belonged to his brother, a cloak. The last place he saw it was in his home town, which was destroyed by corsairs.
  5. You go to the ruined town and find that the cloak has been taken. All that's left is a crude banner left by the pirates. You take the banner with you to find out who did it.
  6. You're lead to a savant in Wayrest who tells you that he can find out who the banner belongs to, but he wants a favor done.
  7. A rival of his has a book in his possession that he wants. Go get the tome.
  8. The rival is willing to sell the book to the savant, but he's lost the key to the display case. It probably wound up in the sewers..
  9. You need to go to the drain from his house and retrieve the key.
  10. When you get the key, he'll tell you the book is yours when he gets the money for it. Go back to the savant, who will give you 2000 gold to trade for the book. (Or steal the book from the case and earn some extra cash)
  11. After giving the savant the tome, he'll tell you the location of the pirate hideout. Go there, murder everyone, and get the cloak.
  12. When you return it to Arano, he'll put it on. He acts as though he's in a trance, calling out to his brother.
  13. A ghost appears and talks to Arano, saying that he's forgiven Varo.
  14. Arano is stunned. He agrees to work with Caius Varo.
    [/line]
    Moving Along
  15. A number of these quests ensue. Potential quests:
    - Destroying an orcish message carrying orders (Varo)
    - Setting traps up in the town (Rathyn)
    - Stealing a shipment of food from a Orc storage house (Rathyn)
    - Convincing a merchant to give his ship for the war effort to transport supplies (Varo)
    - Assist in torturing an Orc agent (Rathyn)
    [/line]
    Detour
  16. After doing 3 of the quests, a new quest is unlocked where you have to assassinate a leader of the army. You sneak out of the city to meet with your contacts, Arano and Varo. While leaving the city through a passageway, it collapses, dumping you into an abandoned mine. You go out and find yourself behind the enemy lines, just near the siege machinery. You can either escape to find Varo and Rathyn or go ahead alone to kill the leader. Either way, you're successful and return to the city through a different passage.
    [/line]
    Neither First Nor Last
  17. On completing the last three quests, the city is hit with missiles from the siege machinery. Moreth tells you that you have to find a way to destroy them.
  18. To destroy them, you'll first need Dwemer satchel charges. These can be found in a dwemer ruin outside the city.
  19. When you have the charges, you have to back into the collapsed mine and set them up in the location underneath the trebuchets. Boom!

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Act III

A wise man will not leave the right to the mercy of chance, nor wish it to prevail through the power of the majority.


  1. Twisting Relations
  2. When you return to the city, Antoni Moreth talks to you. Apparently the decoded message from the courier revealed that there is an informant high up in the city who's been feeding the enemy information. However, the siege of the city is at a standstill as both sides rebuild their forces.
  3. Moreth tells you about a trick he learned from an old book for rooting out spies. He'll put out a dinner party with all of his suspects present, reenacting the events of A Game at Dinner.
  4. At the party, a servant of his is poisoned and dies. Searching his quarters reveals incriminating evidence that shows he was hired by Sathmus Orethi.
  5. Sathmus is taken away protesting to the dungeon.
    [/line]
    Not All You See..
  6. When you go to talk to Sathmus, he insists that he's innocent. He tells the player to find a former aide of his who ran away in the night and is hiding out in the forests.
  7. Turns out the aide fled to a town on the coast and is hiding there.
  8. Turns out that bandits kidnapped him. You fight your way into their camp and find him tied up. On escorting him from the area, he'll tell you about what he saw.
  9. Sathmus isn't a spy, but in the aide's opinion, he deserves death. He's made decisions in Garel's favor for some reason, and has ordered people executed to help Garel with crime. He suggests that he deserves death.
  10. The informant flees to the town and takes a boat away from the area.
    [/line]
    Desperation
  11. Outside the city, you're confronted by Garel, who offers you a large payment to allow him to die, along with letting the Queen believe that Sathmus was the spy.
  12. You return to the city to tell Moreth about your discovery. Just in time to see Sathmus about to swing from a rope.
  13. As Sathmus was about to face his death he manages to tear off his gag and claims the Queen was the one who instructed him to spy in hopes of profiting from the fall of Wayrest and the Redoran's utter destruction (A blatant lie).
  14. The Queen denies it, but the crowd is stirred. He orders Sathmus re-gagged and the execution hurried.
  15. Path splits. You can save him, in which case he is shot by Garel who is sniping from above. She flees.
  16. Otherwise, he hangs. Afterwards Garel gives you the gold for letting him die, and offers to let you join her on the winning side, she says. Talk to her later at her stronghold if interested.
     
    [/line]
    No Time for Doubt
  17. You'll have to help with preparing for war once again, this by repairing the supply line to the city which has been broken. You must speak with a man who leads the Temple, Etienne Calcis. He's told the Governor he has information that can greatly help the war effort.
  18. You go to seek an audience with Etienne. Before he’s willing to help you, he requests you retrieve a lost holy relic: The Lord's Mail. He tells you a witch knows where it is, but she won't help unless you convince her great granddaughter to join her as her successor.
  19. The great granddaughter lives in the upper quarter of Wayrest, and will have to be snuck out of the house. She's willing to join you, as her parents are keeping her locked in the upstairs. Get her out of the house to the sewer entrance in the basement.
  20. After getting her to the witch's lair, the witch tells you that the Lord's Mail is in a hidden room underneath Sarian's Tower in the north. The key can be found in the top floor.
    [/line]
    Digging Up the Past
  21. After helping Etienne, he's willing to offer information that can help you with the war effort. He's found a war golem built by the Direnni clan, which contains pieces of the long-lost Numidium used before the Warp in the West. With some special supplies, he can rebuild it and use the golem to help the Imperial army against the orcs.
  22. He'll get you close to the location of the Direnni’s lost workshop, and tell you to summon him to it when you're in the chamber with the Numidium so he can analyze it.
  23. You go to the place and after a dungeon crawl, reach the Numidium. It's in broken pieces. Etienne tells you how to fix it.
    [/line]
    Lost and Found
  24. The first thing you'll need is two very unique tools: Sunder and Wraithguard. They were left in the Direnni Tower on the island of Balfiera when the Direnni clan left. Now it is filled with lost spirits and traps, as well as the remains of experiments conducted by the Direnni.
  25. You secure passage on a ship to the island. After entering the tower, the player finds both items.
    [/line]
    Not Lost Enough
  26. The next thing is called the Mantella. It was almost destroyed in the Underking's battle, but it eventually returned to the Mantellan Crux, a part of the Aetherius.
  27. Etienne teleports you back to Castle Shedungent, where you request Nulfaga to teleport you to there.
    [/line]
    Into this World We're Thrown
  28. Give it to Etienne. He'll tell you to return to the town and purchase some supplies from a warehouse he had ordered from, then come back for the assembly.
  29. When you arrive back at the chamber, Etienne is standing in front of the Mantella with Kagrenac's tools in his hands. Talk to him.
  30. He'll say he wants to use the Tools to make himself immortal like Vivec.
  31. Choices: Kill him to stop him, allow him to do it, or talk him out of it.
  32. If you allow him to do it, he'll be killed by the power of the Mantella. Either way, you have the Dwemer remote and thus control over the Numidium.

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