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Project: Odyssey - Odyssey of the Dragonborn contributors needed


icecreamassassin

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I have been working on a massive project with “Legacy of the Dragonborn” since April 2014, and the museum is finally finished (see http://www.nexusmods.com/skyrim/mods/52248/? for details).

My next endeavor is an expansion called " Odyssey of the Dragonborn " and is an extension of the central “Shattered Legacy” questline that began in Legacy of the Dragonborn, which is quite epic in its scope, and pretty epic in its undertaking and I am reaching out to the community now to get others involved.


Prelude:

In Legacy of the Dragonborn, the dragonborn follows a quest to obtain the fragments of the shattered amulet of kings and learns of their true legacy as the “seventh son of eleventh generation” (the seventh and last dragonborn, eleven generations after the previous dragonborn) This tied the Nerevarine prophecy in and establishes a lot of deep content that fits in with lore really well, as we learn who the six dragonborn were before you. You undertake a quest to obtain a relic from each of the previous dragonborn so as to make an appeal to Akatosh to reform the amulet. The amulet is reforged and you receive your prizes.

Brief Synopsis:

The Thalmor are seeking to create a new Numidium to conquer all of Tamriel in a rather ironic turnabout of Tiber Septims victory over the old dominion. The mod will take the Dragonborn on an Odyssey to key locations across all of Tamriel in order to thwart the Thalmor. The prophecy of the dragonborn is expounded upon as it becomes clear that “The wheel” plays a part in the prophecy and it turns upon the dragonborn but the arrival of Alduin the world eater was not the full circle of the wheel turning. As the Thalmor are dabbling in forces involving the tower and the wheel as a result, the dragonborn naturally is pulled into the events. The thalmor hatch a plot and attempt to gain control of a tower stone or to create a new mantella with a soul powerful enough to fuel the new brass god they are seeking to make. You undertake journeys to: Red mountain, Murkwood, Ebonheart, Umbriel, Halls of Colossus, Fang lair, Direnni tower, and Green-Sap in Elden Grove, either thwarting the Thalmor or being bested by them as the plot develops. (full details at the end)

What my role will be:

I am a pretty well rounded modder, capable of implementing most elements of the game into a mod, doing moderate to more complex scripting, complete from scratch model building, texturing and collision building, quest building, NPC and dialog creation, Voice acting, etc.

My role will be to coordinate the overall project and to implement content developed by contributing project members, ensure it all meshes together in a way that flows with the overall goal of the story and to pick up the slack of any aspect that falls behind be it if people have to pull out, can’t finish what they started, etc. I’ll take what is done so far and run with it to finish it out and implement it. I will also be the primary main quest programmer.

What I need:

I need a handful of dedicated people to help in creating key components of this mod, primarily focusing on:

World space development
dungeon design
Quest implementation (side quests)
Model and texture building
NPC implementation
Voice acting


Each of the major geographical areas of the project can be thought of as a mini project unto itself, operating independently of the others. I'll work closely with each group to ensure that the overall outline is followed and that side quest content created by the group works within the scope of the greater project. I'll then start merging content in a chronological fashion and implement the content along with the main quest construction for the areas. Once main quest content is complete, dialog content can be checked by other folks, brushed up and then sent along to the voice actors.
I'd like to release the mod in a series of acts where we release a play test beta once content is complete, work out bugs and release a solid worldspace/main quest act. Then repeat the process and release the next act and so on until the project is completed.

 

Below will be the detailed development plan for each section of the project broken down by act or worldspace as well as a directory posting that will contain a list of the participants, project sections they are involved in and links to planning forum threads.

 

Any questions or to offer your support please feel free to contact me and let me know what you are capable of and what you'd like to be involved in. Links to other work you have done would be much appreciated and those doing so will have preference over those who don't have example work posted. Thanks!

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Directory of participants and links:

 

Project Coordinator/Main writer/Core Implementation: Icecreamassassin

Worldspace/Interior designer: MyBad

 

Key weapon/Item designer: RonnieMagnum

Assistant story developer/Loremaster: Deskins30

 

Morrowind Resource Development an collaboration: SoMTeam

Elsweyre resources contribution: MuppetPuppet

 

Voice actors:

Temperance10- Auryen Morellus

Humbobobo- Xivilai character, Astolphous (psijic)

DarkRouge21 - Various voices

 

More to come...

Edited by icecreamassassin
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Project Odyssey

PLEASE NOTE: This lists the entirety of the plot line of this project, MASSIVE SPOILERS

Updated 11/30/2017

 

Prologue: Auryen:

Auryen is born and raised in Alinor and studies at the Crystal tower. During his various travels he meets his wife Angelina Morellus and has a daughter Vartel (living tower). Less than 10 years later comes the Oblivion Crisis. Angelina is killed in the raid on Crystal Tower by the Daedra and Auryen, using elder magics is able to bind the stone of Crystal law (Crystal-like-law) to his daughter and flees in an effort to preserve the tower through this anchoring of the stone from another plane to his innocent daughter. At this point his daughter’s aging is slowed to a near timeless speed. She more or less matures mentally like normal but remains a 10 year old physically.

 

Auryen then joins the Gwylim University and continues his studies, hoping to find a way to eventually restore Crystal Law and separate the stone from his daughter. The Thalmor begin to come into more influence and start the third dominion. Knowing Auryen by name and expertise, they manage to recruit him under the pretense that they could help him learn what is needed to separate his daughter and return Crystal Law to its former glory. As time progresses however it becomes evident to him that the Thalmor are ruthless, bloody and are seeking the power for themselves for their own ends and when he is brought to appraise the staff of Chaos after the great war, he knows for certain that they are seeking to manipulate the Crystal Like Law in some way. Realizing that the staff of chaos could have a terrible effect on his daughter if they used it to try and fully bring the Crystal-Like-law into being in this world, he seeks to leave their ranks. They refuse and he goes into hiding for a time.

 

After leaving, Auryen places Vartel in the care of relatives on her mother’s side. They eventually catch Auryen and threaten to charge him with desertion but because he is the only person who knows where his daughter is and is one of very few remaining Altmer who know of the magics involving crystal law, they need him alive. Their threats however are enough to make him agree to play nicely. And so they place him in Skyrim to continue to gather relics of power until such time they could find his daughter and unlock the secrets needed to gain the full power of Crystal-Like-Law. They also expect Auryen to be a spy and relay any important information he may discover from the blue palace.

 

Mannimarco:

During Septim’s rise to power, he fathered a child with Barenziah which he ordered to be aborted. Being the political and mythic player that he is, Mannimarco saw to it that the child’s life was spared, without the knowledge of septim or barenziah. He knew that the blood of the dragon which the child carried would be invaluable to his plans to achieve true godhood. Mannimarco saw to the operation with one of his followers and the child was kept alive with necromancy and many blood sacrifices and would one day be the key to his plans. With his attempt at a planemeld with Molag Bal thwarted he would turn to other aims. He plotted and conspired and achieved CHIM during the warp in the west, leaving his mortal shell behind which was destroyed by the hero of Kvatch during the oblivion crisis. The fall of the mage’s guild occurs and the worm cult is hunted into near extinction and forced underground. Mannimarco was thought dead by all non-believers. With the end of the kalpa and the fulfillment of the prophecy soon at hand, Mannimarco possesses Barenziah’s son to once again walk the earth and revive the cult. Working to collaborate with the Thalmor and the daedric influences of Dagon, Mannimarco works silently in the background while other forces do the dirty work.

 

Thalmor:

In the 70 years prior to the great war, the third dominion carefully laid out its pieces and sewed discord to break the empire apart. The great war itself saw the demise of talos in the eyes of the empire and the weakening of white gold. They also obtained the staff of chaos, but all of the elder scrolls mysteriously disappeared before falling into the hands of the Thalmor. They sent out hired agents from the Morang Tong to attempt to secure the fragments of the Chim-el adabal (under the pretense of daedra worshipers trying to keep the stone from being reforged). The Thalmor threw Skyrim into upheaval with the concordant knowing it would enrage the fanatical nords and the result would either further weaken the empire, or weaken the last vestiges of Talos worship (a win win). Now with the prophecy near complete, only the dragonborn was remaining as a thorn in their side and the ultimate end of all things. With the destruction of Alduiin, their plans to end existence would need to once again be a hands-on effort. The Thalmor, aided by Mannimarco make a move upon Balfiera, partly as a test, partly as an unexpected play for power.

 

Adamantia

Auryen is met by someone from his past, and appears to be making arrangements to sell artifacts to them. Caught by the dragonborn, Auryen explains that he wants to in fact sell them fake artifacts in order to uncover a black market ring run out of Balfiera which has caused quite a few interesting relics to go missing from around the world which he was attempting to get hold of. The idea is to take a shipment of fakes to Balfiera, make the delivery and then follow the individual to find who they report to, who ends up being the Thalmor. Auryen keeps it under his hat that he had any knowledge of this because he doesn’t want to associate himself with their efforts, isn’t quite sure what exactly the Thalmor’s aims are and feels guilty enough that he isn’t even sure how his dragonborn friend would take it.

At adamantia, the curse of Nulfagga is the primary lead in that allows access to adamantia and the historical records there. You learn of the Thalmor’s political plot to force the Direnni into joining the Dominion which the refuse to do, and gather what you need to infiltrate the crypt and stop the curse. The curse mission gives indications that something larger is at work. You discover that the curse was stirred up by a much greater power than Nulfagga, and her re-awakening at a faster pace was merely incidental, caused by Dagon’s attack on Adamantia (which you see when you hasten to report the finding to Vorian. Dagon is attempting to swallow Balfiera to retain it for the next Kalpa in his continued effort to bloat Alduiin out of being and take over existence. Mannimarco is who has made this all possible. Using his new avatar’s dragon blood, he bastardized a sort of new covenant which weakens the barrier between here and Oblivion, allowing Dagon to make his play. His ritual is made in much the way he caused the soul burst and the would be plane meld of Molag Bal in the 2nd era. This time however he has ACTUAL dragonborn blood to warp the ritual with. Since Balfiera is mantled by White Gold and arguably even more potent and powerful, his ritual has real possibility of success. The player must delve into oblivion to stop the anchor from the other side and then rush to stop the Thalmor who have also been worked by Mannimarco, who claims the Dagon invasion is a distraction to help them obtain the stone. Mannimarco already knows that the zero stone cannot be obtained in this direct fashion, but if Balfiera can be claimed by Dagon at least, that is one step closer to mannimarco being able to mantle him and have control over convention at the dawn of the next Kalpa. After defeating the Xivilai and other daedra inside oblivion, the Xivilai betrays dagon when dagon turns on him for his failure. The Xivilai swears fealty to the dragonborn for sparing his life and is freed from Dagon’s control. With his aid, the dragonborn is able to breech the field protecting the Thalmor and fight them off.

 

Umbriel

Umbriel appears almost by coincidence, drawn by the presence of Umbra at the museum. There is a strange energy that prevents the airship from coming anywhere close to the floating isle and the Xivilai suggests that the sleeping tree may be a link between this world and Vile’s which Umbriel is part of. Sure enough the sleeping tree is able to send the player to Umbriel but the player is waylaid by Clavicus vile who pulls him into his realm to charge the dragonborn with the task of ensuring that Umbriel is destroyed once and for all time and rejoined with his realm. Out a window you see a massive chunk of his realm missing. Once inside the Ingeneium, the player can summon vile who will reclaim his lost property from Umbra. Agreeing, the player is sent to the isle and encounters a battle in the city between the Thalmor and the Psijiics. I am thinking that for interest sake we see Thalmor present and searching all over the city and as you too investigate, you learn of a resistance movement to stop the Thalmor led by some other outlanders (the Psijiic) you encounter the Psijiic from the mage’s guild quest briefly and join in the efforts of the Psijiic Astolphous to stop the Thalmor from reaching the Ingeneium. A fight ensues in the streets as both parties race to get there first and in a final climactic fight in the center chamber Umbra arrives and kills half of the Thalmor and Psijiics. You summon vile who instead of using the sword Umbra against Umbriel himself, plunges the sword into his own chest. The entire island starts to fall from the sky and break apart. The Psijiics can port the remaining survivors out but the ingenieum power is interfering, so the player has a set amount of time to escape the collapsing island and get to the surface where Astolphous can teleport the group to safety. Once teleported, you end up in vile’s realm, once again waylaid, this time the land is rejoined and vile is still present and alive. Deeming that his own soul was far to grand to be absorbed by Umbra, vile ascertained that “if you can’t beat em, join em” and basically took over Umbra from within when it attempted to capture his soul. Player is rewarded and sent back to rejoin the Psijiics who are now on the north shore of Skyrim and you see the fallen shell of Umbriel in the water of the sea. An excavation quest will become available for the ruins of Umbriel.

 

Morrowind

Making the connection that the Thalmor were seeking soul trapping ability that exceeded normal soul trap soul gem magic leads the team to deduce that the Thalmor may next be seeking to investigate the path that Umbriel took its first time through in 4E 40. Deeming they would likely start with Morrowind to seek out any potential remnants of the Ministry of Truth which crashed into Vivec City, the group heads there to investigate. Ebonheart is investigated and found to be overrun by undead and Thalmor have infiltrated the depths of Ebonheart and retrieved the hammer of Gharen. Back at camp Auryen is making progress in uncovering some minor remnants of Vivec city’s undercroft when there is activity originating from red mountain. The player heads to red mountain where they trail the Thalmor who are investigating the ley lines for any remnants of power left behind from the heart of Lorkhan. A tied in explorer guild quest to excavate the area will introduce Vartel (under an assumed name). She will want to accompany the excavation and will prove to be what appears circumstantially useful with “accidental” findings when in fact she is quite competent and aids the excavation. The excavation will present a ghostly reenactment of the battle of red mountain with key figures such as dunmac, nerevar, almalexia, Wulfharth and others The excavation reaches an end when they are stopped by a powerful gate before an empty dias that blocks the way into the mines. The excavation comes upon the Thalmor who are investigating the area with the hammer of Gharen in hand. They surmise that the anvil of Mithas must be missing.

 

*What is discovered at the end of the red mountain excavation or what event leads to the path of titans?

 

Path of Titans

Drawn to the path of titans, a monument of sorts representing the events of the warp in the west, the Worm Cult has set a trap for the Dragonborn where they cast a massive soul trap spell and barricade them in, and using the staff of chaos, trying to focus their soul to condense into a new Mantella of sorts. Valthurian, the Thalmor lord arch villain is also present and addresses Auryen personally, finally revealing Auryen’s affiliation with the Thalmor. In the aftermath, Auryen finally comes clean that he was a member of the Thalmor and knew right from the get go who the black market trader answered to but not the specific person. He does not divulge anything about having a daughter as he knows that the fewer people who know anything about her the better. He also doesn’t relay anything concerning the crystal tower but does mention the staff of chaos and what they may be planning by its use and that it was the catalyst for his departure from the Thalmor. He explains that the Thalmor continued to extort him and in actuality arranged for him to go to Skyrim ahead of their plans to stoke the civil war. Auryen further explains that he did what he had to, to placate them, but after reading more into the legend of the Dragonborn he began to realize that they would be central to the Thalmor plot and he has aided the dragonborn all this time in an effort to set them on their path to thwarting the Thalmor plot.

*Additional involvement for the Cult of Worms needs to be determined hereafter and a visit to Artaeum and meeting Queen Barenziah to learn of Mannimarco’s deception and currently involvement needs to be planned. This can still remain a sub plot as it is not the primary focus.

 

Black Marsh

The group determines that there must be something beneath red mountain that the Thalmor are still seeking, and as the eternal champion once gained access to its depths by striking the hammer of Gharen upon the anvil of Mithas. The hammer was found in Ebonheart, but the anvil likely was stolen when the Argonians invaded morrowind. The group sets out for Argonia in hopes of locating it before the Thalmor. The group encounters the conclave of baal who says that the Thalmor had just come to inquire about it as well, along with the Storm Crystal, a powerful stone that absorbs power from around it, especially corruption. They turned the Thalmor away. The player discovers from the conclave that the Storm Crystal was moved from its place beneath stormhold and hidden inside of Murkwood. It had absorbed so much corruption from the arrival of Umbriel and the resulting undead that it began to seep corruption, so the conclave of Baal moved the crystal and have been struggling against the remaining undead ever since. The conclave agrees to show the way to Murkwood if the Dragonborn assists in the retaking of stormhold. While the player liberates Stormhold, the Thalmor seize the anvil. The Conclave sets the Dragonborn on their path through murkwood seeking out clues and hints to guide their path through a map-less, compass-less bleak area. Once the storm crystal is found, the Thalmor show up and snatch it from the player.

 

Return to Morrowind

The group is at a loss as to where the Thalmor would take the storm crystal and worry that they are unaware that it is seeping corruption. The only other lead the player has is to return to red mountain and try and stop the Thalmor or see what they seek to recover from the depths. They arrive to find the anvil in place and the great doors to the mines opened. Deep inside, a simply gargantuan chamber exists; the birth place of the Numidium. The connection is made that the Thalmor must be seeking a power source and to build their own massive automaton, either in an effort to conquer with it, or a greater purpose akin to the brass gods power to invoke a dragon break by refuting the wheel of Arubis.

 

Crypt of Hearts

Eventually word comes from nearby Dragonstar that a cloud of corruption has been seen over the crypt of hearts near the city and the Thalmor have the city on lock down. Reaching Dragonstar on the Skyrim side, the city has been put under martial law by the Thalmor. The group is approached by a group of Redguards who inform the player that they had been on route from Stros M’kai to seek the Dragonborn who could safeguard A’tor, the soul blade. Recent interactions with the Thalmor led them to believe that they were making a play for the sword. Auryen believes that the Thalmor could be seeking it as there is a possibility that the sword is the stone of Orichalc, the Yokundan tower that is thought to have fallen when the isle sunk. The sword however was taken into the crypt of hearts by the redguard’s captain who delved into the crypt to try and thwart the Thalmor’s efforts. When they arrived, the Thalmor stole the seven star teeth from inside the crypt in order to prevent the suppression of the shadow demon known as Umbra’Keth. With the teeth once again gone, the shadow demon would begin to revive. The Storm Crystal was placed upon the top of the crypt to absorb his growing power. Their captain entered the crypt to attempt and slay the Umbra’Keth, thus cutting off the Thalmor’s purpose but he failed. In order to delve into the crypt, destroy the demon, rescue the captain if possible and claim A’tor before ultimately stopping the storm crystal, the player will need to recover at least 5 of the 7 teeth held by the Thalmor in Dragonstar. The player then must investigate and track them down. Once 5 are found they can opt to find the Umbra’Keth but he will be much harder to defeat than if they find all 7. After replacing the star teeth and defeating the Umbra’Keth, the dragonborn is told by A’tor (the sentient sword) that he can suppress the power of the storm crystal. The player fights and reclaims the storm crystal and stops the seeping corruption threatening Dragonstar. As the group sets to depart, Auryen seen rather troubled but downplays it (he was told by Thalmor in Dragonstar that they found his daughter).

 

Greensap

With the introduction of A’tor into the mix, and the revelation at red mountain that the Thalmor may be seeking to build a numidium of their own, Auryen is starting to piece together the truth about what the Thalmor are ultimately seeking. Since the failure of procuring a tower stone from white gold or Adamantia, they shifted their focus to researching means of entrapping the dragonborn’s soul instead or manufacturing an immensely powerful stone of some kind, something on par or even more powerful than the mantella. They are clearly looking to create their own tower, but to what end? It would seem more apparent that they wanted to destroy creation rather than re-enforce it. Astolphous suggests that deeper understanding is required and as the prophecy states; the wheel will turn upon the last dragonborn. Since Alduin was destroyed, the destiny must be something more. He suggests the Orrey at Greensap as it reveals the truth for any who stand within in, and would also be a logical place to attempt to thwart the Thalmor as they may attempt to seek the perchance acorn.

 

The player steps into the orrey and receives a message about their destiny:

“Akatosh was born of the dream of men, but has always existed through all time for he is Aka embodied. The Maruhkite Selective, seeing the taint of the Aldmeri kind sought to expel all aspects of Auri-el from their image of their god and so brought the purity of wholeness to Aka-Tusk for the sake of men and so wrought a dance at the very place of convention which sundered his brother Lorkhan, in order to bind the aspects of Anuiel god of time and Shor, the god of men, while expunging the elven aspects of Auri-el and the dual natured embodiment of Akatosh was born.

As a result, Akatosh is a tortured spirit, exemplar to both the foreverness of time and the chaos of undendingness. Akatosh himself goes through cycles of change like the Monomyth of creation itself does; despising Lorkhan’s trickery in one turn and admiring the fruits of it in the next, safeguarding it against the evils of the Daedra, Dagon in one moment, and then setting his world eater upon it in the next. Moments of course to Akatosh, being several millennia to mortals of Nirn.

Just as Akatosh embodies two aspects, so too does the Last Dragonborn; wrought of the flesh and blood of Akatosh and the breath of Shor, they walk the earth bones as Shezzarine, sent as punishment for the rebellious child. They bear the red divine; blood infused of blood, pact reformed and destiny still undone. Seventh of the seven, the last shall bring the wheel to full turn and the sundered shall once again be made whole and that which was made whole shall once again stand apart.”

Upon leaving, the dragonborn learns the shout “Mon”, the first word of MonNahVen (the two N’s interlaced as mother and daughter to spell MoNahVen meaning Mother(daughter) Fury Wind) possesses the “Elder Scroll: The Wheel” and the perchance acorn. Auryen immediately takes the scroll and says he’ll secure it in the airship and get ready to depart while the dragonborn finishes some business there. When the dragonborn returns to the ship, Auryen is on deck and the rope and plank are pulled in. Auryen apologizes to his friend for deceiving him, but that he has something that must be done and takes the scroll and airship, leaving the player and everyone else behind with the impression that Auryen has just pulled off “the long con”.

 

Skyrim

Disillusioned the group returns to the museum, finding no sign of Auryen. The dragonborn must walk the next path on their own according to Astolphous. The dragonborn uses the shout Mo and passes out, an image of the great mountain appearing as he glides through the air. A rift breaks upon the top of the mountain; a mouth leading into the throat. The dragonborn scales the mountain and find the rift and enters. Inside he finds an ancient draugr named Miraad (doorway). She is a tongue of shor, placed in a form of lichdom to await the coming of the last dragonborn. She explains that two trials await inside the throat of the world which will reveal the nature of their true self, and open wide the cave.

*Trials need to be determined

After the first trial, Miraad teaches Nah in context to this new shout. And upon using it sees an image of rushing down the shaft of a deep hole down the center of the mountain and the image of a celestial wheel turning with the dragonborn standing at the center holding up two ends of the axle. After the final trial the dragonborn learns Ven and upon speaking it, the player passes out and sees an image of the brass god approaching emerging from a jungle as they struggle to force the wheel to full turn before it arrives. After the vision, Miraad says “You are hub on which the world turns, you balance that which is time and that which is space. You are the tower, the I, the I AM. The wheel has yet to fully turn, but it must.” And then blows away in a cloud of ash.

 

Tenmar

Relaying what you learn from the vision quest, Astolphous fills you in on the overarching god personas of time and space and how Akatosh came to be as he is known and that the dragonborn is wrought of both Lorkhan and Anuiel just as Akatosh is. He theorizes that the green sap prophecy that was learned means that Akatosh must be split into two again and that Lorkhan must be made whole for the cycle to complete and the prophecy to be fulfilled. It would seem that the Dragonborn in fact is destined to END the world, not save it… but alas every hero has a choice and if they do not stop the Thalmor, the choice will be theirs. The group sets out, finds the halls of colossus and infiltrates the compound. As they fight their way the monstrosity comes to life and starts to leave. Fighting their way back up top they come to find the Dev Aveza, but no sign of Auryen, who must be inside the new Numidium. They take the ship and fly to intercept it. Managing to catch up, the dragonborn enters the construct and fights their way to the top, utilizing the storm crystal to sap the energy of the numidium in order to slow it enough to buy more time.

At the heart chamber, the player confronts Auryen who maintains the façade that he’s a bad guy in order to do all he can to delay the dragonborn for the sake of his daughter. The player can choose to fight Auryen, or to talk him down. Either way during the conflict the truth comes out that the Thalmor have Crystal-Like-Law, and that they have Auryen’s daughter (he means they are one in the same, but the delivery implies they are two separate things the Thalmor have). Reaching the head chamber with Auryen’s help, we find Auryen’s Daughter suspended in the air with energy all around her. Dialog with Auryen and Valthurian ensues and the battle begins. The player and auryen both fight against Valthurian amidst the scene. Auryen indicates that his daughter embodies the Crystal-Like-Law and that it was he who caused it to begin with in an effort to save the elder magic, and prevent the fall of another tower when crystal law was razed by the daedra. His life’s work since has been to find a way to break them free of one another and reform the tower. Valthurian lambasts that the scroll of the wheel can do that and attempts to read the scroll at the end of the combat and Auryen takes up the staff of chaos and impales Valthurian with it, destroying him utterly. The Numidium continues along its path and there seems to be no means of stopping it. The dragonborn is left with a few choices:

  1. Kill Vartel (Auryen will be aghast and very hurt) The numidium will stop short of the tower and deactivate; then life goes on. (Neutral ending 1)
  2. Use the elder scroll to separate them (will result in the Crystal like law returning to its own realm, the fall of the tower, the stopping of the numidium and his Daughter dying a few moments later giving him a brief chance to say his goodbyes. The Numidium will stop short of the tower and then life goes on. (Neutral ending 2)
  3. Use the scroll on themselves. (CHIM end, wake up back at the museum, Auryen can’t explain what happened but his daughter split from the stone, her mentality reverted to her child-like self and the Crystal-Like-Law returned to its own realm. The Thalmor seem to have disappeared or gone into hiding, though there is evidence that they still are present and their actions have taken hold still.) (very good ending)
  4. Do nothing (the Numidium will reach Balfiera and tear the tower from the ground allowing it to be swallowed by Dagon. An epilogue similar to the green sap prophecy occurs and basically implies that the Kalpa has ended, Akatosh has split in two, Lorkhan has been reformed and the dragonborn has fulfilled their destiny as a new Kalpa begins with Dagon holding sway over convention. (very bad ending)

 

 

 

 

Old Version Outline

 


World Name: Direnni tower AKA Ada Mantia AKA Adamantium Tower:

[Description] A large landmass off the coast of High rock which has a town and several points of interest around the nearby Ada mantia tower. Located on the Isle of Balfiera off the coast of high rock in the Iliac bay.

[Quest details]The player will be drawn to the location via ship after reports of a strange energy awakening there and discover that Mehrunes Dagon has expelled moon riever from his realm into Mundus and struck the tower in an effort to corrupt the zero stone of Ada Mantia. You battle through daedric forces and remove moon riever, closing the portal and preventing another potential oblivion crisis, the head Xivilai leading the group, renounces Dagon and agrees to help you in exchange for sparing him. He leads you to the base of the tower where the Thalmor are attempting to open the inner door, without much success. You fight them off and return home to report after finding documentation pertaining to the Numidium on the Thalmor.

[interiors]Various building interiors for the town, interior for Direnni tower upper levels and one for lower levels.
[Voices]Xivilai character
[items]Moon Reiver
[special Monster Models]Daedroth, Scamp, Clanfear, Aracnae, Xivilai
[Notes]This entire worldspace, interior and exterior is being designed and built by MyBad




World Name: Floating city of Umbriel

[Description]A sky floating island which appears above the sea of ghosts near Solitude. The island has the city of Umbriel (dark elf style) and houses the ingenium which extracts souls from the ground beneath the island to fuel Umbriel. The city should be a group of statics assembled in an interior cell and ultimately placed in the air within view of solitude, above the sea. Id suggest architecture from Raven Rock as a base for the city design

[Quest details]After returning from Ada Mantia, Umbriel is sighted, Umbra is given and binds itself to the player. Once enough souls have fed its hunger, you are pulled into Vile's realm where he gives you a mission to destroy Umbriel once and for all. You are sent to speak with the sleeping tree who is in fact a hist and sneds you to umbriel. While there, the dragonborn discovers the Psijic order and the Thalmor vying for the secrets Umbriel holds. You battle your way to the Ingenium, learn of the fate of Umbriel and umbra, fight the entity Umbra and destroy the ingenium, causing Umbriel to fall from the sky into the sea of ghosts. You receive your reward from vile and continue about the quest. The head Psijic leading the group joins you along the last leg of the quest on Umbriel and shows up at the museum later as a quest giver and eventual follower

[interiors]Various building interiors, 1 dungeon leading to the ingenium chamber inside the island
[Voices]Psijic character, Sleeping tree, Clavicus Vile
[items]The Bitter cup (Ronnie Magnum)
[special Monster Models] Hist
[Notes]



World Name: Path of Titans

[Description] A monument built after the warp in the west to commemorate the survival of those in the region. Has a massive Numidium sculpture and a central room where the ley energies of the rift caused by the warp in the west are still strong. The area is jungle and largely overgrown

[Quest details]The ley energies that persist here have drawn the Thalmor to attempt to create a new mantilla based on information they learned in Umbriel. You go there to thwart them and find it was a trap. They have cohorted with the cult of worms to attempt to trap your soul into the new mantella. You fight free and report back to the museum where you find the Psijic has joined.
[interiors] none
[Voices] Valthurian (thalmor arch-villain)
[items] Nerveshatter(Ronnie Magnum), Staff of Worms (icecreamassassin)
[special Monster Models]Ancient Troll, Stone Guardian
[Notes] Area has been completed by MyBad

 

 

 


World Name: Green-Sap (Elden grove)

[Description] A large and dense, multi-region forest that eventually clears to where the first tree stands. A town exists amongst the branches and intertwined trunks of the tree. Inside the trunk is the Green-Sap Orrery

[Quest details] The Psijic and Xivilai have both joined the efforts at the museum and await the dragonborn. When they arrive they learn of the tower and the wheel, etc, and The player is sent to Elden grove to use the Orrery and to hopefully obtain the stone of Green-Sap to prevent the Thalmor for obtaining it if they haven't already. You fight Selene the spider queen and free her from the bonds of Shagrath, which the Xivilai reveals is merely Mephala in disguise. Mephala's ruse is broken and selene is shattered. She casts off her loyalty to Mephala and returns to her soulgem which you can use to summon her later.
Now inside Green Sap it reveals the true divine spark that you have inside you, being the last dragponborn, child of Akatosh and with the souls of all dragons now inside you, you have enough divine spark to have fueled the new mantella, and the importance of the wheel turning upon the dragonborn and the towers and how they play into the greater scope of the prophecy

[interiors]Elden tree Orrery chamber, Various interiors for elden root town
[Other Exteriors]Elden Root small town built into the elden tree
[Voices]Selene, Mephala, Orrery voice
[items]Definite acorn, Unique artifact (reserve pick)
[special Monster Models]Lots of wild animals; lions, bears, deer, rabbits, tigers, panthers, apes, etc.
[Notes]

 

 

 

World Name: Red Mountain:

[Description] At the site of the ruins of Vivec, the scalding sea, a refugee camp has been established to transport people out of Vvardenfell. The landscape is such that only a chasm and massive ash drifts create a path up to red mountain in the distance. This area should also connect to Ebonheart in the west.

[Quest details]Player arrives in the scalding bay to the refugee camp. Auryen sets up your own camp and tries to aid the refugees while you and the Psijic venture up the mountain and inside Dargoth Ur. Working your way through the mountain you find that spectral armires are waging war. The ghost armies of Almalexia, Nerevar, Sotha Sil, Daggoth Ur, and King Dunmac are fighting an endless, repeating war as their souls have been pulled toward but not fully ito this world. They fight you in certain cases, while others just battle endlessly with each other. Amongst the fray are the Thalmor, attemnpting to keep you from reaching the Akulakhan chamber. As the war draws to a close, Kagrenac's specter uses the tools on the heart of Lorkhan and in an amazing flash of energy the entirety of the ghost armies vannish, leaving only the Thalmor and a massive corpus monster that emerges from the depths. The Thalmor flee in haste, leaving you to contend with the beast. You defeat it and discover that the Thalmor were attempting to open a rift at the ley line of where the heart of lorkhan was destroyed, in an effort to pull the souls of any of those touched by its power into this world to seize it and use it to power a Mantella. This effort pulled the spectral echo of the events of the battle of red mountain into play. As you leave the area, the ghosts reappear, this time utterly ignoring you as they play out their events once more. Clues dropped by the Thalmor indicate that the Anvil of Mithas is their likely next target and that they already possess the hammer of Gharen.
[interiors]Red Mountain dungeon

[Voices]King Dunmac, Kagrenac, Almalexia, Nerevar, Lord Daggoth, Sotha Sil (scene lines)
[items]Unique Artifact (reserve pick)
[special Monster Models]Cliff Racer, Nix Hound, Ash Ghoul, Wraiths, Corpus zombies, Silt strider, custom NPC's for the key legendary figures in the ghost scene.
[Notes] We have involvement from the Shadows of Morrowind (SoM) team! they have agreed to allow us to utilize their worldspace as it develops to stage Odyssey content in it! Icecreamassassin will be working to aid the SoM team on implementing some quest content in exchange when they need it. Still determining if the space from their mod will overlap with intended staging of our mod, or if we will simply be using the resources to expand the to the southern side of the province. Either way, it's very exciting! They are early in development, but that is fine as we have the sections above to work on in the meantime.

 

Additional Area:Ebonheart
[Description] The ruined city of Ebonheart, shattered by Red Mounatin and the Argonian invasion, and then finally by the passage of Umbriel over it which has left undead in its wake. The city is in ruin but portions of the castle are still intact.

[Quest details]After red mountain, Auryen tells you that the Anvil of Mithas was in Ebonheart, and that it may yet remain there. You travel together and arrive in the ruins, Auryen sets up a camp and the Psijic stays behind to protect him and you fight your way into the castle and down to its depths to the holding chamber of the anvil, but it is missing. There are remains of Argonians in the chamber along with many imperial and Dunmer bodies. You return to Auryen with the information

[interiors]Castle Ebonheart
[Voices]None
[items]Unique artifact (reserve pick)
[special Monster Models]A variety of undead creatures and the morrowind monsters listed in the Red Mountain project
[Notes] Additional side quests are welcome here, or at least some tasks that lead into progressing the main goal of getting to the anvil chamber. This ruin is large but is part of the scalding bay/red mountain area and should be built ONLY after the red mountain exterior worldspace has been set so as to use it as a base. The two sections will be merged and implemented as one act.

 

 

 

World Name:Black marsh:

[Description]A massive level swampland with small cliffs and dips, pools and highlands, but all is relatively flat. The place is foggy, dark, musty and very warm and wet. The skyline is hazy and it becomes to see far in the marshlands. The city of Stormhold has been overrun by undead and the ruling faction; the conclave of baal, have relocated to the Vaults of Gemin to the southwest. This is where the dragonborn travels to. Outside the vaults is the central black marsh

[Quest details] You arrive at the vaults of Gemin and the conclave of Baal agrees to show you where murkwood is and allow you to take the Anvil of Mithas if you can find the storm crystal and clense stormhold of the undead. You fight your way into the depths of stormhold's catacombs and caves and find the crystal, fight your way back out and place it atop a central tower where it draws the darkness away, wiping out the undead. You retain the crystal and return to the vaults. The conclave then gives you instructions for where murkwood is. Once you enter the marsh, you are placed in a far reaching spot of the marsh with your compass disabled. You have to use the clues and locate murkwood. Inside you fight to find the anvil and recover it, inside your are jumped by the Thalmore who followed you, and they take the storm crystal and the anvil.

[interiors]Vaults of Gemin, Stormhold catacombs, Murkwood
[Voices]Argonian Characters
[items]Anvil of Mithas, Storm Crystal, Unique Artifact (reserve pick)
[special Monster Models]lizards, 4 legged dragon beasts, swamp creatures/ancient trolls
[Notes]

 

 

 

World Name:Crypt of Hearts

[Description]Located on the mountainside in eastern high rock, this mausoleum winds through the hills undeground and exits in Skyrim. The nearby city of Dragonstar is on the boarder between thw provinces.
[Quest details] After the thalmor make off with the Anvil of Mithas and the storm crystal, The Psijic teleports to you to inform you of a letter recieved from Sentinel, asking for help in the city of Dragonstar where they are trapped by the Thalmor. They were on their way to entrust the sword A'tor to the museum for safe keeping after thwarting a Thalmor plot to steal it. Now they fear it is only a matter of time until they are discovered. The Psijic explains that it is liklely the stone of Orichalc and explains the lore. You arrive to find that the Thalmor have taken the city under martial law and sealed the gate between east and west Dragonstar and are using the storm crytal to draw the shadow that has been building inside the crypt of hearts which runs under dragonstar. You then make your way to the Crypt of hearts entrance on the skyrim side and happen upon the source of the shadow, the Umbra'keth which is invincible. You run to avoid it, manage to find a star tooth or two which the light has died out on. When you emerge on the hammerfell side of the city you find a group of Red Guards who sent you the letter. They tell you their captain went insude to try and cut off the Thalmor's source of shadow power but he didn't return. You enter and find him, barely alive, and he gives you A'tor, which is drawn to the star teeth and charges them. The Umbra'keth shows up and kills the rest of your redguard companions. Eventually you reset the 7 teeth and kill the Umbra'Keth

[interiors]Crypt of hearts dungeon
[Voices]Red Guards, A'tor
[items]Star Teeth, A'tor (sword), Unique artifact (reserve pick)
[special Monster Models]A very unique assortment, many magical in nature, Umbra'Keth
[Notes]Trying to get a pre-made dragonstar mod to merge into the small world setting

 

 

 

World Name: Snow Throat, throat of the world

[Description]Located in Skyrim atop the throat of the world, at the very pinnacle

[Quest details]After trekking back to the museum, Auryen is present and the Psijic is resting after his teleportation spree. Auryen informs the dragonborn that a strange individual is waiting for them in the reception hall, and they meet Narada, the eternal tongue, the guardian of snow throat. She is essentially a draugr, but concealed, and not nearly as decayed. She was made ageless in the merethic era to safeguard the stone of snow throat and guide the last dragonborn to obtaining it. She takes you to the pinnacle of High Hrothgar and teaches you a Thu'um (Mo) which opens a portal that drops down into the belly of the mountain. Inside you will face two trials to attain the other two words (Nah and Ven, together all three meaning "Throat of the world"). Once completed, you use the Thu'um and the stone of snow throat is revealed.

[interiors]Monahven cave, trial areas
[Voices]Narada
[items]Stone of Snow Throat
[Notes]We need two special trials the Dragonborn should undergo in order to learn the other two words of "Monahven", and also need to decide what the stone will actually be as it's a meataphysical quandry here as it's a "cave" supposedly.

 

 

 

World Name: Tenmar Forest (Elsweyre)

[Description]A lush jungle on the coast of Elsweyre with a large cape that extends along the south eastern shore and drops to a beach below. Atop the bluff on the western end is the massive Halls of Colossus, a gargantuan structure built supposedly by giants in ages past, where Tiber Septim tested the Numidium before begining his play for power with it. The Hall themselves consist of over a half dozen separate areas with sprawling caves, caverns, ruins, and chambers.

[Quest details]After returning from Snow Throat, Narada stays on at the museum since her purpose has now been fulfilled, but still feels the need to help guide the dragonborn. You find out from Auryen and the Psijic that a massive flux in magical energy has just occured and a veil of concealing magic just shattered and revealed that energy to be drawn to Elsweyre, to the halls of Colossus where the new Numidium is about to awaken. They further reveal that the Thalmore have been working on this for a great amount of time in secrecy and that their oither actions may well have been a ruse to conceal their efforts. They have found the Crystal-Like Law, stone of the Crystal tower and are using it to power their Numidium. The Psijic's energy is spent and he cannot teleport you there, and travel by land would take far too long. You go by way of the Ayleid waystone, which requires the Totem of Tiber septim as a focusing medium, oddly enough found at the path of titans monument. You port to the cape near the halls and fight your way in, delve into the depths and fight past many great foes until you reach the massive hall with the Numidium. You fight past the Thalmor, as well as the worm cult and their abominations, inflitrate the mechanized tower and fight inside it until you reach the heart chamber where the crystal-like law; the embodiment of a young girl is being held to power the device. You fight Valthurian, the arch villain and kill him, taking the staff of chaos. Using the staff, you shatter the living form of the crystal-like law causing a huge eruption of energy that crystalizes the Numidium in place. As you infiltrate the numidium, it starts to move and the whole place quakes violently at times. When you emerge, the Numidium stands off the shore of Elsweyre, and you have saved the world again

[interiors]Halls of Colossus, Interior of the Numidium
[Voices]Crystal-Like Law
[items]Crystal stone, Totem of Tiber Septim, Unique artifact (reserve pick)
[Notes] Another arrival method would be by airship if we can get full use of moonpaths to Elsweyre which I have requested, but haven't heard back on yet. I have permission for resource use which we will use to create the worldspace, but if we can merge it, we can connect up the content very well by requiring that moonpaths be completed before the Odyssey quest begins and that way come back to the NPC's from moonpath aboard the airship and get a ride to the halls. Also need some ideas about the epilogue so it doesn't feel anti-climactic
The halls of colossus cells are beiung retrofitted from the mod "Morsel" contributed by its author. Icecreamassassin will be working on it throughout the overall project, and will be constructing the interior of the Numidium.



This content will be evolving extensively until development of each section begins. We will also be posting an NPC persona list which lists info about each NPC so that voice actors and quest makers can have a solid idea of the characters. Additional forum threads will be created to facilitate specific functions and all will be linked here as a hub

Edited by icecreamassassin
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looks very interesting. I can tell a lot of thought has gone into it, which is essential for a new project. It also looks like this is going to require a lot of time, with all the worldspaces, quests and dungeons that need to be made. Unfortunately I'm a little short on time so I won't be able to help.

But I do wish you the best of luck.

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  • 3 weeks later...

just some numbers for who's interested in the project, i'm creating from scratch the entire isle of Balfiera, adding almost 20 square km of content with more than 50 new models including the Adamantine Tower itself! the whole isle will be populated with lore friendly enemies and quests, the habitat is characterized by an overgrown green temperate forest, a burned city, a huge harbor and many ruins temples and such things all around.. and will be fully explorable!

http://www.darkcreations.org/forums/uploads/gallery/album_197/med_gallery_3108_197_324295.jpg

Edited by mybad
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so are you intending on expanding into the other isles? I know you were against that originally because of the work load. That could always be farmed out to others and have that boat ride idea put in place where a ferryman can take you to the other isles. Could even get away with copying the main worldspace and then sinking the island to create several smaller islands in one worldspace :)

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for now i can make them as lod (they cant be explored because of the border invisible wall) when we've done all the rest we can provide such an expansion :wink:

i'm concentrating all my time to detail a bit more my new model right now!!

Edited by mybad
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for now i can make them as lod (they cant be explored because of the border invisible wall) when we've done all the rest we can provide such an expansion :wink:

i'm concentrating all my time to detail a bit more my new model right now!!

Whooa, good luck dude! That huge.

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