Damn, Crowhaven has a quest-related function already . . . http://www.uesp.net/wiki/Oblivion:Origin_of_the_Gray_Prince This might make it difficult/impossible to use it for our storyline, since anything we might want to do with it would be taking the place of another quest. it could be possible, I suppose, to insert another fort nearby . . . I also have another idea. I'm not sure if it's going to be obvious to the population of "old" Oldtown a) that the player isn't from their time period, or b) that they can't actually LEAVE the immediate vicinity of Oldtown. If the NPCs of oldtown DON'T know this, for the most part, I have an idea for what I think could be some really fun quests. I think it could be great if somebody in "old" Oldtown asks the player, sort of out of hand, to go get a relatively common item from Anvil, not knowing that the player can't actually go to "old" anvil. Thus, the player has to visit modern anvil to retrieve the item, which is now almost impossible to find - this could be some kind of special clock or engine for a machinist, perhaps.