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Civil War - In Depth Third Option, Possibly More


Tonlor

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I am working on a version of this concept.

Â

Call it the Libertarian third option way out of the civil war.

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In my scenario, you meet in taverns a number of unhappy nords and dark elf refugees, who don't really want to side with either the Imperials/Thalmore, nor want to side with Ulfric and the Nord Storm cloaks... LEAVE US OUT OF IT!

Â

So, with many small quests, you will gather a following, sign into a colonizaiton pact, and begin gathering supplies, materials and people along the northern shores.

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Several of these small quests can, but does not have to, align the colony effort with one or several Daedric Gods, who provide special magic options for establishing your colony ( more below ). But choosing this option has consequences, in that if you do so, you will bring in the ire of another opposing faction, the Vigilents of Stendar!

Â

You have to keep the build up hidden from the other factions, because they certainly do not want an unaligned third party!

Â

You will have the option of conceeding to align your colony with either the Imperials/Thalmore, or the StormCloaks. But that means that the other side is now totally out to destroy the colony efforts.

Â

So you build one or more ( player strategy choices that matter ) long ships. When all ready, you and your group of 10-100 colonist embark on a grand sea voyage.

Â

At this point the game becomes a fleet of long ships sailing through ice flows, surviving storms and battling Horker swarms and sea dragons.

Â

Â

Â

If you survive the voyage, and depending on how much time you spend traveling into the north, you end up at one of three options:

Â

A] Short voyage to the North - Barren Ice and Rock Isle, with an ability to carve out a frozen rock fortress base for harvesting Fish, Horkers and Whales ( and their oil ) for sale to the southern holds. This is the Trader version, where maintaining good relations with at least one of the southern holds is needed, and avoid customs ships and pirates is the nature of the subsequent games. Â

Â

B] Long voyage to the North - Over the polar cap ice flows and down into warmer climes on the far side of the world, onto a new, lush, warm, green Island where you can carve farms, fields, hunting grounds and grazing meadows out of a wilderness filled with fearsome beasts and Falmer tribes. This option means you leave all contact with the old holds of Skyrim and its civil war behind, to face life in the wildes of the new world.

Â

C] Medium voyage to the shores of the Polar continent, and a lengthy foot / riding trudge through extreme Ice and Rock to a Central Mountain Range of the North Pole. Here you find a Vast, Ice Filled, Glacier Cavern under the mountain. With the aid of the Daedric Gods magic, you can call up a lower cavern Lava Lake to melt the ice and warm the cavern.Â

Â

In a separate quest, you will venture deep into the Falmer Underworld to retrieve one or more special magical crystal Sun-Stones, which can be blessed by the Daedric Gods into sources of plant growing light for your caverns.Â

Â

Other quests allow the generation of rich soils and the calling forth of sweet water springs to flow winding creeks through your caverns. Still other quests allow you to retrieve magical standing stones which embue your cavern with seeds of trees, grass, shrubs, or a fauna version with springs to life trout, salmon, rabbits, goats, deer, elk, wolves and saber cats...

Â

Thus the third option allows you to make an underground microcosm Shangrila escape from the woes and conflicts of the civil war in skyrim, though the Stendars fanatics will try to destroy it, and the Falmer will not leave it in peace either.

Â

Â

Â

Â

Anyway, that is my plans for a new mod series similar to what you are describing.

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I am working on a version of this concept.

Â

Call it the Libertarian third option way out of the civil war.

Â

In my scenario, you meet in taverns a number of unhappy nords and dark elf refugees, who don't really want to side with either the Imperials/Thalmore, nor want to side with Ulfric and the Nord Storm cloaks... LEAVE US OUT OF IT!

Â

So, with many small quests, you will gather a following, sign into a colonizaiton pact, and begin gathering supplies, materials and people along the northern shores.

Â

Several of these small quests can, but does not have to, align the colony effort with one or several Daedric Gods, who provide special magic options for establishing your colony ( more below ). But choosing this option has consequences, in that if you do so, you will bring in the ire of another opposing faction, the Vigilents of Stendar!

Â

You have to keep the build up hidden from the other factions, because they certainly do not want an unaligned third party!

Â

You will have the option of conceeding to align your colony with either the Imperials/Thalmore, or the StormCloaks. But that means that the other side is now totally out to destroy the colony efforts.

Â

So you build one or more ( player strategy choices that matter ) long ships. When all ready, you and your group of 10-100 colonist embark on a grand sea voyage.

Â

At this point the game becomes a fleet of long ships sailing through ice flows, surviving storms and battling Horker swarms and sea dragons.

Â

Â

Â

If you survive the voyage, and depending on how much time you spend traveling into the north, you end up at one of three options:

Â

A] Short voyage to the North - Barren Ice and Rock Isle, with an ability to carve out a frozen rock fortress base for harvesting Fish, Horkers and Whales ( and their oil ) for sale to the southern holds. This is the Trader version, where maintaining good relations with at least one of the southern holds is needed, and avoid customs ships and pirates is the nature of the subsequent games. Â

Â

B] Long voyage to the North - Over the polar cap ice flows and down into warmer climes on the far side of the world, onto a new, lush, warm, green Island where you can carve farms, fields, hunting grounds and grazing meadows out of a wilderness filled with fearsome beasts and Falmer tribes. This option means you leave all contact with the old holds of Skyrim and its civil war behind, to face life in the wildes of the new world.

Â

C] Medium voyage to the shores of the Polar continent, and a lengthy foot / riding trudge through extreme Ice and Rock to a Central Mountain Range of the North Pole. Here you find a Vast, Ice Filled, Glacier Cavern under the mountain. With the aid of the Daedric Gods magic, you can call up a lower cavern Lava Lake to melt the ice and warm the cavern.Â

Â

In a separate quest, you will venture deep into the Falmer Underworld to retrieve one or more special magical crystal Sun-Stones, which can be blessed by the Daedric Gods into sources of plant growing light for your caverns.Â

Â

Other quests allow the generation of rich soils and the calling forth of sweet water springs to flow winding creeks through your caverns. Still other quests allow you to retrieve magical standing stones which embue your cavern with seeds of trees, grass, shrubs, or a fauna version with springs to life trout, salmon, rabbits, goats, deer, elk, wolves and saber cats...

Â

Thus the third option allows you to make an underground microcosm Shangrila escape from the woes and conflicts of the civil war in skyrim, though the Stendars fanatics will try to destroy it, and the Falmer will not leave it in peace either.

Â

Â

Â

Â

Anyway, that is my plans for a new mod series similar to what you are describing.

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  • 2 months later...

What if the Dragonborn overthrows Ulfric and takes control of the Stormcloaks? Then we would dodge the game mechanic's problems and create a different plotline.

True.

 

But, there is an interesting dynamic in the game already.

 

Ulfric is listed among the Blades in the Thalmor Embassy as well as being able to use a Thumm.

 

....I do like the Dragonborn Army idea.

 

To the OP: For the option of becoming King, what about drawing members of the Dragonborn Army from citizens and factions that are allied with you.

 

It would be an awesome idea maybe if you could have Wolfy Aela as one of your generals, a Nightingale or Dark Brotherhood assassin among the ranks?

 

Argonian50

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