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ub3rman123

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Act IV

Any institution which does not suppose the people good, and the magistrate corruptible, is evil.

 


  1.  
    Encounter
  2. On exiting the chamber, you are teleported to the Orc camp by their shaman. They've also captured Antoni Moreth,
  3. Both of you are brought to the gates of Wayrest under heavy guard. The orc warlord declares that both of you will be executed if the city isn't surrendered.
  4. The queen refuses, and Antoni is beheaded.
  5. Wayrest archers begin firing arrows. You're knocked unconscious and taken to a field tent.
  6. They offer to let you join them in exchange for control of the Numidium. Here is where you decide who to join for the final act of the mod.
  7. Declining will result in their becoming aggressive and trying to kill you. you escape and return to either the Moreth or Garel, depending on who you want to side with.

 

Queen

 


  1.  
    Above All Else
  2. You decide to side with Queen Moreth.
  3. Moreth wants to begin taking out the Orcs as soon as possible. You must eliminate the Orc generals who are capable of breaking the city.
  4. You'll need to find a way to break through the Orcish army to reach its leaders.
  5. They recently located an Orc scout hiding in a cabin near the city.
  6. You go to it and kill him. In the cabin are a few things to help with getting through the army to the commanders.
  7. Among them: uniform which can get you through the army at a distance. Orders which you can present to an officer to make him let you into the place. All of these are in locked chests in the house.
  8. With the equipment or not, you go through the army. They may attack you if you don't meet requirements.
  9. Enter the HQ. Kill the commanders one at a time as you ascend the floors.
  10. On returning to the Queen's mansion, you find her tied up on the floor. When you get near, Garel appears and knocks you unconcious, dragging you aside and tying you up.
  11. Rathyn Arano appears and releases both of you after the Queen explains what happened.
  12. Rathyn releases you to go to attack Garel. Outside, Garel kills Rathyn and talks to you.
  13. After a short conversation, she'll either attack you or flee, leaving you with the Queen.
  14. She talks to you, thanking you for all you've done. Your reward is a fat sack of gold and a house in the city, along with the items Garel had on her corpse (If you killed her).
  15. If you venture out to the battlefield later you'll find that Icaria has been destroyed.

 

Orcs

 


  1. The Night of Flame
  2. The Orcs' first order for you is to give them control over the Numidium. If you refuse, they'll attack and you have to side with Garel or Moreth.
  3. The next thing they want is the Imperial Legion's commanders dead. They'll smash a hole through the wall so you can get through, followed by their soldiers.
  4. You break into the city backed by Orc magi. They help you to kill off the guards around the palace, sending you in alone to kill Knight-Commander Caius Varo.
  5. At last, you're face-to-face with the Queen. You can talk to her; among your options from the dialogue are:
    - Kill her outright
    - Convince her to flee the city
    - Leave her for the Orcs
  6. When it's done, the Orcs will enter the chamber and talk to you. Time to return to the Orcs' encampment.
  7. On the way, you encounter the Numidium. Rathyn confronts you, calling you a traitor.
  8. He points to the Numidium, a weapon he says the Orcs cannot control due to their greed.
  9. Rathyn tries to destroy the Mantella, which explodes, resulting in his death.
  10. The Orcs return to their camp with you. On arrival, Garel is surprised by the arrival of the Orcs and kills one and runs inside the compound.
  11. The player, along with the remaining Orcs mages, fights Garel and her mercenaries.
  12. After Garel is dead, the Orcs congratulate you on your work, and give to you a magical weapon they found earlier.
  13. On Garel's body is a note detailing the location of where she hid a cache of loot from earlier. Following it leads you to a reward.
  14. If you venture out to the battlefield later you'll find that Icaria has been destroyed.

 

Garel

 


  1.  
    I Want It All
  2. You return to Garel's stronghold.
  3. She tells you about her plan to rob the treasuries of both Wayrest and the Orcs, using the Numidium as a distraction.
  4. You are given the choice of who to set the Numidium to attack: The Orcs, the Imperial Legion, or both.
  5. With the distraction made, Garel goes with you to the Queen's palace. Nobody notices as you and Garel slip into the city.
  6. Garel leads you to the Queen's room. You need to get the key to the vault off of her.
  7. You can kill her in her sleep, pickpocket it, or talk to her, which gives options for attacking her, demanding the key, and letting her live.
  8. If you let him live, Garel says she doesn't care what happens to him.
  9. Proceeding to the vault. When you get near the door, you hear Rathyn yelling as the orcs smash into the mansion.
  10. Garel tells you to guard the door as Rathyn runs into the room, followed by Orc mercenaries. You can decide whose side to join on here, since both think you're on their side.
  11. Helping the Orcs results in Rathyn dying, and they ask what you're doing. Either lie and tell them you're helping clear out Imperial forces from the mansion, or tell the truth that you're looting the vault. Lying will make them leave, and telling the truth makes them open combat to keep control of the loot.
  12. Helping Rathyn will have a different conversation. If you killed the Queen earlier, he'll tell you that he saw what you did to the Queen and that you're going to pay (Opens combat).
  13. Otherwise, he'll try to persuade you to rejoin with the Queen and help him kill Garel. If you do, you'll lead him down to the vault where you kill Garel. After that point, you go back up to the Queen and continue her questline to kill the Orcs leaders.
  14. Aside, you refuse to join him and kill him. Garel calls you down to help with removing the loot now that she has the gates opened.
  15. You're allowed to take whatever you can carry, since you can't get it all.
  16. When you leave the mansion with your loot, you're confronted by the Orcs commanders, who notice that you've been looting the vault.. They attack you, of course.
  17. Garel likely survives this fight, and tells you that each should go their own ways following this. You can leave on your own, kill her for her half of the money, etc.
  18. If you venture out to the battlefield later you'll find that Icaria has been destroyed.

 

The Endgame

 

New leaders in the city will appear depending on who is still alive and who won the war.

 

The Orcs replace the leaders and guards, and all other leaders of the city are found hanging if they're still alive.

The Queen expels the Orcs from the region and rebuilds the city.

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Morag Tong Questline

 


  1. I Met a Shadow
  2. As you wander the streets of Blacklight, you see a dunmer covered in blood running towards you. He pleads for you to help him escape from him persuers.
  3. (Line splits, can kill the punk here and help out his attackers instead)
  4. You follow him into an alleyway and kill the men following him with his help. He explains what happened.
  5. He is a new member of the Morag Tong who recently assassinated a son of a minor house in Morrowind. Although the guards were aware of the attempt and had not interfered due to his Writ, the thugs hired by the house are trying to kill him.
  6. He leads you back to the Morag Tong's guild hall in Fort Amur through a secret passage in the Commoner's Row.
  7. The guildmaster is thankful for your help in saving his son, and offers you a place in the Morag Tong since your fighting prowess is proven.
    [/line]
  8. Your first assassination will be a Nord noble who's made some enemies in the town. He usually resides on a balcony on his mansion in the Nobles' Court. For a bonus, you can sneak through the mansion and push him off the balcony, but it's easier to take him down with an arrow or sneak through at night when there are no guards.
  9. The next assassination is on the owner of a lumber mill near Mereth Fell. The contractor wants this to be a message; hence, very gory. You'll receive a bonus for killing him in a specific manner: By chopping his corpse up in his own mill. In the mechanism under the mill, you break a part to draw him down when the mill stops working. Kill him under there and drag the corpse up into the gears. Fix the part, then go above and activate the mill.
     
    [/line]
    Not So Innocent
  10. After a while, the guildmaster tells you that one of the operatives has gone missing recently and was last given a contract for a merchant in the town.
  11. Going to the merchant's house will reveal the operative's mutilated body behind it. A note is found "MORE".
  12. (Optional) Complete the contract and kill the merchant. The writ is on the operative's corpse.
  13. Return to the master, who is obviously worried about it. He'll give you extra money if you completed the contract.
  14. The killing was obviously revenge for something, but there's not enough evidence until the other party strikes again. He suggests biding your time.
    [/line]
  15. The next side killing is set at a party. You've been given an invitation and an accomplice is going to ensure that nobody leaves. Of the 4 suspects present, you must figure out who is your target, as the writ only gives the information that they were responsible for the death of the hirer's son in a mine accident. All the guests are connected to the mine in some manner, so you must find out how the man could have been killed. After some talking to the guests, you should be able to discern who it is that got the guy killed. If you kill the wrong one,the quest giver says the hirer said it was the wrong man, and that he'll send another assassin to finish the job.
  16. The final unrelated assassination is on a rich, paranoid man. His wife wants his money, but doesn't want to wait until he's spent it all. You'll have to kill him while making it not look like murder. The wife came up with a plan: She gives you some cliff racer bait. You'll sneak around his house. Place the cliff racer bait on him, then start making noises and dropping things until he flees for his life. Cliff racers swoop down upon him...
     
    [/line]
    Know That You're Marked
  17. When you return, you find the guildmaster dead in his quarters. The others are surprised and didn't know he was dead, as he was locked in his room.
  18. The master's second in command, Eldor, (Who gives you the side killing quests) says that you are the only one who could have killed him.
  19. He pulls you over and attempts to kill you. Just as he's about to attack, you're teleported away, greeted by Mathas.
  20. He warped you away, but not far. Time to run for it, since a gang of assassins are after you.
  21. After escaping, Mathas explains that he believes you're innocent, and you have to find the real murderer to prove it.
  22. Mathas thinks that the murderer has to have had a grudge against the Tong, possibly for an execution they performed.
  23. You will have to search through a number of places that the Morag Tong recently executed a contract in and find evidence of someone's plotting to kill the Master.
  24. There are 5 areas. House Sadri will have a dead-drop of sorts that has a large amount of gold and a letter congratulating the murderer on his killing, but no names are listed.
  25. On hearing of where you found the note, he figures that it has to be the family that he did his first execution on. He returns with you to the Morag Tong guild hall.
    [/line]
    Into This House We're Born
  26. Eldor has taken command of the guild in a leader's absence, and obviously dislikes you. He does, however, want to seek revenge on House Sadri.
  27. You cannot act directly on them yet, but you can act indirectly. Mathas suggests that House Sadri's mistress should feel the pain of losing a father.
  28. Eldor says that she's already lost a husband, but allows it. You are sent to kill Sovisa's father, who lives in a house on the edge of the compound.
  29. If anyone sees you during this quest, it's failed. It must be covert or the Morag Tong will be punished for executing a contract without a writ.
    [/line]
    Knock
  30. Earlier murders were low profile and unimportant, but Sovisa is important and her death would likely be prosecuted. There must be a Writ of Assassination made for Sovisa, which means that a customer must request her death.
  31. A rival house, Veranius, has been selected as the potential hirer. Lord Veranius is a Nord aficionado, and Eldor has a plan to make him request a writ for Sovisa.
  32. Steal a weapon of the Sadri family's, an axe, along with some clothing from Sadri's store. Both must be taken without being detected.
  33. When you have the axe and raiment, wear the raiment and present the axe to Lord Veranius. He'll recognize the Nordic challenge and return the axe to you, signifying war.
  34. On returning to the Guild Hall, Eldor states that as soon as you left the house, Lord Veranius dispatched a messenger to request a writ for Sovisa.
    [/line]
    Written on the Walls
  35. The passage is thoroughly trapped, and has many dangers. Fun!
  36. You are to hunt down Sovisa herself, who is now cowering in a hidden room of her mansion.
  37. Enter the Sadri compound and locate the hidden room. Kill Sovisa.
  38. On returning to the Tong hall, Eldor congratulates you on the kill. Then he tries to stab you.
    [/line]
    Writing in Blood
  39. Some fellow Tong members rush in and pull you away from Eldor, cornering him against the wall.
  40. Mathas makes some choice statements about Eldor, having figured out that he was Grandmaster Salvel's murderer.
  41. Eldor casts a spell and is teleported away to safety. Someone recognizes it as an ALMSIVI Intervention spell. He can't have gotten far from the temple in Blacklight. Mathas gives you a scroll to do the same.
  42. The temple door is locked, so Eldor must've barricaded it. He's still inside. Inspection of the altar reveals a passage out of the city.
  43. When you get to the end, Eldor is trapped beneath a rockfall, and begs you to release him. You can decide his fate from there: Slow death by crushing, kill him, or release him. If you release him he'll run from the passage and is never seen again. Heh.
  44. Return to the Guild Hall, where Mathas will thank you for finding Eldor and proclaims you the new Grandmaster by Tong rules of ascension. You receive the ceremonial dagger of Eno Hlaalu, the traditional symbol of office for a Grandmaster, along with a large sum of gold.
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Sidequest 1: Keeping Oaths

 


  1.  
  2. Asking around in the poor district of Blacklight will reveal that several families have lost members who contracted a strange disease that has been going around. (Corprus?)
  3. You go to a woman, Matron Bara Geth, who is an unofficial leader of the refugees in the district, who tells you that all of the people who have contracted the disease were sent to Vishta the Healer for treatment.
  4. Clearly something suspicious is happening at Vishta's apothecary. Some topics with Geth reveal that Vishta is a new healer in town, as the previous one was killed by bandits while making a trip to Soluthis.
  5. Geth suggests you pay a visit to Vishta. You can either try sneaking into the apothecary or submit yourself to him to be cured of the corprus.
  6. Option 1: Stealth. Sneak into the shop. If at any point you're caught by Vishta, who is continuing his schedule around the shop, you can say you're there for treatment.
  7. In his shop you'll find various pieces of evidence. There aren't any patients in the infirmary. Just lots of empty beds. In a slightly locked cabinet is a large bloodstained axe, clearly used recently.
  8. The most damning discovery is a blood soaked operated room with a table in it. A very hard locked closet (Key is on a table in the infirmary or on Vishta's person) contained a number of headless victims.
  9. You can confront Vishta about this, who'll confess and tell you that Sathmus Orethi ordered him to do it to the Corprus victims, since the city couldn't afford to pay for the cure.
  10. Option 2: Claim you have Corprus and get Vishta to treat you. You go to the argonian's infirmary and ask him about treatment. He'll say that the cure is covered by the city since they don't want to have any people still spreading the disease, so it's free.
  11. You're asked to sit down on the operating table. Vishta assures you it'll be completely painless. Meanwhile, he'll be pulling out a large axe.
  12. A rat enters the room, and Vishta tries to kill it, claiming he hates rats. The distraction gives you time to get up.
  13. You get up from the table and confront Vishta, who tries to kill you so nobody will know what he's been doing.
  14. You can either kill him or yield. Killing him means you have to find why he's been killing his patients, which can be located in the form of a large payment of money and a note in his dresser from Sathmus Orethi telling him the same stuff as earlier.
  15. Talking to him also gives you the same information as earlier. Also in the dresser is an unsent letter from Vishta saying that he doesn't want to do this any more and he's leaving town.
  16. Return to Maven Bara Geth with the information. She'll tell you that Sathmus must be punished for his sins.
  17. Take the incriminating evidence (The orders from Sathmus) to the governor (Or the Dres if they're in charge now).
  18. If the governor is Varo or Molvar, they'll act on it. Sathmus is ordered to be stripped of title and office, and he is confined to the palace. If Sathmus is already dead, the person responsible is different, some throwaway character. (Notes, etc. are all different)
  19. If the governor is the Dres , they won't care. Return to Bara Geth.
  20. - Bara Geth doesn't think that the other official (Will add a name soon?) should escape punishment so easily. She asks you to kill him, with a reward of 1000 gold for doing it. You can, of course, decline.
  21. Meanwhile, Bara Geth also thinks that even though the problem of Vishta is solved, the plague does need to be solved, even if she doesn't approve of Sathmus's methods.
  22. One of Geth's helpers found a document in Vishta's house concerning an attempt to permanantly cure the plague. The problem is that curing Ash Blight is incredibly expensive because of the rarity of one item in it: Corpse Flower Seeds.
  23. The nearest area with Corpse Flower seeds is the Telvanni Islands. Unfortunately the islands are on the other side of Morrowind, so you'll need a boat. Go to the Blacklight Harbor and buy passage to the unused island.
  24. Going to the docks you find one boat willing to take you there for 500 gold. You go to the island, through a short dungeon, come back with the seeds.
  25. Take the seeds to Bara Geth, who'll thank you for all your help and reward you with 3000 gold.

 

Sidequest 2: New in Town

 


  1.  
  2. On entering the town of Synsil, you'll meet or be pointed to a vampire hunter who's recently arrived in town.
  3. He tells you that he's been told that a vampire is hiding somewhere in the area, and it's recently been killing travelers.
  4. You're to ask around town and see if you can find anything suspicious.
  5. On asking some people, they'll point you to a house on the outskirts of the town that's had some strange noises coming from it.
  6. You go to the house, and find a vampire in a cage. You talk to the vampire and he acts unbelieving. He tells you that he's got a book in the cage that has the location of the rest of the vampires, but refuses to help you.
  7. The hunter enters the house having followed you. He convinces the vampire to tell where he hid the book.
  8. He pulls you aside. He tells you to go in and get the book and he'll kill the vampire.
  9. The book tells of the location of the vampire lair in the town. You both go to the lair.
  10. At one point the path will split, and he tells you to go down one path and he'll go down the other.
  11. Fighting your way around some of the enemies in it, you're eventually trapped inside a cage in the wall.
  12. You're confronted by a vampire ancient. He gets you into a pretty long conversation. The vampire hunter arrives and shoots the ancient in the back and opens your cage, but another group of vampires chases him off before he can say more.
  13. You move to follow the hunter, but the ancient stops you. He asks for your help and to pass him a healing potion. One's available from a table nearby.
  14. Either you can ignore the ancient and follow the hunter or help him.
  15. If you follow him, you'll eventually catch up to find him surrounded the vampires who were chasing him.
  16. You'll kill off all the vampires, and he'll say that this lair must be destroyed. He leads you to the entrance to the place.
  17. Around you are a bunch of wooden pillars that can be lit aflame to destroy them, which will collapse the lair.
  18. You go around and destroy all of the pillars, which sends rocks falling around you. You and the hunter run out.
  19. When you leave, the inn has collapsed into a crater.
  20. The hunter tells you that there's one last thing to do before he is finished with this town. He leads you to the council hall of Synsil..
  21. And kills the councilman of the city. He thanks you for your help and presents you with a weapon of your choice and half the bounty.
     
  22. Alternate path: Save the vampire ancient by giving him one of the healing potions.
  23. He'll tell you that the hunter will be back to kill him since he won't let any of the vampires live. It's just not in his habit.
  24. You proceed to the exit, where the hunter is waiting for you. He saw you give the potion to the ancient.
  25. In the room where the hunter is, he's already started the fires around the area on the support structures to bring down the entrance.
  26. He comes to the conclusion that you're one of them, and attacks. You kill him quickly, as the supports will burn out and collapse soon.
  27. You put out the fires before they do too much damage, and return to the ancient.
  28. The ancient is grateful for your willingness to see evil where it truly dwells, and offers you sanctuary in the hideout.
  29. You can return here any time for safety, merchants, and training. He also offers you the chance to become a creature of the night yourself.

 

Sidequest 3: The Tragedy of Franden Sette

[*]In Wayrest you may meet a man named Franden Sette.He tells you that long ago he made a deal with Mephala that he would be given 20 years of being a savant and master of all trades. During the time, Franden set up an extremely profitable magic business, and has been living off the lucrative proceeds. However, now the time is running out, and surely his shop will collapse without Sheogorath's help.

[*]He offers you a massive amount of gold in exchange for finding Mephala's shrine and finding some solution to it.

[*]Mephala is amused by Franden's request but makes an offer: If Franden will offer that which he values most to Mephala, Mephala will give him the gift of wisdom permanently.

[*]Franden is confused, as he does not know what it is he loves most. He offers his wife as the sacrifice, and gives her a potion to make her follow you. Mephala refuses the wife, and tells you to send Franden down himself.

[*]Franden descends to the shrine. Mephala explains that in order to gain something he wants, a proper sacrifice must be made. What is it he wants most? It's not his fortune or his business, but success.

[*]Mephala takes Franden's success from him. His wife is gone, his shop was burned by vandals, but he still has his gift of wisdom. He is forced to live out on the cop.

 

 

 

Miscellaneous Events

 

In the merchant's square of Blacklight you'll see a locksmith hawking his wares, claiming them to be unpickable. He invites people to take a try at his display case, which contains a large amount of gold. It's a very hard lock to pick, but a skilled character could do it. The merchant is astounded, of course, and disappears to sell his goods elsewhere. If you pickpocket the merchant, you'll also find a master key on him that gives access to all of his locks, including the ones on some houses that bought a lock from him.

 

In a fort filled with bandits, the lower levels have been taken over by a group of spiders. While you go through the place you hear screaming, and eventually find a man locked inside a cell. He has some trouble speaking, but eventually tells you that he was taken for ransom and locked away down here. Then spiders took over and killed all of his guards, leaving him trapped in the cell while spiders attempted to get in and eat him. He gives you his 'worthless' possessions and runs away.

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  • 4 weeks later...
  • 2 weeks later...

WIPz shots!

 

The Dam

 

 

http://i1023.photobucket.com/albums/af356/ub3rman123/Dam1.png

http://i1023.photobucket.com/albums/af356/ub3rman123/Dam2.png

http://i1023.photobucket.com/albums/af356/ub3rman123/Dam3.png

 

 

 

Raven Garel's Hideout

 

 

http://i1023.photobucket.com/albums/af356/ub3rman123/GarelFort1.png

http://i1023.photobucket.com/albums/af356/ub3rman123/GarelFort2.png

 

 

 

Mereth Fell

 

 

http://i1023.photobucket.com/albums/af356/ub3rman123/MerethFell1.png

http://i1023.photobucket.com/albums/af356/ub3rman123/MerethFell2.png

http://i1023.photobucket.com/albums/af356/ub3rman123/MerethFell3.png

http://i1023.photobucket.com/albums/af356/ub3rman123/MerethFell4.png

 

 

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Virith Creek

 

 

http://i1023.photobucket.com/albums/af356/ub3rman123/VirithCreek1.png

http://i1023.photobucket.com/albums/af356/ub3rman123/VirithCreek2.png

http://i1023.photobucket.com/albums/af356/ub3rman123/VirithCreek3.png

http://i1023.photobucket.com/albums/af356/ub3rman123/VirithCreek4.png

 

 

 

Wilderness areas

 

 

http://i1023.photobucket.com/albums/af356/ub3rman123/Wilderness1.png

http://i1023.photobucket.com/albums/af356/ub3rman123/Wilderness2.png

http://i1023.photobucket.com/albums/af356/ub3rman123/Wilderness3.png

http://i1023.photobucket.com/albums/af356/ub3rman123/Wilderness4.png

 

 

 

Note that all of these shots were taken without any LOD generated, and most areas aren't fully cluttered yet. Also, nothing was generated with the region editor on account that I haven't figured out how to work it yet; everything was hand-placed.

 

New! Complete world map! (Caution, it's a large image)

 

 

http://skyrim.nexusmods.com/imageshare/images/848994-1330746265.jpg

 

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