Godofblaze Posted November 17, 2011 Share Posted November 17, 2011 Mod request: Skyrim, The Dawn of Magic. (Kind of an expansion for mages). I'd be more then happy to help with the project, it's just I've never modded before or done anything with any of the ES games other than play them using vanilla. I came across this idea after being immensely immersed within the College of Winterhold quest-chain and to be honest, I felt a little cheated at the end. This idea to me will attempt to fill a gap that is missing within the quest line. These series of quests will become available only after you've finished all current quests in the College of Winterhold, after you've defeated Alduin and either liberated or defended Skyrim. Once you have finished all of the quests, you'll be asked about the future of the college by your subordinates (the teachers there). The options that you're given is 1) study the way you always have, 2) expand the college's name and attempt to put it in good standing with Skyrim again. In order to do this, you need to fund an expedition and recruit mages from all over Skyrim to your cause. Now your mage goes across all of skyrim, to each hold and city and promotes magic to each of the Jarl's. If you have good standing with them (aka you're a Thane)... they will allow you to promote magic within their city. You can use your title as Dragonborn or as the Archmage and you can assign members of your college to each city to promote magic in Skyrim. You'll be faced by political resistance and many citizens will start of very negative towards the idea of mages spreading throughout Skyrim. It is your job to convince the people that magic is a reason you were able to defeat alduin and a tool for the world. Some towns might take aggressive stances about it, and even physically try to force you and your peers out. Although, a few holds will allow it, and characters will join your cause at the college for further magic training. Your job is then to rebuild Winterhold as a city (with heavy magical augmentations) and upgrade it at your own expenses (instead of owning a house, you pretty much own a city). From there you can fund guild offshoots in all the cities that have accepted your magic initiative and you can even profit from guild branches (say 1k every 6hours real time or something). As far as more quests go, I'm not entirely sure. I'd like the Psijic order to appear again, but at the same time I like them left a mystery. What do you guys think? Link to comment Share on other sites More sharing options...
Ryudo700 Posted November 18, 2011 Share Posted November 18, 2011 Do you have to defeat alduin or liberate/defend skyrim? You could use the idea that you need mages to help you as dragonborn to defeat alduin? Or that the imperial army/storm cloaks needs mages to aid with the liberation/defence of skyrim? It could make a different impact with each jarl and create more or less mages comming in, while having some benifits and repucations eg stormcloaks attack the mages if you convince enough jarls to help the impiral army? Link to comment Share on other sites More sharing options...
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