VanguardVis Posted April 23, 2012 Share Posted April 23, 2012 (edited) So I have been playing Skyrim for awhile and went back and played Morrowind to experience more of the series. I found the two similar in some mechanics and created my idea of what Bethesda could work on for an expansion to the game that would be, in my opinion, very interesting for many people. The following is a long explanation of the main quest so bear with it and leave your opinion on it. Rise of Vvardenfell Nearly 200 years have passed since the destruction happened. Red Mountain’s eruption sent the native Dunmer far from their lands and cast them adrift across Tamriel. Now is the time for change, for the return to the once forsaken isle. Led by a new cult known as Boethiah’s Band, a group of Dunmer have united and travelled to the once barren lands. They found small parts on the coast have survived and have built a settlement called Azura’s Gaze and are repairing the island’s ash wastes with the blessing of their Daedric lord. Yet problems have arisen. Scouts for Boethiah’s Band have found Argonian forts along the isle’s southern coast and some of the band’s people have gone missing leaving only bloody remnants where they were attacked. Now they are asking for aid from adventurers to delve into the island further and find what dangers lurk within its desolate dunes. Do you have the bravery to walk in the footsteps of the forgotten? The journey begins by being given a flyer by a courier tasked with spreading news of Vvardenfell’s resurrection. You journey will lead you to Windhelm’s docks where you’ll board a ship headed to Azura’s Gaze where you’ll meet with the leader of the Band. From here you’re asked to do some menial tasks such as cutting some wood to build the settlement and eradicating a cave of Alit. After that you return to find the camp in frightened and find out a group of scouts has gone missing travelling south along a Guar trail. Your next task is to set out and find what happened to them. As you travel south you find the remains of a camp ransacked and the scene littered with blood and sign of a struggle. As you walk into the ruins of the largest tent you find an Argonian who’s severely hurt. Your choice is to save them or kill them and report back. Save route: You learn that the Argonian is a scout sent from their settlement at the ruins of Vivec named Hist’s Reach. The Argonian tells you to follow them as they are still injured. Your task takes you down through the ruins of Balmora where you find a small Argonian camp who confronts you. Your scout convinces them to stand down and they all tell you stories of what happened to them. They’re people have also been attacked and taken by something none have survived encountering yet. They can tell they’re fast and relentless. The only clue they have is a scrap of finely woven fabric they believed was created by elves. Just as they’re about to tell more one of the Argonians stops them and questions whether they can truly trust you or not. They give you the task of venturing towards the ruins of Red Mountain to slay a wyrm they call Ash-on-Wings and retrieve one of its fangs. The Argonian you saved asks to join you and states that the Histskin has healed him. From here you venture towards the ruins of Red Mountain. Kill route: On killing the Argonian you find a note that needs translating and return to Azura’s Gaze to report back on the events that happened. The leader has asked that you meet with them and they discuss their next course of action. Believing that the Argonians may not be the cause, the leader asks you not to kill any you find on the island while adventuring and has a different task for you to attend to. The band has seen a dragon flying around the remains of Red Mountain and asks that you eliminate the beast and recover a fang as proof. You’re given a scout as a guide to lead you up towards the top of the mountain to find its lair. The Dragon: You follow the advice and guidance of your scout and reach the mouth of the beast’s lair. You and the scout enter to find a camp of Thalmor guarding the cave’s entrance. You fight through them and make your way into the upper chambers of the cavern. At the top you find a Thalmor mage fighting the dragon. Upon seeing you the dragon smashes the top of the chamber and creates a cave-in blocking you and the mage from it. You now fight the Thalmor mage to the death. After winning you find a set of plans on the body detailing the location of a camp they’ve set up on the western shore. You take the map and your scout points to a small tunnel out of the cave towards area where the cave-in happened. As you exit you find the dragon perched on a large stone tablet staring down at you and it speaks to you. It gives you two choices, fight it or speak. If you fight and kill the beast you can collect two fangs from it to deliver. Upon speaking, you learn the history of Vvardenfell since the eruption of Red Mountain. The Thalmor arrived shortly after the Argonians and began creating a base and expanding. The dragon has watched as the Thalmor attacked scouting parties and took prisoners back to their base as slaves. The dragon gifts you with two fangs and promises to honour you saving its life. You return to deliver the fang when you find the bases in dismay. Both camps have been attacked and their leaders’ kidnapped. You show you have the fang of the dragon and the people calm down and listen to you. The chief of their armed forces tells you about the events and gives you advice on where their course of action. Both sides tell you of a rare creature they sighted known as a Chamnol. The beast seems to have a unique ability to blend into its surroundings and that if you could find a nest the hides may be used to create a special armor to infiltrate the enemy’s defenses. You set out and find the nest and return but find that nobody knows how to work with the hides properly while retaining their unique traits. You’re told of stories about a hunter who’s lived on Vvardenfell longer than anyone else who may know how to craft the armor. They send you to Sheogorad to find them. You arrive on the island to find it inhabited by Netch farmers and the hunter in question is the chief. They would assist you but they’re facing a problem of their own. Their netch herds are under attack by a pack of Kagouti nearby who have killed their netch and dragged the bodies back to their dens. The hunter tells you that you need to know how to work netch hide before learning to craft with Chamnol hide. After you visit the den and collect the hides and kill the Kagouti you find another farmer trapped inside and will teach you to craft armor from Kagouti hide as long as you escort them back. After you’ve escorted them back to the farm community you craft the armors (Netch=light, Kagouti=Heavy, Chamnol=2 sets=light and heavy) and they state they will aid you with whatever you need as long as it is to protect Vvardenfell if you complete another task for them. This one is optional but the result can change a few things later. The task is to journey to the ruins of Arkngthunch-Sturdumz to retrieve an ancient Dwemer artifact rumoured to have been created as the ultimate weapon for a long dead king. Journeying into the ruin will have you face off against the ghost of the king in a giant arena. The opponent you face will be determined by your level and your reward for surviving is the weapon. You return with the weapon and are gifted with being its owner and the farmers will give whatever aid they can whenever you need it. You return and hear out the battle plan from the Argonians or the Dunmer. You’re told that there is an old Kwama Egg Mine that leads right behind the enemy’s lines where you could sneak in and rescue the leaders. Upon sneaking into the camp and finding the two leaders locked in a cell you’re confronted by the leader of the Thalmor emissary. He arrogantly releases the leaders and all of the prisoners mocking that nothing you could do would stop their next assault. The leader doesn’t care how you entered the fortress but lets you leave with the prisoners as all the guards stare you down as you exit. The prisoners and yourself journey back to Hist’s Reach and the two leaders speak together. The camp is then attacked by a Dunmer war party and upon entering the gate is told to cease their attack. The Argonian and Dunmer leader having spent some time in prison and both being slaves agree to form an allegiance and will fight together against the Thalmor. The Battle: The leaders will split their forces to attack from the north and south sides of the fortress but will remain hidden until both gates can be opened. The sides agree that you should journey inside with the two scouts or just one now once again and seek out the controls’ for the gates. You enter and find the gates well secured and need to take the guards out quietly. If you saved the Argonian Scout the three of you can sneak up behind the guards and kill them silently but if you kill the scout you are stuck fighting not only the remaining guard after your sneak attack but also a few other guards they call into the room. After the fight you release the gates and exit the keep to find the leader’s whereabouts. Upon exiting you find the settlement under heavy attack and if you gathered the spear then netch riders will aid in the assault. You see the leader walk into a tower on the far side and must travel along the battlements to reach him. Just before reaching the door the general in charge of the military confronts you and you must kill them or incapacitate them. If you kill them, then you walk right in. But if you incapacitate them the general gives you a special ring to wear and lies wounded as you enter the tower. The Final Faceoff: You find yourself in a large room with another object very similar to the Eye of Magnus. You engage in a battle against the mage and two Magicka Atronachs summoned using the sphere. After you get the archmage down to very little health a massive paralysis wave sweeps out and stops everyone except the mage. He stumbles onto his feet and walks towards the sphere. His body is absorbed and the sphere transforms into a giant Dwemer Centurion with teal plates and a blue aura swirling around it. The scout(s) run off and try to find any aid they can for you after the paralysis wears off. This phase requires you to avoid Magicka Meteors it will summon to fall down through the broken tower roof. Occasionally the Centurion will emit a pulse of Sparks which must be avoided without the ring to avoid massive damage or ignored with the ring equipped. After you get the Centurion down to very little health the arch mage’s twisted voice begins saying the weapon is unstable and will explode but it will at least take out all of the East Coast of Vvardenfell with it. If you spared the dragon back on Red Mountain it will arrive and grab the Centurion and carry it far off and the explosion can be seen from the tower. If the dragon was killed the scout(s) return with a device found in the Dwemer ruins and order you to leave while they run towards the Centurion. As you exit the tower explodes and you are set flying away from it. You awake in Azura’s Gaze and learn that the scouts sacrificed their lives in order to control the explosion’s damage and the statues of the scout(s) fighting against the now stone centurion stand in the centre of Azura’s Gaze. The leader’s approach you and ask if you have the dragon fangs gathered form long ago. Depending on whether you saved the Argonian or not you will receive an amulet with only one or both fangs. With one fang the amulet gives one enchantment but with two you are given two enchantments. You are also gifted two player homes, a tent in Hirst’s Reach and a home in Azura’s Gaze. If the dragon carried the Centurion away you fill find a statue dedicated to it in Azura’s Gaze and given an amulet with two or three fangs. Two for killing the Argonian Scout and three for saving them. The two fang amulet gives the same enchantment plus another one from the dragon’s fang while the three gives the two enchantments from the scout’s two fang amulet and the dragon’s fang. The leaders will say they do not know what happened to the dragon after it carried away the Centurion but hold it as a lord of Vvardenfell and revere it. If you choose to travel back to where you first found the dragon you will find him sitting at his perch with a blue aura around it. He states he now knows what it is like to be a guardian of others and will watch over the island and protect the residents of Vvardenfell should anything happen. If you read all that congrats to you and hope it sounds interesting. Edited April 23, 2012 by VanguardVis Link to comment Share on other sites More sharing options...
scottym23 Posted April 23, 2012 Share Posted April 23, 2012 Great idea! I 100% support this mod :D Link to comment Share on other sites More sharing options...
VanguardVis Posted April 23, 2012 Author Share Posted April 23, 2012 Rather obvious you did not read it at all. This is NOT A MOD! This is an idea for an expansion to Skyrim. Yet again, this is the internet. Link to comment Share on other sites More sharing options...
scottym23 Posted April 23, 2012 Share Posted April 23, 2012 Rather obvious you did not read it at all. This is NOT A MOD! This is an idea for an expansion to Skyrim. Yet again, this is the internet.Wow? I read it all and a mod can be an expansion..The odds that Bethesda will look at this and create it as an expansion is practically zero so the only chance you have for this to come into fruition is for a mod. Way to be rude to your supporters though, it's a shame it probably won't be created because of your lousy attitude. Link to comment Share on other sites More sharing options...
VanguardVis Posted April 23, 2012 Author Share Posted April 23, 2012 I apologize. I've just been dealing with a lot of crap right now and it's getting kinda hard to keep it together and be able to deal with it. I don't like calling it a mod because then people assume its going to be made and it probably won't be. I just don't want people confusing them and pestering me why it isn't done or when is it going to be released. Link to comment Share on other sites More sharing options...
scottym23 Posted April 23, 2012 Share Posted April 23, 2012 (edited) I apologize. I've just been dealing with a lot of crap right now and it's getting kinda hard to keep it together and be able to deal with it. I don't like calling it a mod because then people assume its going to be made and it probably won't be. I just don't want people confusing them and pestering me why it isn't done or when is it going to be released. It's okay I understand completely, I have those days too. And about this expansion probably not being made, I wouldn't be too sure about that. In my opinion this has the potential to be a large project that is entirely possible if the right people decided to work together on it. This mod is a perfect example showing that this type of expansion can happen: http://skyrim.nexusmods.com/downloads/file.php?id=9782 I unfortunately don't have the know-how as of now as to how to create such an expansion. I'm learning now though, and if this doesn't end up being created, I promise I'll eventually give it a try once I feel as though I'm capable. Edited April 23, 2012 by scottym23 Link to comment Share on other sites More sharing options...
PsxMeUP Posted April 23, 2012 Share Posted April 23, 2012 Bethesda probably had all its expansions planned out even before releasing Skyrim. Link to comment Share on other sites More sharing options...
devilrejected Posted April 24, 2012 Share Posted April 24, 2012 Since Nexus has no affiliation with Bethesda i'd assume you could go towards their forums ( http://forums.bethsoft.com/forum/117-v-skyrim/ ) and post your idea there. Not saying its good but its more likely someone from Zenimax/Bethesda will see it there :-). Link to comment Share on other sites More sharing options...
vertex23 Posted April 24, 2012 Share Posted April 24, 2012 My only gripe is the whole "working for Boethiah" thing. Add in the option to kill the cultists and I would love to throw money at my monitor. Link to comment Share on other sites More sharing options...
VanguardVis Posted April 24, 2012 Author Share Posted April 24, 2012 They don't actually work directly under Boethiah but have taken the name in honor of their supposed original ancestor god and use the name as a reflection of them reclaiming their homeland. As for the Beth suggestion I completely forgot about doing that. Thanks! Link to comment Share on other sites More sharing options...
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