02-22-2005, 12:26 PM
<blockquote>
<p><font color="#FF0000"><strong>NOTE THAT THIS SUGGESTION, IN ITS ENTIRETY, IS WITHDRAWN.</strong></font><font color="#666666"><br>
<br>
The following is Razorwing's draft for the main story, started on Jan 17th 2005, posted Feb 22nd 2005, and
revised Apr 8th 2005 (and continually thereafter). It is to be considered a suggestion and not by any means
a final plan. If you have any thoughts, kindly post them on the forum (you may need to log in or register
first).</font>
</blockquote>
<ul>
<li><a href="#changestosilgrad">Changes to Silgrad Tower from TES3</a></li>
<li><a href="#gettingtoknowsilgrad">Getting to know Silgrad</a></li>
<li><a href="#workingforvalderon">Starter Quests - Working for Valderon</a></li>
<li><a href="#diverginginto">Diverging into five paths</a></li>
</ul>
<p> <blockquote><p><font color="#333333"><em>Cyrodiil is going through one of it's darkest times, with rebellions breaking out in certain places and portals to Oblivion opening up, spewing out floods of horrible creatures all over the province. The Empire is weakening, and in order to survive the threat from Oblivion it has to concentrate its forces to the Imperial province. As the Imperial Legion withdraws from Silgrad Tower we see the beginning of a new era for the city. The new time that's upon us holds optimism for a free and glorious Dunmer metropolis, but at the same time the melting pot is just one step away from chaos, turmoil and war as each of the factions set their designs for total control...</em></font> </blockquote><p>
<a href="#TOP"><img src="../../oblivion/images/up.gif" alt="Top of the page" width="14" height="14" border="0" align="right"></a>
<a name="changestosilgrad"></a>
[title]Changes to Silgrad Tower from TES3[/title]
<p><strong>This is a description of what will change in Silgrad after the TES3 mod and before the future TES4 mod begins. </strong><p><img src="../../oblivion/images/oblivion_cut_fire.jpg" alt="Part of an official wallpaper." width="100" height="136" align="right" style="margin-left: 10px; margin-bottom: 10px;">The Imperial Legion in Silgrad Tower has recieved report upon report of the increasing unrest back in Cyrodiil. The citizens of the city hear stories, told by travellers and merchants, that the Imperial province is becoming violent and unstable. Fear is starting to spread among the populace; Redoran leaders hold speeches in the town square, arguing that it's time for the Dunmer to take control over their own destiny, and it's not unusual to see a Silgrad guardian or two listening in, nodding silently. Monks from the Temple wander the streets, proclaiming to see signs that the end is near. Kinsmen of House Hlaalu take on the role of trying to convince the people that everything is fine; they firmly believe the powerful and glorious Empire will quench the threat from Oblivion, and they're not afraid to say so whenever a monk garners too much attention or the Redorans hold another rally. Their wealth hinges on coninued stability and control, although some are feeling the winds of change and are preparing to fall back to Verachen Hall. </font> <table width="150" border="0" align="right" cellpadding="6" cellspacing="0" style="margin-left: 10px; margin-bottom: 10px;"><font size="2"> <tr> <td bgcolor="#BABB71"><strong> Council of Elders:</strong><br>- Valderon<br>- House Hlaalu<br>- House Redoran<br>- House Telvanni<br>- The Temple<br>- The Duke<br>- Silgrad Guardians</td></tr></font> </table><p>When the order finally comes for the Imperial forces to pull out, few are surprised. The resources and equipment kept in the Tower of Silgrad are packed up, and a long caravan sets off for Cyrodiil.
<p>- <strong>Duke Oram Hlaalo</strong> sees fit to move back to his manor in the Upper Chambers, which is the wealthier side of town and home to most of Silgrad's nobles. Despite its name it lies in the southwest <a href="../gallery_maps_st3_st.htm" target="_blank">part of town.</a> The Duke retains his seat on the council. See his description in "<a href="bk_whos_who__council_of_elders.htm#duke">A who's who of Silgrad</a>".
<p>- The <strong>Imperial commander</strong> is the last one to go. He retracts his seat on the council, and in a public ceremony releases control over Silgrad Tower to the Council of Elders. <center> <a href="../../gallery/albums/userpics/Upper%20Chambers%20East%20Shot.JPG" target="_blank"><img src="../../gallery/albums/userpics/normal_Upper%20Chambers%20East%20Shot.JPG" alt="Upper Chambers, as seen in TES3." width="400" height="268" border="0"></a></center>
<p>- The <strong><a href="bk_silgrad_guardians.htm">Silgrad Guardians</a></strong> promptly move into the vacant keep, partly because it's better suited for official business matters, but mostly to keep it from falling into the hands of one of the factions. Richeard Bleau, an <a href="bk_silgrad_guardians.htm">Elite</a>, is recruited by the Council to fill the empty chair, since security matters are anticipated to become even more important without the Empire's dominance. See his description in "<a href="bk_whos_who__council_of_elders.htm#guardians">A who's who of Silgrad</a>".
<blockquote>
<p><font color="#333333"><em>For more information on the members of the Council of Elders, <a href="http://www.silgrad.com/wbb2/thread.php?threadid=962">see
their descriptions here</a>.</em></font>
</blockquote>
<p>- Both the <strong>Guild of Fighters, Mages, and Thieves</strong> in Silgrad Tower are essentially dispersed in the wake of the Empire's withdrawal from Morrowind. As there is no longer any Imperial legions governing the cities, the hostility from the Dunmer towards outlanders are felt more strongly, and operating became nigh-on impossible. Most of the fighters find service among the Silgrad guardians (which is one explanation as to their increased brutality), others return home to their various provinces, while yet others are adopted by the Great Houses in the city. Most of the Mages are reassigned to other branches of the Guild, but a few have made themselves so at home in Silgrad they instead choose to 'defect' to House Telvanni. The thieves simply disperse and go their separate ways, some joining Hlaalu but most relocates to more lucrative parts of Tamriel.
<p>- The Guild of Fighters building is taken over by the Silgrad guardians, who use it as a storeroom for supplies, while House Telvanni bring over more of their kinsmen and eagerly moves into the Guild of Mages building. With the Empire's presence gone, they can't afford not to grow their power in this city.
<p>Without the stern Imperial hand maintaining order over Silgrad, many of the citizens take advantage of their newfound freedom and speak out against the percieved power imbalances. The Silgrad guardians grow increasingly intolerant, and protesters and public speakers are brutally dispersed. This leads to a polarization between the various factions that make up the population; interaction between them become rarer, they keep to shopping at their own markets, and suspicions are rising. Open battles has yet to be seen, but it's clear the city is dividing itself into Redoran, Hlaalu and Telvanni districts where opposing members are fiercely kept out.
<table width="200" border="0" align="right" cellpadding="2" cellspacing="0" style="margin-left: 10px; margin-bottom: 10px;"> <tr bgcolor="#afa67f"> <td colspan="5"><center> <strong>Valderon Starts<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></font> </strong></center></td> </tr> <tr> <td width="20%" class="rightborder"><center>Val<br>de<br>ron<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#CCCD91" class="rightborder"><center>Tem<br>ple<br><br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#C8C98B" class="rightborder"><center>Hla<br>alu<br><br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#C4C585" class="rightborder"><center>Red<br>ora<br>n<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#C0C17F" class="rightborder"><center>Tel<br>van<br>ni<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> </tr> <tr> <td class="rightborder"><center>End<br>#1<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#CCCD91" class="rightborder"><center>End<br>#2<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#C8C98B" class="rightborder"><center>End<br>#3<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#C4C585" class="rightborder"><center>End<br>#4<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#C0C17F" class="rightborder"><center>End<br>#5<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> </tr> <tr bgcolor="#afa67f"> <td colspan="5"><center> Valderon Ends</center></td> </tr> <tr bgcolor="#BABB71"> <td colspan="5"><div align="right"><em>The main story begins with Valderon, and ends (in 5 different ways) with Valderon </em></div></td> </tr> </table><p>This is the situation the player is thrown into when he first comes to Silgrad Tower; Valderon and the Silgrad guardians are trying to keep an increasingly difficult peace as four factions work according to their own agendas to take over the entire city for themselves. "The destiny of Silgrad Tower is in your hands" so to speak.
<p> - <font color="#333333">Will you side with Valderon and re-establish Silgrad as an inspiration for cross-cultural Dunmer cooperation?</font>
<p> - <font color="#006600">Will you find yourself at home in the Temple and do your part in turning Silgrad into a theocracy?</font>
<p> - <font color="#9999CC">Does Hlaalu sound like your favourite choice, where control over Silgrad means control over the economy <i>(mob-type scenario perhaps)</i>?</font>
<p> - <font color="#990000">Or will you help Redoran take back what's rightfully theirs, allowing them to use Silgrads wealth to build a massive army to restore their former glory?</font>
<p> - <font color="#CC6600">Others may find they prefer the underdog in Silgrad, House Telvanni, who's desires far exceeds their grasp; serving them will present a much more difficult challenge, suitable for high-level characters.</font>
<p><a href="#TOP"><img src="../../oblivion/images/up.gif" alt="Top of the page" width="14" height="14" border="0" align="right"></a>
<p><a name="gettingtoknowsilgrad"></a>[title]Getting to know Silgrad[/title]
<p><img src="../../oblivion/images/items/quarl_sweetie.jpg" alt="One of Quarl's incredible faces." width="198" height="273" align="right" style="margin-left: 10px; margin-bottom: 10px;">In order to entice the player to come and explore Silgrad, a number of new NPCs are planted around the Cyrodiil province who talk a bit about what's going on, and then point to the "Emmisary of the Dunmer" for more information. The "Emmisary of the Dunmer" would be a new building in the capital of Cyrodiil, and its intended function is to promote politics favorable to Morrowind, although we wouldn't delve to deep into that. It's also a hostel, so the new NPCs planted in Cyrodiil have somewhere to sleep, and might have a bar with imported Morrowind liquor. But that's beside the point. Rather, the point of the Emissary building is so that representatives of the Temple, Hlaalu, Redoran and Telvanni can speak to the player and give their own skewed opinion on what's going on in Silgrad. All of them end by pointing the player to go and see Valderon in Silgrad, with whom the main story begins and ends.
<p>Regardless of whether the player has been to the Emissary or not, the main story would begin when he has a meeting
with Valderon, who still lives in the Council of Elders building. There'll be plenty of nudges in that direction
too, if the player talks to the people of Silgrad. He won't be able to get anywhere with the Temple or the Great
Houses as of yet, but can of course take advantage of the services offered by them. Walking through Silgrad,
the player would also get subtle hints that all is not well; people taunting each other, fights breaking out
here and there between different faction members, the Silgrad guardians arresting certain individuals (and more
or less, depending on what the new CS and Radiant AI is capable of).
</span>
<p>[title]Starter Quests - Working for Valderon[/title]
<table width="175" border="0" align="right" cellpadding="6" cellspacing="0" style="margin-left: 10px; margin-bottom: 10px;">
<tr>
<td bgcolor="#BABB71"><a href="#workingforvalderon">1.)</a> Hlaalu annoys Redoran<br><a href="#s2">2.)</a> Telvanni annoys all<br><a href="#s3">3.)</a> Temple annoys Telvanni<br><a href="#s4">4.)</a> Redoran annoys Hlaalu</td>
</tr>
</table>
<p><strong><font size="3">1.</font></strong> Valderon starts the main quest by asking the player to investigate a robbery that took place yesterday. With the current situation at hand, he suspects the robbery is House-related. Valderon knows he can trust the Silgrad guardians with his life, but they are citizens too and their views are skewed to favor one House or the other, and he needs your untainted view on the crime.
<p>Through this short quest the player is further introduced to the brewing conflict, and learns that the robbery was committed by Hlaalu (against Redoran) to bring in much-needed funds. The trade with Vvardenfell has receded, as there are no longer any Imperial forces to funnel the goods through the "right" (Hlaalu) hands, and the roads to Cyrodiil are becoming dangerous, with daedra attacks happening every other week. This has been very detrimental to House Hlaalu, to the point where they had to steal to pay off wages. But there are hints to the player that there's more to it than that, as he gets the sense that the sheer number of septims in the Hlaalu coffers are irrelevant - the point is to have more than the other Houses, as wealth is the only advantage they know how to use.
<p>Valderon congratulates the player and, in honor of his service, makes him a special member of the Silgrad guardians.
<p><a name="s2"></a><font size="3"><strong>2.</strong></font> The Telvanni are a chaotic and erratic source of problems for Valderon, cooperating one day only to side with the Temple the other, and now and then flex their muscles and proclaim world dominance as their only worthwhile goal. This time they decided they needed to grow a new building, and planted their seed at an empty patch in the center of Silgrad. Problem is that their Hlaalu neighbours thought that empty patch was a town square, and the pod is now blocking several entrances as well as disrupting local business. The Telvanni don't mind, as their door is twenty feet off the ground, and won't listen to reason. The player's job is to "fix it" - no deeper instructions are given. There are only one side of the argument, since no sane person would accept the loss off the town square, and the pod needs to go. If the player is strong enough he can cut down and destroy the pod, or if he's smart and well-spoken he can convince the Telvanni to abandon their pod. Choosing to cut it down will make the Telvanni like you less, but they won't like you more for talking them into abandoning. The quest would serve to give background information as to why the Telvanni want to expand their influence.<p><a name="s3"></a><font size="3"><strong>3.</strong></font> The Temple has been excavating below their building in the middle of town, to make room for a new tomb. Recently they broke through a wall and found a cave system, occupied with little more than mushrooms. They promptly got rid of the fungus and started building slabs for the new tomb. Soon, dark figures started coming out of the tunnels and harassing them, screaming they had invaded the Telvanni mushroom plantation that kept the Telvanni population from going hungry. The Temple won't destroy the tunnels they have meticously crafted, and the Telvanni are furious, so Valderon calls in the unbiased player to mediate the situation.
<p>The leader of the Temple is unusually pragmatic, thankfully, and says that the "Llormatha Ancestral Tomb" (or something along those lines) was built in what was originally a large cave system; the Llormatha family line died out a couple of centuries ago, and they never got around to pave the whole cave. The Telvanni can be granted official and permanent access to those caves (as long as they respect the dead).
<p>The Telvanni feel that it might be an agreeable solution, but want the player to prospect the caves first. He'll proceed to do that, and can have a fun time clearing them of animals if he wants, but in either case he reports back to the Telvanni, who are excited about his description of the caves. Completing the quest will negate any bad feelings the Telvanni might have if the player had cut down the pod in the quest before. Valderon is pleased when the player reports back.<p><strong><font size="3"><a name="s4"></a>4.</font></strong> A murder was committed the night before (perhaps it was a baker, lol). A witness, who was getting drunk on the corner outside the murder victim's home, came to see Valderon early this morning and said he heard the commotion inside and swore he saw a Silgrad guardian leaving the house shortly after. Since they all look alike in their armor, and the witness was drunk, he couldn't be more specific. The player is Valderon's best bet for an impartial investigation, and is quested to solve the mystery. I'll leave the middle part and other details hazy.
<p>It turns out the murderer was a Redoran, whose motive was to create unrest by making it seem Silgrad Guardians had started murdering citizens. At the same time, he took the opportunity to get rid of an enemy Hlaalu. The witness may or may not have been Redoran as well, and placed there to spread the word of the murderous Silgrad Guardians.
<p>Solving the quest means the player garners favor with the Guardians for exhonorating them from suspicion. When the player faces the showdown at the forest (see below) he can collect on the favor and bring Guardians with him; that will help low-level players from certain death. The number of Guardians he gets assigned depends on his level, but he'll always get at least one, since they won't refuse to pay back the favor even if the player is level 80.
<blockquote>
<p><em><font color="#666666">When the player has completed the starter quests, he has gained noteriety in Silgrad City, and most townspeople are familiar with the just and fair outlander which has solved some sticky situations. The majority of Silgrad's citizens belong to either of the four factions, while the rest feel they belong with Silgrad, period. The latter citizens try to influence the player to side with Valderon, and ensure the stability of cross-culture Dunmer cooperation, while factionists try to recruite the new hero to their side. The player won't be jumped everytime he talks to someone, he can still choose not to pursue any of the faction paths, but it will be in their dialogue until he does.</font></em>
</blockquote>
<p><a name="diverginginto"></a>
<a href="#TOP"><img src="../../oblivion/images/up.gif" alt="Top of the page" width="14" height="14" border="0" align="right"></a>
[title]Main story: Diverging into five paths[/title]
<p>In the TES3 version of Silgrad Tower there's a small park just north of the Temple, in the middle of town. In the TES4 version this patch is undeveloped forest that, until now, hasn't garnered any interest from anyone, and has had little use except as a playground for kids. When House Hlaalu brings up the matter at a Council meeting and demands that the trees be cut down to make way for a (Hlaalu-controlled) bazaar, the interest from the other factions rise considerably - now everyone wants to gain control of it, anxious to keep House Hlaalu from engulfing even more of Silgrad.
<p>The player will be the instrument in transforming the forest square, and in doing that he will cause a permanent change in the game world (for the duration of his game). At the same time he'll choose one of five paths to follow in the main story. Valderon is still the player's go-to-guy at this point, and lays out the situation while prompting the player to hear Valderon's own vision of the forest. The player can seek out the Councilor of any of the four factions <em>(see the <a href="bk_whos_who__.htm">"A who's who of Silgrad"</a> for more info on the Councilors)</em>, hear their arguments, then make an informed choice of who he wants to support.
<p>Below are the intentions of Valderon and the four factions as far as the forest square goes. Explaining this to
the player would probably be done through dialogue as the player meets with the Councilor.<br>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="20%" class="rightborder">5A. Valderon's vision is to create a memorial park, remembering all those who fought and died to create Silgrad Tower (which in reality are the screen names of people who worked on ST in the past, but has since left). He also hints rather strongly that the other factions disagree with him, so the player doesn't follow the Valderon path automatically.</font></td>
<td width="20%" bgcolor="#CCCD91" class="rightborder">5B. The Temple wants to create a tranquil park, with religious monuments and public sermons by the monks. It would be similar to what was there in TES3. Judicious use of fountains and statues might be good. The park would be arranged so it enhances the impression of the huge Temple building.</td>
<td width="20%" bgcolor="#C8C98B" class="rightborder">5C. House Hlaalu wants to create a large market (similar to the bazaar in Mournhold, perhaps), operated and taxed by their kinsmen. A couple of merchants would set up stands, selling this and that (nothing fancy) and a Hlaalu guard or two patrol and collect taxes.</td>
<td width="20%" bgcolor="#C4C585" class="rightborder">5D. House Redoran wants to build a military training ground, with a couple of military tents, a recruitment center, warriors fighting practice dummies, and tall Redoran banners flying proudly in the wind. It'd be a gritty, dirty and menacing part of Silgrad, and other House members who wander in would get the snot kicked out of them.</td>
<td width="20%" bgcolor="#C0C17F" class="rightborder">5E. House Telvanni would like to mostly save the forest patch as it is, with small herb plantations here and there and some alien plant life. It would be wild and untamed, and teeming with life; not as much botanical garden as tropical disease and poisonous bugs.</td>
</tr>
</table>
<blockquote><em>Either path starts off basically the same. The player talks to any of the five Councilors, support someone's idea, and then heads to the forest square with a small team of workers (provided by the Councilor). NPCs from the opposition have gathered there when the player arrives, and the mixture of actors fluctuate depending on what Councilor the player now fights for. Valderon is not represented, House guards represent the three Houses, and an Ordinator represents the Temple. The player supports one of the aforementioned, so the only time you'll see all NPCs together is if you play for Valderon - that situation is a bit easier though, as you see below. When the group arrives, the workers proceed into it and mill about while the player faces the consequences. </em></blockquote>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="20%" class="rightborder">5A. If the player is doing Valderon's work, he can opt to talk his way
out of a confrontation with the four factions. If he fails, or chooses to fight, the 4 opponents will attack
h-t-h. Fighting back with weapon counts as a crime. If the player's HP drops below 50%, two of the opponents
will start fighting each other instead.</font></td>
<td width="20%" bgcolor="#CCCD91" class="rightborder">5B. Pursuing the Temple path also means the player can
opt to talk to the opponents. If he fails, or chooses to fight, the three House reps will attack hand-to-hand.
Fighting back with weapon counts as a crime.</font></td>
<td width="20%" bgcolor="#C8C98B" class="rightborder">5C. Working for House Hlaalu means the player can choose
to bribe his opponents (with his own money). As long as he has the cash, it won't fail. If he lacks the
cash, or chooses to fight, the three opponents attack in full force with drawn weapons.</td>
<td width="20%" bgcolor="#C4C585" class="rightborder">5D. House Redoran has the most aggressive plan for the
forest patch, and the three opponents have little sympathy; they will assault the player immediately.</td>
<td width="20%" bgcolor="#C0C17F" class="rightborder">5E. House Telvanni isn't well liked, and their designs
to convert part of the city to their perverted sense of nature is frowned upon. The player won't have any
options other than to fight it out.</td>
</tr>
</table>
<p>[title]Main story: Valderon Path[/title]
<p><img src="../../forum/images/avatars/avatar-149.gif" width="120" height="177" hspace="15" vspace="15" align="right">
There's a fundamental difference between the Valderon path and any of the four faction paths. Valderon wants a peaceful city where everone works together, as it was during the Imperial reign, whereas the factions each wants to take dominance over the city. Each of the branches in the main story will transform the city in some ways, and the future of the central forest is the first step.
<p>- Investigate and solve more crimes, which aids in establishing that Silgrad is a calm and peaceful city.
<p>- Pursue and catch outlaws
<p>- Aid moderate elements in the other factions, by performing tasks that benefit them
<p>- Covertly hurt the radical elements, such as burning down farms and even targeted assassinations in some cases
<p>- Stamp out the fascist tendencies in the Silgrad guardians
<p>During the path you'll help to elevate the moderate elements to power in each of the four factions, ushering in a new era of understanding and cooperation that will ensure the Silgrad spirit lives on without Imperial meddling.</span>
<p><font color="#FF0000"><strong>NOTE THAT THIS SUGGESTION, IN ITS ENTIRETY, IS WITHDRAWN.</strong></font><font color="#666666"><br>
<br>
The following is Razorwing's draft for the main story, started on Jan 17th 2005, posted Feb 22nd 2005, and
revised Apr 8th 2005 (and continually thereafter). It is to be considered a suggestion and not by any means
a final plan. If you have any thoughts, kindly post them on the forum (you may need to log in or register
first).</font>
</blockquote>
<ul>
<li><a href="#changestosilgrad">Changes to Silgrad Tower from TES3</a></li>
<li><a href="#gettingtoknowsilgrad">Getting to know Silgrad</a></li>
<li><a href="#workingforvalderon">Starter Quests - Working for Valderon</a></li>
<li><a href="#diverginginto">Diverging into five paths</a></li>
</ul>
<p> <blockquote><p><font color="#333333"><em>Cyrodiil is going through one of it's darkest times, with rebellions breaking out in certain places and portals to Oblivion opening up, spewing out floods of horrible creatures all over the province. The Empire is weakening, and in order to survive the threat from Oblivion it has to concentrate its forces to the Imperial province. As the Imperial Legion withdraws from Silgrad Tower we see the beginning of a new era for the city. The new time that's upon us holds optimism for a free and glorious Dunmer metropolis, but at the same time the melting pot is just one step away from chaos, turmoil and war as each of the factions set their designs for total control...</em></font> </blockquote><p>
<a href="#TOP"><img src="../../oblivion/images/up.gif" alt="Top of the page" width="14" height="14" border="0" align="right"></a>
<a name="changestosilgrad"></a>
[title]Changes to Silgrad Tower from TES3[/title]
<p><strong>This is a description of what will change in Silgrad after the TES3 mod and before the future TES4 mod begins. </strong><p><img src="../../oblivion/images/oblivion_cut_fire.jpg" alt="Part of an official wallpaper." width="100" height="136" align="right" style="margin-left: 10px; margin-bottom: 10px;">The Imperial Legion in Silgrad Tower has recieved report upon report of the increasing unrest back in Cyrodiil. The citizens of the city hear stories, told by travellers and merchants, that the Imperial province is becoming violent and unstable. Fear is starting to spread among the populace; Redoran leaders hold speeches in the town square, arguing that it's time for the Dunmer to take control over their own destiny, and it's not unusual to see a Silgrad guardian or two listening in, nodding silently. Monks from the Temple wander the streets, proclaiming to see signs that the end is near. Kinsmen of House Hlaalu take on the role of trying to convince the people that everything is fine; they firmly believe the powerful and glorious Empire will quench the threat from Oblivion, and they're not afraid to say so whenever a monk garners too much attention or the Redorans hold another rally. Their wealth hinges on coninued stability and control, although some are feeling the winds of change and are preparing to fall back to Verachen Hall. </font> <table width="150" border="0" align="right" cellpadding="6" cellspacing="0" style="margin-left: 10px; margin-bottom: 10px;"><font size="2"> <tr> <td bgcolor="#BABB71"><strong> Council of Elders:</strong><br>- Valderon<br>- House Hlaalu<br>- House Redoran<br>- House Telvanni<br>- The Temple<br>- The Duke<br>- Silgrad Guardians</td></tr></font> </table><p>When the order finally comes for the Imperial forces to pull out, few are surprised. The resources and equipment kept in the Tower of Silgrad are packed up, and a long caravan sets off for Cyrodiil.
<p>- <strong>Duke Oram Hlaalo</strong> sees fit to move back to his manor in the Upper Chambers, which is the wealthier side of town and home to most of Silgrad's nobles. Despite its name it lies in the southwest <a href="../gallery_maps_st3_st.htm" target="_blank">part of town.</a> The Duke retains his seat on the council. See his description in "<a href="bk_whos_who__council_of_elders.htm#duke">A who's who of Silgrad</a>".
<p>- The <strong>Imperial commander</strong> is the last one to go. He retracts his seat on the council, and in a public ceremony releases control over Silgrad Tower to the Council of Elders. <center> <a href="../../gallery/albums/userpics/Upper%20Chambers%20East%20Shot.JPG" target="_blank"><img src="../../gallery/albums/userpics/normal_Upper%20Chambers%20East%20Shot.JPG" alt="Upper Chambers, as seen in TES3." width="400" height="268" border="0"></a></center>
<p>- The <strong><a href="bk_silgrad_guardians.htm">Silgrad Guardians</a></strong> promptly move into the vacant keep, partly because it's better suited for official business matters, but mostly to keep it from falling into the hands of one of the factions. Richeard Bleau, an <a href="bk_silgrad_guardians.htm">Elite</a>, is recruited by the Council to fill the empty chair, since security matters are anticipated to become even more important without the Empire's dominance. See his description in "<a href="bk_whos_who__council_of_elders.htm#guardians">A who's who of Silgrad</a>".
<blockquote>
<p><font color="#333333"><em>For more information on the members of the Council of Elders, <a href="http://www.silgrad.com/wbb2/thread.php?threadid=962">see
their descriptions here</a>.</em></font>
</blockquote>
<p>- Both the <strong>Guild of Fighters, Mages, and Thieves</strong> in Silgrad Tower are essentially dispersed in the wake of the Empire's withdrawal from Morrowind. As there is no longer any Imperial legions governing the cities, the hostility from the Dunmer towards outlanders are felt more strongly, and operating became nigh-on impossible. Most of the fighters find service among the Silgrad guardians (which is one explanation as to their increased brutality), others return home to their various provinces, while yet others are adopted by the Great Houses in the city. Most of the Mages are reassigned to other branches of the Guild, but a few have made themselves so at home in Silgrad they instead choose to 'defect' to House Telvanni. The thieves simply disperse and go their separate ways, some joining Hlaalu but most relocates to more lucrative parts of Tamriel.
<p>- The Guild of Fighters building is taken over by the Silgrad guardians, who use it as a storeroom for supplies, while House Telvanni bring over more of their kinsmen and eagerly moves into the Guild of Mages building. With the Empire's presence gone, they can't afford not to grow their power in this city.
<p>Without the stern Imperial hand maintaining order over Silgrad, many of the citizens take advantage of their newfound freedom and speak out against the percieved power imbalances. The Silgrad guardians grow increasingly intolerant, and protesters and public speakers are brutally dispersed. This leads to a polarization between the various factions that make up the population; interaction between them become rarer, they keep to shopping at their own markets, and suspicions are rising. Open battles has yet to be seen, but it's clear the city is dividing itself into Redoran, Hlaalu and Telvanni districts where opposing members are fiercely kept out.
<table width="200" border="0" align="right" cellpadding="2" cellspacing="0" style="margin-left: 10px; margin-bottom: 10px;"> <tr bgcolor="#afa67f"> <td colspan="5"><center> <strong>Valderon Starts<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></font> </strong></center></td> </tr> <tr> <td width="20%" class="rightborder"><center>Val<br>de<br>ron<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#CCCD91" class="rightborder"><center>Tem<br>ple<br><br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#C8C98B" class="rightborder"><center>Hla<br>alu<br><br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#C4C585" class="rightborder"><center>Red<br>ora<br>n<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#C0C17F" class="rightborder"><center>Tel<br>van<br>ni<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> </tr> <tr> <td class="rightborder"><center>End<br>#1<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#CCCD91" class="rightborder"><center>End<br>#2<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#C8C98B" class="rightborder"><center>End<br>#3<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#C4C585" class="rightborder"><center>End<br>#4<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#C0C17F" class="rightborder"><center>End<br>#5<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> </tr> <tr bgcolor="#afa67f"> <td colspan="5"><center> Valderon Ends</center></td> </tr> <tr bgcolor="#BABB71"> <td colspan="5"><div align="right"><em>The main story begins with Valderon, and ends (in 5 different ways) with Valderon </em></div></td> </tr> </table><p>This is the situation the player is thrown into when he first comes to Silgrad Tower; Valderon and the Silgrad guardians are trying to keep an increasingly difficult peace as four factions work according to their own agendas to take over the entire city for themselves. "The destiny of Silgrad Tower is in your hands" so to speak.
<p> - <font color="#333333">Will you side with Valderon and re-establish Silgrad as an inspiration for cross-cultural Dunmer cooperation?</font>
<p> - <font color="#006600">Will you find yourself at home in the Temple and do your part in turning Silgrad into a theocracy?</font>
<p> - <font color="#9999CC">Does Hlaalu sound like your favourite choice, where control over Silgrad means control over the economy <i>(mob-type scenario perhaps)</i>?</font>
<p> - <font color="#990000">Or will you help Redoran take back what's rightfully theirs, allowing them to use Silgrads wealth to build a massive army to restore their former glory?</font>
<p> - <font color="#CC6600">Others may find they prefer the underdog in Silgrad, House Telvanni, who's desires far exceeds their grasp; serving them will present a much more difficult challenge, suitable for high-level characters.</font>
<p><a href="#TOP"><img src="../../oblivion/images/up.gif" alt="Top of the page" width="14" height="14" border="0" align="right"></a>
<p><a name="gettingtoknowsilgrad"></a>[title]Getting to know Silgrad[/title]
<p><img src="../../oblivion/images/items/quarl_sweetie.jpg" alt="One of Quarl's incredible faces." width="198" height="273" align="right" style="margin-left: 10px; margin-bottom: 10px;">In order to entice the player to come and explore Silgrad, a number of new NPCs are planted around the Cyrodiil province who talk a bit about what's going on, and then point to the "Emmisary of the Dunmer" for more information. The "Emmisary of the Dunmer" would be a new building in the capital of Cyrodiil, and its intended function is to promote politics favorable to Morrowind, although we wouldn't delve to deep into that. It's also a hostel, so the new NPCs planted in Cyrodiil have somewhere to sleep, and might have a bar with imported Morrowind liquor. But that's beside the point. Rather, the point of the Emissary building is so that representatives of the Temple, Hlaalu, Redoran and Telvanni can speak to the player and give their own skewed opinion on what's going on in Silgrad. All of them end by pointing the player to go and see Valderon in Silgrad, with whom the main story begins and ends.
<p>Regardless of whether the player has been to the Emissary or not, the main story would begin when he has a meeting
with Valderon, who still lives in the Council of Elders building. There'll be plenty of nudges in that direction
too, if the player talks to the people of Silgrad. He won't be able to get anywhere with the Temple or the Great
Houses as of yet, but can of course take advantage of the services offered by them. Walking through Silgrad,
the player would also get subtle hints that all is not well; people taunting each other, fights breaking out
here and there between different faction members, the Silgrad guardians arresting certain individuals (and more
or less, depending on what the new CS and Radiant AI is capable of).
</span>
<p>[title]Starter Quests - Working for Valderon[/title]
<table width="175" border="0" align="right" cellpadding="6" cellspacing="0" style="margin-left: 10px; margin-bottom: 10px;">
<tr>
<td bgcolor="#BABB71"><a href="#workingforvalderon">1.)</a> Hlaalu annoys Redoran<br><a href="#s2">2.)</a> Telvanni annoys all<br><a href="#s3">3.)</a> Temple annoys Telvanni<br><a href="#s4">4.)</a> Redoran annoys Hlaalu</td>
</tr>
</table>
<p><strong><font size="3">1.</font></strong> Valderon starts the main quest by asking the player to investigate a robbery that took place yesterday. With the current situation at hand, he suspects the robbery is House-related. Valderon knows he can trust the Silgrad guardians with his life, but they are citizens too and their views are skewed to favor one House or the other, and he needs your untainted view on the crime.
<p>Through this short quest the player is further introduced to the brewing conflict, and learns that the robbery was committed by Hlaalu (against Redoran) to bring in much-needed funds. The trade with Vvardenfell has receded, as there are no longer any Imperial forces to funnel the goods through the "right" (Hlaalu) hands, and the roads to Cyrodiil are becoming dangerous, with daedra attacks happening every other week. This has been very detrimental to House Hlaalu, to the point where they had to steal to pay off wages. But there are hints to the player that there's more to it than that, as he gets the sense that the sheer number of septims in the Hlaalu coffers are irrelevant - the point is to have more than the other Houses, as wealth is the only advantage they know how to use.
<p>Valderon congratulates the player and, in honor of his service, makes him a special member of the Silgrad guardians.
<p><a name="s2"></a><font size="3"><strong>2.</strong></font> The Telvanni are a chaotic and erratic source of problems for Valderon, cooperating one day only to side with the Temple the other, and now and then flex their muscles and proclaim world dominance as their only worthwhile goal. This time they decided they needed to grow a new building, and planted their seed at an empty patch in the center of Silgrad. Problem is that their Hlaalu neighbours thought that empty patch was a town square, and the pod is now blocking several entrances as well as disrupting local business. The Telvanni don't mind, as their door is twenty feet off the ground, and won't listen to reason. The player's job is to "fix it" - no deeper instructions are given. There are only one side of the argument, since no sane person would accept the loss off the town square, and the pod needs to go. If the player is strong enough he can cut down and destroy the pod, or if he's smart and well-spoken he can convince the Telvanni to abandon their pod. Choosing to cut it down will make the Telvanni like you less, but they won't like you more for talking them into abandoning. The quest would serve to give background information as to why the Telvanni want to expand their influence.<p><a name="s3"></a><font size="3"><strong>3.</strong></font> The Temple has been excavating below their building in the middle of town, to make room for a new tomb. Recently they broke through a wall and found a cave system, occupied with little more than mushrooms. They promptly got rid of the fungus and started building slabs for the new tomb. Soon, dark figures started coming out of the tunnels and harassing them, screaming they had invaded the Telvanni mushroom plantation that kept the Telvanni population from going hungry. The Temple won't destroy the tunnels they have meticously crafted, and the Telvanni are furious, so Valderon calls in the unbiased player to mediate the situation.
<p>The leader of the Temple is unusually pragmatic, thankfully, and says that the "Llormatha Ancestral Tomb" (or something along those lines) was built in what was originally a large cave system; the Llormatha family line died out a couple of centuries ago, and they never got around to pave the whole cave. The Telvanni can be granted official and permanent access to those caves (as long as they respect the dead).
<p>The Telvanni feel that it might be an agreeable solution, but want the player to prospect the caves first. He'll proceed to do that, and can have a fun time clearing them of animals if he wants, but in either case he reports back to the Telvanni, who are excited about his description of the caves. Completing the quest will negate any bad feelings the Telvanni might have if the player had cut down the pod in the quest before. Valderon is pleased when the player reports back.<p><strong><font size="3"><a name="s4"></a>4.</font></strong> A murder was committed the night before (perhaps it was a baker, lol). A witness, who was getting drunk on the corner outside the murder victim's home, came to see Valderon early this morning and said he heard the commotion inside and swore he saw a Silgrad guardian leaving the house shortly after. Since they all look alike in their armor, and the witness was drunk, he couldn't be more specific. The player is Valderon's best bet for an impartial investigation, and is quested to solve the mystery. I'll leave the middle part and other details hazy.
<p>It turns out the murderer was a Redoran, whose motive was to create unrest by making it seem Silgrad Guardians had started murdering citizens. At the same time, he took the opportunity to get rid of an enemy Hlaalu. The witness may or may not have been Redoran as well, and placed there to spread the word of the murderous Silgrad Guardians.
<p>Solving the quest means the player garners favor with the Guardians for exhonorating them from suspicion. When the player faces the showdown at the forest (see below) he can collect on the favor and bring Guardians with him; that will help low-level players from certain death. The number of Guardians he gets assigned depends on his level, but he'll always get at least one, since they won't refuse to pay back the favor even if the player is level 80.
<blockquote>
<p><em><font color="#666666">When the player has completed the starter quests, he has gained noteriety in Silgrad City, and most townspeople are familiar with the just and fair outlander which has solved some sticky situations. The majority of Silgrad's citizens belong to either of the four factions, while the rest feel they belong with Silgrad, period. The latter citizens try to influence the player to side with Valderon, and ensure the stability of cross-culture Dunmer cooperation, while factionists try to recruite the new hero to their side. The player won't be jumped everytime he talks to someone, he can still choose not to pursue any of the faction paths, but it will be in their dialogue until he does.</font></em>
</blockquote>
<p><a name="diverginginto"></a>
<a href="#TOP"><img src="../../oblivion/images/up.gif" alt="Top of the page" width="14" height="14" border="0" align="right"></a>
[title]Main story: Diverging into five paths[/title]
<p>In the TES3 version of Silgrad Tower there's a small park just north of the Temple, in the middle of town. In the TES4 version this patch is undeveloped forest that, until now, hasn't garnered any interest from anyone, and has had little use except as a playground for kids. When House Hlaalu brings up the matter at a Council meeting and demands that the trees be cut down to make way for a (Hlaalu-controlled) bazaar, the interest from the other factions rise considerably - now everyone wants to gain control of it, anxious to keep House Hlaalu from engulfing even more of Silgrad.
<p>The player will be the instrument in transforming the forest square, and in doing that he will cause a permanent change in the game world (for the duration of his game). At the same time he'll choose one of five paths to follow in the main story. Valderon is still the player's go-to-guy at this point, and lays out the situation while prompting the player to hear Valderon's own vision of the forest. The player can seek out the Councilor of any of the four factions <em>(see the <a href="bk_whos_who__.htm">"A who's who of Silgrad"</a> for more info on the Councilors)</em>, hear their arguments, then make an informed choice of who he wants to support.
<p>Below are the intentions of Valderon and the four factions as far as the forest square goes. Explaining this to
the player would probably be done through dialogue as the player meets with the Councilor.<br>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="20%" class="rightborder">5A. Valderon's vision is to create a memorial park, remembering all those who fought and died to create Silgrad Tower (which in reality are the screen names of people who worked on ST in the past, but has since left). He also hints rather strongly that the other factions disagree with him, so the player doesn't follow the Valderon path automatically.</font></td>
<td width="20%" bgcolor="#CCCD91" class="rightborder">5B. The Temple wants to create a tranquil park, with religious monuments and public sermons by the monks. It would be similar to what was there in TES3. Judicious use of fountains and statues might be good. The park would be arranged so it enhances the impression of the huge Temple building.</td>
<td width="20%" bgcolor="#C8C98B" class="rightborder">5C. House Hlaalu wants to create a large market (similar to the bazaar in Mournhold, perhaps), operated and taxed by their kinsmen. A couple of merchants would set up stands, selling this and that (nothing fancy) and a Hlaalu guard or two patrol and collect taxes.</td>
<td width="20%" bgcolor="#C4C585" class="rightborder">5D. House Redoran wants to build a military training ground, with a couple of military tents, a recruitment center, warriors fighting practice dummies, and tall Redoran banners flying proudly in the wind. It'd be a gritty, dirty and menacing part of Silgrad, and other House members who wander in would get the snot kicked out of them.</td>
<td width="20%" bgcolor="#C0C17F" class="rightborder">5E. House Telvanni would like to mostly save the forest patch as it is, with small herb plantations here and there and some alien plant life. It would be wild and untamed, and teeming with life; not as much botanical garden as tropical disease and poisonous bugs.</td>
</tr>
</table>
<blockquote><em>Either path starts off basically the same. The player talks to any of the five Councilors, support someone's idea, and then heads to the forest square with a small team of workers (provided by the Councilor). NPCs from the opposition have gathered there when the player arrives, and the mixture of actors fluctuate depending on what Councilor the player now fights for. Valderon is not represented, House guards represent the three Houses, and an Ordinator represents the Temple. The player supports one of the aforementioned, so the only time you'll see all NPCs together is if you play for Valderon - that situation is a bit easier though, as you see below. When the group arrives, the workers proceed into it and mill about while the player faces the consequences. </em></blockquote>
<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="20%" class="rightborder">5A. If the player is doing Valderon's work, he can opt to talk his way
out of a confrontation with the four factions. If he fails, or chooses to fight, the 4 opponents will attack
h-t-h. Fighting back with weapon counts as a crime. If the player's HP drops below 50%, two of the opponents
will start fighting each other instead.</font></td>
<td width="20%" bgcolor="#CCCD91" class="rightborder">5B. Pursuing the Temple path also means the player can
opt to talk to the opponents. If he fails, or chooses to fight, the three House reps will attack hand-to-hand.
Fighting back with weapon counts as a crime.</font></td>
<td width="20%" bgcolor="#C8C98B" class="rightborder">5C. Working for House Hlaalu means the player can choose
to bribe his opponents (with his own money). As long as he has the cash, it won't fail. If he lacks the
cash, or chooses to fight, the three opponents attack in full force with drawn weapons.</td>
<td width="20%" bgcolor="#C4C585" class="rightborder">5D. House Redoran has the most aggressive plan for the
forest patch, and the three opponents have little sympathy; they will assault the player immediately.</td>
<td width="20%" bgcolor="#C0C17F" class="rightborder">5E. House Telvanni isn't well liked, and their designs
to convert part of the city to their perverted sense of nature is frowned upon. The player won't have any
options other than to fight it out.</td>
</tr>
</table>
<p>[title]Main story: Valderon Path[/title]
<p><img src="../../forum/images/avatars/avatar-149.gif" width="120" height="177" hspace="15" vspace="15" align="right">
There's a fundamental difference between the Valderon path and any of the four faction paths. Valderon wants a peaceful city where everone works together, as it was during the Imperial reign, whereas the factions each wants to take dominance over the city. Each of the branches in the main story will transform the city in some ways, and the future of the central forest is the first step.
<p>- Investigate and solve more crimes, which aids in establishing that Silgrad is a calm and peaceful city.
<p>- Pursue and catch outlaws
<p>- Aid moderate elements in the other factions, by performing tasks that benefit them
<p>- Covertly hurt the radical elements, such as burning down farms and even targeted assassinations in some cases
<p>- Stamp out the fascist tendencies in the Silgrad guardians
<p>During the path you'll help to elevate the moderate elements to power in each of the four factions, ushering in a new era of understanding and cooperation that will ensure the Silgrad spirit lives on without Imperial meddling.</span>