Register    Calendar    Members    ST Team    Forum Search    FAQ    Portal    Overview

Silgrad.com The Gallery Books & Stories Download the Silgrad Tower mod Chat Broad silgrad.com search Forum Portal Frequently Asked Questions Maps of our Lands
Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Skyrim Quests » Skyrim for Oblivion Mainquest » Hello You
Last Post | First Unread Post Print Page | Recommend to a Friend | Add Thread to Favorites
Pages (4): [1] 2 3 next » ... last » This is an archived forum. Post Reply
Go to the bottom of this page Skyrim for Oblivion Mainquest
Author
Post « Previous Thread | Next Thread »
Siegfried
Archduke


images/avatars/avatar-3174.jpg

Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

Skyrim for Oblivion Mainquest Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Here is a very early version of the Skyrim for Oblivion Mainquest. It has the 1st fifth or so done. I'm interested in hearing what you guys have to say about my questline:


Eastern Skyrim for Oblivion Main-questline
(Thanks to now departed team member and founder -Zarkis- for the Scepter of the Wolf Queen Questline).

Characters of Skyrim:
In Skyrim for Oblivion’s Main-questline there are many characters who drive the story forward and act as companions to the player, here are a few, this list will likely grow as the main quest is fleshed out more. The player can only be accompanied by 2 Skyrim companions at once to maintain the mod’s challenge (once they join you you choose who follows and when), this includes faction quest-line companions such a Olric and Olaf. At certain times in the MQ when it is necessary to advance the plotline you will be forced to bring a certain companion along, and at times the companions will exceed the limit to progress the plot. Companion’s will have AI that allows them to interact specifically with other companions, and I hope that each companion can have some unique behavior. For example you walk into a tavern and leave your thief friend outside, you return to find them being chased by guards for stealing a loaf of bread.

Vald the Bold:
Race: Nord
Gender: Male
Class: Crusader
Age: 19
Personality:
-Virtues- bold, loyal, charismatic, honorable, chivalrous, good-hearted
-Neutral- stubborn, proud
-Flaws- arrogant, reckless, headstrong, short-tempered, gullible
Appearance: Lumberjack Handsome- Shaggy fair hair, large jaw, crooked nose, high cheekbones, gray eyes, tan skin
Home: Hall of the Order of the Silver Raven, Riften
Background:
Vald was born to a farm family in the Rift Valley, the oldest of 3 children, he was a very intelligent, ambitious, and athletic child who dreamed of leaving behind his humble beginnings. When he was seven he found a knight from the Order of the Silver Raven badly wounded in the woods near his home. Vald’s mother and father nursed the knight back to health. In his time recovering at the family’s farm, he developed a friendship with the young Vald, and also noticed his desire for greatness, the knight felt that Vald had the potential to become a mighty knight, and so in return for the hospitality of Vald’s family, he took Vald on as a page.

Vald has come a great way since then, and is considered to be one of the most talented members of the Order of the Silver Raven. In his training he excelled in all that he attempted. It is generally accepted throughout the Order that Vald will be one of the Order’s greatest knights, and will rise to a position of power, that is… if he doesn’t do something reckless and get himself killed first…

Vald is fanatically devoted to the Order of the Silver Raven, and the protection of his home in Skyrim. Though he often finds himself at odds with the ideology of the Order, his conviction never wavers. He has a bitter hatred of the Knights of the White Wolf, and the Witch Queen of White Hold, with good reason… Despite the fact that his ideals are nearer to the Knights of the White Wolf than those of the Order, he remains faithful, and is bent on the destruction of the Knight of the White Wolf.

Knighted a year ago, nearly 4 years before the time other squire’s normally achieve knighthood, he is itching for adventure, and is enamored by the opportunity to learn from the Champion of Cyrodiil…

Seriene:
Race: Mixed Elven
Gender: Female
Class: Stealth Based (specifics undecided)
Age: 23
Personality:
-Virtues- gentle, clever, easy-going, good humored, resourceful, idealistic
-Neutral- saucy, chill, sarcastic
-Flaws- self-centered, deceptive, guarded, vain, thieving disposition
Appearance: Dunmeri Cute- Long silver hair pony-tail, pale blue-gray skin, high cheek bones, high brow, proud graceful elven features, glowing blue eyes
Home: Woods between Riften and Greenwood
Background:
Seriene never new her parents, she was raised in the back alleys of Riften by her older half-brother, Galyn, who was full Dunmer. Her Dunmer mother was the wife of a successful Dunmer trader (Galyn‘s father), while on a business trip to Riften, Galyn’s father was mugged and murdered. Galyn and Seriene’s mother became drunk in one of the many local taverns trying to drown out her grief, there she met a dashing rogue, who appeared to be a mixture of many elven races, giving him a striking, handsome, exotic appearance, the two became fast friends, and that night Seriene was made… The rogue vanished in the morning.

Galyn and Seriene’s mother was even more devastated after being abandoned by the rogue. She fell terribly ill soon afterward, by the time she had recovered the bitter Skyrim winter had set in, and they were unable to return to their home in Morrowind. Galyn and his mother spent the winter in Riften, and by the time spring came they lacked the money to return home, so they lived on the streets. 3 nights after Seriene was born, she and Galyn’s mother vanished without a trace. Galyn was left with the near impossible task of raising his infant sister in the harsh back alley’s of Riften. Despite all odds Seriene turned out alright, he taught her what little he new of the ideals of the Dunmer, and to be faithful to the Almsivi.

As far as the life of a hobo was concerned, Galyn and Seriene had it good. However one day when Seriene was 14, Galyn received a mysterious message, the next day he set out for the great city of Whiterun, Seriene never heard from him again…

She was on her own. Before Galyn had always found a way to keep her fed, normally by carrying messages between villages in the Rift or doing mercenary work (primarily exterminating rats :p ), though at times he had to beg, or go hungry to feed his younger sister. She managed to make do for a time, but eventually ran into a week without food. One of her friends, an Imperial orphan boy, had recently fallen into line with the Thieves Guild, while in the market place he stole a loaf of bread for her, unfortunately the blame for the theft was pinned on her. Seriene was thrown in the dungeons of Castle Riften with no release date in site, fortunately she had friends in low places.

Her friend from the Thieves Guild was able to spring her free with the help of some of his guildies, and her thieving career began there. Seriene became quite good, only getting caught once by the guards, however she was able to sweet talk her way out of it Wink She found a family in the Thieves Guild, and remained with them for 5 some years. However when the new head of the guild rose and things became increasingly brutal, she drifted away from them, disagreeing with their cruel ways. The last straw for her was when her Imperial friend was murdered for speaking about the increasingly brutal practices, he was comparing them to the Cammona Tong and Dark Brotherhood.

After she left she remained a thief, but also took on paid thieving jobs, as well as becoming an informant for the Riften authorities, and occasionally took on spy jobs for whoever would pay well enough. The Guild got wind of the fact that she was selling them out, and drove her from Riften, so she took up residence in the woodlands outside the city.

About a year ago she received a very well paying “mission”, the details of which only she and her employer new. Something happened on that “mission” that changed her, when she returned she became incredibly guarded and deceptive, and fearing some unknown force. For the job she was not paid in septims, but rather received an “artifact”. Since them she has made a few journeys to Sunguard, going out for a month or more on “missions”. According to the rumor mill her employer has connections to some kind of a nationalist Nord faction, and that on her first “mission” she learned the fate of her family…

Braelor God-foe:
Race: Nord
Gender: Male
Class: Battlemage
Age: 46
Personality:
-Virtues- courageous, cunning, patriotic, wise, resourceful
-Neutral- ambitious, surly, proud
-Flaws- arrogant, vain, egotistical, greedy, ruthless, hypocritical, racist
Appearance: Unknown- helmet always covers his face because he was horribly maimed in battle against an ancient vampire.
Home: The Royal Palace of Whiterun
Background:
Braelor was the son of a Nord Chieftain. His childhood was relatively uneventful. At the age of 10 he went to Riften to be the page of his uncle, a knight in the Order of the Silver Raven. Braelor was one of the most talented young men to ever join the Order, not only did he have a great mastery of both the axe and blade, but also of magic. He was knighted at the age of 20, and quickly worked his into the upper echelons of the Order. By the time he was 32 he was responsible for managing all of the Order’s operations in the Hold of the Rift. He gained a large amount of respect and influence among his peers.

However his philosophies and ideologies began to differ from those of his fellow members. He believed that only Nords should be allowed to join the Order, and he sought to rid the Order of Imperial influence, restoring it to the way it was in days of old. A large minority in the Order agreed with Braelor, and were thrilled that one of such influence and prestige would lead them forward. Many more at least sympathized with him. As time went on though, his ideas became more and more extreme, and his conviction bordered on fanatical. He began talking about the Order swearing fealty to one of the baron-kings of Skyrim, and aiding them in uniting the nation, there were even whisperings that he dreamt of seeing a Nord sitting on the Imperial Throne.

4 years after his ascension to Guardian of the Rift, he had everything in place for his coup. He had convinced the majority of knights in his territory to side with him, many of those who disagreed he had re-stationed. One evening he officially proclaimed himself and his followers to be an individual institution, the Knights of the White Wolf. Those knights in Riften who refused to follow him were stripped of their belongings and driven from the city.

Baron-King Adlemund of Riften was unsure of how to proceed. He didn’t like what Godfoe was doing, but so far Godfoe had broken no laws. Adlemund feared a confrontation with Godfoe, for he was incredibly popular in the area, and he knew that in the event of a conflict some of his guard and many of the locals, especially those living in the rural area around Riften would side with Godfoe. In addition to that knights from across Skyrim were coming to Riften to join up with Godfoe, in all about a sixth of the Order had defected. So far Adlemund had the support of two-thirds or so of his guard and the forces at the Riften Legion Fort. The Fighters Guild might aid him, but only if it were in their best interests. He predicted that he could defeat Godfoe should he have to, however Riften was not the place for the fight. It would be to easy for Godfoe to take control of the city, due to his existing presence inside the acropolis walls, plus casualties on both sides, and civilians in particular, would be far to high.

In the end he decided that he would have to avoid a confrontation within the city at all costs, and leave Godfore alone for the time being. This was just what he (Braelor) wanted, he didn’t want to fight his countrymen, he wanted to gain their support. Everything was going according to plan, and the Order of the Silver Raven had so far done nothing in response to his rebellion. The knights in Greenwood and Reich Corigate had joined with him when he sent riders through the town, now the only thing left in the way of his control of the knights of the Rift was the support of Sungaurd. However Sunguard had other ideas. The city was an ancient island fortress located on an inland lake, the first home of the Order of the Silver Raven. The knights he had driven from Riften had taken refuge there, along with the Riften Mages Guild, who had fled in fear of the growing conflict, along with a contingent of Fighters Guild mercenaries hired to aid the Mages in their journey.

Braelor was outraged by Sunguard’s refusal to side with him, and sent a force of knights across the lake in long ships to attack Sunguard, however Godfoe did not realize the strength of the fighting force within Sunguard, Mages rained fire on the longships from a distance, sinking half, and the remaining men were wiped out on the beach by a massive force of melee fighters.

That was the last draw, the defeat had caused Godfoe to lose a great deal of face, and he moved all of his knights and their supporters to the edge of the lake Sunguard sat on and launched a massive naval assault. On the other hand it was also the last draw for the Order of the Silver Raven, King Adlemund, and the Legions, who all began to converge on Godfoe’s lake-side position. The defenders were prepared though, and the Mages conjured a massive storm, forcing the Knights of the White Wolf back to the opposite shore. There the attackers hastily constructed siege weapons and laid siege to the island fortress. The siege lasted for 2 weeks, by which time the Order of the Silver Raven and their allies were able to surround the Knights of the White Wolf. A massive battle ensued. The Knights of the White Wolf fought bravely, but were outnumbered 5 to 1. They fought bravely, but lost 60% of their men in the battle, ending in defeat.

The survivors fled to White Hold, where the king was a sympathizer. They swore fealty to the throne of White Hold, and in return received shelter. In the following few years they rebuilt themselves slowly, few new members joined, however the new recruits and the survivors trained long and hard, developing incredible martial prowess. Things were relatively peaceful for the Knights of the White Wolf, until the old King died without leaving behind an heir, and the Witch-Queen Jsashe, a self proclaimed priestess to Lorkhan rose to power…

Her rise was legitimate through popular support, and though Braelor disliked the idea of serving a Witch, his oath of loyalty to the throne of White Hold was binding. The two actually got along quite well, finding common grounds in their ideologies and political views. Braelor and the Knights of the White Wolf still did not fully trust the Queen though.

One day she ordered Braelor to lead roughly 75% of his knights to clean out a vampire nest located on the upper slopes of the Throat of the World. The nest and the brood within was noted to be extremely large and powerful, some of the vampires had been around since the wars between the Nords and Falmer.

Godfoe and his forces entered the lair, an ice cave, with relatively little resistance, and the few vampires they did meet were easy to defeat. As they moved inward the fighting became fiercer, and casualties began to go up, what really took its toll on the knights were the heavy traps within the system of caverns. They continued forward and deeper, defeating everything in their path, until finally all of the pathways in the cave merged together, and the knights came to a Falmer Ruin. The caves were much deeper than had been expected, and the fact that there was a Falmer Ruin of undetermined size made many men question whether it was wise to continue. Unfortunately they did not have time to think, the cavern began to collapse, forcing them to flee into the ruin.

They entered into a massive hall, what must have been a council chamber or throne room long ago. Suddenly maniacal laughter could be heard, spiked floors and gas traps began triggering left and right, and hatches in the upper parts of the hall opened up to reveal vampire after vampire, who rained arrows and curses down on the men. Braelor saw that the one hall way out of the chamber was closing down, he screamed for his men to follow, and forced his way to the hallway, diving through the door just before it shut. All but 20 of the knights had been killed in that battle.

The few survivors fought onward, hoping to find a way to freedom. At what seemed like must be an exit, the men were overjoyed, however the floor beneath them opened up. The men fell downward, finally reaching a crypt, where 100 some vampires waited. Most were Nords, but there were vampires from all races, every one of them outfitted in rare elaborate armor, and in the center stood 2 muscular blue elves garbed in Falmer Armor, flanking a huge man in white robes and glowing blue armor. The man in the glowing blue armor pointed his blade at the knights in the center of crypt, saying simply in an icey, metallic voice, “supper”. The vampires let out a horrible wailing, and fell upon the knights. The remnants of the Knights of the White Wolf stood strong, cutting down 30 some vampires before falling. Braelor was alone, but Kyne and Stuhn were with him that day… A bolt of lightning struck one vampire, chaining from one to another, killing another 30 some, and the voice of Stuhn rang out, “Banish the blight”. Flames engulfed Braelor’s sword, and a magical axe materialized beside his shield hand, which he quickly grasped. Wielding the power of the gods, Braelor cut down the vampires, till only the man in glowing blue armor remained.

The man removed his helmet, revealing beautiful but cruel elven features, pale blue skin, and glowing white eyes. The man looked Braelor in the eye and said ernestly, “I have lived for millenniums, I have survived the extermination of my people, slain countless warriors just like yourself, what makes you believe that you stand a chance?”

Braelor howled and flung his axe at the vampire ancient, who was caught off guard and struck hard in the shoulder, he grunted, casting a heal spell and removing all trace of his wound except the damage to his armor. As Braelor’s axe glided magically back to his hand, the vampire chuckled, then lunged at Braelor, and the fight began. Neither could defeat the other, Braelor wounded the vampire and forced him to flee. Braelor was horribly maimed though, almost dieing. He lay on crypt floor for three days after the battle, to weak to get back up. On the third day his magicka had regenerated enough that he could cast some heal spells and get back on his feet, they were not nearly enough though to erase the damage the vampire had done to Braelor’s body, and so he donned a closed helm to hide his disfigured features. It took him a month to return to his home in Whiterun. The few remaining knights were amazed that he survived, and throughout the city he was hailed as a hero.

Years have gone by, Braelor has recovered to some extent, and the Knights of the White Wolf have rebuilt, but have never recovered their past grandeur. Braelor has always harbored a grudge with the Witch-Queen for sending him and his knights into that tomb, he feels that the blood of his brothers in arms is on her hands, and he seeks vengeance…


Kulk:
Race: Riekling
Gender: Male
Class: Archer
Age: 32
Personality:
-Virtues- kind, loyal, optimistic, brave
-Neutral- energetic
-Flaws- violent, short-tempered, stupid, irrational
Appearance: “Pigish”- short, bulky, blue, hairy, ugly, has a pig-like nose, yellow eyes, braided black hair, needs a shave
Home: Clyde’s Hides, Haerter Gap
Background:
Kulk is intelligent as Rieklings go, smart enough to speak relatively clearly, though by standards in the Empire that really isn’t very much. He lived with a small Riekling tribe on the lower slopes of the Throat of the World until he was 17, at which time they came upon a very hard winter. Since he was the tribe runt, he was one of the last to be fed, and so often he would have to miss a meal. One day after going for over a week without food, he snapped. He decided he was going to steal meat from the tribe shaman, who was an old bastard, and the first to eat. For this he was banished from the tribe.

Kulk took up residence in the woods outside of Reich Corigate, where he waylaid and robbed travelers. One day about 3 years after he was driven from the tribe, a Nord Trapper by the name of Clyde passed through Kulk’s territory. Kulk scaled a tree and climbed out onto a branch that hung over the path. When the trapper passed below Kulk dropped from the tree, unfortunately as he fell he dropped his dagger, and so when he landed on the Nord’s head he could do little more but scratch and pull the man’s hair. Clyde realized something was biting his head, and went crazy, running into a tree. The impact stunned Kulk for a moment, long enough for Clyde to grab a sack out of his pack and put it over top of the little blue man. He then proceeded to whirl the sack about and smack it and Kulk into trees, rocks, and whatever else he could find. Kulk managed to chew through the sack and bite Clyde’s hand. The battle continued that way until sunset, the details are irrelevant, but by the end the two had made their peace. Also they were both convinced that they had won, and that the other was their slave. Shortly after the pair moved to Haerter Gap and opened a business, Clyde’s Hides.

Recently Kulk and Clyde have had a falling out, rooted in a very large argument over who won that battle 12 years ago, and who owns who. Kulk has grown tired of living in Haerter Gap, and ready to get clear of his former friend, he is waiting to meet an adventurer to accompany away…

(Kulk plays no role in the main quest, is not as powerful as the other companions, does not automatically join you (you must raise his disposition high enough), and is exempt from the 2 Skyrim companion limit. Kulk does however offer many useful hints throughout the main game, and some very humorous dialogue with you/ interactions with other companions. He is also very good at helping you find easter eggs, and has a variety of useful skills to aid the player).

1.Crossing the Gap

Background info:
Haerter Gap is the name of both a pass through the Jerall Mountains to the Rift valley of Skyrim, and the border fortress that mans the pass.

Part 1:Crossing the Gap
Your journey to Skyrim begins while you are in Bruma after you have ended the Oblivion Crisis, Captain Byrd comes to you with a message that needs delivering to the Haerter Gap Fort, the document contains orders for the settlement and its guard. Once you have delivered the message the head of the Haerter Gap Fort tells you that one of his men went missing while out on patrol on the Skyrim side of the border. So the player searches for a while, heads into one of the fertile valleys of the Rift and speaks to a farmer. The farmer explains that he found the scout severly injured after being attacked by a bear, he bandaged his wounds and then took him to Riften where he could receive better help. So the player heads back to Haerter Gap to give the captain the heads up. The captain then sends you to Riften to check up on his missing man. You reach Riften and contact the man at the nearby Legion Fort where he has been receiving care. Once that’s done the rumor mill of Riften informs you about the city’s main questline.


2.The scepter of the Wolf Queen

Background info:
This scepter is a mighty artifact of unknown origin. It was one of the many means Queen Potema and her necromancers used to raise and control the army of zombies and skeletons in the War of the Red Diamond. One of Potema’s generals, the Nord necromancer Raugal Orm, took the scepter when he escaped the siege of Solitude with a small force of vampires in 3E 137. They were hunted by Knight-Paladins of the Empire (Imperials like to take credit for his defeat, but it was really Skyrim’s own Order of the Silver Raven that answered the call), which succeeded in killing most of Raugal’s horde in a cave near Whiterun (or so they thought, but Braelor had to finish the job years later), where Raugal had tried to hide from his persecutors. But the necromancer managed to escape again. His was finally defeated at the city of Riften. According to imperial sources, Raugal, being cornered by the knights, threw himself from a cliff into the water of the river below the city. Both his body and the scepter vanished in the swirling water. The knights searched the river for his corpse in vain and after several days declared him dead. Local sources tell a different story however. Farmers claimed to have seen a black clad figure who staggered out of the water a fortnight after Raugals defeat, disappearing in a cave under the city of Riften.

Seven years after the supposed death of Raugal, and because of ongoing rumors of undead activity, the only entrance to the lower catacombs of Riften were closed with a magically fortified door by Baron-King Gotemar, ruler of the Hold of Riften. Gotemar took the key to the lower catacombs with him in his grave. Unknown to him, the Breton enchanter Gister of Evermore, who helped him creating the door, did forge another key and took it with him to Evermore.

Note: The scepter (when held) will raise the wearers summoning skills, regenerates mana and can be used to summon groups of skeletons (how many depends on the summoning skill), but they crumble to dust if the item is not worn. As a side effect it will drain fatigue.

Part 1: The missing archaeologist

One year ago a member of the Imperial archaeological society, Elmeras Highleaf (a High Elf), visited Sigil. He was very interested in the catacombs below the city, presuming some old elven ruins there. He learned everything about the sealing of the lower part by King Gotemar and the Breton Wizard Gister of Evermore, but was denied access to the catacombs to search for the sealed entrance. He left Riften for Highrock, to find out more about Gister. One month ago he returned to Riften, but again King Adelmund denied him access to the catacombs. Several days later the argonian assistance of Elmeras was found near death at one of the entrances to the upper catacombs. He was gabbling about a big evil in the catacombs before he died.

Sigil wants the player to investigate the catacombs, because Adelmund refuses to send his men down there. Sigil advices the player where to enter the upper catacombs.

Note: The only known main entrance is at a graveyard. The door is locked but not guarded. There are some other entrances in the city, as well as outside the city, but all of them are hidden.

The player enters the catacombs. The upper levels are quite with the exception of some smugglers the player can talk to or fight (depends on his standing with the underworld and/or speechcraft skills). Near the entrance to the lower catacombs he will find some pieces of equipment of the missing archaeologist. A journal will inform the player about Gisten's second key and that Elmeras got hold of it in Evermore. The entrance itself is located in a big hall. The door stands wide open, glooming in the dark. When the player gets near the door, skeletons swarm through it and a lich with a scepter in his hand (Raugal of course) will shoot some spells at him, before the entrance closes. Unable to open the door the player has to visit Sigil to continue the quest.

Note: The catacombs will be multi level and big like in Daggerfall with many dead ends. The player will be challenged to find the right way.

Part 2: King Gotemar's tomb

When Sigil learns about Gisten's key, the opening of the entrance, and the lich with the scepter, who now controls the door, he will tell the player the story of Raugal. He also tells the player about the key of King Gotemar, which is supposed to be in his tomb. He asks him to find the tomb and return with the key (The city is in danger. This evil must be destroyed“). In the meantime he will inform King Adelmund about the undead threat.

Sigil is unsure of the location of the tomb, but tells you that the Chieftain of Greenwood or perhaps his seer knows it’s location. On the trek to Greenwood, in the forest just outside the city a blueish elf walks out of the bushes and introduces herself as Seriene, offering you her aid in the search for the key. She is vague about why she is helping you, she will say only that she is doing a favor for a friend, and she wants to see the Champion of Cyrodiil at work. To reach the tomb of Gotemar, the player has to find a way through the gorge of Riften and a wood full of Sprigans. The tomb is guarded by some undead nordic warriors. The ghost of King Gotemar will not attack the player, but instead initiate a dialogue and inquire, why the player is here. If the players tells him the true story and takes an oath not to use the scepter for himself, Gotemar will give him the key. Alternatively the player can try to defeat Gotemar, which won't be easy. If he kills Gotemar, he won't get any help from him later but can plunder the tomb and get some useful anti-undead items.

Note: Gotemar will appear again in the last chapter but only if the player didn't fight him.

Note: When the player has the key and tries to enter the catacombs without seeing Sigil first (which is necessary to trigger the next part), he will find all entrances closed and guarded by the men of King Adelmund.

Part 3: Riften under attack

Outside of the gates of Riften, Seriene tells the player that she is no longer able to accompany him, do to certain individuals within the city that want her dead. The player returns with the key to Sigil, who is in the throne room with King Adelmund. After a short dialog alarm is raised in Riften: Undead are attacking the town through the catacombs! King Adelmund tells the player to get reinforcements from the imperial garrison.
The player has to fight his way through the town and has to dispatch all the undead with the help of the imperial soldiers. As you exit the castle you see a young man in white armor standing in front of an old lady single handedly fending off 5 or so zombies. Once he (or you) has dispatched the zombies, he introduces himself as Vald the Bold, a knight of the Order of Silver Raven. He is overjoyed to be meeting the Champion of Cyrodiil, and will help you fight your way to the Riften Legion Fort for reinforcements.

Imagine undead running amok in the streets and household guards, knights, and legion soldiers trying to stop them. I will script the most important civilians to seek for cover and not get killed....don't want to have a dead town afterwards.

Part 4: The last battle

The inevitable end part with the boss... :-)

After the undead are defeated, Sigil asks the player to lead the soldiers into the lower catacombs (Vald will come too). The key will open the lower dungeons. There they will find indeed ruins of elven origin and the corpse of the lost archaeologist. They also will meet Raugal.

Raugal will be a tough guy who heals himself and summons skeleton after skeleton while more undead pour in through side doors. If the player did not kill the ghost of King Gotemar, some time after the fight started King Gotemar's ghost will appear and battle the Necromancer. Several ends are possible after Raugal is killed:

If Gotemar's ghost survives, he will ask for the scepter. If the players gives it to him, he will just disappear with it. If the player refuses to give up the scepter, Gotemar will attack the player and all remaining soldiers will join him. Vald will yell at the player for keeping the scepter, but do nothing (after all he is young and impressionable).

If the players kills Gotemar and the remaining guards or Gotemar didn't survive the fight with Raugal, the player can keep the scepter. If he meets Sigil or King Adelmund again, they both will ask for the scepter, to get it destroyed. He can lie to them about the scepter (of course only if he isn't so stupid to show it...) and the death of all the soldiers. If he admits he has it or shows it, but refuses to give it to them, he will be marked as criminal, and as soon as he is arrested, the scepter will be removed permanently. (At the end of the conflict Vald returns to the Hall of the Order of the Silver Raven).





3. Into the Pale

Background info:

The Pale is a Hold of Skyrim, classified as one of the “Old Holds”, the first lands to be settled by Nords. The Pale consists of the lower northern Jeralls, and the valley of highlands, bogs, and heath between the Cyrodiilic border and the Throat of the World and surrounding mountain ranges. A common misconception about the Pale comes from its name. When foreigners here the word “Pale”, they think pale like snow, but really the only time snow can be found in the Pale is during the winter months. The Pale really got its name from the mists that fall over its lowlands, heath, and bogs. The area’s climate is similar to that of real world Scotland or Ireland. The Pale has three major settlements: Nimalten City, Riverwatch, and Oakwood. There primary income is from farming along with limited trade, hunting, and logging.

What makes the Pale truly significant is its lack of a capital city or Hold, as it is called in Skyrim. The Pale is controlled by its northern neighbor White Hold. In past years White Hold has left The Pale alone, except to collect relatively minimum taxes from the locals. In recent years since the rise of the Witch-Queen in White Hold, Jsashe, life has become increasingly miserable in The Pale. White Hold has come upon hard times of late, suffering from bitter winters, floods, droughts, and fires one after another. It is in a sad state, and Jsashe hopes to restore it to some of its former glory (more importantly maintain her popularity), by heavily taxing the denizens of The Pale, and occasionally raiding their settlements for resources.

Due to the Witch-Queen’s abuse, the Pale’s economy is suffering terribly, the White Hold military runs out of control across the land, along with countless bandit gangs. The Pale is in need of a hero…

1. They‘re back…:

After saving Riften from the undead threat, the player receives a message from Adlemund requesting an audience in his private chambers. Waiting there with Adlemund is the Chieftain of Nimalten City. Adlemund explains that the Chieftain has come to Riften seeking aid for his city, which is besieged by Daedra. The player is shocked, he/she helped Martin defeat Dagon and force back the Daedra!

The Chieftain explains that though the Oblivion Gates no longer open, Daedra that made it into Tamriel are here permanently. A large detachment of Dremora had made their way into the Pale before the Oblivion Crisis ended, but were unable to get back into Oblivion in time. Trapped, they found a ruined fort and established a base there. Since then they have been preying on travelers and destroying farms. Of late they have become increasingly bold, and have gone so far as raiding Nimalten City by night. White Hold has warned the people of the Pale that movements of armed troops will be viewed as an act of war, so he can’t afford to attack the Dremora, greatly weakening his forces, and starting a conflict with White Hold, who refuses to do anything against the Dremora.

So the Chieftain seeks the aid of the king of Riften. That’s where the player comes in. Adlemund is afraid of White Hold as well, and believes that the Queen would react negatively if his forces were to enter the area, he is also afraid to send humanitarian aid, since without soldiers to protect it it will easily fall prey to bandits, corrupt White Hold soldiers, or even the Dremora, he will send money to help get Nimalten City back on its feet once the fighting has ended. However he has connections, he can get aid from the Order of Oak and Thorn, Fighters Guild, and Order of the Silver Raven to help confront the Dremora menace. Were the Champion of Cyrodiil, a reputed Daedra-slayer lead a small, elite war band of faction warriors and a few local men against the Dremora, they could reach the Dremora base without White Hold’s knowledge. Such a combination is also clearly not an aggressive movement against White Hold, Adlemund should easily be able to convince the other Nord rulers that Nimalten City is only defending itself, and make a joint effort to restrain Jsashe.

Everything is in place, and all that is left is the aid of Champion of Cyrodiil. When you arrive at Nimalten City, the war band will be waiting for you, and you and the Chieftain will assault the Dremora position. You may accompany the Chieftain back to Nimalten City or go on your own (wait to start the quest), as soon as you get near the city the quest will activate.

2. Into the Pale:

As you leave Riften, a find AI package will trigger for Seriene and she will move from her hiding place to locate the player. When she finds you will say, “What, you thought you were rid of me? I just didn’t want to go inside Riften…” if probed for more information she will simply say “Big things seem to happen around you, big things are economically beneficial to the smart people, I think I’ll stick around for some big things.” Seriene will now accompany you wherever you go, whether it is to Nimalten City or not, or even back to Cyrodiil.

This post has been edited 1 time(s), it was last edited by Siegfried: 15.06.2007 09:21.

07.08.2006 05:36 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 25.05.2006
Posts: 3,396

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

That has to be the biggest post ever...............

Edit: The MQ should be able to be completed without doing the Cyrodiil one.

This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 07.08.2006 05:58.

07.08.2006 05:52 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Siegfried
Archduke


images/avatars/avatar-3174.jpg

Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by The Old Ye Bard
That has to be the biggest post ever...............

In MS Works its about 13 pages. I'm only about a fifth of the way done...
07.08.2006 05:53 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
TheImperialDragon
Councilor


images/avatars/avatar-3101.jpg

Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada

RE: Skyrim for Oblivion Mainquest Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

No, I haven't read it yet, but this looks almost longer than even one of my quests here, here, or even here! Good job!

I read about the first two chars, looking good. Just one question, is Seriene going to be a traitor in the quest? Or come to terms with whatever it was that haunted her?

Or all their fates be decided by the player?
07.08.2006 05:53 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Siegfried
Archduke


images/avatars/avatar-3174.jpg

Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

RE: Skyrim for Oblivion Mainquest Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by TheImperialDragon
No, I haven't read it yet, but this looks almost longer than even one of my quests here, here, or even here! Good job!

I read about the first two chars, looking good. Just one question, is Seriene going to be a traitor in the quest? Or come to terms with whatever it was that haunted her?

Or all their fates be decided by the player?

Hmm, you'll just have to wait and see...

Nah, I'll tell you. I have no plans for her to turn traitor at the end, though my later questline is full of twists, treachery, and deceit. You will discover her mysterious employer, you will also meet her brother (note that he will have some kick-ass "powers" from a deal with a certain Daedric Prince), and her parents, though the meeting isn't exactly a happy reunion. Take a wild guess at who the bad guy is, what have I mentioned about the big baddy on these boards, he was mentioned already multiple times in my post.
07.08.2006 05:59 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 25.05.2006
Posts: 3,396

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

The MQ should be able to be competed without doing the Cyrodiil one, also hold off on making so many companions, also companions shouldn't be go with you on every mission, only a select few.
07.08.2006 06:01 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
TheImperialDragon
Councilor


images/avatars/avatar-3101.jpg

Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by The Old Ye Bard
The MQ should be able to be competed without doing the Cyrodiil one, also hold off on making so many companions, also companions shouldn't be go with you on every mission, only a select few.


He has a limit of two at a time.

But I agree with staying away from Cyrodiil. The guy who wants to learn from the "Champion of Cyrodiil" should find something else like unripened leadership (didn't I hear that one before?) or something...
07.08.2006 06:03 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Siegfried
Archduke


images/avatars/avatar-3174.jpg

Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by The Old Ye Bard
The MQ should be able to be competed without doing the Cyrodiil one, also hold off on making so many companions, also companions shouldn't be go with you on every mission, only a select few.

Two words: Oblivion Crisis

Having Oblivion Gates open all across Skyrim just makes it to complicated to develop a unique questline without having a million "shut the gate down" quests, plus gates being open or closed and the players social status pre-and post MQ would to greatly influence the politics involved with many quests.

The companions are optional, they are only forced along on a select few missions.
07.08.2006 06:04 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 25.05.2006
Posts: 3,396

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Siegfried I don't think it is wise to have the MQ revolve around daedra, and I really don't think it is a good idea to have the MQ only playable if you have to do the Cyrodiil MQ first. Also if you're worried about "a million shut the gate down type quests" don't even have Skyrims MQ go near them.
07.08.2006 06:10 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
TheImperialDragon
Councilor


images/avatars/avatar-3101.jpg

Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

You can have the gates there, just don't involve any quests or anything (unless someone offers to). Anyway, I let my file have the MQ stay active, because I like venturing into Oblivion and looting the places (I'd like a little more landscape variety though).
07.08.2006 06:12 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Siegfried
Archduke


images/avatars/avatar-3174.jpg

Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by The Old Ye Bard
Siegfried I don't think it is wise to have the MQ revolve around daedra, and I really don't think it is a good idea to have the MQ only playable if you have to do the Cyrodiil MQ first. Also if you're worried about "a million shut the gate down type quests" don't even have Skyrims MQ go near them.

The mainquest does not revolve around Daedra, it revolves around internal strife in Skyrim and a powerful individual in Skyrim assembling an Undead Army, and seeking a path to divinity. I said before the the Mainquest to heavily influences the politics and general situation of an area. Plus the Skyrim for Oblivion Mainquest is aimed at high level characters, lvl 20 at minimum, its supposed to pick events up and give the Hero of Cyrodiil adventures after beating the maingame.
07.08.2006 06:17 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 25.05.2006
Posts: 3,396

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

You say that, but then you contradict yourself with an entire daedric army stuck on Nirn...
07.08.2006 06:19 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
TheImperialDragon
Councilor


images/avatars/avatar-3101.jpg

Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I say put the gates there, it isn't hard to have Oblivion Gates anywhere, just click and drag and set up a few disables/enables.
07.08.2006 06:21 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Siegfried
Archduke


images/avatars/avatar-3174.jpg

Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by The Old Ye Bard
You say that, but then you contradict yourself with an entire daedric army stuck on Nirn...

Its a force of Dremora so 2-3 dungeon's worth, not an entire Daedric Army. A cleverly commanded elite war party is able to rip it to bits. They are just a fun little element to the maingame, there will also be a few run ins with other Daedric Princes, but they will be unique.

I'll put down gates around Skyrim in case the player hasn't beat the mainquest, when they adventure around the area, but I don't think its a good idea to not have the player become Hero of Cyrodiil before starting the Skyrim Mainquest.

Can we talk about another element of the Mainquest for now, and come back this debate after other's have had their say?
07.08.2006 06:28 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 25.05.2006
Posts: 3,396

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

We need to poll if the PC needs to finish the Cyrodiil MQ before he can start the Skyrim one.
07.08.2006 06:33 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
TheImperialDragon
Councilor


images/avatars/avatar-3101.jpg

Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

The Raven Order and the Thieves' Guild, are they going to play a part in the quest? Like this employer using the guild to perform his evil doings?
07.08.2006 06:33 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Siegfried
Archduke


images/avatars/avatar-3174.jpg

Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by TheImperialDragon
The Raven Order and the Thieves' Guild, are they going to play a part in the quest? Like this employer using the guild to perform his evil doings?

Individuals in the Order of the Silver Raven and other factions influence the mainquest, and you may have to make contacts with people inside similar to Caius Quests in MW. The Orders (Raven and Oak and Thorn) will team up with you to help fight a big battle against undead in the end, but for the most part the factions as an organization stay out of it.

I'm not sure where you get the idea that the employer is using the Thieves Guild is being used for his "evil doings". Seriene is receiving work from a mysterious individual, but that individual is the last person you'd expect, and will prove an invaluable ally to the player.
07.08.2006 06:41 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
The Old Ye Bard
Princess


images/avatars/avatar-3264.gif

Registration Date: 25.05.2006
Posts: 3,396

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

We need to poll if the PC needs to finish the Cyrodiil MQ before he can start the Skyrim one.
07.08.2006 06:43 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Siegfried
Archduke


images/avatars/avatar-3174.jpg

Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by The Old Ye Bard
We need to poll if the PC needs to finish the Cyrodiil MQ before he can start the Skyrim one.

I'm going to leave it open to debate for a while longer before opening the pole, only 3 people have been able to voice their opinions.
07.08.2006 06:46 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
TheImperialDragon
Councilor


images/avatars/avatar-3101.jpg

Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by The Old Ye Bard
We need to poll if the PC needs to finish the Cyrodiil MQ before he can start the Skyrim one.


Well, I'm always for the "let the player do this when he/she wants if he/she wants, the way he/she wants" type thing.
07.08.2006 06:48 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Krisi-_
Archduke


images/avatars/avatar-2807.jpg

Registration Date: 27.06.2006
Posts: 1,532
Location: Norway

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I'm with TID

and you cant really not have any ob gates since:

"I hear all of Skyrim is under siege. The daedra lay waste to the Old Holds, and there is little to do to stop it."

"There are foul tidings from Skyrim. The Greybeards speak of the end of all times."

"There is grave news from Skyrim. From Falkreath to Windhelm, the foul daedra attack the land."

__________________
The meaning of life is 'Bucket'.
07.08.2006 10:20 Krisi-_ is offline Send an Email to Krisi-_ Search for Posts by Krisi-_ Add Krisi-_ to your Buddy List View the MSN Profile for Krisi-_
Psychotic
Jarl of Skyrim


images/avatars/avatar-1933.jpg

Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

It wouldn't make much sense for the gates to remain open after you defeat the main quest. And if you don't need to finish the MQ then Skyrim can hardly have it's own MQ (if you want it to be different that is). Imagine an undead army from one side and a daedric army from the other, what chance will Skyrim have of survival.
07.08.2006 12:08 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Smokindan
Chieftain of Skyrim


images/avatars/avatar-1966.gif

Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Psychotic
It wouldn't make much sense for the gates to remain open after you defeat the main quest. And if you don't need to finish the MQ then Skyrim can hardly have it's own MQ (if you want it to be different that is). Imagine an undead army from one side and a daedric army from the other, what chance will Skyrim have of survival.


Good reasoning. I can see where Sieg and Psych are coming from. By the time we release this, most people will have finished the MQ, anyway. If they haven't well (unless they're high enough level), they shouldn't really be playing Skyrim :)

I think a few Oblivion Gates scattered around the place would be good but, as a whole, why not just say Nords are resolute and have held out against the Daedra firmly. The rumours were exagerated or something (Bloody Imperials not believing in the Nords...pfft :) )

I think a poll would be good ,just to gauge opinion, anyway.

__________________
I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.

->Sir Winston Churchill
07.08.2006 12:22 Smokindan is offline Send an Email to Smokindan Search for Posts by Smokindan Add Smokindan to your Buddy List
Krisi-_
Archduke


images/avatars/avatar-2807.jpg

Registration Date: 27.06.2006
Posts: 1,532
Location: Norway

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

ofc it wouldn't make sense to have Oblivon gates open after main-quest.. and it isn't that most people has finsished main-quest who matters.. it is if they should be able to do what they wanna do or not(aka if they can do the skyrim before cyrodiil...)

And about not beliving in the Nords... the Daedra can not be outnumberd.. they can attack on and on... (if needed) and well.. fighting daedra without kowing how... they might close many gates but it wont really help...

quote:
And if you don't need to finish the MQ then Skyrim can hardly have it's own MQ


If you need to finish it you dont either got much of a (own) Main-Quest...

quote:
Imagine an undead army from one side and a daedric army from the other, what chance will Skyrim have of survival.


Well Skyrim cant do anything with the daedric army anyway...(ofc they can close gates but they cant end it..)

__________________
The meaning of life is 'Bucket'.
07.08.2006 12:36 Krisi-_ is offline Send an Email to Krisi-_ Search for Posts by Krisi-_ Add Krisi-_ to your Buddy List View the MSN Profile for Krisi-_
Psychotic
Jarl of Skyrim


images/avatars/avatar-1933.jpg

Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Krisi-_
Well Skyrim cant do anything with the daedric army anyway...(ofc they can close gates but they cant end it..)

They can hold them off, but if another army threatens them then their survival time is significantly shortened. You either have a MQ against the daedra or against the undead; even the great Champion of Cyrodiil can't fight both at the same time. You can't have some chieftain sending you off to fight the undead threat while the daedra are burning his city.

Also Skyrim is for high-level characters only, so by the time someone defeats the Cyrodiil MQ he will be surely ready for Skyrim.
07.08.2006 13:25 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Krisi-_
Archduke


images/avatars/avatar-2807.jpg

Registration Date: 27.06.2006
Posts: 1,532
Location: Norway

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

lol you can beat Cyrodiil main-quest in lvl 1!

__________________
The meaning of life is 'Bucket'.

This post has been edited 1 time(s), it was last edited by Krisi-_: 07.08.2006 16:05.

07.08.2006 16:05 Krisi-_ is offline Send an Email to Krisi-_ Search for Posts by Krisi-_ Add Krisi-_ to your Buddy List View the MSN Profile for Krisi-_
Psychotic
Jarl of Skyrim


images/avatars/avatar-1933.jpg

Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

You can on lvl 3 (that's when I started it).
07.08.2006 16:12 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
TheImperialDragon
Councilor


images/avatars/avatar-3101.jpg

Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Also Skyrim is for high-level characters only, so by the time someone defeats the Cyrodiil MQ he will be surely ready for Skyrim.


Some people like me just keep the MQ active so we can still go into OB gates and explore...

Anyway, like I said, "do what you want when you want" has almost always been a TES moral, and that didn't stop them from having Tribunal if you didn't complete TES3's main quest already.

Furthermore, the gates don't remain open, and it should incredibly easy to place them in the worldspace, and do whatever you need to make sure it looks alright. And the gates open all across Tamriel, Nords wouldn't be excluded from this (Daedra aren't that nice).
07.08.2006 18:39 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Psychotic
Jarl of Skyrim


images/avatars/avatar-1933.jpg

Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

As I said open Oblivion gates would make the Skyrim MQ seem unrealistic, you can't have two great threats at the same time. And I'm sure the daedra wouldn't wait inside the gates until you come to close them. We can either have an original MQ, or have a MQ centered around the daedra like the one in Cyrodiil, but not both at the same time. Beth made the gates to unrealistic; they made them like dungeons instead of invasion portals, so now everyone treats them that way.
07.08.2006 19:01 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
TheImperialDragon
Councilor


images/avatars/avatar-3101.jpg

Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I never said have them as part of the Main Quest, and the Nords may have found a way of shutting them down if they are too close to the city. Just a Wilderness hazard if you haven't completed or started the MQ yet.
07.08.2006 19:16 TheImperialDragon is offline Send an Email to TheImperialDragon Search for Posts by TheImperialDragon Add TheImperialDragon to your Buddy List
Psychotic
Jarl of Skyrim


images/avatars/avatar-1933.jpg

Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Well if you haven't started the MQ oblivion gates don't open at all in Cyrodiil.

Unless you have some kind of a creative workaround, then the Nords would be too preoccupied with the daedra for the main quest to take place.
07.08.2006 19:34 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Krisi-_
Archduke


images/avatars/avatar-2807.jpg

Registration Date: 27.06.2006
Posts: 1,532
Location: Norway

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

well as it is now the Daedra do wait to you come inside... and I havent readed the quest but how many nords do a thing about the main-quest treat?

__________________
The meaning of life is 'Bucket'.
07.08.2006 19:45 Krisi-_ is offline Send an Email to Krisi-_ Search for Posts by Krisi-_ Add Krisi-_ to your Buddy List View the MSN Profile for Krisi-_
Psychotic
Jarl of Skyrim


images/avatars/avatar-1933.jpg

Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Quite a few, and that's only a part of the MQ.
07.08.2006 19:48 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Krisi-_
Archduke


images/avatars/avatar-2807.jpg

Registration Date: 27.06.2006
Posts: 1,532
Location: Norway

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

"I hear all of Skyrim is under siege. The daedra lay waste to the Old Holds, and there is little to do to stop it."

"There is grave news from Skyrim. From Falkreath to Windhelm, the foul daedra attack the land."

Other words only Old holds is comfirmed to be attacked... (much lesser scale attack that Cyrodiils)

__________________
The meaning of life is 'Bucket'.
07.08.2006 19:59 Krisi-_ is offline Send an Email to Krisi-_ Search for Posts by Krisi-_ Add Krisi-_ to your Buddy List View the MSN Profile for Krisi-_
Psychotic
Jarl of Skyrim


images/avatars/avatar-1933.jpg

Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

No one is disputing that, all of Tamriel is under attack. The question is, is there any need to make the player deal with that problem again?
07.08.2006 20:03 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Krisi-_
Archduke


images/avatars/avatar-2807.jpg

Registration Date: 27.06.2006
Posts: 1,532
Location: Norway

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

well no but they should be there such as does who want to can.

__________________
The meaning of life is 'Bucket'.
07.08.2006 20:14 Krisi-_ is offline Send an Email to Krisi-_ Search for Posts by Krisi-_ Add Krisi-_ to your Buddy List View the MSN Profile for Krisi-_
Psychotic
Jarl of Skyrim


images/avatars/avatar-1933.jpg

Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

It will simply conflict with the Skyrim MQ on the basis of logic, but it's not my decision. And also Siegfried mentioned that your position as the Champion of Cyrodiil has great effect on local politics.

This post has been edited 1 time(s), it was last edited by Psychotic: 07.08.2006 20:21.

07.08.2006 20:20 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Hrafnkel
Viscount


images/avatars/avatar-1446.jpg

Registration Date: 01.08.2006
Posts: 495

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Maybe have it sort of like Tribunal. You -can- do it before you do the original MQ, but it makes a little more sense if you wait.

__________________
Your monkeys dance on the Tower and the stars change and you do not remember.
07.08.2006 20:42 Hrafnkel is offline Send an Email to Hrafnkel Search for Posts by Hrafnkel Add Hrafnkel to your Buddy List AIM Screen Name of Hrafnkel: MeatMonkey27 View the MSN Profile for Hrafnkel
Trees_Are_The_Devil
Swordsman


images/avatars/avatar-1222.jpg

Registration Date: 30.07.2006
Posts: 20

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

just an idea about the daedra. What if the player only thinks that the daedra are leftovers from the Oblivion gates from Cyrodiil. Not that this makes a difference concerning how the player dispatches them but it does make a difference in other ways.
The Elves have a bad history with the nords so lets say they want some revenge. Taking advantage of the confusion from the Oblivion gates opening in Cyrodiil and attacking places in Skyrim a cult of elves took their chance to take revenge on the nords. With anger over their ancestors being driven from Skryim by the "five hundred companions" a group of elves that couldn't just let bygones be bygones turned to daedra worship in hopes they could get power to reclaim this land from the Nords. They became masters of summoning powerful daedra and amidst the chaos of other Daedra from the Oblivion gates attacking the elves were able to get their daedra in to attack as well. Now in the aftermath of the gates in Cyrodiil closing the Elves are still using their summoned daedra to weaken targets in a seeminly random fashion and waiting until the right time to strike more intelligently. The elves believe they have an edge being that many think their daedra are leftovers from Cyrodiil therefore people think the attacks are random. Eventually the attacks become far less random and far more precise.

Anyhow, just an idea

__________________
"Those who know don't speak, who who speak don't know"
Lao Tzu
08.08.2006 03:31 Trees_Are_The_Devil is offline Send an Email to Trees_Are_The_Devil Search for Posts by Trees_Are_The_Devil Add Trees_Are_The_Devil to your Buddy List
Psychotic
Jarl of Skyrim


images/avatars/avatar-1933.jpg

Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Very interesting idea. Good job!

The Dunmer hate the Nords more than any other elves, they are their ancient and sworn enemy. They might even turn to daedra worship seeing how that is their original religion, and with the false Tribunal gods cast down and the Nerevarine being on Akavir (you killed Almalexia, Sotha Sill is killed by Almalexia and Vivec is taken by the daedra) there is nothing stopping them to practice whatever religion they see fit. But the thing is that as far as one can learn from the rumors you hear in Cyrodiil the Nords are the ones attacking the Dunmer, House Redoran to be more precise.
08.08.2006 17:43 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Pages (4): [1] 2 3 next » ... last » Tree Structure | Board Structure
This is an archived forum. Post Reply
Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Skyrim Quests » Skyrim for Oblivion Mainquest

This is an archived forum section of Silgrad Tower Forum.