Skyrim for Oblivion Mainquest |
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Skyrim for Oblivion Mainquest |
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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
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.
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07.08.2006 05:36 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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...
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07.08.2006 05:53 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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RE: Skyrim for Oblivion Mainquest |
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No, I haven't read it yet, but this looks almost longer than even one of my quests here, here, or even here!
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?
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07.08.2006 05:53 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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RE: Skyrim for Oblivion Mainquest |
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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!
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. |
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07.08.2006 05:59 |
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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.
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07.08.2006 06:01 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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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...
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07.08.2006 06:03 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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.
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07.08.2006 06:04 |
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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.
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07.08.2006 06:10 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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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).
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07.08.2006 06:12 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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. |
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07.08.2006 06:17 |
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You say that, but then you contradict yourself with an entire daedric army stuck on Nirn...
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07.08.2006 06:19 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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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.
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07.08.2006 06:21 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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?
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07.08.2006 06:28 |
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We need to poll if the PC needs to finish the Cyrodiil MQ before he can start the Skyrim one.
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07.08.2006 06:33 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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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?
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07.08.2006 06:33 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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. |
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07.08.2006 06:41 |
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We need to poll if the PC needs to finish the Cyrodiil MQ before he can start the Skyrim one.
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07.08.2006 06:43 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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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. |
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07.08.2006 06:46 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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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.
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07.08.2006 06:48 |
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Krisi-_
Archduke
Registration Date: 27.06.2006
Posts: 1,532
Location: Norway
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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'.
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07.08.2006 10:20 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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.
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07.08.2006 12:08 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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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
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07.08.2006 12:22 |
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Krisi-_
Archduke
Registration Date: 27.06.2006
Posts: 1,532
Location: Norway
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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'.
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07.08.2006 12:36 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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.
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07.08.2006 13:25 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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You can on lvl 3 (that's when I started it).
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07.08.2006 16:12 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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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).
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07.08.2006 18:39 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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.
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07.08.2006 19:01 |
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TheImperialDragon
Councilor
Registration Date: 21.06.2006
Posts: 6,208
Location: Ontario, Canada
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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.
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07.08.2006 19:16 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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.
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07.08.2006 19:34 |
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Krisi-_
Archduke
Registration Date: 27.06.2006
Posts: 1,532
Location: Norway
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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'.
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07.08.2006 19:45 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Quite a few, and that's only a part of the MQ.
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07.08.2006 19:48 |
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Krisi-_
Archduke
Registration Date: 27.06.2006
Posts: 1,532
Location: Norway
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"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'.
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07.08.2006 19:59 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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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?
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07.08.2006 20:03 |
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Krisi-_
Archduke
Registration Date: 27.06.2006
Posts: 1,532
Location: Norway
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well no but they should be there such as does who want to can.
__________________ The meaning of life is 'Bucket'.
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07.08.2006 20:14 |
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Hrafnkel
Viscount
Registration Date: 01.08.2006
Posts: 495
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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.
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07.08.2006 20:42 |
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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
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08.08.2006 03:31 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Very interesting idea.
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.
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08.08.2006 17:43 |
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