wrenik added a topic in Book Story ConceptsWhy We drinkWhy we drink
By Henric silveroke
in a small village in skyrim I meet a drunk poor sod, crying and drinking, no one cared about this poor man. He was just a sad drunk after all, but I wondered what made him a sad drunk? Armed whit this question I tackled his life, asking his friends relatives and even steeling some jurnals to build his story together.
Being a millworker in skyrim is hard work, you need to turn the large stone weal to crush the weat. And some of the workers doing so has to take to the bottle at the end of the day to survive. One of these millworkers puts this to heart more then most, and as he drinks his worrys away he fills his mind whit anger apon life, any small or large thing can tip him off into full blown anger. This is ofcourse scary for his poor wife and child who has to deal whit him apon returning home smelling like a destilery whit an temprement of an frostroll.
For an poor wife attempting to make the best of an situation this can be to much, not only has their child the fear of a beating around every mistake but so dose she. She is well aware that her husband loves her under all the anger but when he has taken one to many ales that all gose away to an drunken state of anger out of all control. Its not to anyones supprise when she took their child in hand and walked out of their village. Left was a Millwoker who now wasn't angry when he drank, but rather let all his tears and sadness out.
What the people of the village don't know, is that the millworker fond out about his wife leaving him whit their son. He followed them, drunk and angry as always and stoped them just by a little pond. He and his wife yelled at eatchother their son bursted into tears, demandingly the Millworker ordered his family back home but his wife had enought and stood her ground. As she turned around to walk away something snaped in the Millworker.
His anger was to much and his hands found themselves around his wife and sons necks holding them down under the water in the pond. They struggled to get free, paniced they screamed but it simply filled their lungs whit water. It didn't take long before bouth of them sank down the pond like two rocks laying whit their backs to the Millworker.
The Millworker stumbeled backwards and sat down on a near by rock by the pond, he looked at his hands, his wife, his child. It wasn't anger in his eyes but horror. Had he just killed his own love? In fear and disspear he left the pond. He wasn't brave enought to even turn his wife and child to face him as he left their lifeless bodys at the bottom of the pond.
From that day he drank for a diffrent reason, he drowned his sorrows in mead, as a man who have taken everything from himself dose. He is no longer ashamed to let his tears fall out and his cry of sadness be heard. Not a singel person in the village desterbs him, no one asks him to be quite. They can tell that he is best left alone. They can feel that he is a man of great lost. They can't know that he took it all from himself.
I walked down the road from that village down to the pond, I watched down into the shallow water and I saw whit my own eyes, what looked like two dead bodys turning their back away from the surffice.
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wrenik added a topic in WinterholdThe city of magicThe City of Magic
The Quest Requires that you have played threw the Collage of winterhold, Holds collage expansion questline and the Yakooda questline. (we should look into getting more quests that are Required to be completed before this one as its suppose to be a very late game quest.) once you completed all of these quests you will return to Winterhold and speak to some mages, these can be Npcs you meet in other quests that are still alive. the player will be tasked to read the books he been gathering in bouth the tower of Shallador but also at the underwater Yakooda Liberary. the player will here have the option to take help of the wizards by delegating some of the work reading the books, and will then have the entire ritual explained to them insteed of having to read it themselves.
after this the player will be seent out to gather soal gems and other items for a ritual wich they will give to one of the wizards helping who will set up the ritual. the player will then be instructed on how the puzels will work inside the coming ritual, the same infromation will also be found in the books the player has gathered. this is to ensure the player knows the rules as they enter this massive puzel boss of sorts, and don't feel lost or unable to figure out what spells they can use. the player will then go to the middel of the ritual ciril and cast a scroll found in the Yakooda Questline, (this scroll might only work here to ensure the player dosen't waste it) apon using the scroll the player is transported to his/her own mind, this is represented by a black dark magical place that looks like its just Black nothingless whit things in it, here the player will do quests for himself, a exact copy of the player will give him/her quests the voice of this player avatar (who takes the apparence and gear off the player) is always extreamly epic and god like, to reprecent how the player presives him/herself. so it going to very clearly not be the players actual voice. other quest givers will be diffrent emotions and other beings inside the players mind. in order to creat the spell the player needs to unlock his full focus. to do this he must defet or help his emotions to control them, also open the door to his mind.
to do this the player must solve several ridels triels and puzels. some that are resiceled and others that are new. apon unlocking the door to his mind and opening it, the doors to his fears and emotions will be opened, and the player can solve their quests one by one, apon solving them his focus or energy will flow from them to his mind, where it will take the shape of a gaint ball of energy (can be the eye of magnus retextured whit some generic magical orb textures or something).
now the player will need to use a custom spell that he only has access to here, it will automaticly be in his spell list and equiped apon entering his mind. so to make sure the player knows about the spell, its a special spell for the player to shape his mind, and the player will use it to activate and create the layout of the city. ofcourse we'll just have the basic shapes already there so the player has the illusion of desiding, but in reality the shapes will just be reaviled by being hit by the spell. I think there should be about 8-14 large shapes making up the city that the player has to activate whit his spell. the shapes are in the shape of the city layout and are flat, they are textured whit the Magical barrier texture to make it look like flowing magic.
apon activating all of the layout the player will need to use clerevoyent to find some stairs going up to the magical orb, where there are some mirrors that the player has to reflect in such a way so to cover the entire city. now the mirrors will have diffrent size and area depending on their state so it can take a wile to do, I belive 4-9 mirrors is a good number. apon covering the entire city whit shine the player will be tasked whit shoting the orb whit the creation spell and the entire city will appear over the foundation layed out by the player. the city is in the same specrtal form as the foundtion usin the barrior spell as texturing.
the player will now get a special spell automaticly equpit that is a 2 handed legendary spell. the player will be tasked to walk to the site of the Ritual in the spectrual city and cast the spell whereapon the player will be taken back to the real world and the city will appear whit a lot of magical effects first in specral form before taking shape as real buildings. this will be in its own instance to make sure all the effects don't crash your game. the player then faints and wakes up in an interior just a random house in Winterhold, apon exiting he will be in the real Winterhold now completed and restored.
this is one base idea for how we can make the restoration of Winterhold spell, ofcourse any ideas expanding or altering is apprechated.
Multiple Endings and Their Consequences:
it always ends whit the player restoring winterhold, prehaps we could add some altering options that the player can deside apon in his mind, but that would require a lot more work.
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wrenik added a topic in Quest ConceptsFriendly armorQuest plot:
the quest begins by entering a litle dungeon in a dwemer ruin, this dungeon will be a workshop where you will find a dead apprentice whit a special dwemer orb machine thingy (I know tecnical terms) venturing futher into the workshop youi'll discover a dwemer centurion whitout a orb thing... and a dead scollor, you will also find some form of ritualistic setup that looks to have held the orb. you can also find notes and jurnals scatered around along whit dwemer related books and ofcourse a copy of the "lusty argonien maid" by the bedside, this notes and jurnals explain that the scollor had plans to transfer his soul into a specialy enchanted dwemer orb that he designed specily to hold souls, he have tested this before on his other apprentice that is now in a dwemer mining spider, and its orb, however this apprentice died as the spider had a accident in the rooms corner where it fell apon him, however the scollor himself are going to become the centurion, however it should be clear that the apprentice insteed of placing the orb in the senturion legged it, and ran away, however he didn't get far.
now you the dragonborn can pick up the orb and place it into the robot, (we can defenetly have some puzel or crafting requirments here like turing valves so the steam gets to the centurion or crafting component needed for it to work.) once you rejeactivated the centurion it will speak whit a magical metalic voice, its the scollor who speaks whit you. he will thank you for rasing him and be joyfull that the experiment worked!
now we need a reason for him to follow the player, Im thinking he dose it as a thanks for putting him into the centurion! but I donno
the quest begins by entering a litle dungeon in a dwemer ruin , this dungeon will be a workshop where you will find a dead apprentice whit a special dwemer orb machine thingy (I know tecnical terms) venturing futher into the workshop youi'll discover a dwemer centurion whitout a orb thing... and a dead scollor , you will also find some form of ritualistic setup that looks to have held the orb. you can also find notes and jurnals scatered around along whit dwemer related books and ofcourse a copy of the "lusty argonien maid " by the bedside, this notes and jurnals explain that the scollor had plans to transfer his soul into a specialy enchanted dwemer orb that he designed specily to hold souls, he have tested this before on his other apprentice that is now in a dwemer mining spider, and its orb, however this apprentice died as the spider had a accident in the rooms corner where it fell apon him, however the scollor himself are going to become the centurion, however it should be clear that the apprentice insteed of placing the orb in the senturion legged it, and ran away, however he didn't get far.
Multiple Endings and Their Consequences:
you resorect the centurion and it follows you.
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wrenik added a topic in Feature ConceptsCaravansCaravans would be working like the kajit caravans already in the game, but be more varied and go to only citys that make sense, sutch as Falkreath and Whiterun, this caravans would contain a cupel of carts and wagens horses and ofcourse merchents, prehaps a gaurd or two aswell, they would be themed and not stay in any given city for to long, but when they do they would add several wealthy merchents aswell as rare goods and items to trade, they would also add to the imersion and feel that skyrim is a province relying on trade, you can talk to the merchents and npcs mutch like the kajits and they will like any other npc have quests and information.
here are some caravans that could be added:
Imperial troops would be coming from Cyradill down to Skyrim, they would pass threw falkreath and prehaps stay for the night, as part of the legion they would bring their own teents and wagons and set up a small encampent outside the city, the player can speak whit the imperials, brawl them, and drink whit them, the imperials will walk around the city in their spear time or be in the camp, other wise they will stay bussie seting up or taking down teents, cuting wood for fire, or training for battle. they might have quests and infromation for the player, and maybe one or two sell the player stolen imperial armor, so that a player that dosen't want to steel themselves but don't mind a shady trade can get a hold of a set of imperial gear. maybe also some other verius traders, but they would only sell things they have, and the soldiers wouldn't carry mutch money whit them, its more bargons rather then focust traders. this caravan would show the imperial movement whitin skyirm
the Imperial traders would be found in Falkreath, Whiterun and prehaps solitude, they would bring several cart and wagons, and even have a cupel of bodygaurds. they would sleep at a local inn for the night, spending the days at they makeshift stalls next too their wagons. the traders do primerly trade, and would have several items that might intresst the player, from unic items from other provinces to other more comon items, this merchents would carry a lot of gold, witch could be fun for someone who wants to steel, but they would also be great for anyone whit a lot of junk to sell. there might be some quests and information when talking to the traders but they are maily there to show the trade in the area, the imperial intresst to keep trade into skyrim and the more brave traders who venture into the civil war. it would also bring more life and variation to the citys they visit.
redgaurd traders are followed by redgaurd worriors who are merchenarys, they got almost excusivly exotic goods and will go to most citys, Falkreath, Whiterun, riften, and Solitude. the redgaurds will have a fair amount of gold aswell and a more risky target to burgel, the well gaurded redgaurds are danguress but good bussniess people, they will also have quests and information and travel whit wagons, they live in teents outside the city of riften but are allowed in to sleep at the inn in whiterun falkreath and solitude. its also implyed that the redgaurds avoide entering riften becose of the heavy presentse of the thives guild.
the nords are traders aswell, they will travel to all citys, windhelm Solitude whiterun falkreath riften dawnstar and markarth. they arn't as rich as the other traders becose of the civil war, they have verry local goods and litle money, however they are stronger almost worriors themselves so they travel whit verry few gaurds, that being said, steeling from nords isn't a good idea. this nords will have quests and infromation and travel whit wagons, they live in the inn in every city they go to and will make sure to give the player a feel for how desperet the few nord traders ramaning are. you should feel the presure that a lot of the traders left the caravan to join the imperials or stormclock. its a divided contry after all.
the bretons sell magical items and other odd goods, they will travel whit a fair amount of gold and verry undefended, easy target for burgelery, they will as the imperials be in Falkreath solitude and whiterun and have quests and infromation, they will travel whit a cupel of wagens and even some street preformers using magic. prehaps even a old wizard that can train you in the arts of magic, prehaps even have an apprentice quest if you just starting out your magical path. the bretons are simpel merchents and will also speak of the dangers of the civilwar and dragon rumors, making them a part of the world, they will be scared but fully comited to their mission to sell their goods around skyrim for proffit.
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wrenik added a topic in HaafingarMountens peeksQuest plot:
the quest begins when you talk to Andrea Whaletooth, she will tell you that her husbund traveled out on a expedition in surtch of a orevain or a alternative trade rout in the mountens. but that he haven't returned even tho the jurny should have ended mounths ago, the player can here offer to help and it begins the quest, the player is seent of to the mountens in the reatch betwin Skyrim and hammerfell, (we will need to creat a path up the otherwise unclimebal mountens) following the path up the mounten the player will be faced whit a maze of paths and caves, cold and dangures beasts sutch as Cavetrolls, Wasps, wolfs, and bears. and prehaps even some druger and bandits. the player will here be able to find a destroyed camp, here is one soul surviver and its Andrea's husbund. he will explain that their camp was destroyed as the snow fell apon it and that he is beyond saving, whit his final breaths he will give you his jurnal and ask that you give it to his wife.
the player can also find a bunch of jurnals and letters around the destroyed camp. if he dose and siffers them he can jump forward in the quest and do the final dungeon whit the tresure. regardless wheather the player dose the final dungon or not, he will have the option to complet the quest by talking to Andrea Whaletooth telling her that her husband is dead, and giving her the jurnal. she will then sound distant to the player but pay the player regardless, clearly shocked by the death of her husbund.
a cupel of weeks later the player will be ambuched and after killing the attackers the player will be able to find a letter witch lets the player track the attack back to a merchenary grup, finding this grup and confronting it will lead to the revel that Andrea Whaletooth hired the grup to attack the dragonborn, as she belives he killed her husbund. the player would then try and confront her at her store but find it close, asking around the player will find out that Andrea have left in prosute of the same mounten where you found her husbund, chasing her down you will find her camp along whit a bunch of merchenarys she have hired. if you don't attack them then Andrea Whaletooth will engage the player in dialog, where its clear that she thinks you killed her husbund over the tresure in the final dungeon witch she knew about. and she thinks you killed her husbund to get the tresure yourself. if your able to then you can convince her thats not true and the player get the option to do the final dungeon together whit andrea if the final dungon isn't completed. other wise the player have to kill andrea and the merchenarys, and if the player didn't pick up the clues and notes before then they can be found at the new camp along whit a lot of other notes and jurnals desifering them that the mercenarys wroth. explainig how to get to the final dungeon.
the final dungeon is a old dragons tempel, full of draguer and a dragon priest aswell as a dragon boss battle. the dungeon begins when the player solves the puzel at the entrence and opens the door. and then follows a standard set up whit a few more puzel elements. until the final boss witch is the dragon priest, that will first seend after drugers and skeletons to attack the player wile the priest is in iferial form, making him invincebal, then once the drugers and skeletons are dead he will attack the player himself, until he get low helth where he will return to iferial form and call for a dragon witch will break into the shamer and attack the player. once the dragon is dead the priest will engage the player in dialog. feeling that he will probebly lose to the verry strong player the priest will bargon for his life. its up the the player what happens to the priest, but he will give you access to the tresure regardless.
the quest in inspired of an more epic jurny, where the goal is tresure and adventure.
the boss is inspired by https://www.youtube.com/watch?v=xVfO0DJLN2U where the priest bargons for his life. witch could be funny whit a series boss that probebly is regarded as hard by most players.
Multiple Endings and Their Consequences:
this quest have several consequences and endings, ofcourse in the begining its verry straight forward until you meet Andrea Whaletooth's husbund, up at that ruind camp you got your first choice of either getting the notes and solving the riddel or leaving it and just completing the first quest. the notes won't be layed out in the open and mostly hidden.
solving the end dugeon will lead to the player being unable to solve the dungeon whit Andrea Whaletooth later on.
the second real choice is whit Andrea Whaletooth at her camp, where you can convince her to do the final dungeon together or simply killing her.
the diffrent endings are if Andrea Whaletooth survives until the end, or if you kill her. if she survives she will return to her store and be your ally but if she dies her store will be closed, you can also get diffrent bargons whit the Dragon priest, where he gives diffrent rewards. or you can kill the dragon priest and take his stuff. however you won't get any secret locations for extra loot if you do that.
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wrenik added a topic in FalkreathThe HealerQuest plot:
The Quest begins by talking to Anders Candel. He will be coughing a lot and you can tell by his voice that he clearly is sick, upon asking him about it he will expain that he is sick. The player can offer a "cure disease" potion or perhaps a "healing" potion. After giving him the potion he will drink it and his dialogues will all sound healthy after that, he will thank you but have nothing to offer you as he is a poor beggar and failed shoemaker. You can however ask him to follow you; he isn't strong and he easly dies butthe point of him as a follower is to be used as steward in the player home (Hearthfire) or to be sacrificed in the Boethiah quest as he is a pointless NPC beggar.
It's a small novelty quest which shows that something as simple as an act of kindness can change the world around you, the point of the quest isn't so much the reward at the end as the satisfaction of curing the man's illness. Then for darker players this can be exploited in several daedric quests later but for the kind-hearted players it's just a simpel satisfaction of helping those around them and seeing an effect their actions have on the world. The reason Anders Candel is chosen to be cured is because as a beggar he dosen't have a lot of dialogues and can easly go from sick to healthy with litle work.
Some background on Anders Candel: he used to be the town's shoemaker, however he wasn't verry good at it and people started to repair their own shoes rather then go to him. This prompted him to go bankrupt and he lost his house and shoe store to the Jarl. He does not hold high opinion of the current Jarl or the old Jarl as he will openly state "People tend to forget that the old Jarl Dengeir was just as bad as the current Jarl" - this is because the old Jarl took his home. His old store/home is the house that Dengeir is currently living in and was refitted from a shoestore to a thane house after it was aquired by Dengeir back when he was Jarl.
Multiple Endings and Their Consequences:
There are really only two endings: one is if the player doesn't give him a potion then nothing will happen, the other is if the player gives him a potion then he gets cured and all his dialogues sound more healthy without coughing. He will also be super friendly to the player and the player gets the option to ask him to follow him which he will do but he will point out that he is an old and fragile man.
If the player decides not to recruit the man, after two days the man can be seen sweeping the streets of Falkreath and a scene will play where he is excitedly telling some townsfolk of his new job. If spoken to he will excitedly tell the player something like ''It's you! You might not believe this but it turns out I'm really good at sweeping!' and have a new job as a road sweeper and lodging at the inn.
This quest was inspired by the drug addict Argonian in Riften.
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