DLC Concept-Skyrim

Post » Fri Feb 07, 2014 8:31 pm

DLC Concept and Design

By Corey Williams











































































The Elder Scrolls V: Skyrim – Origins



Plot Line:



Prerequisite: Must complete main story questline [Dragonslayer]…



Upon 100 (in game) hours past the completion of “Dragonslayer”, a shout is heard from High Hrothgar (similar to the Greybeards shout during Dragon Rising quest). A miscellaneous quest begins: “Answer the Greybeard’s Distress Call”. Upon entering High Hrothgar, the interior has been nearly turned to rubble, as destroyed stone from the pillars and blood lines the entrance. Angeir waits inside to explain the situation. If Paathurnax has not been killed, he will say a man wearing armor made out of dragon bone unleashed his thu’um upon Paathurnax and subsequently slain him. This also accounts for the ruinous damage dealt to High Hrothgar’s foundations and interior. If you already killed Paathurnax, he will explain that the Way of the Voice teaches forgiveness, and pleas for you to head to The Throat of the World and find the man in dragon bone armor that desecrated High Hrothgar, and had hoped to slay Paathurnax. Upon ending this dialog, the first quest of the new content would begin.



Quest No. 1: Following In His Footsteps



Upon reaching the summit of The Throat of the World, the Dragonborn is approached met by four mercenaries wearing dragonscale armor and bearing daedric weapons. They call themselves Legionnaires of the Battalion, a cult who reveres and safeguards another dragonborn, and one who is also of this era. Upon killing them, and finding a missive of command for the desecration of High Hrothgar, the Dragonborn returns to Angeir. Angeir explains that there is another dragonborn at large, and who is seemingly as powerful as you. The Dragonborn can reply: “But I thought there could only be one dragonborn in an era, isn’t this true?” Angeir will respond: “Yes, typically at least. First Miraak, then Tiber Septim, the Hero of Kvetch and then you, but it’s not impossible that a second dragonborn could exist in Mundus, after all, you were simply the first dragonborn to answer are original summons.” The Dragonborn then asks: “What did he want from you and the other monks?” Angeir will respond: “He wanted to learn the Way of the Voice, much like you did. He claimed he was also answering our summons, and that he traveled far to do so, to find and fulfill his destiny. When we told him you already slain Alduin, he and his companions desecrated this temple, he using his inborn Thu’um. It appears you were not the only one learning the hidden words of power.” After learning of this coincidence, the Dragonborn asks: “Where should I go next? He must be stopped!” Angeir will reply: “If he has been following in your footsteps, he will likely have found the Blades by now and confronted their association with you. Although we are not fond of the Blades, I still must hope that he hasn’t done to them, what he has done to us.” From here, you will be directed to investigate Sky Haven Temple. Upon entering the Temple, Delphine is mortally wounded and barely able to speak. Similar to High Hrothgar, the temple has also been turned into a ruinous look. Upon approaching Delphine she will speak: “You… You’re still alive… Thank the gods. He… the, uh, other one came in here looking for you, and nearly killed Esbern with his companions. Funny, so this is how the Blades die out, killed by the dragonborn we swear to protect…” The Dragonborn then questions: “Esbern? Is he still alive?” Delphine responds: “I can’t say, while he… was slashing away at me, Esbern fled to the outside, but was followed by his cohorts.” The Dragonborn then responds: “I’ll find Esbern, if he’s alive. We’ll get to the bottom of this, don’t worry Delphine.” Delphine then requests: “One more thing, I’m… not, I’m not going to make it… I’d rather die with my pride, than die alone… Please, kill me. Let me die knowing I was slain by the true dragonborn, the one who fulfilled his destiny.” The Dragonborn can then decide whether or not to kill Delphine. If the Dragonborn kills Delphine, she drops no lootable items, but will be granted a power: Summon Guardian of Thu’um, which summons a spectral version of Delphine to fight by your side for 60 seconds. This can be used once a day. If you leave Delphine to die alone, the next time you would enter Sky Haven Temple after 48 hours, you can claim her unique Blades armor and sword (details not known yet) and a bloody letter containing her last words. Upon exiting Sky Haven Temple to its training yard, two dead Legionnaires can found with a trail of blood leading down the mountainside. If this trail is followed, a note will be found sordidly left on the ground. It’s a note from Esbern that reads: “Honorable Jarl of the Reach, the damn fool entered Sky Haven, but he was dragonborn. After questioning the whereabouts of the other dragonborn whose path we crossed, he tore the temple to shreds with Thu’um, his voice. Delphine did not even raise her sword; she was bound by oath, to protect the dragonborn, and yet, even then, he showed no mercy. I fled to the training yard only to be pursued by his men. If not for the dragon that showed up, I would have likely died. I am wounded, and ask that you send men, strong men to find him and kill him. He’s a threat to Skyrim and wields almost as much power as the dragonborn who slain Alduin, the World Eater. Please, send reinforcements as soon as possible.” The next quest will begin upon reading this note.



Quest No. 2: Manhunt in Tamriel



This quest begins by directing you to the Jarl of Markarth to present the letter of distress. Upon entering Understone Keep, the Jarl’s men surround the Dragonborn, and he will personally speak: “So, you’re the one who’s wreaking havoc in my city! I’d kill you if not for your stand against the World Eater. Explain yourself!” The dragonborn can reply one of two ways: “It’s not me! I came to report the man who destroyed Sky Haven Temple, not pain Markarth!” or “You know what, I never liked it here anyway. Both dialogue options lead to the Jarl replying: “This doesn’t make sense, are you not the dragonborn who slain Alduin? Or are there two? No, no. That cannot be! I won’t let you go, not yet. Men, take him to Coldridge!” This will lead to a brief seen of the Markarth Guards beating down the Dragonborn and then the scene will fade to black. Obviously, Coldridge is a same-name tribute to the same prison in Dishonored. After the loading scene, the Dragonborn will awake in Coldridge prison with his mouth covered in a tightly wrapped loincloth and his hands in tied. Though the Dragonborn can move about in the cell, he cannot shout or ready a weapon/fists. Coldridge prison is located in the deep, snow-capped parts of the Druadach Mountains. It’s a massive prison used to hold the most volatile and dangerous of offenders in Skyrim, High Rock, and Hammerfell. Depending on what faction you side with in the Civil War questline, a prisoner in a cell across from you will say: “Hey, fellow Stormcloak/Imperial, it’s been awhile since I’ve seen kindred. Let me guess, war crimes, huh?” If you’ve completed the Civil War questline, either Hadvar or Ralof will be in the cell across from you and offer unique responses to your presence (not yet detailed). The quest will guide you to sleep for at least eight hours, after which a skinny and old-sounding guard will appear outside your cell offering you a book to read. Upon reading the book, a “Key to Coldridge Prison” and iron dagger will be added to your inventory. The book is written by Nesber (Esbern) and reads: “It’s been some time since your life’s been on the line, hasn’t it? Hmm. Don’t worry about that, I trust you’ll be able to find your way out of here. We must talk, and soon! We have a new menace, one who shares your title, and power, but he is not you! Remember that. I cannot stay in the open, lest the Thalmor continue their search for me. When you see the outside again, come find me where you first did.” To the right of your jail cell is a belonging’s chest with your name on it. The “Key to Coldridge Prison” opens this chest, which will contain all your belongings. Upon completing the dungeon and escaping the prison, the quest marker will direct you to the Ratway Warrens, where Esbern awaits you’re embrace. Upon entering the warrens, the quest ends and the next begins.



Quest No. 3: Hidden Lore



Upon speaking to Esbern, he will talk about the incident at Sky Haven Temple saying that surely this turn of events is unprecedented, two dragonborns. He will, however, assure that an answer exists, and that the gods would leave an explanation to such events. He presents a tome still hidden in his hideaway in the warrens, this one is entitled: Proving Grounds and Greener Tides. It describes an ancient theorem that the dragonborn Tiber Septim, though the only known in Tamriel, may not have been the only dragonborn of the era and that one may have died when Atmora’s shores froze over, as well as the waterways that ensured safe passage across to Skyrim. Esbern conquers that the other dragonborn surely could not have been alive during Tiber Septim’s era, but precedent could exist in which multiple dragonborns have been alive concurrently in the same era. He also rationalizes that a dragonborn might have wielded enough power to use his Thu’um in the Atmoran civil war that drove many, including Tiber Septim to flee to Skyrim. He says that this is all just simple conjecture and he wishes to find more proof through ancient tomes, which may or may not exist. He directs you to three tombs in search of at least one tome or scroll on the subject: Kjaalnuthr, Uzebuur’s Cyrpt and Quuellryr, all of which are ancient Nordic tombs infested with draugr, frostbite spiders, and other denizens. (One dungeon is long, one medium and one short, but all must be cleared, and upon clearing the last tomb, the tome will be found in the treasure room of the tomb). The book is written in ancient Atmoran font, and upon presenting the book to Esbern, he will direct you to the college of Winterhold for a translation. As it turns out, the Augur of Dulain possesses this knowledge. Upon entering the Midden Dark and speaking to him he will say: “So, it is you… The dragonborn of ancient tale who has fulfilled its destiny of slaying Alduin through knowledge granted by items I do not possess, nor can I have access to. But you seek something else, don’t you?” The Dragonborn can then respond: “I seek a translation of ancient Atmoran, can you help me?” The Augur will respond: “Help… That is what you seek… That is what the other sought as well… Hmm, I can translate, but first you must do a favor for me.” The dragonborn can respond in one of two ways: “Can’t you see the gravity of this situation, I may not be the only dragonborn, and slaying Alduin may only be the beginning of my destiny!” or “What could it be that a… whatever you are seeks?” Either way, he will respond: “You seek to unveil your true purpose, I seek the potential to return to Tamriel human once again. There is a necromancer named Cabul who lives in the undersea chambers of Winterholst Towers, a once great stronghold on a glacier north of here. It has long since succumbed to the continually freezing cold of the Ghost Sea and has collapsed into the glacier. He is still alive and has studied divinities his entire life. Find him, bring his knowledge to me, and in return, I will bring forth knowledge to you!” Upon leaving this conversation, this quest ends and the next begins.



Quest No. 4: Thawing the Ice



This quest guides you to the Ruins of Winterholst, which are north of the Serpent Stone and are accessible via sea cave, which leads you into Winterholst Basemants, a series of rubble-lined rooms and corridors filled with armored skeletons, necromages, draugr and ghosts. Upon reaching the uppermost corridor, you enter the next stage of the dungeon called Winterholst Proper via ladder, which are the ruins atop the glacier. This consists of a number of igloo-like homes and tents housing friendly necromancers, one in particular, Liefyr the Bonehoard, explains that the inhabitants of basemants became frenzied by the ghosts and draugr who died at sea and haunt the glaciers, and further that Winterholst is a remote, acceptable environment to practice the art of conjuration. He explains that the sane necromancers inhabiting the proper and Cabul work in such privacy to avoid ridicule by other mages and trouble with the law. Further conversation will lead Liefyr to explain that he and the other necromancers believe like the other schools of magic, Julianos or Magnus is to thank for creation of magical powers and prowess, and like any other school, conjuration is of such extent. In the proper, a number of quest-givers exist as well as an alchemy shop, a spell library, and tutors for all schools of magic. Atop the proper, there is also the Winterholst Grand Tower, which comparably is the height of the College of Winterhold Archmage’s tower. In it are rooms and quarters for necromancers and named quest-givers. After ascending the large, spiral staircase, you’ll encounter a door to Cabul’s Quarters. After the loading screen, Cabul approaches you and begins dialogue: “Hmm, curious… There’s a certain essence to you, one I can’t define… But powerful, ooh yes, powerful indeed. So, you came this far, endured the denizens of former Winterholst and the cold truths of the Sea of Ghosts, so surely I must reward you with something, correct?” The Dragonborn responds: “Yes, I seek a cure for the Augur of Dunlain.” He will respond angrily: “Damn, I though he died years ago in the pitiful experiment of his! Guess not, or else you wouldn’t be here. Hmm, yes, I suppose I could revert him to his human form, but it requires a few ingredients and a filled black soul gem to undergo the ritual. Bring me a daedra heart, iron ore, and a human heart. Oh, and the pelt of a werewolf, don’t want to forget that… I’ll meet you in the Midden once you’ve brought me the ingredients.” Upon finding these ingredients, Cabul will be at the Atronach Forge and dialogue will begin: “Good, you’ve brought the ingredients. Put them in the offering box… Oh, I almost forgot, I need sample of the magical basin keeping the Augur’s divination present. Go quickly now, we haven’t much time.” Upon receiving a sample from the basin below the Augur, he will speak: “So, at last, I return to mortality to continue my life in the flesh of a man once again. Please… continue… your reward is imminent.” Returning to the Forge and placing the sample in the offering box will allow you to proceed with using the Forge mechanism. After doing so, a man will appear dressed in college robes atop the Forge. He will say: “At last, Cabul, consider all debts repaid for your blunders, and as for you, your translation.” Before, the Augur will translate, Cabul interrupts him: “Your forgiveness is all I hoped this journey would bring, thank you. If all is forgiven, then may we return to our work, like old times?” This implies that it was actually Cabul’s fault for turning the Augur into an idle divinity, and that Cabul’s research post-college was done with the intent of undoing the Augur’s curse. The Augur responds: “Yes, Cabul. Like old times… My apologies Dragonborn, you’ve done so much as middleman, let me finish my translation.” After some pondering and flipping through the tome, he will answer: “This book is an account of the first dragonborn, Miraak, coming in contact with Herma Mora and learning of the power of the dragonborn, and therefore receiving said power through pledged servitude to Mora on the Mundas realm… Hmm, it says how after Miraak’s ascension from Solstheim, Tiber Septim reached Tamriel with the last of Atmoran pilgrims, but goes into detail of a soldier in the City of Jylkurfyk who spoke in tongues of the dragon, but not learned through Herma Mora… Interesting, it then goes on to speculate on the continent of Atmora’s existence across the sea from Skyrim… Another soldier named Ysgram authors this book wait… That’s Ysgramor himself, simply a different name! So, he knew of another dragonborn, existing concurrently with Tiber Septim, also a dragonborn… How fascinating… And yet it gives no insight into the fate of Atmora, or the fate of that soldier… The book is wiped clean of text from then on out, seems someone didn’t want the rest to be read, or something. That’s all I can give you. I’m sorry it’s not just compensation for the reward you’ve given me. Perhaps someone else can help.” The Dragonborn responds: “Thank you, I’ll check in with some other sources, there’s obviously more to it than this.” This closing dialogue ends the quest and begins the next one. Upon completion, Cabul grants you the key to his quarters at Winterholst, which contains two books shelves that can hold 18 books a piece, and alchemy lab chuck full of ingredients, an enchanting lab with soul gems of varying sizes, a bed, two wardrobes, a shrine to Julianos, and a weapon rack with four weapon slots. Not to mention a chest with his unique staff: Staff of Winterhowls, which unleashes a vortex of frost and blizzard-like magic dealing 75 damage to all non-nord races and creatures and stamina damage to the same caliber.



Quest No. 5: Archival Pursuit



The beginning of this quest directs you to talk to Esbern in the warrens. Once presented with your findings: “Interesting, so perhaps two dragonborns have existed. I can’t believe I didn’t see this! It’s been here the whole time, but in fragments spread across Skyrim, but why keep it secret? Surely this is intentional… The next thing we need is an Imperial Archivist, someone who has access to documentation of Atmoran immigrants to Tamriel. If this information exists, then we may have a lead as to who this other dragonborn is and why he is searching for us. It would be too risky to go to the Imperial City… Have you heard of Bruma?” The Dragonborn then responds: “No. Is it in Skyrim?” Esbern will then say: “No, but it’s close. It’s the northern-most city in Cyrodiil. Many nords live due to its close proximity to the border. If you head south of Falkreath, you’ll come across it, but know the way is as dangerous as travelling any other rural road in Tamriel; you’ll likely encounter bandits, frost trolls and the like. Nothing you haven’t seen before I’m sure.” The conversation ends and you are directed to head through the border gate just south of Halldir’s Cairn. Following the road all the way will lead you to Bruma’s great gate where you must pay a visitor tax to an imperial soldier. You can speechcheck your way out of the tax or pay 500 gold to gain entrance. Inside the city, there are a number of quest-givers, an alchemy shop, and general store, an inn, and all the other particulars you’d expect of a major city. The quest will direct you to find an archivist in Bruma. Starting with the inn keeper will point you in the direction of Castle Bruma where the Countess Illenwr resides. She says that her archivist has vanished and has been wanting to hire a mercenary to track him down and will pay good coin for his return. She explains that he was interested in researching Akaviri history and presence on Tamriel. She says the closest known former Akaviri stronghold was Cloud Ruler Temple, just south of the city. Upon reaching Cloud Ruler Temple, three dead Thalmor lay outside on the steps of the temple. A note reveals that they were carrying out an arrest of Sullivan Bolar, brother of Acilius Bolar and one of the few remaining survivors of the massacre at Cloud Ruler Temple. The great door to the Temple is sealed shut and cannot be opened without its respective key. The quest will direct you back to Esbern in the warrens. Upon telling him the Archivist was named Sullivan Bolar, he will begin to talk: “Sully, old Sully? Well, it cannot be… I though he died at Cloud Ruler Temple, then again, he did know the architectural layout better than most… Then, then there’s hope for the Blades. Sorry, I’ve strayed from the important issues. This is grand news!” The Dragonborn will then say: “But the door is locked and there is no other way in.” Esbern will then respond with: “Don’t fret, remember, I survived that massacre too. I kept me key as a token of that day; just give me a minute to find it, uh… Ah, here it is! So we shall head to Cloud Ruler Temple then?” The Dragonborn can choose to meet Esbern there, or to travel with him, either way the destination is still Cloud Ruler Temple. Upon reaching Cloud Ruler Temple, Esbern will open the door with his key. The design is very similar to Sky Haven Temple, but of a larger scheme with poorer lighting, you’ll like need to use magelight, candlelight or a torch to guide your way through it. In the War Quarters, Sullivan can be found scouring through piles of ruined books and scroll parchments. Esbern will then speak to him: “Sully… It’s you… By the gods, you lived.” He will then respond: “Old Esbern, it cannot be! By the nine, you lived too. This is good; you can help me find the Akaviri dictionary we stashed here some time ago, assuming it hasn’t been destroyed.” Esbern responds: “Why would we need that old thing, the Akaviri Conquests are no longer, and what communications would we need with the men of Akaviri, if they are still alive?” That’s the thing, they are, and I aim to prove it, to track one down! This proves that men on Tamriel are not just Redguard, Nords, Imperials, or Bretons, but that the mysterious men of Akaviri do exist and can be found. We can trace their lineage to learn more about the history of Nirn! This is my life’s work, please, help me find it!” Upon investigating the undercroft of the temple and facing some draugr in Blades armor, the dictionary can be found in a lone waterlogged chest. Upon returning it to Sullivan, Esbern will speak: “So, you have your dictionary, now we need something of you.” Sullivan will then respond: “Of course, my library is open to you.” Esbern will respond: “We need an immigration history for all Atmoran settlers, including their family lineage charts as well!” Sullivan will respond: “What a strange request: a very gruff fellow came to my steward and asked for the same particulars, though they’ve been gathering more cobwebs than I can count, but if you and your friend are looking for these, then they must have value…I told the man that they are useless and too decrepit, and he left. Said he was off to Riften. Anyway, they’re back at Castle Bruma, let us depart for them. Exiting Cloud Ruler Temple results in the end of the quest and the beginning of the next one.



Quest No. 6: Strife of the Dragonliege



This quest begins with an imperial soldier approaches the Dragonborn outside of Cloud Ruler Temple saying that Bruma is under attack by men in dragonscale armor and that the city guard is being slaughtered. The quest journal will then direct you to eliminate the Legionnaires of the Battalion. After eliminating the grunts, you will be directed to kill Uslar the Battle-Crier, or general equivalent. He bears dragonbone armor and no helmet and is threatening to kill the countess. After a brief dialogue of him explaining his motivations, you must kill him and loot his note. The note explains that Volthjolf the Dragonliege wishes to root out the Dragonborn by assaulting the cities he’s been affiliated with. Because of this, he has sent a number of Battalion leaders across all of Skyrim with intentions of rooting you out. In Winterhold, there is a Battalion leader named Beezar Silverscale, an argonian warlock who commands four grunts in steelplate armor and whose attempts to root you out have threatened the College of Winterhold. In Whiterun, a Battalion leader named Rengar, a Breton necromancer, is terrorizing The Companions and is accompanied by five grunts in leather armor attacking various members of The Companions. In Dawnstar, the Jarl’s Longhouse is under attack by yet another Battalion leader: Kolzaj’hro, a khajiit marauder who is accompanied by two grunts dressed in glass armor. In Falkreath, Uzborg, an orc Battalion leader is attacking the Jarl’s Longhouse with one grunt in ebony armor. In Morthal, Hiranya an elven vampire is attacking Falion who is valiantly defending Highmoon Hall, instead of typical grunts, she has three vampire thralls that are reanimated Morthal Guards. In Solitude, yet another Battalion leader can be found assaulting Castle Dour, this time it’s a redguard named Zer the Steadfast who is the size of the “Ebony Warrior” and wears daedric armor (no helmet), while wielding an orcish warhammer; he has no accompanying grunts. Lastly, in Windhelm, a final Battalion named Nekelth, a dark elf mage, can be found wreaking havoc at the docks with four conjured grunts. Upon defeating all Battalion leaders, the quest will direct you to return to Riften where the man Sullivan mentioned was headed. In the courtyard of Mistveil Keep, the Dragonliege, Volthjolf, is fighting 10-15 Riften guards. Upon noticing your presence, he will use unrelenting force shout and knock you into the thoroughfare below along with several other Riften guards. This ends the quest, and leads to a loading screen, after which a new quest begins. As a reward for this quest, you’ll be granted a new perk: “Bones Unbroken”, which grants 15% resistance to all physical damage.



Quest No. 7: When the Shores Were Green



After the loading screen, the Dragonborn will awaken in the Warrens with Esbern and Sullivan tending to his wounds. Esbern will then speak: “So, you are alive, good, good. We thought for some time you succumbed to your wounds, but apparently gods were not ready to take you. You could probably assume, that was him… The other dragonborn, your only equal and yet he is not ready to confront, but now your face is known to him and his men. Sullivan has some immigration records for you. We’ll continue this later. Sullivan will then explain that the soldier mentioned in the ancient Atmoran tome is in direct lineage with a resident of Bruma whose family moved to Skyrim, when Bruma was part of Skyrim, with the 500 companions of Ysgramor who laid siege to Saarthal. Her name is Bria and is the owner of Briskborder Potions, the alchemy shop in Bruma. Find her and confront her before the Dragonliege does. Time is of the essence!” This will direct you to her shop in Bruma where upon introducing herself and asking of your purpose will say: “Aye, so I do have roots from old Atmora. Thought so, but I could never prove it. My father told me stories of our ancient ancestors and the artifacts we still had of them; one in particular struck my fancy, this old sword, he calls it Shorefalter named after the green shores of old Atmora, the one we crave to see again, and yet we don’t know why those shores froze over, and so suddenly. He told me the shores were once of the most beautiful green and the waters of the clearest blue, like a sapphire, and how the land was as close to Sovngarde as we would ever get, but that’s just a story. All I know is our earliest-known ancestor was named Tormar. He was born and Atmora and sent his pregnant wife to Skyrim with Ysgramor and his fighters while he stayed to fight in the civil war. He never returned, nor did anyone. Word has it that one day, the Sea of Ghosts erupted into a perpetual, and seemingly unending winter and that the shores froze over faster than Red Mountain desecrated Vvardenfall… I’ve never heard of anyone fully making the journey back from Atmora. Fools for going, if you ask me… I pity our ancestors, the ones who couldn’t return to our true homeland… I wish one day to go there, to leave this sword at the site of the war in honor of my ancestors… But that day will never come. It seems the gods wish only to keep Atmora a land of perpetual winter and pain.” The Dragonborn after having listened will respond: “That was a touching story. It seems he stayed to ensure your family could live without war and in peace. That’s an honorable sacrifice.” Bria will then respond: “I appreciate that milord.” The Dragonborn will then ask: “Is there anything else, anything that could help clarify how Tormar died?” She will pace around her room for a little bit and then speak: “Yes, actually. This is an old, tattered journal my father handed down to me. He said been handed down for generations, but it’s not legible! It’s not written in Tamrielic, Atmoran, or Adapted Nedic. Just a bunch of blots of ink and quill.” Upon reading the journal, the Dragonborn will realize it’s written in dragon tongue and then speak to Bria: “It’s written in dragon! So he could speak it. That means your ancestor may very well be the first god-granted dragonborn of this time, maybe even before Miraak or Tiber Septim!” Upon this realization, a spectral figure in dragon bone armor will break into the house and kill her, with her final words being: “Please… Take the sword… Carry on my family.” This requires you to loot Shorefalter from her body and defeat the grunts. One of which will have a letter directing them to find the sword and take it to Skytemple Ruins north of the College of Winterhold. Once there, you’ll be confronted by the Dragonliege: “So, you’re the Dragonborn who slain Alduin, and who has claimed for yourself glory and honor, and yet you are not alone in this universe. Here I am, the dragonborn who heard the summons of the Greybeards and arrived late, who followed the way of the voice and didn’t slay Alduin [, and who traveled far to Solstheim to end the terror of Miraak” if “Dragonborn” dlc is completed]. Here we stand, let the gods have a say in who is the true dragonborn! My destiny is not fulfilled, and by slaying you, I will fulfill it!” After engaging in a fight minor fight (he is five levels of stats lower than you during this fight) with the Dragonliege, he will collapse to the ground and speak: “It cannot be, no… No! You’re my equal and will fulfill my destiny not yet known. I’ll return, and by then, I’ll be stronger and ready to end you.” After this brief dialogue, he will use a unique shout and vanish. The quest marker will tell you defeat the draugr overlord in Skytemple Ruin’s crypt, which is a named draugr: Jykllyr. Upon defeating the draugr, you may loot a tattered journal from his body, which reveals that Jykllyr is Bria’s father and that he wanted to be buried as close to his ancestor’s home as possible. The quest will direct you to place the sword in his tomb causing the glacier that Skytemple Ruins rests on to collapse into the Sea of Ghosts. The top of the ruins is now level with the sea and presents a chest with a detailed map of the Sea of Ghosts inside it, though a mapmaker must interpret it. This will end the quest and start a new one.



Quest No. 8: The Sea of Ghosts



The beginning of this quest will direct you back to Esbern who is at Cloud Ruler Temple with Sullivan. Talking to Esbern will result in a brief conversation of topography of Nirn and that mapmaking has been a long-abandoned skill since the continent of Tamriel was mapped out, but he believes that there is hope, and surely someone must have basic knowledge of mapmaking and reading older maps. He recommends talking to the Jarls of port cities in Skyrim, namely Windhelm, Solitude and Dawnstar all of which have docks with a number of ships ready to sail. Windhelm and Solitude offer no gain, while the Jarl of Dawnstar reveals that Captain Wayfinder has had experience sailing the Sea of Ghosts and can offer some help. Captain Wayfinder before interpreting your map requests you retrieve the fine cut void salts that were stolen from him. Upon completing this request, he will read the map you found and respond: “Hmm, curious isn’t it. It’s an old map, possibly second or maybe even first era, but certainly not Merethic… It marks all islands I have sailed to: here’s Japhet’s Folly, the Serpent Stone, the Chill, Castle Volkihar, Solstheim and so on. The only question I have is the purpose of this island up here. What is it? Its incredibly far north, at least halfway between here and Atmora… Incredible! It marks a path that is diverted from the ice fields. This island could contain riches, treasure beyond all imagination. Please, let’s depart, I can get restock on supplies later; this is of far greater magnitude. Let’s be off then, shall we?” This presents two options, one where the Dragonborn may accept the invitation and depart, or one where he can wait and gather supplies. Departing results in a cut-scene where the boat is sailing between two glaciers far to the north. Captain Wayfinder tells a few stories of the Sea of Ghosts and the talks briefly of this family as well as how he ended up in Skyrim. After awhile of traveling, ancient Nordic ghosts emerge from the glaciers and attack the Wayfinder’s crew killing all but him and the Dragonborn who must defeat the ghosts. After defeating the ghosts, the Captain claims that they must wait to reach their destination to bury the dead, or else they too will become specters tormenting those sailing the Sea of Ghosts. He will then recommend you sleep to regain your strength. After sleeping in the bed roll on deck, he will wake saying the boat has reached its destination, and that it’s not devoid of life, in fact it’s full of it. This results in the end of the quest and the beginning of the next one.





Quest No. 9: The Winds Blow North



This quest begins with directing you to find signs of life on the newfound island. Following the map marker leads you to a sizable village comparable to Morthal or Falkreath whose villagers are civilized, well nourished and call their village The Halv, which is geographically halfway between Skyrim and Atmora. Their existence is not well documented, but is known, as they are the farthest north humans on Nirn. Their leader, Hagen, resides in the drinking hall of Faastjrvasker and when approached excites at he site of a traveler who has survived the way. He explains that his people are in lineage with lost Atmoran migrants who strayed off course from Skyrim and settled upon the island of Halvanstar. He explains it consists of three villages and a number of fertile islets form which they could cultivate crops. Their farms are built facing north under hilltops so that the cold winds doesn’t harm their crops as the winds blow towards Atmora. The Dragonborn inquires of the history of Atmora, specifically the importance of Atmoran Wars. He explains that the Atmora civil wars were originally disputes over the throne resulting in small battles, but eventually warriors convened with the gods, or even the daedric lords for power. A warrior named Tormar consulted Akatosh and asked for power and immortality to regain the throne for his people and ascend to power. Akatosh then sent to Atmora a dragon from Akaviri, the first of the dragons, Alduin. He confronted and slain Alduin to gain favor of Akatosh he rewarded him with part of Alduin’s soul allowing him to wield the power of the dragons of Akaviri, which at the time was not known to the Atmorans, as Akaviri had barely begun its conquest across Nirn. At the same time his body was still that of a mortal, meaning he would die like all humans. His power became a known to the daedric lord Herma-Mora who bribed Tormar with more power than he could dream of, offering him immortality for his knowledge of the dragon language and power. With this Tormar betrayed Akatosh who punished Tormar by stripping him of this power and depriving him of half of his dragon soul of which was gifted to Herma-Mora in hopes to sway him away from Atmora, though he had already used it to win the civil war and assume the throne. Out of anger against with Akatosh, he subjected his people to slavery and cruelty beyond measure causing a second civil war in which many fled from Atmora to Skyrim, and some to Solstheim. At the same time the dragons of Akaviri had reached those lands as well, and many recognized their power and began revering them in exchange for basic knowledge of their power. So began the reign of the Dragon Cult who plagued the lands for many years up until Herma-Mora through the use of his Champion Xarses left black books across the land in order to maintain an influence in Mundus. Miraak a dragon cultist found the black book and was the first mortal to touch upon a plane of Oblivion. Herma-Mora offered him the power of the dragonborn in exchange for his servitude. Miraak then established Solstheim as his land, resulting in a struggle for power between the people of Solstheim, the Dragon Cult, and himself. Ultimately he was skilled by Vahlok, another Dragon Priest who after a least two days worth of fighting defeated Miraak resulting in the reclaiming of Miraak by Herma-Mora. At this time, it was assumed Miraak was the first dragonborn, but he was in truth not, as the power was granted to him by a daedric lord who came in contact with the first dragonborn, Tormar. By the time Tiber Septim and the original Nords of Skyrim had defeated the dragon cult and for the second time in history slain Alduin, it was forgotten in history that the dragonborn existed until upon slaying a brother of Alduin, Tiber Septim was discovered to be the second-known dragonborn, again with most forgetting Tormar’s power. What happened exactly to Atmora after the Empire was established remains lost in history, but what is known is that Tiber Septim was on the last of two boats to leave Atmora before it fell into an uninhabitable state. The other landed on Halvanstar and from the pilgrims the first village was created on the other side of the island, the village was known as Tormar’s Still in mockery of the Tormar, former Lord of Atmora. This proves that Tormar and Tiber Septim were alive at the same time indicating two dragonborns could exist at the same time and that the Dragonliege’s presence and the Dragonborn’s presence is not unprecedented. This also explains that slaying Alduin is not the ultimate destiny for the Dragonborn and that Alduin was originally slain to gain the title of dragonborn. Also of most importance, the Last Dragonborn simply possesses half the soul of a dragon and half the soul of Tormar, while Herma-Mora possesses the ability to gift the other half of Tormar’s soul to a subject of his choice in order to create a second dragonborn. Hagen recommends that the Dragonborn go to the neighboring village of Akastirnst, which was the sight of the first known shrine to Akatosh not on Atmora. The end of this dialogue results in the end of the quest and the beginning of the next.



Quest No. 10: The First Scroll



Here the Dragonborn is directed to go to Akastirnst and confront the leader of the village, Kirlyr who recognizes that the Dragonborn is actually Dragonborn. Upon this revelation, he summons his villagers who begin to worship the Dragonborn and welcome his return to his first known place of reverence. The Dragonborn asks about finding more evidence on what really happened to Atmora and what came of Tormar. They say that only an Elder Scroll can reveal that knowledge, and that perhaps it isn’t meant to be revealed. They say that only Akatosh can reveal the Elder Scroll of Origins and this shrine is as close to Akatosh that the Mundus can get; Kirlyr speculates that there is a site where words of power can be found, some of the first recorded words of power in history and that they could be found on a small mountain-island that is part of Halvanstar. This leads the Dragonborn to the dragon lair called Tormar’s Perch, where the Dragonborn must slay the dragon named Atomakavir, the only known dragon from Atmora who fled to Halvanstar. Upon slaying him and reading the word wall, the shout known as “Reveal Aetheria” is learned. The quest will then direct you to the shrine of Akatosh where the shout must be used, which is the shrine in Akastirnst. The shrine will explode and in its place is Elder Scroll: Origins, the first of the Elder Scrolls. This ends the current quest and begins the penultimate.



Quest No. 11: The Aetherial Claw



This first part of this quest requires the reading of the Elder Scroll: Origins in which the Dragonborn travels back in time and witnesses the burial of Tormar in a tomb north of Halvanstar, but not near Atmora. The Nedic men burying him say he died young and the gods willed it. They bury him in his tomb believing that what was left of his soul would not harm Atmora any longer, but not reach Skyrim either. They hold a dragonclaw with which they close the door to the tomb, they then split it into two pieces and throw it to the Sea of Ghosts before returning to Atmora only to find it desecrated by permanent winter. The claw is then seen beneath the sea where two divinations glow around it at the sea floor turning it into an Aetherial sort. It is assumed one of these divinations was Akatosh and the other Herma-Mora both claiming their half of the dragonborn creation. One half is seen appearing in a tomb on Halvanstar and the other in the hands of the Dragonliege who finds it in the on the Throat of the World in the belly of Paathurnax. Upon this reading the Dragonborn asks where this tomb is. The natives say it’s a cursed place called The Sepulcher of Old Atmora. It is said to be a universal catacomb where the bodies that washed up from the Sea of Ghosts are buried. Hundreds of them appeared over centuries and were buried there, making it one of the largest and most haunted catacombs in the game. It has four sections: The Foyer, which is lined with shrines to the divines and inhabited by worshipers from the island that have gone mad from years of torment from the ghosts and draugr. After fighting through most of them, you stumble across Bolstr, a native of Halvanstar who was once the shaman of Ilheim, the desolate and depressed village on the northwest part of the island arpeggio. His journal is found on his body and explains his descent to madness at the hands of his risen ancestors, for which he bears no explanation. The second level is called Dissension Corridor, which consists of a number of stairwells and that lead to the lower levels. It is lined with dozens of ghosts, draugr, frostbite spiders and other mad worshipers. Once the final stairwell is descended, the Dragonborn enters the third level: The Catacombs, which consists of 200 draugr, draugr deathlords, skeletons, ghosts and the boss known as the Atmoran Reaper, a giant-like apparition which can cast blizzard, firestorm or lightening storm dealing near fatal damage, he also bears 25% resistance to physical damage and spell damage (upon defeating him, you are given the active effect “Tsun’s Blessing”, which provides 5 percent protection against all damage). Once all 200 are defeated (in waves), the Dragonborn must navigate through remainder of the catacombs where visions of Atmorans burying their dead are conveyed. Finally, the fourth and final aspect of the dungeon is found: The Tribune of Gods. In this room the Dragonborn must approach a divination atop a large crypt, the only one in the room. The divination will speak: “So… You bear the challenge, the challenge to end the perfect circle, to exult the divines, does bear my claw? Speak and I, and I alone will bear your judgment.” The Dragonborn responds: “I have read the Elder Scroll and wish to claim my prize and fulfill my destiny as dragonborn.” The divine will respond: “Destiny… Is that what it is? Is it something you wish to fulfill or something you feel forced to complete? Speak mortal!” The Dragonborn then responds: “I came this far to see why Atmora has suffered at the hands of the divines, the daedra and man itself. I wish to see the lands not seen for eras, and cloaked in a perpetual winter that no man has yet survived. To bring the Nords to their rightful home yet again, to give them escape from the Thalmor and the Imperial Regime!” The divinity will respond again: “So you wish to end the veil of winter that acted as punishment for man’s betrayal to the gods, to the creators of Nirn. And you seek to fulfill penance for mankind? Hmm. Fine, then you must bear the sight of the divines in all their awesomeness, and if you survive, then may you be deemed to repent for all of men.” It is at this point the divinity will take the shape of dragon and breath aetherial flames upon the Dragonborn, which adds an active effect (temporarily): Suspension of Soul. Shouts cannot be used. After this, the dragon-shaped divinity will explode into a great light creating the shape of a half-dragonclaw made of aetherium and rests now upon the large crypt with the name Akatosh on the crypt, which indicates that Akatosh was once a human and ascended to the divines to safeguard and create mankind alongside Lorkhan who died to preserve mankind. The half of the claw is literally part of Akatosh. Upon exiting the crypt, the Dragonborn will find that Halv has been attacked by Legionnaires and that they too have docked nearby. Captain Wayfinder is found wounded in the drinking hall saying that the Dragonliege has come and seeks your challenge a place called Nirn’s Sanctuary, a barrow far north of Halvanstar accessible only by swimming across the sea. Before the Dragonborn may proceed, he must rid the island of Legionnaires and kill their final Battle-Crier, who is a nord named Holfgar the Lost. He explains before his battle with the Dragonborn that he was the Dragonliege’s housecarl and will not witness he death of his master. Upon his defeat, a note to the Dragonborn is found on his corpse requesting a challenge at Nirn’s Sanctuary. This ends the current quest and begins the final one.



Quest No 12: Ascension



After swimming across the channel, the Dragonborn reaches Nirn’s Sanctuary, a temple nearly engulfed by snow and ice that was opened by the Dragonliege’s Fire Breath shout. Upon entering, the Dragonborn must kill three more Legionnaires. In entrance room, there are 10 potions of ultimate healing, magicka, and stamina. Upon approaching the last door, the game will notify the Dragonborn that he’s reached a point of no return and must prepare himself for the final battle. Once this is displayed and understood the Dragonborn may enter. A brief cutscene where the Dragonliege, Volthjolf, reveals his motives for following in the Dragonborn’s footsteps and taking him here to the final resting place of Tormar, the first man to successfully contact an aedra and a daedra. The stone storywall behind his sarcophagus bears two braziers, which require blood offerings. Volthjolf will begin dialogue upon the end of this cutscene: “So… Here we are, where our forefather’s buried our past and shrouded our future, where the betrayer of mankind is buried. Where his curse upon the land lives strong… Where one of us will fulfill the long lost will of ancestors. There are two braziers to which we each offer our blood, the blood of the dragonborn… We will then fight. The winner must use the whole claw to pry the heart-blood of the dragonborn out of the other after which the claw must be used on the corresponding lock on the story wall. Beautiful preservation isn’t it? The storywall depicts Tormar’s betrayal to the gods and his subsequent mortal death and forfeiture of his power, which was later, defined as the dragonborn. Here we can unlock the secrets of the gods not preserved in Elder Scrolls or in books, not told by men or mer. Here it is just us, alone, to finish the tale. The fate of Atmora is explained behind his door, but it requires the aetherial claw and heartblood of a fallen dragonborn at the hands of another. That is how the story describes it and how the powers beyond ours will it! What say you? Two go in, one must die! Our fates were sealed long ago and the gods have awaited this moment! In the eyes of Akatosh and Lorkhan and Herma-Mora, I ask again, what say you?” The Dragonborn must reply: “So it shall be.” This initiates combat against the Dragonliege whose stats, level, perks, powers, shouts, and active effects mirror that of your own skill with the exception of Suspension of Soul. He is a literal copy of your character and is the toughest enemy in the game by far. Upon his defeat (cinematic), he will fall to the ground and with the whole aetherial claw, his heart is absorbed and he speaks his final words: “At last… Man… Is forgiven… Thank you, brother,” You may loot his armor and his sword (all of which are unique variants of dragonbone armor and weaponry). You must then bring the claw over to the wall-lock and break the seal on the story wall. This results in a final cutscene where your character is blinded by a light ray blackening the screen. Here a view of Nirn is taken from the cosmos with a divine pulse of energy radiating upon Atmora resulting in the end of its perpetual winter. The shores become green again and the continent is restored through the power of the gods. Then it flashes to the Dragonborn who is viewed by nine divinations that restore his dragon soul eliminating the Suspended Soul perk. A view of the future reveals a throne in the Palace of Atmora in which the Dragonborn sits assuming the role of King of Atmora. Then a flashback to central Atmora before it froze over. A man named Akatosh (revealed only by his amulet) descends to Nirn and steps foot on the ground from which a glowing imprint remained. It’s further revealed that Akatosh killed himself and from his blood began the origins of the first human men and women, thus proving that Atmora is the origin of mankind that Atmora was the first land chosen by the divines to create mankind. A monologue is spoken by Esbern: “He was pending death at Helgen, he then evaded death by the return of the first dragon, the child of Akatosh, he then slayed the child of Akatosh in the heavens of Sovrngarde. He restored an ancient order of warriors to former their former greatness and through pursuit of mysteries and marvels, he found and confronted his greatest enemy… himself, but upon the Dragonliege’s death and return of the divine’s influences to a world thought to be lost in time, the oldest known land of men was deemed fit to be restored and to forgive the acts of an evil man who betrayed mankind long ago and created the dragonborn to undo his evil, but at the same time perpetuate it. With all evils of Herma-Mora undone and the return of the nine and soon to be ten divines to Nirn, the circle was broken and the true origin of mankind could live and thrive anew.”



Post DLC Side Quests and Epilogue Quest



After this monologue, the loading screen returns to the Halv village, where Hagen and Captain Wayfinder congratulate you on your victory. Hagen will say that the Halvanstar Islands are always open to you. A number of quest-givers remain active on the island archipelago, specifically in Halv, Akastirnst and Ilheim. Esbern, Sullivan and any Blades Recruits you acquired in the base story reside at Cloud Ruler Temple.



Sullivan and Esbern offer a number of unique side quests and a chance to recruit more Blades initiates.



In Bruma, a number of quest givers are activated. If enough quests are completed and if the dragonborn becomes known around Bruma, similar to the Jarls naming you Thane, you will be named a Lord in Bruma and thereby permitted to purchase property.



At High Hrothgar, there will be limited, but meaty, side quests; mainly quests involving the rebuilding of the monetary. (You will be sent a letter via courier as notification of the quest activation).



The Augur of Dunlain will offer quests along with Cabul in the Midden Dark. (Notified by letter or word around the college of projects that they need work on).



Jarls will now offer a radiant quest called Fugitive Apprehension, where a prisoner from Coldridge has escaped and you must investigate and return them to Coldridge.





[Hidden] Quest 13: The End



Prerequisite: Complete all guild questlines (Civil War, Dark Brotherhood, Companions, Theives Guild, College of Winterhold), Complete Origins questline, Become Thane in all Holds and Lord of Bruma, discover all named locations in the base game, and Origins DLC, be at least level 50, have no bounty in any of the nine holds, Bruma or the Halvanstar Islands, Completed all Daedric Artifact Questlines, and have obtained Konahrik (The Hidden Dragonpriest Mask).



This quest begins (after meeting all requirements) by receiving A Letter from a Friend, telling you to talk to Captain Wayfinder regarding his boat. In Dawnstar, his boat is docked and tattered from all the ware from the Sea of Ghosts and the Halvanstar Islands. He says his crew has left him and he needs a new firstmate. He will ask you to make him a new boat. (There is a drafting table and carpenters workbench at the Dawnstar docks with the instructions on how to build a new boat step by step; Hearthfire instructions). Upon gathering all the necessary materials (to be listed) and building the boat, Wayfinder says he wants to name it New Atmora (similar in size to The Icerunner Boat) and that it’s first voyage should be to Atmora, specifically Jylkurfyk, the former port city and capital of Atmora. He says “A world cannot be rebuilt without people willing to rebuild it. My father and his father before me always wanted to return home and passed down that dream to me. Dragonborn, I ask you, do wish to return to Atmora?” You can answer “Yes.” Or “Not right now, I’m not ready.” If and when you say “Yes,” Wayfinder will request you bring your ten closest friends with you, and then they too can rebuild Atmora. You can attempt to persuade any NPC in the game to voyage with you (Jarls are un-persuadable along with certain other NPC’s {to be named}; quest-givers can only be persuaded if you have completed all quests they can give; if Dawnguard, and Dragonborn are installed, the same rule applies). Once you have persuaded 10 NPC’s to come with you and Wayfinder, the quest will direct you to talk to Wayfinder. He will talk: “We will be the first 12 to step foot on Atmora in eras, my friend, let us not forestall this momentous occasion.” The screen will then fade to a loading screen. After which you will be in Jylkurfyk, free to explore the city and uncover more of Skyrim and Atmora’s backstory. After you land, you will be directed to the Palace of Jylkurfyk where inside the recruited NPC’s and Wayfinder are all sitted at a long dining table with a throne at the end, Wayfinder asks you to take you seat as king of New Atmora, and toasts to a new era, a fifth era where Atmora and Skyrim will be like brothers at arms, and together will forge into the world a stronger, better relationship than any Empire, Dominion or Rule could ever dream of. His final words are: “Dragonborn, to you this is the end of your story, but from that a new world awaits, one where adventure can take on a new, better form and where the possibilities are endless. The sky is the limit, friend. Sovrngarde awaits you again one day, and may that day be eons away! Skyrim and Atmora are only the beginnings! Hail the Dragonborn!!!” This will result in a final, loud toast transitioning into Nordic chanting (like on the title screen) and the screen fading to black; credits will roll and a slide show of quests and locations and npc’s will roll transition on the screen. After this, you will be returned to title screen. If you click “continue”, you will be returned to Jylkurfyk and can use Wayfinder’s ship to travel back to Skyrim to finish any unfinished quests or DLC’s.



Halvanstar Islands Side Quests…



Quest 1: Rebuilding Ilheim



This quest begins upon entering Ilheim after beating the DLC. Redlock, Son of Bolstr will explain that his father’s descent into madness plagued the village and led it into a path of decay. He says many homes are falling apart, that pirates have captured the guardsmen, and that they are low on crops to feed the village.



You must convince Halv to donate croppers and food to Ilheim.



You must, using a carpenters workbench and drafting table, rebuild the common hall, the alchemist’s hut, the general store, the guard barracks, and four community houses to shelter the citizens.



You must travel to The Wreck of the Fair Wind, a tradeship now inhabited by pirates keeping the guardsmen prisoners below deck. After defeating the pirates and their captain, the head guard, Huljar, will express his thanks and says he and his men will return shortly to Ilheim after they gather some supplies from the pirates.



After all three of these tasks are complete, returning to Redlock will result in the end of the quest awarding you will 1500 gold and the ability to use the guardsmen as followers. (If one dies, another respawns in its place in 7 in game days).

Quest 2: When You Wish Upon a Daedra



In Akastirnst, after completing the DLC main questline, Volfek, the priest of Talos for the town, will approach you in need of your “skills.” He says that there is a coven of daedra worshippers on the archipelago, and that they seek to desecrate the shrine of Talos. He says they have wished it unto Clavicus Vile and he may very well grant it. He says he knows not where these worshippers take shelter, but that they stalk the town in shadow to desecrate the shrine. He suggests waiting until nightfall and camping out near the Shrine to Talos and waiting to see if someone enters or leaves who is not from the town.



If you are in the town at night, the quest marker will direct you to follow a man in ragged clothes walking into the shrine. Inside, he is praying to Clavicus Vile and wishes for the befalling of the town by fire and darkness. The dragonborn must interrupt his attempt to commune with Clavicus. Upon beating down on the worshipper, he will fall to his knees weak and ask for mercy and that he’ll tell the Dragonborn everything, if his life is spared. The worshipper will say that he follows a powerful man who is a champion of Clavicus Vile and who is referred to only as Umbra. He says the coven resides in a sea cave called Twilight Banks. Upon traveling to the caves and entering, you must go through a two-stage dungeon filled with draugr and worshippers. In the Tribute to Vile part of the dungeon, Umbra awaits your arrival and will attack you as soon as he sees you presence. Defeating Umbra allows you to take his Umbra Armor set and the Umbra Sword. Return to Volfek to let him know the threat has been eliminated and you will have completed the quest.



Quest 3: Pilfering a Sea of Knowledge



In the Halv, Wayfinder will approach you after the main quest completion in the DLC, saying that the map you gave him indicates that a part of archipelago on the map is actually not to be found. He is puzzled and asks you to investigate where this piece of land went to or if there is an error in the map. This will direct you to the northernmost part of the second largest island, which has a clifftop overlooking the Sea of Ghosts. You will be directed to climb it. Overlooking it reveals a large whirlpool that likely caused the collapse of land overlooking it. Next to you is a barrel left there from before the collapse; in it is a circlet of waterbreathing. Put it on and then the quest will direct you to jump into the whirlpool. This cause a loading screen to appear. After it vanishes, you will be in The Ruins of Charibdis, a large temple atop the cliff that collapsed into the sea, leaving the whirlpool as the only entrance. Inside the quest will direct you to find evidence of Charibdis’ past. There is a waterlogged chest with a journal by a priest of Herma-Mora. It says the temple was built in honor of Herma-Mora after the shores of Atmora froze over. Here, his followers could worship freely and without judgment. It goes on to explain that a black book was held in the temple under high security and secrecy to allow private ventures with the dark lord, himself. Also in the chest is a key the priest’s room. The door is still operable under the water and will open with the key. In the priest’s room is a shrine to Herma-Mora, some daedric armor pieces (random) and a spelltome: bound dagger. In the a master level chest (opened with previously obtained key) is the Black Book: Tides of Charibdis. This transfers you to Apocrypha. Once there, you will find the Cult of Charibdis reading books and scrolls throughout a one-room library. They will explain (hostilely) that the temple was assaulted years ago and a mage of Julianos cast a curse that dragged the temple into the sea, thankfully, those who lived were able to read the black book before drowning and were transported to Apocrypha. He says, however, the priests seek a way out of Apocrypha as they fear their lord grows irritable by their presence over the years. At this point, a loud voice will start talking (it’s Herma-Mora); he will speak: “Ah… My champion… I see you have stumbled upon my worshipers… Hmm, they… Defile my library! They will… Lurk here for the rest of eternity… May you do me this favor?” This will direct the quest in one of two ways: you can kill the worshipers and let them be transformed into Lurkers, or you can help them fight through the realm of Apocrypha and find the exit to Halvanstar. If you kill them, you will be automatically teleported to the Black Book: Tides of Charibdis, which rewards you with one of three abilities: Lurker’s Presence (summon a lurker for 60 seconds), Spellsnare (There is a 5% chance that enemies’ spells and magic will backfire dealing double damage to them) or Shieldbreaker (power attacks with warhammers have a 35% chance to break shields held by enemies). If you help the cult escape, you must fight through the dungeon and find the same black book with the same rewards, except once back in Halvanstar, you will be rewarded with 6 skill books from the cult and may recruit them as followers (they will reside in the common hall in Ilheim if it is rebuilt or in the Halv drinking hall otherwise). The quest is completed upon choosing your reward.





Quest 4: Vindictive Nature



This quest can be activated by approaching Raega, a female farmer in The Halv, who says her crops are dying and that there is a stench in the soil, which perhaps caused her crops to spoil. You can offer to investigate the crop spoilage. She recommends you start with looking for where the runoff smell is coming from. A red stain can be followed the hillside into a small pond, called Regent’s Retreat. At the edge of the pond is the body of an Ilheim man with a note saying: I followed the glow here. This pond atop the large hill. I could not believe my eyes when I saw it, a large wooded being, that attacked me! I made refuge in the Halv for a little while, but I know that pond is magical, and I will find the source of it! An second page is blood stained and reads his final words: Here I am again… At this wretched pond, but this time, I fear I am mortally wounded. The thing drained me of my life force, and as it attacked me, I fled into the pond itself, submerged myself… Now I realize that’s what it wanted me to do… Here a quest will direct you to jump into the pond. After swimming down into a small passage way, you will be able to re-ascend into a small cave under the pond. There you will find a name a unique spriggan named Descendent of Nirn, it is larger than the average spriggan and its veins pulse blue and red; its bark-ish skin is a platinum color. After you kill it, you may loot Taproot of Deeper Nirn, which is the source of the spoilage. Returning it to Raega will result in her astonished at how a taproot in a watery cave could spoil her crops, but then admits, spriggans are a true mystery in their ways. You are rewarded with an active effect: Sharecropper, which makes it so all food is 25% more effective.



Quest 5: Ashes to Ashes



In Akastirnst, a prist of Arkay can be found in a temple to the old gods. He claims that so much has transpired in the past few days, that the dead requires their remains to be sanctified under Arkay, so that they may rest in peace and not awaken. He senses that the greatest of troubles is from a sepulcher called: Ivinnunker, and that he wants to come with you and bless the dead that has been rising. In Ivinnunker, a two-stage dungeon, you must first defeat all draugr in Ivinnunker Commune, after which he will bestow a general blessing to the draugr in the room, and allow you to move on to the final part of the dungeon: Ivinnunker Great Hall, where you will face a named dragon priest: Asphodel. Upon defeating him and several draugr, you will be able to loot his mask, which has a unique enchantment. After the priest of Arkay bestows his final blessing, he says he can leave taking solace in that more souls have found their way home. You will also receive 1000 gold.



Quest 6: Run Aground



After 5 in game days upon completing the quest Rebuilding Ilheim, a courier will deliver a letter to you from Redlock, Son of Bolstr. He says there are a few loose ends to tie up before Ilheim can become self-sustaining, and that you are the perfect one to tie up those ends. Upon speaking to Redlock, it is revealed that there is a more serious matter at hand, on an islet northwest of Ilheim, an Imperial ship has landed, and that it cannot be good to have the Imperials present on Halvanstar. He asks you to investigate. After swimming across the channel, you discover The Night Queen’s Haste, an imperial tradeship that was looking for High Rock, but got caught in a storm and ended up on the Halvanstar islands. They fear the hostility of the Ilheim residents and are in desperate need of food and shelter and repairs to their boat. Their captain, Captain Weske, asks you to bring this distress call to Redlock, Son of Bolstr. Redlock says he hates the ideas of imperials knowing of the Halvanstar islands and that it will only lead to conquest of islands by the Thalmor. He says you should kill them and plunder their ship, so as to eliminate all evidence that they were once here. You have two options, kill the imperial traders, and loot their boot (15,000 gold total) or talk to Hagen about creating some diplomatic relations between Halvanstar and the imperials that have run aground. If you talk to Hagen, he recommends allowing them to join to the Halvanstar islands as citizens and traders. He says that this is great news, and that perhaps this is the beginning of a blossoming relationship with the outside world, and that both parties can mutually benefit. He recommends you invite them to join the Halv in the drinking hall to discuss relations with Ilheim, Akastirnst, and the imperial traders. If you agree with Hagen, you will be directed to invite Redlock and Captain Weske and his crew to the Halv’s drinking hall. There you will be asked to be seated and await Hagen’s proposal; he says that the people of Halvanstar will help with their departure and reparations to their ship, but they may instead stay on the islands in Rejalar Hall in the Halv, a shelter and perhaps base of operations for the East Empire Company on the Halv on the conditions that they pay taxes to each of the villages upon every venture to and from the Halvanstar islands and that they receive regular food and weapon supplies from the company. They must be persuaded or bribed into agreement by the dragonborn. If successful, every seven in game days you can find Captain Weske in his crew selling unique items on the shores of Ilheim where a small East Empire Office is newly built or if not there, they can be found in at the Solitude docks selling the same unique items.



Quest 7: Hagen’s Folly



Prerequisite: Complete all other Halvanstar side quests.



This quest begins with a courier handing you a letter from Hagen, requesting assistance in a personal matter.



Upon finding Hagen in the Halv, he will greet you and ask if you are willing to undertake one final task for his people, and that you will be rewarded greatly for it. If you say “yes”, he will continue to talk: “As time would have it told, I was not always in the Halv, in fact, if not for chance, our ancestors would not have discovered these islands, but I fear one ancestral knot is still needed to be tied. Closure you see is all I have left in my aging bones. I ask that you take this key to Fort Sunder at the edge of the island and from there all will be explained.” Fort Sunder is a sizable bastion facing against the ocean, so as to repel invaders. Once there, you must unlock the gates (using key) and enter the main part of the fort. Inside, there are ghosts of Halvanstar have fallen who are friendly and engage in conversation with the Dragonborn: “Hagen? Is that you? Have you finally come to release us?” The Dragonborn can only respond: “No, I’m not Hagen, but I was sent by him to tie up loose ends.” A ghost dressed in noble robes named Jofret will reply: “So he has sent you to cleanse Sunder. A formidable beast beneath the ice-laden grounds of this fort killed us. Something from the sea of ghosts haunts us, the dead, and is hungry. Please… Go to the undercroft and kill it… Once its magic has been dispelled, we can finally be released. In the undercroft there is a torch lit passage chilled over with ice and barnacles. In the room at the end of the undercroft hall is a giant kraken-esque creature named Varxus of Hagen, it has several tentacles that must be defeated. Once done, you must attack its body, after which it will shudder and retreat into the Sea of Ghosts. Behind its pool is a chest named: Hagen’s Cache, inside is a Ward Stone. Once obtained, the quest will direct you drop the Ward Stone into the Varxus’ pool where it will dissolve and ultimately become destroyed. Jofret will spawn behind you and say: “Thank the gods, Hagen’s pet is gone. What did it have that kept us here like this?” the Dragonborn will reply: “A Ward Stone.” Jofret will then speak: “A Ward Stone, huh? How interesting; when I adventured with Hagen, we found that Ward Stone in High Rock, nearest its northernmost tip, I guess I know why was there, to keep this beastie at bay. Well not that you have released it, we too are released from our curse. I thank you. Give my best to Hagen, maybe we will see him one day.” This then directs you to return to Hagen saying that the ghosts have found peace. Hagen will then rejoice saying your actions have brought a long-lasting peace and triumph to the Halvanstar islands and that only one reward can equate to your service, being crowned a Lord of Ghosts, one the honorary titles in the Halvanstar islands. He says Fort Sunder was once home to him and his companions, but now it is your home. He offers you access to the carpenters of Halvanstar to refurnish the fort to your liking. This ends the quest; after which you may by purchase the following upgrades to the fort:



Alchemy Lab: 2000 Gold

Armory and Forge: 5000 Gold

Master Bedroom: 1000 Gold

New Banners and Décor: 1500 Gold

Barracks: 2000 Gold

Library: 1500 Gold

Prison (Undercroft): 3000

Personal Guards: 1000 per guard (8 maximum)



Total: 16,000 (min), 24,000 (max)



New Feature: Personal Prison—Guards that you’ve hired may bring in bandits or prisoners from time to time occupying a cell. You can torture them for information on their caches or barter with them for a portion of it in exchange for their freedom or barter for a weapon from their personal armory or cache in exchange for information on more bandit clans (reveals map markers). The more guards, the higher the likelihood of finding bandits.



Cloud Ruler Temple Side Quests



Quest 1: In Honor Of…



In Cloud Ruler Temple, Sullivan can be found after completing the main DLC quest wandering around the archives of the Blades. He will ask a favor of you, to retrieve anything that is from his long lost brother, Bolar. Find his Oathblade and his Writ in Bloated Man’s Grotto and return them to Sullivan. If you have already retrieved these items, but have sold them or dropped them, they will respawn for this quest. Returning them to Sullivan results in a reward of 3000 gold.



Quest 2: The Once Great Protectors



This quest can be initiated by Esbern if you come across him in Cloud Ruler Temple. He requests a recruitment operation to revitalize the Blades. Bring him 10 new recruits. Once convincing 10 followers to join the Blades, return to Esbern to finish the quest.



Quest 3: The Scourge of the Thalmor



This quest begins with Esbern approaching you in Cloud Ruler Temple after recruiting 10 new followers. He will say “It is time.” He explains that the Thalmor in Skyrim and Bruma are still very much intent on destroying the Blades and that the Thalmor must be eliminated from Skyrim, once and for all. He has assembled the recruits and plans on assaulting three strongholds of the Thalmor: The Pretoria (a ship docked in Solitude that has 20 Thalmor soldiers and their captain, Orolo; Fort Ancara, a small bastion located in the Rift, just east of Stendarr’s Beacon; and the Thalmor Headquarters in Solitude in Castle Dour. After these three are wiped clean of Thalmor, he asks one more thing of you, to assassinate Elenwen, the Thalmor ambassador to Skyrim. She can be found again in her quarters in the Thalmor Embassy, which is now more heavily fortified and has a number of Thalmor Mages and Soldiers on patrol. Once confronted, she will speak: “So… We meet again, and at the end of all this, you still side with those insolent Blades. Do you know why we’re here? Because Skyrim refuses to live in the modern times, and refuses to upkeep a government that is stable. Skyrim is volatile my Dragonborn, and we are here to stabilize it! You’ve killed every troop we’ve sent here and every commander we had! You’ve desecrated our strongholds and have turned both the Empire and Stormcloaks away from us and toward more chaos! If only you knew what Skyrim was before the Aldmeri Dominion! Kill me if you wish. You’re nothing more than a sellsword brute and the Blades are nothing more than an archaic order that has lost its roots. One day the Aldmeri will return to Skyrim! You can never stop us from saving Tamriel!” You are given the option to speak either: “Your time has come, Skyrim’s freedom is now!” or “You underestimate the power and organization of the holds, we are better now than when you first came here. Killing you would merely satisfy your wishes.” If you kill her, you can return to the Esbern and end the quest with 8000 gold, or if you spare her, you are directed to leave the Embassy and return to the Esbern, telling him you spared her and that the damage was done. He will commend you on your control of fury and see to it that the Embassy falls under occupation of Haafingar’s guards. At this point of completion, if you spared Elenwen, you can return to the Embassy (now under control of Haafingar guards) and in Elenwen’s chambers, you’ll find a note and a unique set of Thalmor Armor (more details to be added); the note will say: “To whomever this may reach, I Elenwen, first and last Thalmor Ambassador to Skyrim, do hereby resign from my post and renounce my ties to the Summerset Isles. I leave behind my armor, clothes given only to Aldmeri Ambassadors and blessed by the old gods. I cannot, and will not shame the dominion or myself by returning home. Instead, I will flee where all elves flee in Skyrim flee to. Let me not be found, or searched for. Whomever may occupy this once great Embassy, do treat it well. Yours formally, Elenwen.” If you pick up the clues in the note, you can travel to the Grey Quarter of Windhelm and find Elenwen in the New Gnisis Cornerclub having a drink in ragged clothes. If you approach her she will speak: “Now I see… this is what being a prisoner in your own home feels like… I cannot forgive myself for what I have done, for all the innocent Nords I’ve killed… You have helped me see this… Thank you.” This post-quest interaction will award you an active effect: “Liberator”, which grants you 10% increase in speech success odds and 10% increase in barter ability.



Quest 4: Resurgence



After completing The Scourge of the Thalmor, and after 48 in game hours past its completion, a Blades Courier (one of your recruits) will deliver you a letter from Esbern reading “My dear Dragonborn, it is time. Let us talk in Cloud Ruler Temple.” In the temple, you will be greeted by Sullivan who says Esbern has returned to Sky Haven Temple and wishes to rebuild it to increase the Blades presence on Tamriel. You are then directed to meet him there where he will say that minimal damage has been done and that it is fixable. There is a drafting table and workbench where the necessary reparations can be made. After making them, he will ask you to find five recruits to man Sky Haven temple. Once doing so, he will sigh and say that you have truly restored the Blades to their former glory and give you 10000 gold and the perk “Protector of Tamriel”. Grants you 10% more damage against High Elves, Imperials and Dragons.



Once this quest is complete, you can engage in a number of miscellaneous quests including: Hunting Dragons and other to be named quests.



Midden Side Quests



Quest 1: The Lost Cabal



A courier some time after the quest “Thawing the Ice” who says Cabul wishes to speak to you. In the Midden by the Atronach Forge, Cabul will approach you and speak: “Ah, Dragonborn, I have need of your assistance. Have you hear of the Daggerfall Coven?” The Dragonborn says: “No, who are they?” Cabul then responds: “Well, they are a very powerful clan of Breton necromancers who have terrorized Skyrim for some time and may very well be responsible for the Great Collapse. Before the Augur’s “incident”, we planned to root them out and end their presence in Skyrim, but as understood, we were, uh… “inhibited” by the Augur’s former state and therefore could not undermine them. They summoned the spirits from the Sea of Ghosts to cry and wail like no other banshees could, and by doing so, caused the land in Winterhold to collapse back into the seas. They made sure to keep the College in place, so as to frame us for their wrongdoing, but we could never prove it. I need you to go Jehanna; it’s a High Rock city just outside The Reach. There you will find the information on this cult. Find where they are and find me proof that they destroyed Winterhold!” Jehanna is a major city just a few lengths past Deep Folk Crossing in The Reach. The city is very similar in architecture to Markarth and Solitude and is bustling with merchants, politicians and high-ranking individuals. There is an inn, a bazaar, a courthouse, a treasury office, and a theatre among other facets in the city. In the courthouse, the chief enforcer of Breton Law, Pollo, can be questioned regarding the coven. He will say that they are a legitimate group of mages operating throughout greater Bretony; he sees no reason why they would be under some form investigation and recommends you see a play at the theatre to calm your nerves. The theatre is a large stone building that has a stage, balcony and seating arrangements for the patrons of the city. The next play begins at 1:00. You can use the wait function to meet the time requirement. Once the play begins and you sit down, a man will sit next to with an odd tattoo on his face; he wears blue mage robes with a similar insignia on them. He wears a unique set of braces, boots and an amulet. He will begin to speak in whispers: “I know who sent you. Did you think you could just walk into our homeland and root us out of the ground you know nothing of? You’re a worm; a vile demon sent by that wretch Cabul and the Augur. Stay out of our city or there will be consequences. Wouldn’t want to see Solitude collapse too would we?” Once he leaves, you are directed to shadow him. Shadowing him leads to the cellars of the theatre, where he will cast a spell of a wall with an insignia of the conjuration skill tree (the gates of Oblivion). The wall then becomes transparent and he walks right through it, after which it becomes solid again. At this point you will be directed to return to the Midden and tell Cabul of what you found. He says that the man who sat next to year was undoubtedly a member of the coven and that spell he used to fade the fake wall is a unique conjuration spell known to very few. The Augur will then intervene and say that his knowledge is vast and that the tome can be created using the forge. He asks you to find: a flawless amethyst, an Ancient Traveler’s Skull, vampire dust and a ruined book. Placing these items in the forge tribute box and activating the mechanism results in a skill book being conjured unto the platform of the forge. It is called Spelltome: Material Fade. It allows any wall with the Gates of Oblivion symbol to be made transparent and permeable. For 60 seconds it will remain this way, and you may walk through it. There will be several walls like this installed in the game. Once taking the tome, this quest ends and the next begins.



Quest 2: Long Gone Days



This quest begins with directing you to the cellar of the Jehanna theatre. Once there, you will be directed to use to the new spell: Material Fade to enter the lair of the Coven of Daggerfall. The lair is similar to that of Potema’s Lair beneath the Temple of the Divines. It has four levels to it, the first is: The Great Library. It is a place of high bookshelves and scroll racks and several research stations for the Coven. Here you will be encountered by Ezvier, a Breton mage from the cult who stops you and speaks: “No… How did you? It matters not. You are an outsider to our operations and under our laws. The punishment for intrusion is death my poor friend.” You may respond one of four ways: if your destruction or conjuration is above level 70, you may convince him to back down and give you his robes, you may attack and kill him or convince him that you are an initiate to the coven; if you are Breton, the persuasion success rate increase by 50%. Either way you must loot or acquire Robes of Cult’Dagger and wear them. They give you the ability to mimic the effects of all clothing you were wearing prior to putting them on (disguise without eliminating the effects of your gear). It has very low armor rating and is worth little gold. Once wearing these items, you can explore the library and research facilities. One alchemy station has a mage named Quinton working on a potion that reveals “history in the air”. It allows you to see visions of what was once where you were. He says it is primitive, but with a crimson nirnroot, a giant’s toe and a large pearl, it may become usable. If you go out of the way to acquire these items you’ll receive one vial of Historical Extract Philter. If you use this, you will see visions of Cabul and Augur discussing plans to leave the coven and bring this knowledge of magic to a higher level, the college of Winterhold, so that all the secrets of the coven can be taught and available to all prospecting mages. If you continue through the Great Library, at the bottom is a door to Coven Dormitories. This level has a common room with banners of the Gates of Oblivion have over a great fireplace and has a kitchen stocked full of wine,

mead, and other goods and has a Breton Chef named Nimm’r cooking for the coven. He asks if you wish to help him with finding his cookbook, he says he left it in the north dormitory and gives you his key to find it. Upon opening the locked door to the dormitory, you can explore multiple rooms until you find the chef’s room with his cookbook. One room at the end of the hallway has cobwebs and debris in front of it and is locked (master level). If the lock is picked, you can see that the room has a map of Skyrim, several spell tomes, one of which is unique “Spelltome: Divine Intervention”, if acquired, you will be directed to return it to Cabul for 1000 gold. The room also has a journal by the Augur of Dunlain stating that he and Cabul are heading to Winterhold in two days time and are excited to bring to the world magic and knowledge untold. After returning the cookbook to the chef, he will give you some Soufflés de Bretony, a food item that restores 60 points of health and magicka, but damages stamina by 30 points. There are several other rooms and facilities in the dormitories to explore, particularly the master bedroom, presumed to belong to the head mage of the coven. The third level is the Coven Undercroft and is found in a behind an adept level door in the pantry of the kitchen. The undercroft is filled with Banshees (a mix between ghosts and corrupted shades). They are immune to all physical damage and most magic spells. They can drain your health if you get too close to them (however, they are blind and have trouble locating you). The undercroft is littered with debris, empty bottles, ruined and burnt books, rubble, food, empty potion vials, and destroyed alchemy ingredients. There are a number of skeletal remains and clothing left in ruined rooms and a flooded section that must be swum through in order to reach the end of the mini-dungeon. Once at the end of the flooded section of the undercroft, you will reach the final stage of the dungeon is the Headmasters Commune. It is a hidden briefing room where the headmasters of the coven could meet in secrecy. Once there, Chief Mage Profar, who is aged and very ill, will greet you. He is at a large meeting table with Headmaster Vice’Ral and Headmaster Rhetla. He will speak: “A novice approaches us… How brave he was to venture alone through the undercroft wouldn’t you agree Master Vice’Ral?” Vice’Ral will then respond: “Quaint, isn’t it? But true, I must agree.” Rhetla will then speak: “It matters not how brave this novice is, but that he has broken into the inner chambers of our coven and violated the tongue of the masters. He must be exiled and promptly.” Profar will respond: “I tire of exiling our mages who wish more than to be stuck in these walls; remember Augur and Cabul, my masters? They attempted to flee with secrets of our walls and we used our magic to wipe their mind of their past.” Rhetla will then respond: “And how well that went… They didn’t forget, they were too strong willed for the spell, we didn’t wipe their minds, merely displaced their memories. They will drudge them up once again…” Vice’Ral will reply: “Hush, brothers! The novice has heard too much and if he has survived the banshees, then he cannot be wiped of mind, he must be killed!” Vice’Ral will then attack, while this is happening Rhetla and Profar will use and spell teleporting them somewhere else in the Commune. Vice’Ral is a strong mage who is resistant to most magic, but is wearing very weak armor. After persistent melee and non-magic combat, he can be killed and looted. He has an item entitled “Coven Dossier: Winterhold, College of”. It is dated sometime long before the collapse and it references the fear that the coven had of the College of Winterhold growing more powerful and knowledgeable than the coven. It talks of how recently a couple young mages fled to Winterhold with secrets and knowledge originally known only to the coven. It references a plan to collapse the iceberg the city sits on, but leaving the college perfectly intact, as though to frame them for the destruction of the city. There is door behind the meeting table, which can only be opened with Vice’Ral’s passage key. The key opens the door to a long passage, where at the end is a final common room with personal records, tomes, scrolls and peculiars possessed by the headmasters. Profar is sitting a throne facing a fireplace, once you enter the room he will speak: “I… I’m too old for this nonsense. Killing Vice’Ral was a service if you ask me. He thought that the college “threatened” our power and control over the magical entities of Tamriel. Fool… We are a secret society of necromancers and aspiring mages who worked quietly away from most intruders to conduct private research to better our understanding of magic and Magnus. Vice’Ral thought framing the College of Winterhold for the Great Collapse would halt their research and slow them down… He… I didn’t know of his lunacy until after the fact, I swear! Vice’Ral is to be blamed… Not the coven… Please… Leave me to die in peace and free of guilt… No soul should bear the burden I have… Take these records from Rhetla; she will give you any and all items to clear our guild’s name… Vice’Ral is dead. The innocent scholars here don’t need to die too.” You are given the option to kill Profar and Rhetla and look their robes, staves and headmaster rings, or you can let them live and have full access to the coven’s trainers, venders and researchers to better your magic skills. Returning to Cabul in the Midden will initiate dialogue stating you’ve killed all them and that they were responsible or saying instead: “The coven was once part of you two, remember? They punished you for desertion, that’s why you thought they were guilty of the Great Collapse, but it turns out one evil mage went behind the guild’s back to destroy Winterhold and slow them down in their research. They aren’t all at fault and their intentions are not wrought. If you choose the second option, Cabul will say that it’s all coming back to him and he’s glad you chose to spare them. He says that it’s great news for the city, that their destroyer is vanquished and that perhaps now they can recover. This ends the quest and rewards you with a unique pair of gauntlets: Magus Gauntlets, which grant 25% resistance to magicka, 25% magicka regeneration and an additional 25 points of magicka.



*The city of Jehanna will have a number of quest givers as well.



Bruma Side Quests:





Quest 1: The Count’s Dilemma



This quest is received via courier.







Trophy Guide:



Main Story



[B] Unbound (Reprise) -– Complete “Following in His Footsteps”



[B] Dishonored – Escape Coldridge Prison



[B] Human Once Again – Complete “Thawing the Ice”



[S] True Hero – Complete “Strife of the Dragonliege”



[B] The Sea of Ghosts-- – Complete “The Winds Blow North”



[B] Scroll Scouting (Reprise)- – Complete “The First Scroll”



[B] The Dead – Complete “The Aetherial Claw”



[S] Ascension – Complete “Ascension”



[G] [Hidden Trophy] The Legacy of the Dragonborn – Complete “The End”









Halvanstar Side Quest Trophies:



[B] Ilheim the Lost – Complete “Rebuilding Ilheim” and “Run Aground”



[B] Hero of the Halv – Complete “Vindictive Nature” and “Pilfering a Sea of Knowledge”



[B] Champion of Akastirnst – Complete “When You Wish Upon a Daedra” and “Ashes to Ashes”



[S] Sundering Waves – Complete “Hagen’s Folly” and purchase all upgrades to Fort Sunder.







Blades Side Quest Trophies:



[S] Rise Again – Complete “Resurgence”



[B] Nostalgia – Spare Elenwen and encounter her one last time…



[B] Easy Recruitment – Hire all sellswords and then recruit them as Blades.







Bruma Side Quest Trophies:



[B]Royal Affairs – Complete “The Count’s Dilemma”



[B] Outspoken Citizen – Help five people in Bruma.



[S] Homeowner -– Own property in Bruma.





The Midden Side Quest Trophies:



[B] Thoughtbroker – Complete “Long Gone Days”



[B] Sorcerer – Learn five of Cabul’s special conjuration spells.



[S] Winterhold Restored – Complete “Behold”



Jehanna Side Quest Trophies:



[B] Court Adjourned – Complete “Trials of the Covenant”



[B] Once Corrupt – Attend three different criminal trials and render a guilty verdict.



[B] Reasonable Doubt – Attend three different criminal trials and render a not guilty verdict.



*(Trials are held at the courthouse every Loredas at 12:00 noon; you are offered positions on a jury and will hear criminal cases; after the proceedings, you may decide guilty or not guilty with the jury and even persuade or bribe members of the jury to render a verdict you see fit. Each time you render a successful guilty verdict, you gain popularity among the politicians and can ask for money or personal guards from the city officials. If you render a successful not guilty verdict, you gain popularity with citizens of Jehanna and can request for free goods or services from the merchants and townsfolk.)
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Sat Feb 08, 2014 1:15 am

A. http://www.gamesas.com/forum/26-the-elder-scrolls-series-discussion/.

B. DLC for Skyrim is done.

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Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Fri Feb 07, 2014 5:41 pm


I apologize. I'm new to Bethesda forms, so I thought community seemed appropriate. I know Skyrim is done, but this is simply an expressive idea I came up with and I thought "what better place to post it than Bethesda Forums?"

Thanks for the reply, though.
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Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Sat Feb 08, 2014 6:24 am

The forum I linked to is more apt as there's usually 'Future TES installment' suggestion threads. CD is more appropriate for offtopic discussion. Welcome to the madhouse though.

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chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sat Feb 08, 2014 4:47 am

Thanks for help!

Madhouse, huh? Sounds perfect! Lol.
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gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Fri Feb 07, 2014 9:25 pm

HOLY TEXT BATMAN!!!!!!!!!!!!!!!

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Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Fri Feb 07, 2014 7:20 pm

You may wish to review our http://www.gamesas.com/topic/724862-forum-rules-and-general-information/ as we do not allow crossposting, so please stick to http://www.gamesas.com/topic/1487313-dlc-idea-full-conceptdesign/#entry23326956.

Thanks,

Milt

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Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am


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