Beyond YsGramor
A Story of Betrayal
By
Miles Acraeus
Unofficial Plugin for Morrowind -- Tribunal and Bloodmoon required.
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VERSION HISTORY
v1.0
effective beta
Version 1.2 updated to remove;
Conflict with Solstheim
Conflict with Sea of Destiny
1.2a relocated the island and ruins of Fort Dragonmoth -20, 13, -19, 13. This will not conflict with "Trade Disputes" or "Havish"
1.2b relocated the small island and estate of YsGramor 3, -26, 3, -25 (south of Ebonheart), the cells are now appropriately call, "Bitter Faith Region"
1.2c adjusted dialogue to reflect changes
1.2d reset doormarkers to new cells
1.2e fixed some minor dialogue typos
A tremendous amount of gratitude is given by me to Lightwave for creating the tool, "TESFaith".
v2.0
esp modified as follows;
2.a too many dialogue changes to mention
2.b script overhaul of objects, quests, NPCs, to reflect logic
2.c retextured Imperial tiles for "dungeon"
2.d added side quest for New Tear Shipmaster
2.e many, many changes to this esp. If I was to list all, I would be at this damn keyboard for a month.
v2.5
2.5a Moved the island of Taviin Rift two cells north. Is now compatible with the Black Mill.
2.5b Reset path grids and door markers.
2.5c Merged file to master (ESM)
Me Gratia;
LightWave
Argent
Klinn
JOG
Nigedo
Emma
Jaxalot
ManaUser
Max_AKA_Nobody
3dCafe.com
And whomever I have neglected to mention.
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Table of Contents
1. Credits and point of contact
2. Installation/Warnings/Known Issues/Support
3. Background and Story
4. Vanir’s Weenie Chit
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1. Credits and point of contact.
The full credit for this plugin goes to Bethesda Software. Many, many thanks to them for producing such a fantastic game, and for the wonderful world of Nirn that they have created. To Tegger: for the countless contributions to this mod. It's good to have a writer on your side. Also, thanks to Ghan Buri Ghan for the Morrowind Scripting for Dummies, and to all those at The Elder Scrolls Forums who have helped me through this.
If you would like to contact me regarding complaints, bug reports, or any other comments, I would be glad to receive them at fugue13@yahoo.com. Or you may send me a personal message at www.elderscrolls.com under the user name Miles Acraeus.
I hope you enjoy this as much as I did making it.
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2. Installation/Warnings/Known Issues/Support.
v2.0 notes;
There are two unique models for this mod, and the directory should read as follows;
data files\meshes\ByG
containing;
1. ast_ysg_wall_01
2. ast_ysg4way_01
with the following textures placed in;
data files\textures
ast_marb120copy.tga
ast_marb120.tga
ast_marble200.tga
ast_marble200a.tga
ast_tile02.tga
Installation
This plugin contains no new meshes, sounds, icons, textures, etc. To install, simply extract from your download folder into C:\Program Files\Bethesda Software\Morrowind\Data Files. The archived ace file you receive should have that path preserved. When launching Morrowind, go to Data Files, ensure that the plugin is selected, click OK, and then play. There are dozens of clues which can lead you to YsGramor scattered throughout Vvardenfell. To find Windhelm, enter the estate of YsGramor, and leave no stone unturned. If you still cannot find it, move along to the spoiler section (Vanir’s Weenie Chit).
There are several new NPCs around that will give you rumors which can lead you to Beyond YsGramor (Ald-ruhn, Vivec, and Balmora. One in Balmora will actually 'start' you on the search (look for the Dunmer in Admantium). Also, look for notes left at some taverns, and fast travel points.
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Warnings;
v2.0 notes:
Game scripts altered;
Bill_MT_Redeem_Writs
Bill_MT_Calc_Legit_Writs
*this plugin may not be compatible with other plugins that alter the same scripts*
As with any plugin, create a named save point before installing Beyond YsGramor. Plugins can conflict with each other, creating problems I’m sure you would rather not have. This plugin changes the reference data for all the Adamantium weapons, so they no longer suffer the ‘normal’ weapon restrictions. The weight of paper has been reduced. This plugin is heavily dependent on dialogue, so you may encounter string errors when running with other plugins. Also, four new land masses are included. The largest is Taviin Rift: this is an island larger than (and due east of) Sadrith Mora. The second is the very small island on which you’ll find YsGramor, a stone's throw from Seyda Neen. The third is Tel Tya’ruhn, which is north-northeast of Sadrith Mora. The last is a small Island containing the ruins of Dragonmoth Fort. It's northwest of the Daedric Shrine of Yasamiddan, which is due west of Ald Velothi. I’m not going to give the coordinates here, but if they conflict with any other plugins, you will be notified with an endless rant of angry error messages from the game. You remember that Nord trader in Dagon Fel? No? Well, Heifner is now an Oddfellow. That’s the only NPC altered by this plugin. All others you encounter (170+) are unique. Three new shipmasters are in the towns of Seyda Neen, Gnaar Mok, and Hla Oad. Two interior cells are altered, but should not conflict with any other faction (I must avoid naming these here because of spoilers, sorry).
Sparring: There is a sparring partner in Windhelm which you can you use as a more interactive form of training. The script used for this checks for the players health ratio, and is %99.9 accurate in stopping the sparring when the right condition is met. The min. level for sparring is 10, but to be on the safe side, always save your game when you choose to spar. (v2.0 notes: Training option ends at lvl 30)
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Bloodmoon warning: I DO NOT recommend playing this plugin with a character that has already contracted Lycanthropy. To avoid spoilers here... simply don’t do it. Trust me on this.
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Known Issues.
This plugin contains large interior cells, so some frame rate issues may arise. Some of the enemies you encounter are tough. I’ve designed them with scripts and custom abilities that fully exploit the game’s AI. SAVE OFTEN! I tested this plugin with a level 35 Nord warrior, and even though I designed the plugin, I still got spanked on more than one occasion.
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Support
I would recommend certain plugins in conjunction with Beyond YsGramor, such as NPC Replace, Giants .esm, and any other of your favorite game tweaks. Running other large unofficial quest plugins could cause string errors with dialogue, and conflicts with exterior cells. Do so at your own risk.
If you need any information from the Construction Set, 99.9% of the objects created for Beyond YsGramor begin with the prefix ‘aa’ in their IDs, therefore bumping them to the top of lists. The same goes for journal entries. If you have any trouble because of unforseen bugs, please feel free to contact me and I will do all that I can to help.
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3. Background and Story.
Beyond YsGramor adds a new faction to the game: The Windhelm Oddfellows. This faction is an anti-slavery movement founded by the Dunmer alchemist Krugh Tya'ruhn and his band of Nord 'Gatherers' roughly 300 years prior to your arrival. Their mission is far more militant and aggressive than the Twin Lamps, and better publicized. Because of this they are hated by the Dunmer Great Houses, and especially by the Census and Excise Office (my own liberty). As an Oddfellow, you will take on three powers: the Cult of the Starkydar Legion, House Dres, and the Census and Excise Office. Your travels will take you to the mainland of Morrowind, to Windhelm, and to the four corners of Vvardenfell in pursuit of these rivals. Note: Windhelm itself is not the Windhelm of Skyrim, but only its namesake. I have placed a few books with the Argonian named Muddy Tail, which may give you some insight into the founding of the Oddfellows and the foes they have confronted throughout their history.
I designed this for a character of around level 30, but at the minimum level you may find it difficult. This, of course, depends on your style of play. Most of the enemies you’ll encounter take full advantage of the game’s AI. As with any game, please save often. Even experienced players will encounter the unexpected.
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THE FOLLOWING INFORMATION IS FOR CHEATS, HINTS, AND SPOILERS
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4. Vanir’s Weenie Chit (spoilers).
How do I find Windhelm?
At the beginning, there is only one way into Windhelm. You will notice three new ship masters, known as the Omavel siblings; Sahbin Omavel in Seyda Neen, Zander Omavel in Gnaar Mok, Gavin Omavel in Hla Oad. Each of these three will allow you to travel to YsGramor. The small, unassuming estate of YsGramor is nestled on a small island due south of Ebonheart. Once there, you will encounter a Khajiit and a Durzog throwing a house-warming party. Sit back and watch, or jump into the party if you choose. Anyone with access to an Unhinging scroll will be able to bypass the locked (lvl 50) estate door. Once inside, take a really close look around; just remember that the theme is “things are not what they appear.” If you cannot figure it out, activate the extinguished torch on the crossover. This will teleport you to the dungeon of Heartmoth Fort (ruin). Once inside, do an about face (turn around), descend the stairwell, and go through the door. You are now in Windhelm. Please be warned: There is a duo of Golden Saints that still guard the dungeon and one will attack if you do not possess the ‘Ring of Idunn’. This helpful little trinket is located in a stone chest on the table in the alchemy room of the manor.
Okay, I’m here, now what?
Talk to people. If you would like to sign up with the Oddfellows immediately, speak to Vanir at The Mind’s End. You’ll have to be at least level 30 in order to join. If not, he’ll politely tell you to walk.
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Quests
The plugin quests are divided into the 'main' one and ‘side’ quests. The requirement to start the main quest is level dependent (30). Requirements for the side-quests, on the other hand, vary, as noted below.
Side-quests
The side-quests are a ‘get to know your neighbor’ thing. You’re new in town, and would like to make a good impression, right? Of course you would. Vanir has told you that you’re a ‘little light in the britches?’ Well, this is your chance to interact with the members of the Windhelm Oddfellows, get some ‘notches on the belt,’ and earn some spending money.
1. Flowers for Anamay: (no requirement)
This one is about getting acquainted with the local color. Two ‘lovers’ are perched at the front of The Innocent Eye, and they don’t seem to be on speaking terms at the moment. This is, of course, where you play your part. Speak with the gentleman, and he’ll explain what he knows and ask a small favor of you. He simply would like you to buy his romantic interest, Anamay, some fresh Timsa Flowers from the alchemist Qyyn. Did you get the ‘fresh’ part? Good. Anamay is a bit particular in this regard. Once you have them, return to Anamay and speak with her... and speak... and speak... and then watch the sparks fly.
2. Disgruntled Dremora: (level 25, started through "latest rumors")
(v2.0 note: must be completed within 3 days)
If you are at least level 25, then "latest rumors" may lead you to a quest involving a Dremora Lord by the name of Adotrae. He’s the ‘High Councilor’ of the local Daedric Shrine of Ashwerlerot who has a long-standing grudge against the Imperial bloodline of Proximo. You’re an experienced Morrowind traveler, so this formula is probably familiar: grudge = someone’s death. Actually it’s going to be three deaths: Miles Proximo, Telsin Proximo, and Pontius Proximo. Find these three men, kill them, and return to Ashwerlerot for your reward. And the reward would be what, you ask? Adotrae’s Crescent. If you don’t have any qualms about killing innocent men to satiate the bloodlust of a Dremora, this is the quest for you. Miles can be found in Gnaar Mok, Pontius in Ald-ruhn, and Telsin in Ebonheart. Remember, the local law frowns upon murder, and these three men are all law-abiding citizens.
3. AWOL Guard: (reputation >= 25)
Word of your deeds has spread throughout Morrowind, and there are those who will take advantage of that. In this case, it’s one of the local guards in Windhelm by the name of R’taah. She’s Khajiit, she’s fed-up, she’s homesick, she wants out, and she wants your help. Get all of that? Great. You’ll find her hanging about the guard quarters of Windhelm, doing what Khajiits do in their spare time (whatever that is). Simply speak with her about AWOL, and the quest begins. Warning: The guard patrolling the plaza (Coda), has been ordered to prevent her from leaving. His security and sneak are both at 100, so you and your escort will be detected, and immediately attacked. All R’taah asks is that you escort her out to YsGramor, where she can use some ‘Magic’ to rendezvous with her friends along the Bitter Coast. Either the wall panel in the Dungeon or the one in the Guest Quarters will teleport you both to YsGramor. Once she is there, speak with her again for your reward.
4. Imago, my dear Imago: (requirement = defeated Dagoth Ur)
You know you are just dying to go back to Red Mountain, aren’t ya? Well, here’s your chance. The quest giver is a renegade House Father of the Great House Dagoth and can be easily overlooked. To find his place, look for the cart in the plaza, not far from Bundle’s Abode. Levitate up above that rocky outcropping, and enter. If you have defeated Dagoth Ur, then simply speak to Nefas about a small favor. From this you will learn that he seeks the Imago of Dagoth Arcuhl (an ash statue) for ‘research’ purposes. The Imago can be found in the cave where you first met Ur, on the ash alter. Pick it up and return to Nefas for a cash reward on the face value of the Imago (7,000 Septims). What’s so special about this thing? One look at its enchantment should convince you not to equip it... but some always have to learn the hard way. If you choose to equip the Imago, it will summon Arcuhl before you. He’s a bit confused and when you try to initiate dialogue, you’ll discover he’s not even in the mood to talk. He attacks with some very deadly magicka and is, overall, not a lightweight.
5. Thieving Scamp: (requirements = just show up)
This one is between a Thieving Scamp and the Storage Caretaker, Bundle. Bundle is an Ogrim in a really tight spot. Seems he had a little too much to drink and in the midst of his drunkenness decided to summon a few Scamps for his next day's work (he stuffs the little guys as a hobby). But of course ‘drinking and summoning’ don’t mix, as the public health message goes, and this case is no exception. One of the Scamps was a little more powerful than normal and gave poor Bundle a run for his money... stealing the storage inventory. Kill the thieving Scamp, and return the storage inventory to Bundle for your reward.
6. Black Tooth’s Amulet: (requirements = none)
Black Tooth D’rozah is just a simple commoner/barfly in need of some strong arm to help her get a stolen amulet from another local Khajiit. Your first ‘conversation’ with her will tell all. Mostly, anyway. Once she regains consciousness, speak to her again for the whole story. She’ll explain that Khali Swift Paw has taken the amulet. She wants it back. Well, go on and get it for her now. Speaking to Khali about the amulet will have varying results based on her disposition toward you. Get it up to 90+, and she’ll hand it over. Return the amulet to Black Tooth for your reward, or keep the amulet.
7. Poisoned Dreams: (requirements = none)
This could be a bad case of paranoia, but when Telvanni are involved, who knows? This quest can be had when you speak to Faylina Anderan, the Teleporter in The Innocent Eye. She will explain that the Telvanni (former colleagues) have her marked for ‘assassination.’ Once you have listened to her crazy sales pitch, head on over to Sadrith Mora, just east of the Councilors Hall. There is a herd of Netch floating about, minding their business, just northeast of there. One of these Netch (a betty) is actually exactly what Faylina described; a war netch. Kill it, and use the marker key to unlock the nearby marker (it looks like a skull lamp). This will teleport you back to The Innocent Eye, and speaking with Faylina again will complete the quest. Hang on to the Marker Key, though, because you will need it to unlock the Return Markers in Balmora, Telvanni Canton Sewer, and Ald-ruhn.
8. Ambush for Nilos: (sneak >= 60 )
For this quest, speak to Ferk Qoureshi in The Mind's End. He will ask you to replace a release document in the Seyda Neen Census Office. Right on the table next to Socucius is a chest conveniently marked 'Document Chest'. Exchange the release documents and return the other to Ferk. Now he'll ask you to check back in to Seyda Neen when you get the chance. Why? He wants you to escort Nilos back to The Mind's End for a little party. As soon as Nilos steps into the bar, the party starts. Now it's best you step aside, and just watch. When Nilos is through partying, speak to Ferk again to complete the quest. Don't you hate being used?
v2.0 addition;
9. Lost Shipmaster: (requirement = complete liberation of Taviin Rift)
Once you have progressed far enough on the main quest, you may return to the New Tear Docks, and enter the cabin of the Elan Vital. There you will be propositioned by, Dandar Hledri. He wishes to open up the trade routes to the island once again, but is having trouble convincing other shipmaster to do so. Seems the Dres have put fear into them. How do you play your part? Find his lost brother, Zindanol Akamiran on a the beach of a small island between Sadrith Mora and Tel Fyr, and convince him to resume his duties. The problem though? Zindanol can't swim, so don't lose the amulet of water walking, nor the note that was given to you by Dandar. Once Zindanol agrees, you will have a new shipmaster in Tel Mora. Speak with him again, blah blah blah, and he will mention something about a potential reward... Leave him be for now, and go about your business. Return to him after your journal has been updated (about 5 days).
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Main quest
The Main Quest will pit you against three separate forces: the cult of the Starkydar Legion, House Dres, and the Census and Excise Office. The focus of the quests is abolition, but not in the sense of running about freeing slaves. The Oddfellows prefer to go to the root of the problem. You’re going to be the new ‘muscle,’ and with their new muscle, the Oddfellows are not going to take any crap from anyone. Good luck.
Vanir’s Quests
1. Initiation:
This one is very straightforward. Take a load of Adamantium Ore to Heifnir in Dagon Fel. A silly little joke from my army days. I would have liked to include ‘Wyrm Races’ (in the army known as ‘silk worm races,’ where competitors would zip themselves up in sleeping bags and crawl on the floor like a worm), but for obvious reasons this had to be left out.
2. Special Delivery:
Every effective organization spies. In this case the Oddfellows have an informant within the Temple by the name of Rama Omavel. On this quest will be asked to find Rama (located at the lowest level of the Ald-ruhn Temple), and return with any information he can provide. But, of course Rama doesn't have any information other than a leed on a visiting Ordinator staying in the visitor's quarters. Rama will tell you that he believes the Ordinator may have something of interest locked in the chest nearby. Feeling sneaky? Good. This one will require you to sneak past the Ordinator, crack the lock, and disarm the trap... all right under the nose of the Temple's security expert. It may be easier to just taunt and kill the Ordinator. Maybe. At any rate, this quest will not be complete until you return with the Inquisitor's Note that can be found inside of the chest.
3. Stolen Duty Roster:
You need to find Thurjii. If you can’t, he is located on the outskirts of Gnaar Mok. He shouldn’t be that difficult to find. Two ways this can go; kill him and take the duty roster, or continue to ask him questions. The duty roster and the ‘crying child’ will play themselves out along your quests. After listening to him, he gives you the roster and promises to leave for Blacklight as soon as possible. You could still kill him afterward, the choice is up to you.
4. Negotiations:
When negotiations are mentioned in Morrowind, it’s best to bring your wallet. Speaking with Willem Tithonus in Ebonheart (in the Imperial Commission) about the Charter Review will cost you a minimum of 1,000 Septims. But at least this guy is willing to listen. Now, about Furianus Pergrave, this guy has a stick up his rear-side. It’s fairly straightforward here. Just speaking with the guy should convince you he’s got it in for the Oddfellows. He’s located just northeast of Ebonheart beside the water. He’s fishing, or at least trying to. Warning: killing either of these men at this point in the game will get you expelled from the Oddfellows. No second chances here. Once you’re out, you’re out.
5. Beat on the brat:
(v2.0 note: a the writ of execution is needed now, and yes it's legitimate)
Okay, now you get to kill Furianus. If you would like to make two trips from this quest, simply forget to take the coded message from his body.
6. Rats in the stairs:
Rats? Are you kidding? Just go and take a look. First speak with the supply clerk, Fear The Muck, for a journal update and one of the ward breakers you will be needing to travel the sewers. Enter the stairs. Now just play along with the two hooded men down in the stairs, and when you're finished playing, return to Vanir for your next set of orders.
7. Kill Pekt:
Another very straightforward quest, as killing often is. You’ll find Pekt within the largest of the chambers of Helm’s Passage, perched atop one of the platforms. This is all you have to do for this quest; any further exploring is entirely up to you.
8. Negotiate again?
You can leave your money at home this time. It seems you have put the fear of the gods into the Census boys. Simply speak to Willem so that he can have the decoded message, and return to Vanir to complete the quest.
9. Investigate Aschemuhnd:
Finding Tel Tya’ruhn will be perhaps the greatest challenge here. It’s on a small island adjacent to the ruins of Aschemuhnd, north-northeast of the island of Sadrith Mora. Once you have found the Dwemer ruins, make your way within to the observatory. This is how you access Tel Tya’ruhn. Locate Fai, and speak with her. She’ll explain that you are needed to find and kill the Starkydar Master (Yul) who is directing the operations there in the ruins. Besides the death of Yul, there are two other things that you will need to do; retrieve a Dwemer Satchel and the Key to Dragonmoth. The notes that you are given should give you some background into the Starkydar. Also, don’t lose Fai’s Ward Breaker, because this is needed to unlock the entrance and exit to Aschemuhnd. Yul is located within Tai’Kahn’s Fortress, and he has the key to Dragonmoth on his body. The Dwemer Satchels are located in the adjacent rooms on a table.
10. Sewers again?
The sewer complex to the north of Windhelm is extensive, so stock up on supplies. For this mission you are to find a smuggler by the name of Arqwal Bastuma. To be specific, he’s located within Smuggler’s Run... convenient, yes? This is another straightforward mission. When you speak to Arqwal, you’re attacked. Kill him and his bodyguards, and report back to Vanir. There is much more to explore down there, so poke around some.
11. Taviin Rift recon:
Did Vanir mention this was a recon only? I thought so. Actually, there are only two NPCs that you have to speak with; Pluck, the Proctor of New Tear for House Hlaalu, and the ship master, Pop Hledri. Pluck is expecting you, and has an ‘order’ for some Imperial Spoons and Forks. Grab his notes and if you havn’t spoken to Pop, do so. Once you have done that, any other ‘reconnaissance’ on your part is extracurricular. Go ahead and see the sights, speak with the locals, and formulate a game plan... you will be returning.
12. Taviin Rift Massacre:
Okay, you're back. Based on Pluck’s Notes, there is only one person of importance in Taviin Rift; Koumahn Dres. He’s the House Facilitator for the Dres operations in Taviin Rift. Kill him, and you can return to Vanir for your final mission. Or you may want to take the key off of his body and explore the cavern complexes of Ctenu, Sedu, Vitalline, and Iphysis. These cavern complexes are huge, and may take you some time to rummage through, but some of the loot you can collect is well worth the trouble.
13. Seizing of the Ring:
This time you’re headed to the ruins of Dragonmoth Fort, northwest of the Daedric Shrine of Yasamiddan. Bring along the Dwemer Satchel and the key you found on Master Yul. Without these two items you won’t be getting very far. The ring that you seek is within the well protected caverns of Rhos-Pal. You could sneak past all the guardians, then pick the lock and trap on the skull... or battle your way in. Return the ring to Vanir for your promotion, and he’ll send you along to the Grandmaster for your final two quests.
Mother’s Quests
14. Free the Four:
Welcome to the Grandmaster’s Chamber, home of the Mad Ahamessaniu, (but you can call her Mother). Listen patiently through her somewhat interesting introduction until you see the link ‘two tasks,’ and finally, ‘The Four.’ Mother needs you to free The Four as sort of a PR thing for the Oddfellows. Where are The Four? Mother is a bit vague as to their exact location, but does get you started with the towns of Balmora and Tel Vos. Two of The Four will be found in the jail at Tel Vos, and the other two will be found behind a locked trap door in the Hlaalu Council Manor in Balmora. Taunting and killing Hasour will yield the key to the cells in Tel Vos, and save you the trouble of being jumped on from behind with his magicka attacks, and having your crime reported for picking the locks (yes, his security is at 100). Once The Four are safely on their way home, return to Mother for your final task.
15. Emperor’s Maze:
Do you like mazes? No? Well, this is strictly voluntary, but without completing the maze, there’s no chance of becoming Grandmaster. After running through the dialogue, a Teleport Marker will appear behind you. Now, to do this maze, you have two choices: (1.) Take the ring to Weryn to be repaired, and with the repaired ring you may choose either to answer the Paladin Marshal’s riddles or to duel him for the final key. (2.) Forego the ring part and just kill the Paladin Marshal. If you choose to repair the ring, you will, of course, have to find Weryn. His place is located just east of Dirty Muriel’s in Sadrith Mora. You may want to bring some water breathing on this one, because Weryn is on a little fishing trip within the caverns beyond the second room (enter through the hole in the floor). If you choose to go with the first plan and use the ring to answer the Paladin Marshal’s riddles, it would be wise to cast a Mark in front of Weryn ( he will remove the curse ) before leaving. The Ring of Starkydar Juyt will curse you with the blood of the Aundae clan, and as you may already know, getting around Vvardenfell as a vampire can be difficult. Now you’re ready for the maze.
Level one:
Enter the first level and find the Skeletal Champion, Fol-Kuhn. On his corpse you will find the first of the keys to open the locked stones on the maze floor. The first stone is on the level in which you killed Fol-Kuhn, and the other two... well, me giving directions in a maze is not a good idea. But just look on the floor for the other two stone containers. To exit level 1, head back up to the top level, and exit the door to Colovian Keep.
Level Two:
This one may take a bit longer. You need to find Lych Myrinor for the first key. The other keys are located within webs placed in upper corners of the passages. Head back to the area where you first arrived, and exit through that door to Malebolge 9.
Level 3:
Here the containers that hold the keys are bone rocks placed throughout the level. You will need to kill a lead Fabricant for the first key, then as in the first two levels, find and open the remaining containers in a certain order. There are two levels here, one of which can only be accessed by the trap floor. You will need to go to the second level for one of the keys.
**{edit per v2.0} EQUIP the ring before entering the cell, "Emperor's Maze, Level 3, Paladin's Sorrow", if you do not wish to fight the Marshal.**
Level 4:
This is where you will find Starkydar Gwjin (the Paladin Marshal). If you do not have the ‘curse’ he will simply attack. This isn’t a problem unless you had intended to answer his riddles. Gwjin is located in a cavern adjacent to the one in you arrived, behind a waterfall. Get the key from him and return to the cavern where you arrived. Go back to the exact spot, and look for a bone rock off to the side. Activating that rock will take you to the final level.
Level 4, Central Chamber:
As you enter, proceed straight ahead into the walled area, find the ring and grab it. Oh, yeah; kill the Durzog. Now, you didn’t think that was the end of it did you? Right. Seems there is another guardian that just doesn’t want you to leave with the ring. You can either fight him or boogie out of there with an Intervention or a Recall. There is also a marker where you entered this level, which will teleport you back to Mother. But if you are a vamp, you will need to get cured by Weryn before you can proceed any further with her.
15. Grandmaster Oddfellow:
Well, as you have already discovered, the Grandmaster Oddfellow is not so ‘fellow.’ As a matter of fact she’s affectionately known as Mother. Isn’t that sweet? Not really. Mother is an old and powerful Dunmer Mage with a few screws loose, and a penchant for immortality. How is this immortality achieved? By using the life energy of the freed slaves, trapped inside the slave crystals. Now, that’s not very nice, is it? To become Grandmaster Oddfellow means that you will have to do one of two things: (1.) Kill Mother in a fight, or rush past her and deactivate the slave crystals, which will kill her. (2.) Forget about becoming Grandmaster.
The End
Once you have defeated Ahamessaniu, you are now the Grandmaster Oddfellow. Now, remember those grave markers in the garden of YsGramor? Well, if you return, you’ll find the spirits of Ysa and Krugh. Speak to both of them for your door prizes.
And that’s all folks! I hope you enjoy this little plugin as much as I did making it (most of the time, anyway). Again, if you have any comments, they would be appreciated. This plugin took nearly six months of work, and any feedback would be considered a civilized gesture on your part.
Easter eggs (just some things you may never find)
Mr. Fallen’s Hideaway:
Located in the ruins of the Windhelm sewers. Mr. Fallen has a little place well hidden from the casual glance. To find it, levitate up and under a ruin wall within the large cavern of Fang’s Whetting. Why go there at all? Well, Mr. Fallen is the Secret Alchemy Master, and sells ‘Mr. Fallen’s Gear’ which are equivalent to Secret Master apparati. Good enough?
Halberd of Kos-urg:
This Dwemer Halberd has increased stats for the connoisseur of Dwemer Halberds. Located in the Hall of Kosdihurgru, within the hole in the wall where the water pours in.
Staff of Tai’Khun:
This staff has an enchantment which allows you to command humanoids. It is located in a chest nested inside one of the upside down steam stacks within the Fortress of Tai’khun.
‘Whatever’:
There could be many other things that I’ve placed and have completely forgotten about. Sorry, but this plugin has grown so much over the last six months.