-BACK TO THE BATTLESPIRE-
1. Meet Erenor at the tavern in Dawnstar and listen to his plan.
+ Erenor is an Altimer who quickly disassociates himself from the Thalmor, claiming that his business in Skyrim is his own.
+ The rest of the group of scholars compose of various members of the Synod that have agreed to help Erenor on this difficult task.
2. Agree to aid Erenor in his quest to study the pocket realm that hides the Battle Spire.
+ Erenor became fascinated with Imperial history and wants to use a portal connected to the energies of other teleporters to transfer him to Battle Spire.
+ Mentions the Weir Gate can not be used as he originally intended.
3. Find the missing scholars
+ Teleporting to this part of Oblivion had scattered the research team and you need to locate them.
+ Erenor is the closest one. He is baffled by the mishap and pleads with the player to locate his men.
+ Daedra have imprisoned and/or killed and enthralled the missing scholars.
4. Find out how the Daedra returned to the Battle Spire.
+ They too have found a seemingly small entrance and our trying to rebuild the Weir Gate.
+ Back to the same old grind, Frost and Fire Daedra claim parts of the ruins for themselves.
+ You can talk to the Dremora who question how you and the scholars arrived.
+ The Dremora are tired of the in-fighting going on.
+ Claim that they were only post-poned from seizing the Spire in the 3rd Era.
+ A higher ranking Dremora will ask for assistance from the player to quell a dispute between the Fire and Frost Daedra. (Optional)
+ He will offer freedom for one of the captive scholars and a chance to exit the realm. (Optional)
5. Report back to Erenor
+ Tells you that to get to the next levels of the Battle Spire, you need to find a voidguide.
+ Shocked to hear that Daedra roam the ruins.
+ Erenor reveals that the whole purpose of the mission was to reactivate the Battle Spire to use against the Aldmeri Dominion
+ He gets anxious and feels it is no longer safe and they must leave.
+ He tells the player that they need to destroy the Spire and to do so, you must destroy the last two anchors stabilizing the realm.
+ Erenor will be a companion.
+ You may also convince him to stay and not give up hope. Thus, you will have to reactivate three broken anchors.
6. Destroy the Weir Gate to prevent more Daedra from coming in.
+ At this point the Daedra will turn on you and no longer feel the need to toy with the player.
+ As you defeat the Daedra on the first level, one of them drops a voidguide. You need a different voidguide for each level.
+ If you choose to save the battle spire, Erenor will tell you that he will rebuild the Weir Gate as soon as he returns his findings to the Synod and the Empire.
7. As the Battle Spire Crumbles
+ Destroy the two well guarded anchors.
+ Reach the historic room where Dagon once stood to face the legendary Battle Mage (Hero from BS game).
+ A Churl commander awaits you not to pleased with your actions.
+ He carries the one and only Daedric Crescent blade.
7.5. Saving the Spire
+ Reach the historic room where Dagon once stood to face the legendary Battle Mage (Hero from BS game).
+ A Churl commander awaits you not to pleased with your actions.
+ He carries the one and only Sword of Moon Reaver.
8. Leave through an escape portal back to Mundas from atop the Spire with Erenor as the realm begins to collapse on itself.
+ You are safely back in Skyrim.
+ You keep the Daedric Crescent Blade or Sword of Moon Reaver.
+ Erenor thanks you solemnly and mentions that he swiped a few books before you guys escaped.
-LANDSCAPE-
1. A floating island split into pieces.
2. Largest land piece will contain the decaying spire.
3. A dragon skeleton at the base of the spire.
4. Smaller but large enough pieces of the island can be travelled to via teleporters.
5. Dorm rooms that were present outside the spire.
6. Giant horn-like structure jutting out parallel to the battle spire.
7. The island will be mostly rock and dirt.
8. Surrounding sky will be stormy.
9. The mood is supposed to be dark and foreboding.
-SUGGESTED IDEAS-
1. Anchors
+ Make them well guarded with a leutenant at each one.
+ Make them inaccessable to the player
2. After the anchors destruction
+ Make the landscape rumble and pieces of the BattleSpire fall down
3. Atronachs
+ You can either choose to work with the frost atronachs or the fire atronachs or get them to kill each other off.
+ Atronachs may give you enchanted armor if you help them.
3. Consiquences
+ Choosing to stay and reactivate the anchors will cause the Lead Dremora to weild the Blade of Moon Reaver
+ Choosing to destroy the Battle Spire will cause the Lead Dremora to weild the Daedric Crescent Blade
+ Accepting
I am open to suggestions to the plot and such. Remember, constructive criticism