Spoiler
-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
+ Convince a doubtful Erenor that he is right and the Spire must be destroyed for the safety of Nocturn's realm and the balance of Oblivion.
+ Convince a doubtful Erenor that we can fight off the Daedra if you destroy the Weir Gate to make the Daedra's infinite forces finite.
6. Saving the Spire [Benefit: You may return there after 3 in-game weeks. A player owned dorm room is available if they want a new place.]
+ Erenor will tell the player that they are right and the valuable knowledge in the Spire is too great to be discarded forever.
+ Destroy the Weir Gate to prevent more Daedra from coming in. [Erenor says he will fix it again when he gets more help.]
+ At this point the Daedra will turn on you and no longer feel the need to toy with the player.
+ Locate Scourge. [Inside a chest that can only be accessed after solving a puzzle.]
+ Find the three anchors. [They are not in the Spire itself. In fact, they can not be seen. Glyphs will be used to indicate where the anchor is.
Soul Trap a Dremora with Scourge and use their soul to power the anchor.]
6.5. As the Battle Spire Crumbles [Benefit: Meet Erenor 3 weeks later in the Tavern in Dawn Star. He will be a companion.]
+ 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.
+ Bring Erenor to two marked areas (Glyphs) that indicate where the anchors are. He will attempt to destroy them while you fight off the Daedra.
7. The Soul Cairn
+ This is where you find your first voidguide which is needed to get to level 2 of the Spire. [8 levels in total and a hidden voidguide on each level.]
+ Full of Skeletons and Ghosts
+ Find the Sword of Moon Reaver here.
+ Large open cavern.
+ Ideal Master (Giant Crystal) in the center.
8. Scaling the Spire.
+ Lots of rooms and heavily puzzle and trap oriented.
+ Daedra roam the halls.
9. The Final Battle
+ Reach the historic room where Dagon once stood.
+ A Churl commander awaits you not to pleased with your actions.
+ He carries the one and only Daedric Crescent blade.
+ 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
+ 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
4. Soul Cairn
+ Realm within the Battle Spire that acts as a repository for the undead
+ Ideal Masters control undead
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
+ Convince a doubtful Erenor that he is right and the Spire must be destroyed for the safety of Nocturn's realm and the balance of Oblivion.
+ Convince a doubtful Erenor that we can fight off the Daedra if you destroy the Weir Gate to make the Daedra's infinite forces finite.
6. Saving the Spire [Benefit: You may return there after 3 in-game weeks. A player owned dorm room is available if they want a new place.]
+ Erenor will tell the player that they are right and the valuable knowledge in the Spire is too great to be discarded forever.
+ Destroy the Weir Gate to prevent more Daedra from coming in. [Erenor says he will fix it again when he gets more help.]
+ At this point the Daedra will turn on you and no longer feel the need to toy with the player.
+ Locate Scourge. [Inside a chest that can only be accessed after solving a puzzle.]
+ Find the three anchors. [They are not in the Spire itself. In fact, they can not be seen. Glyphs will be used to indicate where the anchor is.
Soul Trap a Dremora with Scourge and use their soul to power the anchor.]
6.5. As the Battle Spire Crumbles [Benefit: Meet Erenor 3 weeks later in the Tavern in Dawn Star. He will be a companion.]
+ 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.
+ Bring Erenor to two marked areas (Glyphs) that indicate where the anchors are. He will attempt to destroy them while you fight off the Daedra.
7. The Soul Cairn
+ This is where you find your first voidguide which is needed to get to level 2 of the Spire. [8 levels in total and a hidden voidguide on each level.]
+ Full of Skeletons and Ghosts
+ Find the Sword of Moon Reaver here.
+ Large open cavern.
+ Ideal Master (Giant Crystal) in the center.
8. Scaling the Spire.
+ Lots of rooms and heavily puzzle and trap oriented.
+ Daedra roam the halls.
9. The Final Battle
+ Reach the historic room where Dagon once stood.
+ A Churl commander awaits you not to pleased with your actions.
+ He carries the one and only Daedric Crescent blade.
+ 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
+ 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
4. Soul Cairn
+ Realm within the Battle Spire that acts as a repository for the undead
+ Ideal Masters control undead
At the moment, I'm working on the dialogue and themp3 is helping me with modeling and level design. However, I still need some help. Specifically drawing concepts for the Battlespire mod and someone who can help out with the level design. If anyone want's to help out, just send me a PM.
EDIT: Dialogue is done. Just waiting for that CK now.