TES 6: Elsweyr & Valenwood

Post » Sun Aug 04, 2013 7:40 am

Hi everyone,

I had an idea for TES 6 and I felt like sharing it.

Keep in mind that this isn’t a polished idea by far.

Anyway, would be cool if they made this game:

The Elder Scrolls 6: Elsweyr & Valenwood

Main Story:

Hircine, The Daedric Prince of the Hunt, decides to use the Alignment of the Three moons to unleash “The Great Hunt”, as he calls it.

Elsweyr:

The Alignment of the Three Moons means that in Elsweyr a new Mane (Spiritual Leader) is about to be chosen through an ancient ritual.

Throughout Elsweyr multiple Khajit start to exhibit special abilities that far exceed normal Khajit. Along with this change also comes a period of insanity while their mind restructures itself in order to receive the spiritual insights needed to guide their people.

During this period they pose a serious threat and will attack every being close to them.

As soon as future Mane’s are discovered they are brought to Ancient caves where the harm they can do to others is minimized.

Crazed Mane’s never stray far from these ancient places as they instinctively seek solitude.

Once all future Mane’s are chosen they all start to exhibit soft glowing fur, which means it’s time to start the Ritual in which a single new Mane is chosen.

All but one Mane have to be killed in one-on-one fights, always one fight at a time, so as not to accidently kill the future Mane

The last Mane to survive loses it glow and insanity and receives deep spiritual insights in a sudden burst of wisdom. He also keeps his special abilities, en grows a large Mane.

These special abilities include such things as highly increased speed, agility, vision, awareness, toughness, strength, etc.

Hircine has increased the killing power of the Mane’s to the point where no warrior seems to be able to stop them anymore, and without a Mane to guide them the country will be thrown in ever greater disarray.

Also, WereLions roam Elsweyr in far greater numbers then ever before, guided by Hircine to hunt the people of Elsweyr; and with a never-ending bloodlust their numbers grow exponentially.

Valenwood:

In times of invasion Valenwood’s Bosmer Shamans use the Wild Hunt ritual to turn all participants into mindless Bloodthirsty monsters who first consume all of their enemies and then themselves, thus protecting Valenwood from the invading forces.

One such Bosmer Shaman, strongly influenced by Hircine, is using the Wild Hunt Ritual to create an army of Imga (the Native Great Apes of Valenwood) and other unfortunate souls and turn them against the people of Valenwood.

To add to the chaos the Shaman uses strong magic to unroot the Graht-oak in which Falinesti is build and makes it Migratory again.

The Graht-Oaks of Valenwood were once Giant Migratory Trees, and Falinesti, build in one of these Oaks was once known as the Walking City of Falinesti and was the capital of Valenwood until the Aldmeri Dominion decided to make Eldenroot the new capital.

The Shaman decides to make Falinesti walk to the center of the country, destroying everything in its path, and from there rule over all of Valenwood

Your Path:

To bring relative peace to both countries you’ll need to complete the Mane Ritual by defeating all but one Mane (and winning them would bestow you with a fraction of their awesome power), who then becomes peaceful once more and also becomes the spiritual leader of the Khajit. It is your choice which one eventually becomes the leader, and in so doing you influence to country’s future. Each Mane would have a unique power, like one with superspeed, another with super strength, another without fear or pain who simply does not give you time to prepare by immediately attacking you until either of you dies, and this mane would be tough as hell taking lots and lots of damage.

Also you will have to defeat the crazy Bosmer shaman and gain the knowledge he has about Hircine and the workings of his plan. The Forest God Y’ffre returns (as fortold by the Bosmer Prophet “The Precursor) “and bestows the player with permanent special powers to save Valenwood from the Crazy Shaman. You will have to give this newly gained knowledge (an Elder Scroll) to the new Mane, who can then use this knowledge to send you to Hircine’s Realm in Oblivion where Hircine manifests as an army of Lycanthropes (Mainly WereWolfs in all kinds of natural colors) which you have to battle until you reach Hircine’s throne room, where the Immortal Hircine rewards you for being the greatest Hunter on Nirn, and thanks you for the beautiful hunt you have shown him. You will be rewarded with a special power, and send back with the promise that there will be no more “Great Hunt” while you are living out your life on Nirn, undisturbed by Hircine.

After the Main story:

In Elsweyr the battles with the Werelions will continue but in lesser numbers, the Mane battles are over, and the new Mane lives on peacefully guiding his people. The choice of Shaman has lasting influences of your game, like cheap prices in Elsweyr, or free public transport, etc.

In Valenwood the Wild Hunt is over, but you will sparsely encounter Remnants to fight, and the Crazy Bosmer Shaman is Dead.

Your gift from Hircine is the ability to transform into a Lycanthrope of your choice, at any time, for as long as you want. Known lycanthropes are WereLions, WereWolfs, WereBears, WereCrocodiles, WereBoars, WereSharks, and WereVultures.

Werevultures would allow for easy land exploration and travel, and WereSharks would be awesome in the waters.

The Start of the game:

The story (not the game) starts with you fighting a White Werewolf who bites you just before you thrust your sword in the WereWolfs hart turning it back into an Imperial human after which he drops dead on the ground, and then you slowly pass out of consciousness.

This Werewolf was actually Hircine who bit to make you immune to Lycanthropy, in order to limit your hunting power, and thus increasing the challenge of the hunt, or so Hircine’s thinks.

Hircine chose you to be his champion for this hunt, guiding you indirectly towards ever greater challenges for his own amusemant.

As is customary in TES games you start the game as a prisoner and so…..

You wake up in an Imperial prison cart (this is where the game actually starts) crossing the borders between Cyrodiil, Elsweyr and Valenwood , where the guards tell you they saw you murdering someone and for that are bringing you to the nearest prison.

Sitting in the same prison cage as you are a Bosmer and a Khajit.

On the way there the caravan is attacked by Wild Hunt monsters who kill everyone, rip open the cage door, and just before they lunge at you get attacked by Werelions.

With the WereLions and Wild Hunt Monsters keeping each other busy you make your escape with either the Bosmer or the Khajit, none of whom have a plus over the other, its just that the tutorial has a different flavor depending on which of these you choose to escape with.

Both of them teach you the basics and set you up with starting equipment. The only real difference is the starting part of the main quest, either you start the game in the desert of Elsweyr completing the Mane Ritual or in Valenwood’s forest taking out the Crazy Shaman

Lycanthropes:

Lycanthropes exist all over Elsweyr and Valenwood, but apart from WereLions are all rare

WereWolfs can be found only in Hircine’s Realm of oblivion in this game

WereBears are not in this game, as NPCs

WereLions exist all over Elsweyr, Mostly in Jungles, and Sparsely in Desert

WereCrocodiles, of which there are 2 fixed single spawns, exist in a swamp in Valenwood. The crocodiles could be a man and wife who escaped Black Marsh to find safety in Valenwood

WereBoars are not in this game, as NPCs

WereSharks exist in all ocean connected waters, and also in 1 Elsweyr Desert Oasis

WereVultures are rare spawns in the forests of Valenwood

Elsweyr, misc:

Cursed Khajit who have become Werelions, and they might have there own clan hidden somewhere in the jungle region. Or maybe they simply walk the earth seeking a fight to the death with other Werelions. Only Werelions can recognize other Werelions in Khajit form.

The alignment of the three moons allows for special events and powers to be introduced into the game, like deep darkness at night where the only lightsource is Bioluminescence, Torches, Magelight, Khajit nightvision, and the like. And maybe supercharged racial abilities like Khajit eyes that also see Infrared and Ultraviolet, or Argonian skin that becomes like Armored scales, or Orc strength allowing you to throw massive boulders or rip trees out of the ground.

The Jungles in the south could be filled with Bioluminescent lifeforms a la Avatar

As a side activity you could become part of a Khajit caravan, protecting them while traveling, or gathering goods for them to sell. They could even sell goods for you. Some they wil buy directly from you, and other they will take and sell for you allowing you to pick up your earnings at a later point in time, if you are to lazy to sell them yourself. If you wanted you could literaly live with them. Camp with them and collect firewood and food. Helping them grow to become the greatest trading caravan in Elsweyr. You could take on side missions from them to clear certain traderoutes from enemy encampments, or to create whole new traderoutes for them to use.

Valenwood Elf Assassins vs Nightshade Khajit Ninja’s:

The poisonous Nightshade flower is native to Elsweyr. You could have a clan of night-black Khajit who eat Nightshade as a daily ritual from birth, and because of this are immune to the poison and have gotten poisonous saliva and thus poisonous bites. They have also mastered the use of Moonsugar and have gotten rid of the hallucinogens (possibly because of eating nightshade), and are able to expand their awareness through the use of this substance. Eating moonsugar allows them a temporary increase in awareness, allowing you to see Ultraviolet or Infrared paths of where beings have walked for example. After many generations, the purple substances in the Nightshade flower have given the clan a purplish tint in their eyes. The clan is also immune to all poisions because of their rituals. The leader is always the most purple-eyed and poisonous khajit of them all. You, the player, can learn their ways and become one of them so to speak. But if you play as a Khajit you’ll have the full benefit of their awesome abilities concerning (night)vision, and also extra dialogue with members of the clan.

The Valenwood Elf Assassins could use Water arrows for stealth purposes. The Forest-coupling skill allows Bosmer the walk into the shade of a tree and vanish, with invisiblity ending upon walking out of the shadows. You can move from a tree’s shadow to other shadows while maintaining invisibility. The skill has a short cooldown. The Elves have invisibility skill also makes them completey invisible to Khajit Ultra-violet and Infra-red vision, with the trail ending at the start of a trees shadow.

The Redwort Flower is used in Valenwood for its appearance-enhancing magical properties. individuals wearing this flower are said to be more attractive than usual. Collecting these allows you to create clothing made fom Redwort and will give you a high increase in Speech, or at the very least make people like you a lot. Valenwood Elf Assasins carry a small pouch of potent Redwort flower powder with them. They make use of this by throwing this powder over themselves making them magically temporarily very attractive to anyone, fooling enemies into thinking they are friendlies. Allowing them to get close and get the first hit. But Nightshade khajit ninja’s are trained to look through this illusion and will see through the spell once you get too close. Redwort powder can be also used to get through missions without killing anyone, or to buy things cheaply from merchants for example.

There could be a war between the Nightshade Khajit Ninja’s of Elsweyr and the Valenwood Elf Assassins. You can chose a side and help them to victory, or destroy both clans if you so please.

Valenwood:

WereVultures might be seen as transcendent because of their ability to fly, and maybe there is some crazy Bosmer cult who have created a ritual to turn elite cult members into WereVultures.

Very artistic and beautiful Gold/Silver artworks and buildings everywhere for the Atlmer, and simple natural housing and decoration for the Bosmer people

Most of Valenwood’s Bosmer housing is build in the once Migratory Graht-oak trees.

Music is played on horns and harps all throughout Valenwood, echoing through the forests, creating serene sounds you can hear almost everywhere

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And there you go.... a rough idea for the next TES game.

I'd love to see this realized.

The Bosmer and Khajit have always fascinated me, along with the Nords (but Skyrim already took care of that).

I'd love hear every ones thoughts about this.

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Sarah Bishop
 
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Joined: Wed Oct 04, 2006 9:59 pm

Post » Sun Aug 04, 2013 1:43 am

we have a thread for future location speculation:
http://www.gamesas.com/topic/1468400-official-tes-vi-location-and-setting-speculation/

and one for ideas for future games in general:
http://www.gamesas.com/topic/1468337-official-beyond-skyrim-tes-vi-25/


and welcome to the forums :)

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glot
 
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Post » Sun Aug 04, 2013 7:10 am

This threads gonna get moved bro, either http://www.gamesas.com/topic/1468337-official-beyond-skyrim-tes-vi-25/ or http://www.gamesas.com/topic/1468337-official-beyond-skyrim-tes-vi-25/. When it gets moved we can discuss.

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Rudi Carter
 
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Joined: Fri Sep 01, 2006 11:09 pm

Post » Sun Aug 04, 2013 1:28 am

Use this thread to discuss the future of TES; http://www.gamesas.com/topic/1468337-official-beyond-skyrim-tes-vi-25/
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Annika Marziniak
 
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