Description: This mod is currently unnamed, but we'll start by calling it the Atheos Quest Mod. It's modeled as a standalone sequel to bg2408's Integration: The Stranded Light, an Oblivion mod about daedra and other non-vanilla races. The quests will allow you to interrogate daedric princes, cross into Oblivion (no deadlands, of course), negotiate with dragons, build a new city, and discover a lost race. The focus is not on combat, but combat is typically one method of getting your way in a quest. The main focuses are thinking and persuading other characters using your various skills.
At full release, the mod should include:
*60+ Quests: which you are able to access depends on choices that you've made throughout the storyline.
*2 conflicting guilds: will you speak on behalf of the daedra and protect them, or will you take up your sword against them.
*8 playable races: Maormer (sea elves from south of Tamriel), Falmer (snow elves), Ka'Po'Tun (tiger race of Akavir), Auroran (as seen in Knights of the Nine), Daedra Seducers (as seen in Daggerfall and Battlespire), Aureal (golden saints), Mazken (dark seducers), and Xivilai. No plans for changing vanilla quest gameplay based on you playing as one of these races for the first release, but it's on my priority list.
*Most quests allow you to choose how to complete them: options for evil characters include blackmailing quest givers and betraying your friends.
*Appearances from 5 daedric princes.
*The ability to build a medium sized city with architecture and features inspired by daedric, falmer, and dwemer cultures. Invite friends made during previous quests to live in the new city, and build it using funds that they've contributed, as well as some of your own.
*The option to form a romantic relationship with one of three characters: two female options and one male option.
What of this catches your eye the most? One thing that I haven't been able to gauge the difficulty of is how to manage to player relationships. I've already put a bit of work into the three love interests, but I'd like for the player to be able to develop friendships with a number of the NPCs added in this mod, rather than just making everyone friendly once you're famous and persuasive enough.
Originally, the Stranded Light included a guild guide system for the mages guild around Cyrodiil. I'll have to play the game before designing this, but I hope to include it in one of two ways: be just like Morrowind and allow access of all other guilds from any one of them (these guilds being college of whispers, most likely). The other option would be to only offer transportation within allied holds, having two different networks, and to possibly offer direct access to medium-sized cities rather than just the major 5.
Another thing to realize is that I haven't planned any interaction between this mod and other quests. That is something that I'd really like to include, and I'd like some feedback as far as how much interest there is for it, and how you might like to see it implemented. The main idea behind the 'good' guild is offering a safe place for those exiled from society. Due to its nature of being separated from mainstream society, it's likely that it will not have as many chances as other guilds to be really involved with other questlines. That being said, suggest away concerning what you'd like to see.