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Tes4Mod:Werewolf - Legends of the North

Werewolf: Legends of the North



Description
'Werewolf - Legends of the North' is a story and character driven quest to seek out ancient Ayleid treasures and powerful items in the high northern regions of Cyrodiil. It introduces an entirely new and extremely aggressive species, the Lycanthrope, to the game and features all new, fully-voiced characters as part of the main storyline.


THE LYCANTHROPE SPECIES:

The 'Lycanthropes' are a race of werewolves that have infested the entire northern wilderness areas of Cyrodiil. Their natural habitat runs east to west across the entire northern hemisphere and high up into the frozen peaks of the Jerall mountains. 

This of course means that un-mounted or unaccompanied travel in these regions for a low-level character becomes effective suicide, as the creatures (which often hunt in packs) will persist in the assault and absolutely will not stop until the victim is slain. They are tough, fast and strong - and this is by design. I deliberately made this mod to be difficult and realistic (as far as that is possible with mythological creatures like werewolves, of course). The way to go is to try and avoid these creatures where possible, but if you really must enter into combat with them, be sure that your character is up to it!!

The Lycanthrope will not usually venture further south than the northernmost regions of Cyrodiil but as with everything in life, there are always rare exceptions and an odd rogue or two may possibly be sighted from time to time in more southern areas.

There are approximately 100 individual creatures scattered throughout the northern region, and these will re-spawn after 3 in-game days.

In addition to many lone wandering specimens, the creatures can sometimes be found in 'clans' where they have laid claim to an area and set up a family. Needless to say, these clans should be avoided at all costs by any sane traveller (insane gamers are another matter though!!).


THE LEGENDS:

For many years, the people of Tamriel have spoken of ancient legends concerning an exiled Ayleid ruler and his lost riches, yet few have known more than the occasional whispered tale or muttered rumour. Somewhere in Cyrodiil lies the truth and it is up to the player to discover it.


Patches/Addons
A patch for Better Cities is available here.


Notes
Tes4Mod:Windfall

Windfall



Description
Windfall is a large adventure or quest mod where the player’s actions and choices help determine the course and outcome of the stories. To complete the mod, a player will play through a minimum of 38 quests and a maximum of 52 quests. Windfall does require a player to figure some things out on their own. Except for the initial quest, no quest markers are used. If that isn’t your style of play, then you should skip this mod.

To start the mod simply go to the Imperial City’s Market District. Windfall will come to you.

The mod is designed so you can play straight from the starter dungeon, which is how it was tested. It should scale to you character if you use a higher level character, with some exceptions, most notably the rewards. If you use a mod that alters or slows the leveling system, you may want to get a few levels on your character before beginning the mod.


Patches/Addons
 

Notes
Tes4Mod:Woodland Rangers

Woodland Rangers



Description
Adds the Woodland Rangers to Tamriel. They are a Faction dedicated to enforcing the wilderness and explore the deep depths of Tamriel. This includes 2 new armors, new sword, and unquie creatures to the game. The Rangers have thier own Questline and are a joinable faction. You will protect Tamriel's forest and its citizens from many different threats that somehow connect with each other.


Patches/Addons
 

Notes
Tes4Mod:Wyverex's Runes

Wyverex's Runes



Description
This mod adds 32 Rune stones to Oblivion. These stones will give you a boost to your stats and skills. Theres a stone for every stat, skill, and there is also three stones the recharge your health, magicka, and fatigue. To use these rune you simply need to carry them in your inventory. Rune abilities do stack, so there's a good reason to have more then one of the same type. The runes are added to 25+ leveled lists so they will appear randomly.


Patches/Addons
 

Notes
Tes4Mod:Xekef

Xekef



Description
Xekef is a quest mod with voice-acting that plays in the ruins of Xekef. The playing time is approximately between 2-4 hours, during which time you will walk through the ruins, consisting of 14 cells.

Xekef is an ancient ruin located on the Shivering Isles, southeast of the gates of insanity. The residents of Dementia do not seem to know much more about them. Some say that there are unimaginably huge treasures there, that Sheogorath's madness itself has found its way there, and still others say that it is a place where you die sooner or later. There are only rumors about the ruin, because most of those who traveled there to explore it, never came came back. When they did, they were not the same people as before.

You should be at least level 20 before you go to Xekef; also you should not use magic light or infrared vision. In addition, you should take no companions.


Patches/Addons
 

Notes
Tes4Mod:Zwei Tropfen Blut

Zwei Tropfen Blut (Two Drops of Blood)



Description
Two drops of blood is a quest mod on which one is on an endless search for something that you do not even know to look for it. And it could affect the history of Tamriel - even decisively!

To get to the island cabin, in which the story begins, look for an Orc in the Arboretum District of the Imperial City. You will receive a message from Chancellor Ocato when you pick up the dragon armor after the main quest. Should you not (yet) have the armor, info is in the release thread about this. On the island, people are still missing...


Patches/Addons
 

Notes
Tes4Mod:Order of the Dragon/A Knight in the Dark

Walkthrough
(Initial part of the walkthrough pending.)

Once you've returned the claymore back to the treasury, the quest will be marked complete. If you want to improve the claymore's power, you can search for the 20 lost treasures of the Order, which are scattered all over Mephala's realm and beyond. They are:

'''Arch-Xivilai's Sword: Wielded by the Arch-Xivilai.
Bone Wolf Statuette:''' On the throne in the great hall in Helgarth's home village in Skyrim.
Bust of Boethia: On a table in the vampire's lair under The Gentle Caress.
'''Bust of Clavicus' Masque: In an alcove beside a dead skeleton on the upper level of a desert tomb.
Dragon Scale:''' In a hidden treasure chamber in the Great Pyramid, King's Chamber. 
Four-Faced Statuette: On a pedestal on the upper floor of the Oasis Fortress treasure house.
Golden Chalice: On a pedestal in the treasure chamber of the Secret Ruins.
Golden Dragon Statue: In the throne room of the Coastal Fort.
Golden Horse Statuette: In the Hidden Bandit Camp.
Golden Knight Statuette: On a table in a hidden chamber (behind the fountain on the second floor) of a town house across the street from Velvet Fulfillment in Kathar.
Jastorfol: Stuck in the floor in a Desert Tomb.
Jewelled Box: At the lower end of the Temple of the Four Pillars.
Soulblade: Behind a secret panel in the Temple of Am'nan (see Tachlan's Fate).
Magnificent Painting: In a storeroom in the Order Castle Catacombs.
Old Codex of Honor: On a stone in Delosi's lair in the High Temple of Ash'uhn. 
Picture of Tyrfing: On a pedestal in the Sphinx.
Purple Carpet: In a cage on the upper level of a pyramid in the Akka'an valley. 
'''Torn's Sword:''' Behind a secret door in the Order's Crypt (it's an alcove with a skeleton in it).
Two-Faced Statuette: In an alcove in the west wall of the southernmost room in the sixth zone of the Order's Crypt.
Tyrfing Replica: On the floor in a lost desert tomb (it's not an interior; the tomb is located in cell -9,5).

Journal Entries
Tes4Mod:Order of the Dragon/A Letter From the Deep

Walkthrough
If you happen to have Relius as a companion when you go delving into the crypts below the Order Castle, he'll ask you to keep an eye out for "lyrical texts". There isn't much that fits that description, but you may run across a scroll titled A Knight's Poem hidden in a sarcophagus alongside the skeleton of its owner. Take it back to Relius to complete the quest.

Journal Entries
Tes4Mod:Order of the Dragon/A Rebel's Journal

[The journal belonged to a rebel who apparently lurked in the unused portion of the sewers and watched the activities in the manor. He kept everything concrete here, from the guards' patrols to the amount of tobacco that Thoralf stuffed in his pipe.

The writer's identity is unknown, but you think that it is the assassin, because the writing is hasty and spidery. That would fit, at least.]
Tes4Mod:Order of the Dragon/A Tame Animal

Walkthrough
This quest starts when you find a journal in one of the houses in Sula. Go to the cemetery, and you'll find a white guar there. You'll have to give it 10 bottles of water and find a special bone (which is nearby on one of the graves) before you can gain its trust, but once you do, it loyally serves as a mount.

Journal Entries
Tes4Mod:Order of the Dragon/Abandoned Oasis

It consists of three stone buildings (two of which are partially buried and inaccessible), a small pool of water, and a trader's tent where the merchant Berel Sendala has set up shop. The largest building is also partially buried, but a door on the second floor is unblocked and allows access to the interior; there is little of interest inside besides a few containers with random loot and a levelled random creature.
Tes4Mod:Order of the Dragon/About Corpses II

Volume Two: Preparing a Skeletonized Corpse

If a skeleton servant is awakened, it is extremely important that the body of the skeleton is complete. If the skeleton lacks key bones, the results can be devastating. You should only try to raise skeletons when you can be sure that all, or nearly all, bones are present.

Although the magic used is to arrange the bones of the skeleton in the correct order, skeletons can be significantly enhanced if a joint support is added. The most common supports are leather straps that bind the bones more tightly together. Some experts also suggest metal nails between the joints, which, while more expensive and time consuming, secures the servant's weakest points. The details are not important, because even a layman can significantly strengthen a skeleton. Only practice will reveal the best methods to reinforce a skeleton servant. Laypeople often make the mistake of tying the bones together, and thus restrict the skeleton's freedom of movement, which makes the servant useless. And again, only practice can give the necessary experience in this matter. Still, it's better to try solid bonds. They can also be relaxed at a later time.

Another word to the student: While most undead can be raised again and again, skeletons are often damaged in a way that makes a reawakening impossible. This is another reason why special attention is required for a skeleton's preparation. Too many young Necromancers raise every skeleton they see with little or no preparation. Considering the difficulty getting dead bodies, this type of incompetence cannot be tolerated.
Tes4Mod:Order of the Dragon/About Corpses III

Volume Three: The Fresh Corpse

Fresh and decayed corpses are those who still have some meat on the bones. If the decay process is advanced, or if a skeleton servant is desired instead, puts one's body near a coast or in a swamp or marsh. Animals are a necromancer's the greatest ally when it comes to removing the flesh from a corpse. The mud crabs of Morrowind can nibble a corpse to the bone within a few days. Smaller crabs in other provinces do the same thing within a few weeks.

If you wish to create a zombie servant, you just have to bring the body to a suitable place and perform the appropriate rituals. However, here is some advice that a young necromancer will find helpful. For example, a decayed servant can be awakened many times, even if he was mutilated by those who do not appreciate our art. If one of our servants should find an unhappy end, you can bring the servant back, if you carefully collect as many of his limbs as you find you can, bind his bones together with leather straps and sew the meat (if it is not too decayed) with gut strings. Your servant is indeed weaker if you do this, but with care and caution, you can summon a zombie several dozen more times.

Nevertheless, the creation of a zombie is a method that is better left to lazy or desperate practitioners. With just a little more time and effort, it is possible to create a much more useful mummified servant.

The first step to creating a mummified servant is to soak the decaying corpse in a bath of salts or baking soda for at least one month. This will stop the body's process of decay, and if the corpse is still fresh, the salt will also eliminate the unpleasant odor. In a humid climate, as in Argonia or Thras, you probably need more salt, if the body has absorbed too much liquid. Some necromancers remove the vital organs before or after this procedure, but I've never found a practical use in it.

The next step is to wrap the servant in cloth or sheets. This will continue to preserve the body from decay and when the operation is complete, it will offer it some protection. Do not worry if the body is too stiff or dried-up to appear to be a useful servant, as the proper rituals infuse the mummified body with enough strength that it is incapable of moving itself. Much more important is that you now have a stronger servant who will follow your commands with more independence and intellect.
Tes4Mod:Order of the Dragon/About Mephala's Assistants

Introduction

"No Blood No Sand" is known as far more than just a phrase that finds use by the faithful beyond the world of the great Lord.

It has a core of truth. 

A core, to which we will devote our attention now:

Of the three which call themselves Mephala's agents, the first mentioned is Skent.

Skent (Mephala's Tongue), is evident in the stories as a nimble liar and crook who persuades mortals to give their lives in exchange for their happiness.

He appears in various guises (see also: The sinking of the Na'bit) and elicits thirst for knowledge (as in the parable of the Abadan druids) or daring fools (the Thorgalf narrative) a promise from which to pay the debtor ultimately with death.

He is also considered Mephala's bait which appears where the Lord of the Threads acts on lives to organize the threads of fate again. 
Rarely, however, someone survives the encounter with the Skent, who seems a master of all the questions and master of all words by many to be too tempting rather than taking a chance on a weighty answer.

The second is known to us as Anaydayama, 'The White Sand' and Mephala's vengeance demon. The demon appears in stories, legends and tales as a storm of sharp ivory splinters of the soul and pulls flesh from the bones of mortals (see also the sinking of the Mepahalist ruins). 
 
In other stories, Anaydayama emerges as a storm of shell splinters. It is not sure which is now the vengeance demon's true form, but it is sure that the storm is caused by an enraged Lord of the Threads and the fate of mortals.

In this way is Anaydayama directed, without regret and without distinction.

The third creature of Mephala's mentioned is the 'Lady of the Threads'. As guardian of Mephala's dead world, she sucks the souls of mortals to hand them over to the thread-master.

Her true form is considered controversial, even if it is (see The Death of the Small Elephants), presented as cruel spider creature, it is also vigilant in Mephala's realm of the dead and doesn't go out among mortals.

Nevertheless, the superstitious belief remains in the 'Crawler' that always woos Mephala's favor and the night itself goes on sleeping.

True cases of mortals who lost their soul in a dream, but we are not familiar.

Under the circumstances, it remains to assume that the 'Mistress of the Threads' never leaves her empire.
Tes4Mod:Order of the Dragon/Adhelene

Adhelene is an Imperial commoner who lives in Skingrad. Relius Curio has a crush on her and has been courting her, with mixed results. At first, he wants you to deliver a love letter to her, which she ignores; later, you have to set up a rendezvous between them (the result of which remains uncertain).

She wears a green brocade doublet, green velvet skirt, and green velvet shoes, along with ebony diamond and ebony emerald rings and a jeweled amulet.
 
Related Quests
Tes4Mod:Order of the Dragon/Admittance

Walkthrough
Go to the Assassin Castle and talk to the guard at the gate named Seldith Fayvales. He'll deny you entry, but your journal will suggest talking to someone in Kathar. Seek out Relsav Andor, the owner of Andor's Hostel. He'll tell you that Seldith has a moon sugar addiction; bring the guard some, and he'll let you in.

Once you bring the moon sugar, Seldith will tell you that you'll need an Assassin robe (this isn't him making you jump through hoops - this is guild rules). Luckily, he knows someone who happens to have one - Salacia Malev. Acquire the robe, then return to Seldith. 

He'll give you one final task: Light the torches on the road to the castle every night for the next three nights. Easy enough; all you have to do is ensure they're lit at dusk each night. Once you do that, he'll grant you admittance to the castle.

After that, seek out Typhola in the Great Hall and talk to her; she'll induct you into the order.

Journal Entries
Tes4Mod:Order of the Dragon/Akka'an Pyramid 2

It has a single statue to one side of the entrance (there used to be another one, but it was carted off or destroyed long ago). The door remains sealed unless you've acquired a stone tablet from the Hidden Temple.


Related Quests
 


Exterior
The exterior is located at coordinates: ODDDesert01 5,-1
This location does not have a map marker.


Zone 1: Akka'an Pyramid
The entrance leads into a small room with no exits. A low bier sits in the middle of the room, and a pair of unlit braziers stand near the far wall; a third sits in the corner, and a large urn sits in the opposite corner. Activate the third brazier, and it will rotate; the other two will light up, and the bier will move aside, revealing a gap in the floor that leads to a room below with a skeleton. Drop down, grab the shovel (if you don't already have one) then take the exit and follow the passage downward. You'll come to an intersection; go straight ahead into a small room, where you'll find a second stone tablet (you'll need this for the quest Center of the Desert). Go back to the intersection and take the other passage, avoiding the two spiked floor traps; this leads up to an exit that's been blocked with sand. You'll need a shovel here; activate the sand, and you'll get a prompt asking if you want to dig. If you choose to dig, you'll get a new message: "That will probably take a while." And it will - a minute or two, at least. Be patient, and the sand will eventually disappear and you can leave.
Tes4Mod:Order of the Dragon/Akka'an Pyramid 3

Access to this pyramid is barred unless you've acquired a Stone tablet from another Akka'an Pyramid (if you have the right one, you'll be able to place it here).


Related Quests
 


Exterior
The exterior is located at coordinates: ODDDesert01 -3,-1
This location does not have a map marker.


Zone 1: Pyramid of Akka'an
The entrance leads straight to a room with a spike trap in the floor and four buttons on the walls. The trap won't go off unless you hit the wrong button, so the proper order is (standing in front of the entrance, facing in): Far left, near right, near left, far right. If you get it right, the opposite wall will disappear, revealing a natural tunnel sloping downward. Follow this down to a room with a mummy on a bier. The mummy holds a stone tablet; take it, then hit the switches in both walls flanking the entrance (they're behind the pillars). This will open a secret door back the way you came, and raise a set of steps to reach it. This door leads to a small room with an altar; you'll find a couple pelts and an urn full of loot.
Tes4Mod:Order of the Dragon/Akka'an Pyramid 4

Access to this pyramid is barred unless you've acquired a Stone tablet from another Akka'an Pyramid (if you have the right one, you'll be able to place it here).


Related Quests
 


Exterior
The exterior is located at coordinates: ODDDesert01
This location does not have a map marker.


Zone 1: Pyramid of Akka'an
The entrance leads to a small room with a grate in the floor and an altar opposite the entrance. The grate is rusty and will fall if you step on it; the altar holds a legendary healing potion. Since the grate is the only way out, you'll have to drop down the shaft (it's not far) to a low passage below. Right before the ramp, there's a trap in the middle of the hall - the floor will open up, dropping you down another shaft to a lower set of rooms (more on that later).

There's another passage that slopes downward from here, but you can safely ignore it, unless you really want to explore everywhere.
The ramp ends at a T-intersection. Don't bother going right - it leads to an empty room with a trap in it. The left-hand passage goes to another room with a spider and an urn of loot.

At this point, you can go straight the low hall or (if you're feeling adventurous) you can return to the top of the ramp and activate the trap. Drop down the shaft (again, it's not far) and go forward until you reach a pair of doors and a switch on the wall. The switch opens the door to the left, which opens into a passage that leads back up to the low hallway. The other door opens (somehow?), leading to a large room with a sunken area containing spiders. The door closes behind you, so you'll have to go down into the pit and trigger a stone plate to open the door, then hit a switch to raise the stairs to get out.

You'll have to deal with various spiders before you reach a large, long room lined with pillars. The far end of the room has a chasm with water at the bottom; a narrow bridge reaches across it to a dais on the other side. Don't worry about falling in - there are collision boxes here preventing that. A lich will appear on the far end of the bridge. Kill it, and a gem will appear on the alar, and a stone door behind it will open. Cross the bridge, grab the stone tablet on the altar (along with the other items), and go through the door.

Follow the passage up (you'll have to deal with one undead spawn along the way) until you come to a low pillar. Place the Extra Large Diamond you found on the altar here; this will open the ceiling at the top of the ramp, allowing you to leave.