Project Scope

*Echoes* is teeming with possibilities. However, this mod can’t be everything that we could dream up, so we have set limits on the content that we intend to put out. If the project gains traction and community interest, we will consider additional content.

## Base Features

Barring any highly disruptive unforeseen circumstances, the following base features are confirmed in Echoes as of either the alpha or beta release.

***Echoes* will…**

* Integrate both new and updated environments.
* Include new takes on existing quests alongside new sequences/plotlines, with some rearrangement.
* Provide potential answers to existing plot gaps and discrepancies, with some believable deviations from the original story.
* Rework the existing radiant and city quest system.
* Expand some characters to make them more memorable.
* Allow for flexibility in moral choices, providing branching options up to a certain (identifiable) point.
* Integrate updated ways to locate Stones of Barenziah, such as receiving information about stone locations from informants.
* Integrate some artifacts, weapons, and armor from existing mods.
* Include new music, voice, and model assets as needed.
* Introduce a new Shadowmark (“safe stash”) that will be made available as a modder’s resource to mark safe storage.
* Allow for roleplaying that does not assume the player is the Dragonborn.
* Release for PC Special Edition.

## Proposed Features

All proposed features are likely, but currently require additional resources. In the interest of transparency, the features will remain unconfirmed until a working proof of concept has been reviewed.

***Echoes* may include...**

* Integrated ability to recruit new guild members.
* Automated completion of city quests based on the number of guild recruits, with the option to take on radiant jobs from guild notice boards.
* New vendor types (Status: Locksmiths and Moneylenders in draft).
* An optional currency module aiming to convert provided monetary loot to coin denominations/paper money options. (Status: Permission granted from various authors but is not included in the “minimum viable product”.)
* Legendary Edition & XBOX releases.
* A final, ultimate heist (design pending).
* Support for patches and translations on release.

## Cut/Out of Scope

Due to resource limitations, various features and options are currently not slated for release. This may change as the project evolves.

Within individual articles throughout this wiki, "cut content" comments denote that the feature has been removed, but has been kept in the article until it has been completely ruled out. Keeping the content in the wiki helps us as we review draft content, serves as a placeholder in the case that it is reinstated, or will perhaps even to encourage fans to let us know if we should prioritize a cut feature.

***Echoes* will not...**

* Build a new Thieves Guild plot from scratch.
* Include an extensive expansion of The Nightingales (although this may be a planned future release, the focus of *Echoes* is the Thieves Guild to keep it within reasonable scope)
* Make large changes to lore, with one exception (The Skeleton Key).
* Introduce city quests in Winterhold, Morthal, or Falkreath.
* Allow recruitment of every/any NPC.
* Add romancing options.
* Contain overtly sexual or questionable content.
* Include branching options after the climax of the main plot.
* Rework the mechanics of thieving, sneaking, or related spells.
* Expand Thieves Guild enterprises (smuggling and PG-rated brothels may be added in future projects).
* Release on PS4.

## Minimum Viable “Product”

In software development jargon, a minimum viable product is a release with enough features to attract early adopters and (in)validate design choices. Similarly, the alpha release of *Echoes* tentatively planned for November 2021 will be designed to obtain feedback to prepare for a beta release in 2022. The team is also considering standalone releases of the new environments/locations for pre-testing.

The shape of the minimum viable mod will depend on the assembled team but will likely consist of either a set of quests (such as the main quest or city quest(s)) or an alpha version of some features, such as guild member recruitment, radiant quest updates, or side quests. In general, features will be added/worked on in order from concrete to those currently out of scope, in order of priority.

News will be released when the shape of the alpha release is confirmed (news anticipated available in July 2021).

## Future Plans

This is the section where we get to say, “wouldn’t it be cool if…?”. Echoes is the first release of a parent project, *Shadows of Skyrim*, and will hopefully be integrated with the following add-ons or successors.

*Shadows of Skyrim* is a series of mods that combines, expands, integrates, and remasters existing content related to Skyrim’s shadowy underbelly, including the Thieves Guild, Dark Brotherhood, and other nefarious activities like skooma dealing. The design philosophy is to increase roleplaying opportunities and add complexity. Below are short descriptions of the next planned installments.

### Agents of the Evergloam - A Nightingale Faction Expansion

(Description coming soon!)

* Radiant Nightingale quests
* Ongoing defense of the Twilight Sepulcher
* Nightingale Sentinels as summoned allies and as interactable faction members
* Immersive upgrade of Nightingale weapons and armor using the Midnight Forge
* Final quest into a certain Daedric realm...

### The Call of the Cowl

If all goes well, one of the next releases following *Echoes* will be an add-on (already in development): a remaster of mannyGT’s *The Gray Cowl of Nocturnal*. The add-on will be integrated as part of late-game play, but with the Hammerfell environment accessible at any time. Talks are already underway with mod authors who have created content for the Hammerfell worldspaces.

### Darkness, My Brother

Also under development is a complementary project that aims to breathe more life into the Dark Brotherhood sanctuaries and integrate assassinations throughout the environments added by *Echoes*. Environments for this mod will likely be released as standalone overhauls prior to the full release.

### The Seamstress Guild (working title TBA)

Preliminary work has begun on this complementary quest mod.

As with other factions in Skyrim c. 4E 201, The Prostitutes Guild is experiencing internal turmoil - a schism between several Courtesan Houses as they clash over politics, religious affiliations, and coin. Stretched to the breaking point, the guild hasn't had enough influence or resources to prevent smaller, independent competition from cropping up. The most successful has been The Seamstress Guild, operating in Riften under the auspices of offering "tailoring services". The seamstresses are relatively agnostic, but enjoy a strong relationship with the Riften Prostitutes Guild House (House Nocturnal). There are also rumors of other seedy, predatory, or desperate practices springing up in the cracks wrought by the feud. As violence and darker intentions begin to take hold, the guild must resolve their differences or risk total disbandment.

*While some explicit themes are intrinsic to plots involving discussion of prostitution, this mod seeks to be PG-rated wherever possible. It focuses on the same storyline, quest structure, and character engagement as other Skyrim factions, with sexuality as a theme taken up in the context of Elder Scrolls lore. Sex acts are not the focus of the mod, and sex work is taken up in a complex and respectful tone.*