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SUGGESTIONS:

Quests & Lore

Refer MAIN QUEST for proposed main quest line.

 

LORE:

Relegating most of Tamriel's fantastic lore to short stories that many players will allow to gather digital dust on their bookshelves, does it something of a disservice, and is contrary to the Khajiit culture which relies on word of mouth and observation. The lore should be more organically woven into the events of the game through quests and knowledgeable characters. It should also be less reliable than in text format as it falls victim to "Khajiit whispers".

FACTIONS:

The traditional Guilds (Fighters, Mages, Thieves) have no presence as such in Anequina & Pelletine, but there do exist a number of militant factions, all with their own quests that contribute to the War. These factions vary in their ideologies and their methodologies. The northern militia (especially those in the north east) are increasingly in alignment with the Empire, believing the Void Nights and the assassination of the Mane to be the Dominion's doing. Those in the south largely fight for the Dominion and will act as antagonists to the player. The player needs to gradually turn the south against their Elven masters. Other groups are less interested in the war, and operate out of self interest.

The player may join the following factions:

  • Warriors: Those who train only the strongest into warriors for the War effort. As these groups are usually found in the northern kingdom of Anequina, they tend to align themselves with the Empire.

  • Mages: Battle mages who use their mastery over the arcane to help their cause. These largely southern groups have a strong Alfiq presence. Tend to align themselves with the Dominion.

  • Thieves: They steal assets and information to aid their cause. Some groups offer bonuses to agents who rely on stealth and speech over violence.

  • Assassins: adapted from the tenets of Sithis, they perform assassinations of key political figures. They have a powerful influence in the subterfuge of this war.

  • Pit Fighters: They turn captured slaves and political prisoners into battle-hardened fighters in underground arenas and often sell to the highest bidder. A seedier, less honourable and more violent version of Warrior militia.

  • War Profiteers: Bandits by another name, these ragtag groups ambush travellers on the road and even sack small settlements. They take residence in a particular cave or stronghold. Naturally, they are enemies of the law and of civilisation.

 

Most factions will set target attributes for the player or initiation quests. The player is assigned a quarters in the base of any group they join. By placing weapons, armour and healing items in a master chest within the stronghold, the player helps to strengthen their faction.

 Wearing the full armour set of a particular faction allows the player to pass unnoticed, provided you do not interact. Enemies of said faction will attack the player on sight.

 

JOURNAL:

Lore Appendices:

Once the player reads or hears new information about the lore of Tamriel, it is noted in the Journal's Appendix for reference, and the player gains some experience towards the Intellect attribute. The “Loremaster” Feat triggers the Deadric quest involving Hermaeus Mora and the Oghma Infinium.

QUEST NPCs:

The player will cross paths with quest-related characters on numerous occasions, as the quests become more interconnected. This allows for more meaningful interactions with a more focused group of characters, which also relates to disposition and marriage.

REBUILD A CITY:

Early in the story, Leyawiin is razed by the Thalmor. In concert with General Leonatis (who seeks to establish it as an Imperial fort), the player may reclaim the town and rebuild it. This acts as a more focused evolution of the settlement building in Fallout 4. There are numerous quests associated with the restoration of Leyawiin. A successful settlement will require the following:

 

Settlers: Naturally, you cannot have a settlement without settlers.

  • Convince families and other NPCs to join your settlement. You must have a high disposition with the NPC, perhaps after completing specific quests. Be mindful to bring people along who will put more into your settlement than they take out. Note the people you attract to your settlement have names and individuality.

  • Try to maintain balance between male and female settlers of compatible species. This will allow for new settlers to be born.

 

Food: Your people must be kept fed to maximise the efficiency of your settlement.

  • Plant vegetables and fruit trees, and maintain them with an equal or better water rating.

  • Create a barn for housing cattle to produce meat, hides and milk. Requires straw.

  • Attract hunters to your settlement, who will go further afield to gather meat and hides.

  • Attract fishers to your settlement, who will bring fish to your people.

 

Water: You must provide clean drinking and bathing water for your people.

  • Create wells and boreholes from stone, wood and rope.

  • Have villagers collect water from streams and rivers.

 

Defence: Attacks from the Thalmor and Renrijra Krin are a genuine threat to your settlement, as are attacks from "War Profiteers" and wild animals.

  • Equip the Imperial troops with quality weapons and armour. Boost their combat skills by hiring trainers.

  • Build strong defences around the borders of your settlement, such as stone fort walls and ramparts. Hire archers to man vantage points.

  • Build trebuchets, ballistas and traps.

 

Economy: You will soon need to establish a thriving economy in your settlement. Attract settlers who excel in a trade. For example:

  • Hunters increase the settlement's food rating, and boost the trade of furs.

  • Smiths and carpenters will improve your settlement's defence, as they will produce quality weapons and armour for the guards.

  • An experienced merchant will bring coin into your coffers from travelling traders.

  • A Woodsman will travel to collect wood for the settlement.

  • On the other hand, a ne'er-do-well will add nothing to your settlement and may need to be ejected, or reminded of his responsibility. Following on from this, the player can engage in a quest to turn around the fortunes of a former great warrior, who is now no more than a drunken wastrel following the death of his wife. Give him purpose, and his leadership skills will give a big boost to your settlement's defence.

  • Sell your loot to the traders of your settlement, who will in turn sell to the settlers and passers-by at a profit.

  • Establish trade routes with nearby settlements and passing trade caravans.

 

Shelter: Naturally, the player will need to provide roofs over the people's heads and beds in which to sleep. The player can collapse all manner of items into their base components with the correct crafting perks. The base elements for building a settlement are:

  • External Walls: can be erected in timber and rope, stone (especially for defence) or cob (a combination of soil and straw).

  • Internal Partitions: Are erected in timber, stone or cob.

  • Flooring: is created from timber boards or stone.

  • Roofing: is created in timber trusses, and straw or clay roofing materials.

  • Windows: created in glass and timber.

  • Foundations: can be provided by timber stilts or in stone.

  • Lighting: Candles may be purchased or created in oil and rope. The player can also create candelabras and lanterns with additional glass and metal.

  • Warmth: Fireplaces and chimneys can be built from stone.

  • Furniture & Decorations: Beds, tables, chairs, shelves, glassware, crockery etc, created in a wide variety of materials. Improves overall happiness.

  • Sculpting: The land can be graded with soil to better suit the needs of your people. Beware that houses can become flooded by rainwater if the land is poorly sculpted.

 

Building Materials:

  • Timber can be harvested from trees and existing wooden items.

  • Stone and clay are gathered from quarries.

  • Metal of varying materials can be formed in a smelter or created from existing metal materials.

  • Glass (not to be confused with Malachite) is created with sand in a furnace or from existing glass items.

  • Oil is excreted by insects and plants to form wax for candles.

  • Straw is gathered from certain crops as you harvest them.

 

Upholstery available for crafting / from a carpenter include:

  • Bed: Investing in a quality bed will provide a better experience bonus after rest.

  • Bookshelf: One can place all of their literature on a bookshelf at once, or sort the collection by alphabet, author, subject matter or value. Though there are limited visible spaces on a bookshelf, one can store an infinite amount of literature in it 'as a container'.

  • Chest, Desk, Mannequin Stand.

  • Display Cabinets: Now come in multiple sizes, from dagger to full body size and are wall mountable.

  • Wardrobe / dresser: Storage dedicated to clothing and armour allows the player to dress themselves in third-person preview.

TERRITORY:

“Territory” is the Imperial quest line, in which the terrain of Anequina & Pelletine itself becomes crucial in the Second Great War. The strength of the Empire versus the Dominion in Anequina & Pelletine is rated in War Assets: a score (available on the map after initiating the “Territory” quest line), that represents the territory and other strategic advantages one possesses over the other. Your actions will contribute to these scores. By helping the Empire gain territory through Capture, Acquisition and Neutralisation missions, you can help to swing the tide of the war.

 

Capture: This is achieved by clearing forts, ruins, strongholds and even entire settlements that represent an advantage to the Empire. General Leonatis will indicate nearby locations that he has earmarked for capture, though it is important to note the player is free to assault any location and then present it as a potential outpost to the General, who will send soldiers out to the location to claim it on your behalf. Some locations, such as particularly dank or cursed caverns, are unattractive strategically. Once the player has cleared out a hostile location desirable by the Empire, the location will be marked with a blue pin to indicate it is now under Imperial ownership. You will be paid by Leonatis from the MAP screen, rather than having to continually visit his stronghold. Liberating a certain amount of locations will raise your rank within the Legion.

 Note that as the player claims territory, certain locations on the opposite end of the map will begin to fall into enemy possession. Locations that are pinned in red belong to the Dominion and are guarded by Thalmor agents. These locations can be especially valuable to the Empire as a means of expanding territory while simultaneously weakening the Thalmor. These locations pay more and earn more towards a higher rank when cleared. The territory map also rests in Leonatis' Riverhold fort in canvas form.

 

Capturing cities: There are events perpetrated by the player that make towns and cities viable for conquest. The quest line “Climbing Khenarthi's Breath” sees the Mane's Ri-zeri reuniting the sixteen kingdoms of old. General Leonatis will only agree to sacking a city if the Empire possesses significant surrounding territory, and if the royal bloodline of that kingdom has been rediscovered, “The Empire did not become so through sheer force. We won the hearts and minds of each province, as well.” With the player leading the assault, the Imperial Legion will storm the city, slaying all Thalmor resistance. The royal bloodline is re-established. If the player has also performed enough Neutralisation missions within the relevant kingdom, its people will welcome the Empire as saviours from the Thalmor.

 

Acquisition: This is the act of procuring valuable assets. Imperial spies scout out locations that they believe contain assets of value to the Empire, or indeed the Dominion. Again, the player may find these items in an unrelated manner and present them to the General later. An old armoury may contain valuable weapons, or a cave could hold a mysterious magical artefact that, while of little use to the Imperial Legion, would deny the Dominion's battle mages a tactical advantage if procured first. These assets are not restricted to hostile locations, and could be acquired within city limits, while the Thalmor covertly attempt to eliminate the player.

 Interesting about the acquisition quests is they often represent a race against the Thalmor for the asset(s). If the player is assigned an acquisition quest and takes too long, the Empire may lose that asset to the Dominion. Similarly, the player and his or her assigned team of Imperial soldiers will likely meet Thalmor resistance within the stronghold and lose the asset if they act indecisively. Losing too many assets will see the player demoted in rank. The lost asset will be relocated deep into Thalmor territory, so the player can retrieve it (with much greater difficulty).

 

Neutralisation: This is the less glorious, but no doubt equally important side of warfare. Political cunning is key to winning the common sentiment of the people. The Thalmor are masters of assassinating key dissenters and are in turn, masters of anti-Imperial and anti-Mane spin. The Emperor has targeted a number of key political figures in Elsweyr for blackmail and assassination. These missions are strictly unofficial, and the player will not be aided by the Empire if discovered.

 Neutralisation missions often tie into capturing cities. Blackmailing or killing important figures within cities and replacing them with figures who espouse the opposite opinion can sway the minds of its population.

 

There is much money to made in these activities as a mercenary. If you have not sworn allegiance to the Empire you can clear out locations and present them to the General as potential outposts. The location's attractiveness (i.e.- its defensibility and how close it is to established territory) increases your reward.

 

Once the Empire owns 75% of the combined war assets score (after a certain number of quests), and at least twelve out of the sixteen kingdoms of old have been re-established, the Empire can launch a final attack on Torval- once the Mane's city-state but now firmly the Thalmor's main base of operations within Pelletine (refer MAIN QUEST).

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