Err, first, sorry for the repost. I put this post in the preceding thread, and intended to add links and sources, but I can't edit it anymore as the fifth thread has now been closed.
So here it is, with links to relevant sources. Hello there! My exams ended, so I finally could delve into Skyrim as much as I wanted. As a result, I thought I would post an updated list of DLC suggestions so here it is.
I tried not to get too precise -- probably I failed. I don't want to suggest whole, precise storylines, just to indicate the avenues I would love to see being explored through DLCs, Skyrim updates and DLC updates.
I also tried to put my ideas in a more systematic way as usual, in hope that the key points and possible links between the ideas will appear with more clarity. However, I fear that a side result is to express them with less litteracy, in a probably less enjoyable way, making the list maybe tedious to read. If it is indeed the case, I am sorry for this. Actually, the gathering of my ideas into some rubric is quite artificial, as it is merely a way to tie them up...
I haven't played Dawnguard yet, so maybe there is stuff here which would be redundant with what happened in the first DLC
The Sea of Ghosts -- An offshore DLCDescription of the DLCThis DLC would take place in the Sea of Ghosts, adding some islands and many underwater areas. Its main focus would be both the consequences of some exploratory missions aiming at finding
Roscrea and the possible recovery of the
Dreughs' lost civilization (which could be allowed by Vivec's disappearance). Some plot revolving around necromancy could also be featured on the Island of http://uesp.net/wiki/Lore:The_Exodus.
As the Dreughs lived in the so-called
Castles of Glass and Coral, and as http://uesp.net/wiki/Skyrim:Yngol_Barrow has been sealed by the Coral claw, it is possible that the http://uesp.net/wiki/Skyrim:Yngol_and_the_Sea-Ghosts, and probably gave its name to the Sea of Ghosts, are related to Dreughs : maybe the claw was made with material found on the defeated murderers as a way to celebrate the successful revenge or to mock them. Well, Sloads use coral too, but they live far away from Skyrim, while Dreughs are much closer.
The possible link between Dreughs and
Sea-Ghosts, and their possible role in the
Great Collapse could be explored. It could also be an opportunity to discover who or what Hsaarik was.
Seth lived in the Castles of Glass and Coral, where he built the http://uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_36, some Dreugh-like amphibious war-machines inspired by the Dwemer animunculi. Maybe he wasn't http://uesp.net/wiki/Lore:Great_Houses#House_Sotha of the
House Sotha (of course, this is purely hypothetic). In case he was followed down here by other members of his House, then visiting the underwater Castles could be an opportunity to discover more about the lost House -- moreover, if the Dunmers (or unchanged Chimers?) have been forced into hiding underwater for such a long time, and given http://uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_1, then they possibly evolved into a new race.
Besides, the Dreughs are referred to as "http://uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_28" in the Lessons of Vivec. If they are indeed Mers, then the Thalmor could be interested in them. Given their hate for Talos, the Thalmor could similarly be very interested in Tiber Septim's personal Graveyard, which is supposedly located on
Olenveld.
Finally, as nothing is known of http://uesp.net/wiki/Lore:Roscrea, except that it exists, the Devs are totally free to imagine whatever they want on it.

Maybe some members of the
Ice Tribes, http://uesp.net/wiki/Dawnstar:Quest_Walkthrough, could live there? With a Gehenoth? Maybe it could be an opportunity to meet an emperor crab?
Environmental and graphic enhancements:Addition of waves. The Sea of Ghost seems so quiet. It would be so epic if when there are storms you could see huge waves shattering on the rocks behind Solitude and Winterhold. It would also make the shore more hazardous.
Fast-growing http://www.youtube.com/watch?v=lAupJzH31tc. They would pose a threat to the player in some underwater areas.
Gameplay additions:Underwater combat. Beause wielding a dagger while swimming should not be so difficult.
Underwater magic and Thu'ums. Some spells or Shouts should be unusable underwater while some spells or Shouts should be usable underwater only.
Functional boats. Maybe the player could own some boat and enhance it? And use some boats to fast-travel between havens, or to travel accross the seas.
The Starfrost Spell, which focuses the power of elemental winter through the caster and has been used to save Dawnstar.
A ghostly forge on Olenveld, allowing to forge and temper ectoplasmic armors and weapons like Ghostblade, Drainheart swords, Drainblood battleaxes and Drainspell bows.
Use of coral and nacre in crafting.
Places added:Roscrea. An Island in the Sea of Ghosts.
Olenveld. A concealed Island on the Sea of Ghosts, which was the personal graveyard of Tiber Septim.
The Castles of Glass and Coral. Underwater city, home of the Dreughs.
Creatures added:Dreughs.
Land Dreughs.
Sea-Ghosts. (Maybe related to the bouncing light balls living in Yngol's barrow?)
Lamiae.
Medusae.
Small Slaughterfish.
Blind Slaughterfish.
Electric Slaughterfish. (Blind and Electric slaughterfish are mentioned in Morrowind by http://uesp.net/wiki/Morrowind:Briring, a Nord who lives in the Skyrim Mission in Ebonheart)
Clockwork Dreughs.
Homunculi.
Fabricants.
http://uesp.net/wiki/Skyrim:Opusculus_Lamae_Bal
Ice tribes.
http://uesp.net/wiki/Lore:Gehenoth#Gehenoth
Marine Dragons.
Whales.
Krakens.
Narwhals. (Sheogorath mentions them -- and of course, He is a reliable source)
Various sea fish.
Possibly, sharks and were-sharks, though if I had to chose between wereshark and werebear, I don't hesitate and pick the bears.
Why not woolly rhinos, tougher than mammoths, on Roscrea? And what about snow lions?
Factions possibly added:Seafarer's guild (focused on exploration)
Pirate fleet
East Empire Company
Imperial, Stormcloak and Thalmor fleets.
Some Dreugh factions
Maybe some faction related to the Great House Sotha in the Castles of Glass and Coral
A necromancers' faction on Olenveld
Orsinium and Dragonstar -- The rise of the Pariah and the Orichalc TowerDescription of the DLC:This DLC would focus on the Pariah people who live in Western Skyrim, that is, mainly, the
Orcs and Forsworns, and on their attempts to recover their homelands -- and maybe on the forging of an alliance between them. Among the new places added by the DLC, one could find several lands in the western Skyrim, already disputed during the http://uesp.net/wiki/Lore:War_of_the_Bend%27r-mahk#The_War_of_the_Bend.27r-mahk, the cities of Elinhir, Jehanna and
Dragonstar, Orsinium, the borderline town of http://uesp.net/wiki/Shadowkey:Places, inhabitted by a peaceful tribe of Goblins and maybe some chunks of the
Crypt of Hearts.
The Forsworns would be joinable, and would attempt to take Markarth, Karthwasten, Jehanna and Dragonstar. It would be nice to discover the Oath that has been broken by the Reachmen -- the origin of their name : Forsworn. I guess that somehow, it has something to do with their allegiance to Hagravens and the birth of Briarhearts. As Hagravens and Spriggans are ennemies, maybe the regaining of the Reach could be achieved by the Forsworn through the restoring of an
ancient pact made with the Spriggans? Given the intimate link between Spriggans and bears, it might also be an opportunity to introduce
werebears (as the Reachmen's defenders?). It would also be nice to learn more about
the Reachmen's Ancient Gods. Maybe to do some quests for them and obtain artifacts.
If Spriggans become important, then it would also be an opportunity to meet the http://uesp.net/wiki/Lore:Gardtide#Gardtide called
Druagaa. The similarity of the names "Druagaa" and "http://uesp.net/wiki/Skyrim:Druadach_Mountains" might be a clue that the Reachmen are somehow linked to this Deity. It would also be an opportunity to add the http://uesp.net/wiki/Skyrim:Briarheart_Geis#Briarheart_Geis, mentioned in game files, but not present within the game.
We know nothing, so far, about the
Orichalc Tower. But we discovered in Skyrim that Orcs use http://uesp.net/wiki/Lore:Orichalc to craft their weapons and armors. We know that
Diagna, who brought Orichalc to the Yokudans, http://uesp.net/wiki/Lore:Diagna#Diagna. Maybe the DLC could allow us to know more about the http://uesp.net/wiki/Lore:Goblin-ken of Orsinium, the
Goblin-ken, and unveil details about the links between Orichalcum, Diagna, the Orichalc Tower, Orsinium, the Orcs, the Goblin-ken and Malacath? It would be nice to try to restore
Trinimac, too. We could also meet Altmer slave traders, who lead raids to capture people of the Goblin-ken.
Some quests could also revolve around
Mauloch.
In the Crypt of Hearts, a new http://uesp.net/wiki/Lore:Umbra%27_Keth#Umbra.27_Keth could have been spawned by the civil war in Skyrim. This would be an opportunity to learn more about
Shadow Magic.
It would also be an opportunity to discover how the War with the Aldmeri Dominion affected the Redguards.
Gameplay enhancement :Addition of http://uesp.net/wiki/Lore:Shadow_Magic and Penumbric weapons
A Penumbric forge
A werebear perk tree
Ability to hire Goblins, Ogres, Gremlins.
New random encounters : http://uesp.net/wiki/Oblivion:Adventurer (once Orsinium is rebuilt) -- Some of them could carry lesser artifacts from previous games, like http://uesp.net/wiki/Oblivion:Hrormir%27s_Icestaff
Use of wood and bark -- especially the ones of the Ironwood trees -- in crafting
Places added :Areas in the west of Skyrim covering the places disputed during the War of the Bend'r-mahk.
Some chunks of the Dragontail Mountains.
Elinhir.
Jehanna.
http://uesp.net/wiki/Lore:Dragonstar
Snowline.
The Fearfrost Caverns. (Home to a peaceful tribe of Goblins)
The Wrothgarian.
Orsinium.
Some parts of the http://uesp.net/wiki/Lore:Crypt_of_Hearts.
Creatures and plants added :Goblin-ken : Goblins, Gremlins, Ogres.
http://uesp.net/wiki/Lore:On_Lycanthropy
http://uesp.net/wiki/Lore:Herne_%28creature%29#Herne
Umbra' Keth
Giant centipedes (the ones that Goblin-ken once herded near the Old H'roldan -- in case it isn't already the chaurus)
http://uesp.net/wiki/Lore:Special_Flora_of_Tamriel (possibly related to Spriggans)
Apple trees -- where do all these apples come from?
Factions possibly added :The Forsworns
The cult of Druagaa
The cult of the Ancient Gods
An Orsinium brotherhood
The Silver Hand (made joinable)
Some faction in Dragonstar
The Order of Diagna
A faction of Shadow Mages
Morrowind and Solstheim -- A new Spring for Dunmers and Falmers.Description of the DLC:This DLC would focus on the
Dunmers, and would let us discover how their society evolved
after the Red Year and their fall. Maybe we could help them rebuilding some parts of their nation.
Spoiler Maybe we could help Brand-Shei rebuilding his House?
A return of the
Morag Tong or the
Bal Molagmer would be nice as well.
The DLC would also unveil more about the Falmers, and let us find the
Spear of the Snow Prince, and could provide an opportunity to heal the Falmers and rid them from their curse.
As there would be a surge in the Falmers' power, maybe the Nords would get back to their faith into
Sai, http://uesp.net/wiki/Lore:Sai. Some quests could revolve around Sai and his friend, Grellan, and maybe his daughter.
It would be an opportunity to discover the link between Alduin and
Thartaag http://uesp.net/wiki/Lore:The_Story_of_Aevar_Stone-Singer.
Finally, it would allow us to explore
Umbriel.
Gameplay enhancements :Addition of Spears. (If the Hernes have already been added, some of them now wield spears.)
Jousting
Horse armors (Yes! We need 'em!)
New ores : Stalhrim and Adamantium
Netch leather and shalk chitin
Being able to hire Falmers.
Sai-related bonus obtained by sparing wolves.
Places possibly added:Western Morrowind.
Blacklight.
Solstheim.
Umbriel.
Creatures possibly added :Rieklins
Tusked Bristleback
Grahls
Snow Wolves
Ravens
Nix Hounds, Wild Nix Hounds
Shalks
Some creatures from Morrowind
The various creatures which live in Umbriel.
Factions possibly added :East Empire Company
Various Dunmer factions
Morag Tong
The Skaal
Berserkers (and possibly http://fr.wikipedia.org/wiki/Berserk)
http://uesp.net/wiki/Bloodmoon:Fryse_Hag
http://uesp.net/wiki/Bloodmoon:Reaver
Sai cult
Bromjunaar and Heldon -- The Maze of Time and the Breath of KyneDescription of the DLC :This DLC would be focused on
time travels and on
Morihaus and his links with the Thu'um. It would add several places in the Jerall mountains and allow us to see Bromjunaar and Wintehold in their former glories, to meet
Numinex,
Shalidor and
Konahrik, as well as the eight Dragon Priests before they became liches. By discovering http://uesp.net/wiki/Lore:Shalidor#Shalidor with his magic, the player could be able to rebuild it. We would also unveil the secrets of the http://uesp.net/wiki/Skyrim:Hired_Thug%27s_Missive.
The player could also be able to do some quests for the
nine totemic deities http://www.uesp.net/wiki/Skyrim:The_Dragon_War.
The DLC would allow us to discover
how Pelinal was sent back in time, and why he missed the blessing of Talos (maybe due to an intervention of the Thalmor?), how he met Morihaus. It would also add the http://www.uesp.net/wiki/Skyrim:The_Song_of_Pelinal,_v4 of
Heldon, in which clues could be found on how the Ayleids interacted with the Falmers, and how http://www.uesp.net/wiki/Skyrim:The_Adabal-a the
Men-of-'kreath to Cyrod. I think that 'kreath is an http://en.wikipedia.org/wiki/Apheresis_%28linguistics%29 for Falkreath. We would discover new lore about those Men-of-'kreath.
We could also discover more about
the Insect God reverred by Nilichi, the Ayleid Flower King - who possibly sponsored raids in the Falkreath Hold, which was once part of Cyrod, to capture and enslave some Men-of-'kreath. Maybe we could even visit this god's realm.
As the Ayleids seem to have considered the light as very important, one could also investigate the possible links between them and
whisps. It might be an opportunity to discover more backstory about the
Pale Lady, the Pale Blade and the Frostmere Crypt.
Some intelligent
Minotaurs who serve http://www.uesp.net/wiki/Lore:Morihaus#Morihaus could be encountered, providing new pieces of information about
Belharza the Man-Bull, http://www.uesp.net/wiki/Lore:Alessian_Empire of the Alessian dynasty.
It might also be an opportunity to witness the sack of Windhelm by
Ada'Soom Dir-Kamal's troops.
We might also discover who built
the Skyforge and the Lunar forge, and the possible links between them.
We could also witness
the building of Ancient strongholds through use of powerful telekinesis, as is depicted in Adam Adamowicz's wonderful work:
http://www.flickr.com/photos/47857688@N08/6877573627/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877574125/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877574457/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877574807/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877575277/in/set-72157629321466509/lightbox/
and thus we could see some terrifying scenes like this one:
http://www.flickr.com/photos/47857688@N08/6877576227/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877576675/in/set-72157629321466509/lightbox/
http://www.flickr.com/photos/47857688@N08/6877577027/in/set-72157629321466509/lightbox/
Gameplay additions :A flow backwards shout. You moan every time you have to reload a save because your favourite NPC has been killed? With this shout, you can travel back in time by 10 seconds. Of course, such a shout should have a very long cool down time.
Powerful telekinesis.
A Way of the Voice perk tree, the perks of which require Dragon souls to be unlocked. I want to do something with all those souls...
A new, very powerful version of the Ayleid spell called "Fingers of the Mountain".
New ores : http://uesp.net/wiki/Lore:Magic_from_the_Sky, which can be used to craft weapons and armors at an Ayleid forge. Mythril.
Welkynd and Varla Stones. Ayleid lamps (never-extinguishing lightsources).
Being able to hire Minotaurs.
Falconry (There were falconners in Heldon)
Places possibly added:Some places in the Jerall Mountains : Cloud Top, The Pale Pass, Heldon, http://uesp.net/wiki/Lore:Knightfall, http://uesp.net/wiki/Lore:Pocket_Guide_to_the_Empire,_1st_Edition/Skyrim (built with huge blocks of porphyry), the Cloud Ruler Temple, Bruma, Rielle.
The Insect God's Hive.
Some places of Skyrim as they were in the past, or some places which don't exist anymore : Amber Guard, Black Moor, Bromjunaar, Darkwood, Dragonwood, Dunpar Wall, Frostheim, Granite Hill, Helarchen Creek, Hillgrund's Steadings, Hsaarik Head, Lainalten, Laintar Dale, Nimalten, North Creek, Oakwood, Reach Corigate, Vernim Wood.
Restored Winterhold.
Creatures and plants possibly addedSnakes, Owls and Whales (they were worshipped by Ysgramor's Nedes)
Minotaurs
Men-of-'kreath
Mountain lions
Imps in the Jerall Mountains (they could have built a citadel somewhere?)
Inhabitants of the Hive of Nilichi's God : possibly http://www.imperial-library.info/content/caitiff, Elytras and enslaved Men-of-Ge. Hopefully new creatures. Maybe Chitin Atronachs?
http://uesp.net/wiki/Skyrim:The_Nirnroot_Missive (in the past)
Some Snow Demons from Kamal.
Factions possibly added :Ancient Nede Cults
Some factions related to Men-of-'kreath
Some factions in the Hive.
Aftermath and prequelsDescription of the DLC :This (possibly smaller) DLC would add
sequels and new arborescence to various existing quests, and prepare the field for the next game. It would also
foreshadow a major conflict with the Thalmor, by allowing the player to go to the Island of
Stirk, which is probably a nexus of political strains between the Empire and the Dominion http://uesp.net/wiki/Lore:Places_S#Stirk.
Spoiler As example of sequels, one could for example imagine that in case you chose to bring a Sapling to Whiterun, some items are crafted into the wood of the Gildergreen, which are then related to new quests.
The
unfinished quests of Skyrim http://www.uesp.net/wiki/Skyrim:Unfinished_Quests, too. So, you could kill Elisif the Fair in the name of Boethia, or collect the ancient
poetic Edda for the Bards' College. Find a jewellery box for Trius.
After a side won in the Civil War,
the Moot could elect a new High King.
Rebuilding Helgen would be fine too.
Something involving the Dark brotherhood and the
patron of assassins, http://www.imperial-library.info/content/infernal-city-lore-notes#Skyrim, could be interesting.
You could be able to join the
Vigilantes of Stendarr. I would love to see more Daedra, by the way. Something related to Jyggalag, http://www.uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_7, http://www.uesp.net/wiki/Lore:36_Lessons_of_Vivec,_Sermon_1 or the http://www.imperial-library.info/content/havok-wellhead would be nice.
After the Main Quest, some
Akaviri members of the ancient Dragonguard could come to Skyrim. You could also find and wield
Goldbrand, and swear to protect peaceful Dragons. Possible
links between Goldbrand and Dragonbane could also be investigated. Maybe we could discover more about Eltonbrand as well?
One could learn more about
Giants and their culture, unveil their connections with the Moons, and discover the meaning of the engravings on mammoth tusks or of the painting on sacrificial cows.
Anything with
Lamae Beolfag would be interesting, though the vampire stuff has already been covered by Dawnguard...
Having something to do with the mysterious
Wintersand Manor, the key of which is carried by Nazeem, would be nice as well. Similarly, the Irontree mill house and the Longhouse of Stonehills should be added as there exists http://uesp.net/wiki/Skyrim:Keysin the game files, but the places themselves do not appear in-game.
Actually I consider this DLC as a carryall where I put everything which didn't fit previous DLCs. It could pretty well be broken into pieces and implemented through patches, updates and smaller DLCs
Gameplay enhancementsThrowing weapons (I think I read somewhere that shurikens came from Akavir, but I am not sure anymore)
Table games in Inns and Taverns (chess-like or whist-like)
Flails
http://uesp.net/wiki/Morrowind:Wings_of_the_Queen_of_Bats
Hand-to-hand perk tree (with addition of cestus -- http://www.uesp.net/wiki/Dawnstar:Chung)
Throwing weapons and a related perk tree
Spellcrafting and a related perk tree
The soulbug companion from the game jam
Better interactions with follower and spouses
Enhanced, deepened interactions with followers and spouses.
A locomotion perk tree, impacting the swimming (and aquatic fight), sprinting, horse riding (and fighting -- and allowing for mounted magic), jumping, avoidance of falling damages, and allowing to climb.
Named soulgems.
More complex crafting
New runes -- use of runes in crafting -- runes as temporary war tattoos
Some ways to force ennemies to surrender -- not all fights should end by death. And some AI tweaks.
Why would all bandits who see me try to kill me at sight : I might want to join them. To do some random raid with them. To build an underground trade agreement with them. Their default hostility is rather immersion-breaking in my opinion.
Passwalling through ice for Volkhiars.
Places possibly added :Stirk.
Some Dungeons within Skyrim.
Maybe some places in Akavir (Ionith?), or on http://uesp.net/wiki/Skyrim:Brief_History_of_the_Empire,_v3
Creatures possibly added :More Daedra (much more!)
Real bats (ones you can interact with)
Pine thrush
Rock warblers (where do all those eggs come from?)
Pheasants (where do the hanging ones come from?)
Harvestable tomatoes and carrots, fresh Elven Ears and Frost Mirriam.
Jills
Akaviri fauna?
Factions possibly added :Stendarr vigilantes (made joinable)
The Dragonguard (ancestors of the Blades)
A faction of Dragon-protecting Knights, related to http://uesp.net/wiki/Lore:Goldbrand.
Penitus Oculatus (made joinable)
The Synod and the College of Whispers (and maybe other Imperial or Aldmeri factions) on Stirk.
Oh, and if Michael Kirkbride could do something... anything... like a new book or some questline... it would be awesome.
So, what do you think about those ideas?