[WIPz] The Dragonborn Rebellion

Post » Sun May 27, 2012 6:24 pm

C'MON CREATION KIT.

This and Dwarves of Karak Dok is keeping me on the edge of my seat constantly.
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Rebekah Rebekah Nicole
 
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Post » Sun May 27, 2012 7:12 pm

I know, right?

Besides the things already said here, one thing I'd also like to see is some variation of blades armors. Both for NPCs and for the player (ESPECIALLY for the player)

First, not everyone is down with the whole "klanky heavy armor" deal, even if it IS superior quality to what they normally get. There should be an option for light armor users and robe wearers (and no, not just a "light armorized" clone of the Blades armor, but an actual oriental-ish light armor. and perhaps a Kimono for the robe users.).

The way it would work is this: Instead of everyone just getting the normal blades heavy armor uppon recruitment, instead the armor given to them would be based on skills. Those recruits favoring heavy armor (Companions, Housecarls, etc) would get the normal set, those favoring light armor (Alea the huntress for example) would get the light armor version, and those favoring neither (J'Zargo, Brelyna Mayron, etc) or those in non-combat roles would get Kimonos/robes.

And second, there should be some player-specific unique clothes/amors for you to wear too. I mean, You're the dragonborne. The Head Honco. The reason the blades exist. the MIP. So... why are you restricted to either looking like a common blades mook (or wearing something not blades related at all?). Ulfric has his unique "armor", Tullius has his, the emperor has his unique robe. Why don't you get something fancy or at least unique? Or at the VERY least some sort of unique HELMET (possibly something like the normal one but with the AKaviri symbol for "dragonborn" on the front of it, Like how ancient samurais sometimes wore helmets with upside down crescents attached to the front end?) Or something that's a mix between the blades helmet and a crown?

And of course instead of just one unique armor you get 1 set of unique Heavy armor (or 1 helmet if going the simple route), 1 set of unique light armor (or again just a unique light helmet), and a "Dragonborne" Komino/robe.

Actually you could probably make those armors and release them as a sort of "teaser" for your mod.
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roxanna matoorah
 
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Post » Sun May 27, 2012 6:32 pm

I fully support this idea.

Though I would think that there should be a couple different rebellion "themes". What I mean by that is, is being able to choose a side that you'll take over and using that sides theme as the basis for your own. IE, picking the Blades will set up what OP suggested. Picking the Stormcloaks, a more Nordic type of rebellion akin to to the normal Stormcloak rebellion. Only under your banner. Picking the Legion, you'll lead the Legion to greater heights. Or, you can pick no side and create a rebellion in whatever image you prefer.

In this way, you can have a rebellion that goes perfectly with virtually any character, even with mods.

I can expand on this if I need to, as I have a lot of ideas swimming around upstairs now that I'm thinking about this.
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Emmanuel Morales
 
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Post » Sun May 27, 2012 5:57 am

This idea sounds amazing!
I've always wanted to take the Blue Palace as my own. :D
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Mason Nevitt
 
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Post » Sun May 27, 2012 6:09 pm

The Forsworn don't care about anything beyond the Reach, unfortunately.

I am planning to try and include multiple Jarl options for each town- in the interest of quest compatibility, you can pick the Imperial Jarl or Stormcloak Jarl (so, for example, you can keep Balgruuf in his position), a third option for some towns (an example of this would be allying with the Forsworn and putting Madanach or some other person in charge, thus making the Forsworn 'friendly' with your faction but really, REALLY angering the Nords across Skyrim, and hitting the player with pretty substantial penalties everywhere else). The 'third options' will have very tangible effects upon the game- if the player wants to place a crusader in charge of Riften to clean up the blatant corruption there, increasing tax income from the city, he will have to meet it with assassination attempts and such from the powers that be.

Then, last, there's the Fourth Option, which is placing one of your Followers in charge of the city. For example, placing Kharjo as Jarl of Windhelm.

Grelod the Kind for Jarl of Riften for the Lulz! XD

But on a more serious note, I had an idea 5th and 6th for that too. Both of which have advantages and disadvantages.

5th idea: The "Republik" setup. If you so choose, you could make your new "dragonborn empire" into a "Dragonborn RepubliK", basically turning Skyrim from a feudal state into a more modern democracy, with an election in each hold happening every 4 years (first one to start right after your total victory in skyrim).
Upsides: Your movement will draw a lot more popularity from the normal folks, and increase their opinion of you. Which might mean more/harder fighting soldiers for your cause. Also not sure if you're going to include any monentary upkeep options, but this is also a lot cheaper and requires a lot less maintenance and micromanagement than the normal 4.
Downsides: Obviously the nobility doesn't like the idea of the local peasantry and common rabble having any sort of power, so less support from them. Also, you might find that after the holds are all taken you might find that a few of the jarls you've kept/replaced are kicked out and replaced by someone else, completely beyond your power. This also means that you as dragonborne has a bit less direct power over the mundane decision making of each hold.
Also this idea of equal voting power for everyone is NOT going to put you on very friendly terms with the Thalmor, regardless of weither you ban talos worship or not (which actually is one of those micromanagement things you won't have any control over anyway)

6th Idea: Direct Democracy setup (Aka the PseudoSocialist option): Like Idea #5, however rather than any Jarls at all, all hold decisions are basically done democratically (as opposed to simply electing a jarl who makes decisions).
Upsides are No micromanagement and the people REALLY love you for it. Even more so than #5. Oh and you can loot the palaces.
Downsides are of course you don't get to choose any Jarls (Again, DIrect Democracy). And any Jarls of any cities you take over get kicked out BY DEFAULT (No keeping Balgruff for example). And you get NO decision making powers whatsoever save for a select few. Oh and the nobility will REALLY hate you.
And since the majority of people are probably going to vote for Talos Worship reinstated, that also means the Thalmor are enemies as well. (And the fact that your new system is basically the antithesis of the Thalmor's Fascism.)

Essentially, Its a case of: What kind of a new skyrim are you going to build? Are you going to create a cruel dictatorship where you rule with an iron fist and the jarls are all your puppets, will you attempt to be some kind of benevolent dictator, will you leave the jarl system as it's been traditionally established, or will you build a new system altogether, where the people are in charge of their own destiny?

I fully support this idea.

Though I would think that there should be a couple different rebellion "themes". What I mean by that is, is being able to choose a side that you'll take over and using that sides theme as the basis for your own. IE, picking the Blades will set up what OP suggested. Picking the Stormcloaks, a more Nordic type of rebellion akin to to the normal Stormcloak rebellion. Only under your banner. Picking the Legion, you'll lead the Legion to greater heights. Or, you can pick no side and create a rebellion in whatever image you prefer.

In this way, you can have a rebellion that goes perfectly with virtually any character, even with mods.

I can expand on this if I need to, as I have a lot of ideas swimming around upstairs now that I'm thinking about this.

Hmm this gave me an idea for possible customization. Perhaps you could have 3 (or more, basically one for each type of unit) Mannequins in sky haven temple, as well as a weapon rack next to each mannequin? They function similarly to the normal mannequins, next to them but instead of just just storing your clothes, they become a template for what your soldiers will wear and equip themselves with?

One will be for normal troops, one will be for officers, and one will be for support and/or non-combat units. Example: By default these will all have blades outfits on them (meaning all your soldiers will be wearing stock blades armor.) If however you instead take the blades armor off and replace it with Stormcloak Armor, All your blades will be wearing stormcloak armor. If you stick Ancient nord armor on the Officer mannequin, the'll have ancient nord armor instead of the normal blades armor. And if you stick the non-combat/support unit one with a restroration master robe on them.

Basically your soldiers will wear a copy of whatever is equipped by the mannequins. If nothings on the mannequins, they'll have blades armor by default.

Of course to prevent players from overpowering their units (by say simply equipping each mannequin with a ridiculously overenchanted set of daedric armor (actually I think enchanted armors should be banned anyways) and winding up with a god-like Daedric power armor army,) there should be something like a "Total Value Allowance" for each. That is, the total value of all the armor you put on the mannequin cannot exceed more than X amount of gold. Like for example for regular soldiers it should be quite low (like around 500-1000 gold total.) With Officers it would be higher (like say 2000-5000 gold total) and support units would be something in between.

Oh and no unique items either. No equipping everyone with a saviors hide or shield breaker for example.

Another idea pertaining to this is that these allowances start off very low, and then whenever you conquer a hold these allowances go up.

The Weapon racks next to each mannequin would work in much the same way. Whatever is on the rack is what weapons your soldiers get to choose from for loadouts, and they have total cost allowances for each, etc. And what each soldier has for their loadout is selected randomly from the rack. There are room for 2 Two handed weapons, 4 one handed weapons, and 2 Ranged weapons (bow and arrow, OR staff).
Example: if you have 1 iron hammer, 1 steel battleaxe, 1 elven sword 1 katana 1 dwemer war axe 1 glass mace and 1 steel bow on the racks next to the normal soldier mannequin, your soldiers will spawn with either an iron warhammer, a steel battleaxe, an elven sword, a katana, a dwemer war axe, or a glass mace. Whether or not the mannequin has a shield on it will be taken into account as well: if a soldier gets a 1 handed weapon and there's a branded iron shield on the mannequin, the'll have a branded iron shield and a one handed weapon. If there's no shield they'll get another 1 handed weapon and they'll duel wield (example if you take the shield off soldiers might now have a elven sword in one hand and a dwemer war axe in another.) There is also a 50% chance they'll have a steel bow as well, though if you replace that with a staff of fireballs the ones that had bows will be using that instead. If you replace the warhammer with an ebony greatsword, all the soldiers that had iron warhammers (but not any of the other weapons) will instead have ebony greatswords.

And again, no unique weapons. (No giving everybody volendrung or a wabbajack for example.)

I'd give everybody lightMagickasabers XD
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Facebook me
 
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Post » Sun May 27, 2012 2:58 am

This idea, simply put, is gorgeous. It's so gorgeous, in fact, that I think it would fit into my idea of a perfect Skyrim. What's that, you want to hear more about this "Perfect Skyrim" that I've envisioned? You want to know what it would take to become a part of it? Oh? Maybe not? Get out? But why? I was just trying to ask if you'd be interested...well since you asked!

http://www.gamesas.com/topic/1340703-idea-skyrim-faction-overhaul/! So here's the idea, SkyShadowing: You do your thing, you ask for help if you ever need because I'd love to, and you keep an eye on this topic. Oh, and you should vote for Dragonborn in the poll, of course. I actually mention your mod in the first bullet point, just so you know.

But on a serious note, go ahead and take a look at what I've linked. The idea is a massive faction mod collaboration to create a unique Skyrim experience filled with overlapping allegiances. All of the mods could be developed separately, then we could create a patch to lay on top of all of them that blends all of their stories together. I figure if we plan early and collaborate often, we might be able to create something particularly amazing, and we might be able to take compatibility to the next level.
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Gen Daley
 
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Post » Sun May 27, 2012 4:35 pm

It'd be great if you included recognition, and skill, race, rank type checks like http://www.moddb.com/mods/integration-the-stranded-light (http://img.photobucket.com/albums/v189/phoenix7/Oblivion/guildsupport.jpg)

For instance: Get the Dark Brotherhood, mages, bard, companion, etc. guilds to assist you in certain ways if you lead them, or are a high rank. Perhaps the Thalmor might offer some support in return for joining them if you're a high elf (could always betray later)... Similar things could be done with the other races, too. Argonians/dark elfs help overthrow windhelm, helping out those redguard criminals then getting their help, maybe convincing some ignorant nords that you are the 2nd coming of Talos. Obviously those examples might not be entirely race dependant, but being the apropriate race could help.

http://www.gamesas.com/topic/1340703-idea-skyrim-faction-overhaul/! So here's the idea,
Ahh good, I had wondered if the semi-sequel was still in the works, glad to see it is.
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Samantha hulme
 
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Post » Sun May 27, 2012 1:21 pm

Ahh good, I had wondered if the semi-sequel was still in the works, glad to see it is.

Semi-sequel is still in the works. i ran into some hitches when Skyrim quests stole some of my main ideas, but that's not really something one should be complaining about. Right now, I'm deconstructing the questline that I'd already planned out, and I'm gonna try to write something completely new that will still honor Integration just as much as my original idea. One of the big hurdles, of course, is the lack of Xivilai, Golden Saints, or really any large variety of daedra. However, I refuse to be stopped!
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jessica sonny
 
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Post » Sun May 27, 2012 3:10 pm

Awesome idea. I'd download this just to enforce my will on the existing blades members.... how dare they issue an ultimatum to me.
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Anthony Santillan
 
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Post » Sun May 27, 2012 7:11 am

Lots of the ideas (apart from the different systems of government) are planned. My proof-of-concept Oblivion mod included a system for completely customizing your army's appearance, races, armor (not stats), etc.

With regards to additional appearances, I'm not a modeler, nor is that the goal of this mod. My goal is to provide the framework and integrate complete customization into the system as is. Once I get the scripts running, if you want your army to run around in Forsworn armor, no problem. Unless they added on tons of commands, total customization will either require the CK or SKSE (it did for Oblivion).

With 1.4, I can smell the CK coming out. It will not be long before I'm underway.
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Stu Clarke
 
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Post » Sun May 27, 2012 12:05 pm

awesome! this should have been in the vanilla game! its [censored] [censored] how half-assed every questline in this game is. with every questline (factions and MQ) i felt i was about halfway through and then they just ended. i am guessing this is because the game had to be released on the SUPER KOO date 11/11/11. seems like the writers were going somewhere and then had to quickly finish them up to get the game shipped on that most magical of dates...

basically, i think every faction in the game needs a quest-mod like this one. i really feel like this game was half finished but they released it anyway (not just in regards to quests but almost everything in the game, especially magic. WHERE ARE MY BOUNDS DAGGERS YOU SOBS!!!)
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Meghan Terry
 
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Post » Sun May 27, 2012 4:56 pm

pft screw the blades, we should have an option where we recruit Odahviing and parthurnaax as generals and conquer the land with true nordic warriors AND dragons that Parthurnaax has turned from the way of evil, so Tamriel will then have a small faction of good dragons to fight what is left of Alduin's forces. idk, just throwin out random idea cause as much as I love this idea I really dont like the blades and not just the members but their eastern styled buildings./armor/weapons. I want a more rugged viking taking over.
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Sunnii Bebiieh
 
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Post » Sun May 27, 2012 2:38 pm

pft screw the blades, we should have an option where we recruit Odahviing and parthurnaax as generals and conquer the land with true nordic warriors AND dragons that Parthurnaax has turned from the way of evil, so Tamriel will then have a small faction of good dragons to fight what is left of Alduin's forces. idk, just throwin out random idea cause as much as I love this idea I really dont like the blades and not just the members but their eastern styled buildings./armor/weapons. I want a more rugged viking taking over.

I agree. A viking style rebellion coupled with what will essentially be dragon cavalry would be the most epic thing I've ever seen in a video game.

(apart from some of my 6000 man battles in Mount and Blade that is :D)
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darnell waddington
 
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Post » Sun May 27, 2012 8:23 am

Some of these ideas may already be in...

You can't expect couping the Blades to not open additional doors, after all.
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Alycia Leann grace
 
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Post » Sun May 27, 2012 2:00 pm

Great idea, but you would also need to tweak the main quest, making more blades. Remember, the Blades are practically extinct, except for the two that help you. Idea Suggestion: you could make it so that after you defeat alduin, more people become interested in the concept of dragon fighting, and the prior two blades could go out recruiting.
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Gaelle Courant
 
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Post » Sun May 27, 2012 3:47 pm

How much effect will the quests other than the civil war the player has done affect it? If you
Spoiler
assassinate the Emperor for the Dark Brotherhood
, for example, will that make beating back the Empire easier? If one is Archmage of Winterhold College, will they be able to call upon their powerful mages?
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Ross Thomas
 
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Post » Sun May 27, 2012 4:38 pm

How much effect will the quests other than the civil war the player has done affect it? If you
Spoiler
assassinate the Emperor for the Dark Brotherhood
, for example, will that make beating back the Empire easier? If one is Archmage of Winterhold College, will they be able to call upon their powerful mages?
With regards to the first one, no. The Emperor is just the top tier of the Imperial bueracratic pyramid. General Tullius and Legate Rikke are the two really in charge of the war effort. Plus, we have no idea how the succession is handled- it could be a very smooth transition of power.

The second one, I may make it so you can 'ally' with the College. Realize that just because you're the head of the organization, you don't have complete and utter undying loyalty. That's like your boss at work walking in and saying "Hey, I'm your boss, so go kill Ted for me. No choices." It's a voluntary organization, and they can kick you out just as easily.

I want to make it so that each faction- DB, CoW, The Companions, and TG have bonus features depending on where you are. DB and TG will give you penalties- the people of Skyrim don't like their leader being criminal scum- but possibly have additional bonuses.
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Sarah Knight
 
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Post » Sun May 27, 2012 5:26 am

yes brilliant idea I het deciding between the racist pigs(Stormcloaks) and those "milk-drinkers" who are licking the thalmors boots(Imperials)

also hows about a three way battle between SCs Imperials and the Dovakiins Faction
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Annika Marziniak
 
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Post » Sun May 27, 2012 5:24 pm

awesome! this should have been in the vanilla game! its [censored] [censored] how half-assed every questline in this game is. with every questline (factions and MQ) i felt i was about halfway through and then they just ended. i am guessing this is because the game had to be released on the SUPER KOO date 11/11/11. seems like the writers were going somewhere and then had to quickly finish them up to get the game shipped on that most magical of dates...

basically, i think every faction in the game needs a quest-mod like this one. i really feel like this game was half finished but they released it anyway (not just in regards to quests but almost everything in the game, especially magic. WHERE ARE MY BOUNDS DAGGERS YOU SOBS!!!)
  • [/quote]
I agree the end to the civil war quests was crap i meani helped ulfric destroy the legion and he gives me a sword i was standing there dual weilding two of the bloody things i just sold it for peanuts so that the vendor could then sellit to some idiot for 1billion times what sold it to him for
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Emma-Jane Merrin
 
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Post » Sun May 27, 2012 12:24 pm

You make this mod, I will download it.

I gaurentee it.
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carley moss
 
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Post » Sun May 27, 2012 11:51 am

More power to you Skyshadow! I have no doubt you can make it a great mod. I too was frustrated at the fact that once again, the player character plays little more than a servile role in the political crisis happening in the game. I hated giving up the jagged crown to either of those two unworthy pretenders.

Below is an after action report summary on how I thought an ambitious Dragonborn would've exploited war to his/her advantage. It's a bit long-winded I'm sure but hope it helps.

The Dragonborn uses the civil war in Skyrim to further his own political ends--playing the Stormcloaks and the Imperials against each other. He became leader of the Companions based in Whiterun; the legendary fighters and sellswords descended from Ysgramor and his 500 Companions. The Companions under the now deceased Kodlak Whitemane were once neutral in the conflict. Under him, they sided against the Imperials but by his enthralling leadership, the Companions worshipped him as Ysgramor Incarnate for besting Hircine in the hunting grounds, destroying the Silver Hands, and slaying many dragons that preyed upon the people of Skyrim. Shunning the corrupting influence of the Thalmor-controlled and decrepit Mede Empire and the brutal and insular rule of the Stormcloaks, the Dragonborn declared before his Companions a third choice: an open and independent Skyrim free from foreign occupation, religious persecution, and brutal tyranny under his rule His Companions would have it no other way. He recruited many more fighters into the ranks of the Companions. Though his commanders and sub-commanders were mostly Nords, the rank-and-file were of all races, proving he had some modicum of racial and ethnic tolerance. His Companions would form the bulk of his burgeoning and powerful army in his road to rule.

Before he became leader of the Companions, he had already laid down the groundwork for his rise to power. As the head of the Thieves Guild in Riften, he had restored the fortune and glory to the Thieves yet they became more than that. They were the Dragonborn's eyes and ears throughout Skyrim. He had created a lucrative and elaborate criminal ring that stretched from Markarth to Eastmarch, from the Pale Pass to the Northern Sea. His minions traded everything including coin, jewels, weapons, minerals, slaves, and drugs and they served as his intelligence network. He made himself and his minions and supporters very rich. None more so than Maven Black-Briar, the matriarch of the Black-Briar family, who controlled Riften from behind the scenes. With his help, Maven was able to all but dominate Jarl Laila Law-Giver (who would soon lose her two feuding sons to the Dragonborn's Dark Brotherhood assassins) from behind her throne--ensuring that he had a powerful ally in Maven.

Shortly thereafter, the Dragonborn joined the Dark Brotherhood assassins. Bereft of the Night Mother and the Five Tenets, they were a wayward group whom he quickly assumed control. Posing as the Listener of the Night Mother, he quickly undercut the previous leader, Astrid. More and more of the initiates followed his lead than hers. Her attempt to betray him to the Imperials after killing members of Emperor Mede II's family failed which resulted in the near destruction of the brotherhood at the hands of the Penitus Oculatus. He went on to wreak his vengeance against the Empire. He slaughtered the commander of the Penitus Oculatus and his agents and even killed Emperor Titus Mede II himself aboard his Imperial flagship, the Katariah. The Dark Brotherhood gained enormous prestige from all dark corners of Tamriel and soon the Dragonborn built up the guild again, stronger and better than ever. As the leader of the Dark Brotherhood, he can order the deaths of thousands with a mere whisper to his fanatical thralls. He possesses an unparalleled network of skilled wet-workers and saboteurs to complement his intelligence network among the Thieves Guild and ensuring his own personal security against likewise.

Later, the Dragonborn got involved in the troubles of Markarth located in the region known as the Reach. Markarth and the Reach were under the oppressive thumb of a rich Nord family known as the Silver-Bloods. Their word was law in this part of Skyrim. He learned that a barbaric aboriginal race made up of Breton, Nordic, and Orcish stock known as the Reachmen inhabited this land long before the Nords' ancestors came from Atmora. The Reachmen, also known as the Forsworn after their rebellion following the recent Markarth incident, had fought a long war of rebellion against the Nord occupiers. The source of the Silver-Bloods' great wealth was the mining of silver ore and the means of procurement was the massive slave labor used to dig up the silver from Cihdna Mine. The majority of the slaves were Reachmen but many were not but being pushed to the extremes by the Silver-Bloods and their slave drivers caused them all to embrace the Forsworn Rebellion. They were lead by Madanach, the King of the Reachman, who was also imprisoned in the mines whom the Silver-Bloods used to control the slaves. The Dragonborn formed an alliance with Madanach and engineered the Forsworn's escape from Cihdna Mine. Many Markarth citizens, soldiers, and some of the Silver-Blood family were killed in the uprising. King Madanach owed his life to the Dragonborn and promised eternal fealty and aid him should ever the need arise.

During the fight against Alduin and his draconic horde, the Dragonborn required the use of Dragonsreach Courtyard at Whiterun to conjure and capture Odahviing, an ancient and powerful dragon who defected from Alduin's ranks, to employ against Alduin. To achieve this required the Imperials and the Stormcloaks to agree to a temporary White Peace. He convinced both parties to meet at High Hrothgar with the Greybeards presiding. In accordance with the Dragonborn's designs, Jarl Ulfric Stormcloak would take Markarth and in exchange, General Tullius would take Riften. In addition to eventually stopping Alduin from eating the world with the binding of Odahviing to his will, the exchange of territories between the Stormcloaks and the Imperials fulfilled his political aims. With the Imperial-align Jarl Igmund deposed, Jarl Thongvor Silver-Blood now ruled Markarth with outright brutality; fueling the growing Forsworn rebellion that was now far more organized and stronger with King Madanach free from chains and growing strong in his mountain of power at Druach Redoubt. The Stormcloak sympathizer, Laila Law-Giver, was recalled to the Court at Solitude. In her place, was Jarl Maven Black-Briar, who had always ruled Riften in all but name until now but soon her throne room would become her prison because she owed everything to the Dragonborn and she could not dispense with him because he had complete control of the criminal underworld and the Dark Brotherhood--once she was the power behind the throne now she was rendered the puppet and he was the puppet-master. The Dragonborn's two allies, King Madanach and Jarl Maven Black-Briar, would play their part soon enough.

With the destruction of Alduin and his dragonish horde, the Dragonborn gained such enormous prestige, glory, and honor as the savior of Skyrim. Soon after those events were laid to rest, The White Peace of High Hrothgar was forgotten and the nascent civil war proceeded apace. He sent out secret agents to feign loyalty to both the Imperial Legions and the Stormcloak rebels. Thus his spiders crept into the ranks of both factions and through them he learned of the resting place of the fabled jagged crown in Korvanjund Barrow, said to be the crown for all true Kings of Skyrim. Several parties of Imperials and rebels sought it out for their respective lords but his own Companion army ambushed and killed them all and claimed it for the Dragonborn. He would bear the jagged crown upon his furrowed brow in due time.

His agents intercept couriers from the Stormcloaks and the Imperials bearing messages "requesting" that the Jarl Balgruuf of Whiterun chose which side he was on. Through disinformation and subterfuge, he manipulates both the legions and the rebels to come to blows at the Battle of Whiterun. And so it goes, with the Imperials defending the city while the Stormcloaks laid siege. The Dragonborn and his Companions donned Stormcloak armor and seized the Jarl and his court--secured them in the dungeon while the other Companions fall upon the last Imperial defenders--subduing and imprisoning Legate Rikke and Legate Quentine Cipius in the process. Galmar Stone-Fist, Jarl Stormcloak's second-in-command, is astonished to find his seeming brothers-in-arms had managed to infiltrate the city. The Dragonborn's "Stormcloaks" allow Galmar and his tired army within the gates. He reveals himself as none other than the Dragonborn. He strikes down Galmar, cutting of his right hand, and his Companions cuts down the remaining Stormcloak army. Galmar is imprisoned in the palace dungeon. The Dragonborn is proclaimed the new Jarl of Whiterun. He quickly consolidates his power over the city. He names the Grey-Manes his allies. He makes Vignar Grey-Mane his steward and convinces Olfina Gray-Mane to be one of his shield-maidens (his bodyguards in theory, glorified concubines in reality). He casts down the haughty Battle-Born clan from his court. Talos worship is no longer forbidden within the territory of Whiterun.

With General Tullius and Jarl Stormcloak reeling from the mutual disaster at Whiterun and faced with the loss of serious manpower and their respective field commanders, they have no choice but to shore up their remaining strength, while the Dragonborn moves in on Falkreath. He deposes the weakling Jarl Siddgeir and restores Dengeir of Stuhn back to his rightful Jarldom. Just as the Gray-Manes had done, Jarl Dengeir foregoes his alliance with Jarl Stormcloak and instead swears eternal fealty to the Dragonborn. Overwhelmed by his charisma presence and the sight of the Jagged Crown on his head, Jarl Dengeir would remain forever loyal.

Events happen very quickly. The Dragonborn sends a regiment to Markarth and another to Riften. At his command, King Madanach began the Forsworn rebellion. The combined forces of the Companion army and Madanach's Reachmen overwhelm Markarth's defenses. Largely, the slaughter of innocents is kept to a minimum. Jarl Silver-blood and the rest of the family are captured. One of the Dragonborn's envoys sent from Whiterun presides over their agonizing executions; molten silver poured down their throats in retaliation for the many years of oppression and profit-driven slavery. Meanwhile in the Rift hold, Jarl Black-Briar opens Riften's gates to the other Companion regiment. The takeover is peaceful. Jarl Black-Briar cooperates fully with the Dragonborn's demands lest she receive a knife in her back from one of his many murderous Dark Brotherhood thralls that prowl around her court. The Imperial and Stormcloak controlled fortresses that are conquered; the Hero of Skyrim liberates the respective war prisoners of each fort. He persuades them to serve him instead of their former masters who abandoned them to their wretched fates. His spies and scouts cut off the supply lines of both the Imperials and the Stormcloaks and through false fronts and misinformation, diverts their forces into doomed ambushes or areas where they were not needed-overextending and exhausting the logistics and supply trains of both armies.

With the holds of Whiterun, the Reach, and the Rift and its cities, settlements, and key fortresses under his control, the Dragonborn emerges as a serious contender for sovereignty of Skyrim. Though General Tullius and Jarl Stormcloak were still bewildered by their drastic losses; each believing the other side responsible for their losses, an astonished General Tullius receives the Dragonborn's diplomatic emissaries sent to Castle Dour. They feed him lies and honeyed words about how the Dragonborn saved Whiterun from Stormcloak annihilation, how he emerged as the defacto ruler of Whiterun, and how he is taking the fight to the traitorous Ulfric in Eastmarch. They buy the Dragonborn time while he leads the best of his Companions against Jarl Stormcloak of Windhelm. His armies conquer the Stormcloak fortress in the region of Eastmarch and soon, his forces surround Windhelm and lay siege to the outer walls of Windhelm. The fighting is fierce on both sides but the Companions' greater numbers and discipline give way. The Companions suppressed the defenders of the castle while the Great Dragonborn employed his thu'um to blast open the gates of Windhelm. The Companions pour in and a tense standoff ensues between the Companions and the Stormcloaks guarding the Palace of the Kings. Rather than put to slaughter potential allies in the war against the true enemy, the Dragonborn challenges Ulfric to a duel to the death to determine for good and all, who will rule Skyrim after the Imperials have been driven out. Ulfric accepts and the two mighty heroes fight each other hand-to-hand. Though Ulfric could best a mere stripling of a boy king in a duel, he was no match for a true warrior and Thu'um master. The Dragonborn gutted the Bear of Markarth and beheaded him; taking from his corpse the symbols of his office. He annexes Eastmarch and places Brunwulf Free-Winter as Jarl-in-charge of Windhelm.

The Dragonborn revitalizes his armies with recruits from the former Stormcloak rebels and of Eastmarch and begins the westward march towards Solitude. Winterhold and Hjaalmarch offer no such resistance given their pitiable state and the Jarls of Winterhold and Dawnstar thus swear fealty to him. He destroys Fort Hraggstad in the region of Haafingar and moves onto Solitude. The capital of Skyrim proves a tougher nut to crack with the bulk of the legions defending it but eventually the tides turn in favor of the Dragonborn. Eventually the outer walls are breached, and the Imperials fall back to Castle Dour, unable to withstand the tide. He and his Companions wade knee deep in the blood of the Imperials. He gave General Tullius a sporting chance at a one-on-one duel but fared worse than Ulfric. Tullius was quickly ran through and his head put on a pike and paraded throughout the streets. His soldiers secured the Blue Palace. He deprived the former High Queen Elisif the Fair of her Jarldom but took her as his Queen to which she dared not object. It was a matter of time before all of Skyrim fell under the sway of the Dragonborn.
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Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Sun May 27, 2012 5:00 am

At long last, the Creation Kit has been released! I can begin work on my mod and bring happiness to all!

(looks at CK) Looks familiar... wait... wait...

Aliases? Papyrus? Where is the Creatures tab? What are all these 'Skin' things?

(10 minutes later)

I'M DROWNING IN A SEA OF CONFUSION!!!!

Alright, so the gap between the CK and the CS is significantly larger than I had expected, VERY much bigger than the gap between Morrowind and Oblivion. It may take a few days to get up to speed on all the changes, but progress will be made, I swear it. Thankfully, I did use the GECK, not as much as the CS, but a lot of the new features-templates, etc.- are familiar to me because of that.
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Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Sun May 27, 2012 2:57 am

Right, Papyrus isn't actually that bad once you get your head wrapped around it. I've gotten a system where you can get additional Blades Soldiers to move around Sky Haven Temple. Well, right now one just stands in a specific spot, but they're armored, they're Blades, and they're dynamic.
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Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Sun May 27, 2012 2:46 pm

Right, Papyrus isn't actually that bad once you get your head wrapped around it. I've gotten a system where you can get additional Blades Soldiers to move around Sky Haven Temple. Well, right now one just stands in a specific spot, but they're armored, they're Blades, and they're dynamic.

I wonder how they gona fit in the lore, or they hired blade or devoted zealot?
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BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Sun May 27, 2012 7:45 am

I wonder how they gona fit in the lore, or they hired blade or devoted zealot?
Oh, I mean you can recruit additional Companions to BE Blades. They don't just spout out of nowhere, they're hired the same way as the original 3.
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Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

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