College of Winterhold
Ranks: To increase in rank and progress the story, the player must complete certain quests, contribute to college, and have magic skills at a minimum level
Story
Entering
Player must get one of the court mages to sponsor him by interacting with the mage through trade and misc. quests. Then, the player must display a talent in one school of magic. Once complete the court mage will offer to travel with or meet the player at the ramp to the college.
Upon arrival, Faralda asks to see a display of magic and talk to the court mage about their recommendation. After being satisfied, Faralda will lead the player and court mage to the college. Upon entering, mages can be seen practicing in the courtyard. All the while, Faralda is explaining the history to the player.
Entering the Hall of Elements, the player is introduced by Faralda and the court mage to Tolfdir, who is currently giving a lesson to the other students, who have already been accepted. Player must demonstrate an ability to use the ward spell. After successfully doing so, the player will be granted the rank of associate.
Associate
Immediately after entering the college, Ancano arrives to speak with Tolfdir. The player is introduced to Ancano, who remarks how interested he is in seeing the growth and development of every student at the college. Ancano is an emissary and is at the college to integrate the teachings of the Thalmor with the teachings of the College in a partnership under magic and seems rather charming. He then makes an off-handed comment to one of the students, implying they have a relationship of sorts. Tolfdir instructs the other students to introduce the player to their room. The court mage that arrived with the mage will congratulate the player and say that he/she will keep in touch with the player, to see their progress. Then, the court mage leaves. The player will receive letters from the court mage at each increase in rank and the player can respond with either a positive or a negative letter back.
The other students give the player a tour of the college before taking him to their new room. During the tour, each student will make comments and even stop the player, giving the player an opportunity to respond to dialogue to develop friendships or rivalries with the other students as they each pursue magic for different reasons. One particular student, interested in power, happens to be the one Ancano briefly spoke to earlier.
After the tour, the layer is shown their room. They will then be told that, being the lowest ranking student, they are responsible for helping the other students develop as well as their own development. The rest of the quests for this rank involve the player getting basic lessons from the other students or finding their own ways to prove to the upper mages that they have a desire to learn. Eventually, Tolfdir will see that the player is ready for more instruction and will include him in future lessons (skill check here). He will then give the player the rank of Apprentice
Apprentice
The player begins official lessons with some of the students and Tolfdir. These lessons include combat training, enchanting, alchemy, role of mages in Skyrim, the role of mages for the college, and even taking the mages to sites of interest, such as a nord ruin or the midden. During these lessons, the player continue to reveals more and more potential as a student. Also, relationships with other students will continue to develop. After the first lesson, Ancano and Savos Aren will be seen, with Savos Aren acknowledging the player for the first time. These two seem to have a rivalry of sorts but also respectable to each other.
Throughout the remaining lessons, Ancano and Savos Aren will attend and offer advice to the students. Also, some of the higher ranked students will attend as well, to give support. At the end of each lesson, both Ancano and Aren will approach the player, offering words of encouragement and advice.
At the conclusion of these lessons and a skill check, Savos Aren announces that it is time for the apprentices to study under a teacher as a journeyman. Each teacher will announce a student they wish to teach. However, he says, he has a special announcement. He personally would like to tutor the player, as he has seen immense growth in the player in a very short time. At this moment, Ancano arrives and says that he too wishes to take on the player as an apprentice. Here the player makes a choice that is informed from previous interactions with the two possible teachers. After the player’s decision, he is advanced in rank to Journeyman (here I divert the story based on who teaches the player)
Savos Aren Pupil
Journeyman
The first task given to the player is to meet Aren in his quarters whenever he is ready. Upon arriving, Aren advises that he wants to make sure the player advances as fast as possible and that he has ideas for the player. So first, Savos opens a portal to Oblivion, commenting that he once made a deal with Hermaeus Mora to allow access to his realm of Oblivion for knowledge and training. He invites the player inside.
Entering Oblivion, the player is greeted with endless rows of books in a library (the game map actually would loop to seem endless). Savos says that somewhere, within this library, lies a book containing past rituals of magic. As a simple test, he wants the player to find it. The player must then search the bookcases and ask the denezins of the realm, who are ghosts long in search of knowledge, for help in locating the book. As the player goes deeper into the library, dangers pop-up in the form of new daedra servants. During this time, the player may find other books that teach unique spells, such as precognition (a spell that briefly stops time and allows the player to move around as a ghost to view what lies ahead), mirage (a spell that briefly allows the player to copy the look of an NPC to blend in), gust (new wind destruction spell, does that fit into lore?), and even a spell that forces a kill animation for mages if the enemy is weak enough. These spells are not required and entirely optional to find. Once the player locates the book, he returns it to Aren who remarks how the book itself cannot leave Oblivion, so he writes some notes, opens the portal back, and returns to his quarters with the player following. Afterwards, Aren rewards the player with a lesson that permanently boosts a chosen skill and tells the player to return shortly.
The second task begins with another private lesson, starting with Aren asking the player how they are doing. In between lessons, the player may have been approached by other college members asking about his private lessons. The player can choose to divulge to Aren or not. As the lesson begins, Mirabelle enters with a Windhelm guard, who claims necromancers are slowly killing off citizens of a city and raising them again as dead. Aren at first claims it’s not the college’s business to deal with the situation but the guard persuades Aren that the necromancers pose a threat to the college as there are rumors that the army they are raising is going to be used for a college takeover. Doubtful, Aren agrees to investigate the situation and brings the player along. The player can choose to travel with Aren or meet him there. If they travel with Aren, Aren will not be a companion but instead marked essential until he arrives at the location. However, the player will receive a bonus for listening to Aren along the journey. Arriving at the fort, Aren and the player are instantly paralyzed and knocked out. Waking up an unknown amount of time later, the player sees Aren about to be cut open by necromancers. After killing them, the player realizes Aren is unconscious and must drag Aren through the fort while fending off. As the player enters the final room, the Caller is waiting. She summons an army which the player must fend off and protect Aren and eventually fight the Caller. After initially defeating her, she floats into the air and begins to draw residual energy from the dead in the room, including the player, who slowly gets drug across the floor and is unable to control himself. The Caller remarks how she trained under Manimarco (sp?) during his brief revival in Cyrodil, implying she is very old. Before she can rip the players life away, Aren steps forth and casts ward, absorbing the rest of the Callers power from the player. Then, the player and Aren team to fight the Caller again. After her defeat, Aren retrieves their equipment (yes, this fight has been without items, so the player needs to utilize magic smartly) and says they better return to the college, although the player does not need to travel with him. (If the player checks around this final room, a tome can be found that begins a lichdom quest, if the player wants to pursue it).
The third task for this rank is given the moment the player returns to the college. Tolfdir was visited by Thalmor while Aren and the player were gone, wondering where Ancano was. Aren wants the player to find out what exactly happened between Tolfdir and the Thalmor. As the player speaks to college members, it becomes clear that Ancano and his student (the power hungry one) left shortly afterward the players first lesson and haven’t been seen since and the Thalmor suspect foul play. They were appeased for the moment but Aren guesses they’ll return soon and wants the player to find Ancano. More investigation reveals that Ancano and his student entered the midden and talked to the Augur of Dunlain. It turns out that Ancano had been unaware of its existence but had heard about it recently. After bringing his student to visit the Augur, Ancano seemed suddenly anxious and left quickly. He exited through a cave underneath the college, along with his student. Believing it would be hard to track him, the player returns to Aren who agrees that the pursuit would be inefficient. He says the Thalmor will have to be dealt with later. He then promotes the player to magician after a skill check.

