Orphan Attachments 07/31/2018I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!
By puddlesThis is a translation of the brilliant Dwemer Ruins of Arkshtrumz mod created by a Russian modding team. Ramza at TESALL provided quite a bit of support getting the scripts translated right, in addition to granting me permission to release my translation. This .esp obviously won't work without downloading the original mod from:
The mod is difficult to describe, so if you're interested you might checkout the video trailers in that link's Screenshot section to decide if you'll like it. The "Ruins" are absolutely immense, perhaps one of the few mods where I literally felt as if I was getting lost during my explorations. My translation has been in-progress for...well over a year, now: such is the vastness of the mod. It probably took me a good 16-20 hours of play to complete the "questliine" of the mod, and even then I may have missed some secret areas. However...this mod is confusing, so if you have questions, please post them. I'll try to compile a FAQ to address questions or concerns.
Dark Brotherhood Chronicles: Awakening
Once upon a time, our name was whispered in the dark corners of the deepest caves and feared in the highest towers. Once upon a time, we bore the blood of emperors on our hands. Once upon a time, we were mystery, and secret, and the greatest in the Empire would gather our rituals to be allowed to grovel at our feet. Once upon a time, we scorned Mephala Herself, stole Her treasures, and found a master far beyond what She ever was.
Now, we are scattered, the Sanctuaries sealed. Now, the blood you have on your hands is that of your own family. Now, our secrets are broken, for we never saw the traitor in our midst. Now, the body of your master and mentor hangs in Applewatch, and the Night Mother herself scorns us for our failure.
Where is the power of Sithis now?
In the aftermath of the traitor's destruction, the Listener of the Dark Brotherhood now faces new challenges. Shadowy threats from without and little trust from within. The Sanctuaries have been locked, the Dark Family hidden. But still, someone has found them. Someone seeks to wipe the weakened assassins from the face of Tamriel. The greatest secrets of the Black Hand must be unearthed if the Listener is to save the Dark Brotherhood from extinction. Or perhaps he will aid the Brotherhood's greatest enemy.
The Dark Brotherhood Chronicles is a large-scale quest mod. It boasts many new NPCs, locations, and both a large main questline and sidequests, delving deep into the shadowed history of the Dark Brotherhood.
Choice. You have the power to decide not only how to perform within quests, but whether or not to accept them in the first place. If you turn down some quests, they are no longer available. Save your game before talking to an NPC.
Interaction. In some quests, the clothes you wear can affect an NPC's reaction. You can also taunt your target before the kill...
Decision. Some of our quests are disturbing. These aren't your morally ambiguous, or even justified, assassination missions. In tDBC, you are a heartless assassin, and will be called upon to perform reprehensible and grotesque acts. However, there are alternatives to these reprehensible acts: you can choose the path your character takes rather than being shoehorned into a purely villainous role.
Several new exterior locations and dungeons, including several new sanctuaries.
A wide variety of NPCs, with their own distinct character traits.
Custom rumours and greetings.
Lots of books and notes that enhance the lore and expand on the recent events in the Brotherhood.
The quests that comprise the main quest are neutral until the end. Then you will be forced to make a choice that will earn you fame or infamy. Some of the side quests will earn infamy points. However, they are optional, so you can turn them down if you don't wish to do them.
If you wish to complete all the side quests, do so before starting the final quest. You will be asked to retrieve a dagger. Finish all the side quests before handing the dagger over. Awakening will end once the final quest is finished and the side quests will no longer be available.
tDBC is aimed at characters level 15 and over. Companions and enemies are scaled, but quests are meant to be hard so higher level characters are recommended.
OBSE version 20 or newer
MenuQue version 9a or newer
Roads of Cyrodiil Patch
ImpeREAL City Unique Districts - see download link
If you are using the Skingrad Outskirts module for Unique Landscapes, grab the 1.02 or newer update as that resolves some conflicts with the area outside Skingrad.
French translation by Sita
Awakening is incompatible with:
Anvil Bay Expansion (unconfirmed - assumed due to pre-patch conflicts with BC)
Duke Patricks - Fresh Kills Now Alert The NPCs (this one breaks the final quest in Awakening)
A Brotherhood Renewed (AI package conflicts - both mods are too similar to be run at the same time)
The Return of the Dark Brotherhood. Same reason as A Brotherhood Renewed.
Minor cosmetic issues with:
Reclaiming Sancre Tor (road passes under one of our locations - can go around)
Screenshots and concept drawings for the project: tDBC Gallery
Special thanks to:
Arthmoor for being at our beck and call to answer at least 10,000 questions for the last year and for stepping up and giving us a new home when we needed it most.
Our beta testers for playing through the entire mod at least 47 times. They are never going to want to see Awakening ever again. And a special call-out to omeletted for her thoroughness, being a royal nitpicker, breaking it in ways we never thought it could be broken, and methodically killing every single one of our NPCs at least twice.
Amadaun - Team Lead, Modelling, Texturing, Level Design
AndalayBay - Team Lead, Scripting, Quest Building, Level Design, Site Administration
Xae (Xaeaix) - Sound Engineering, Soundtrack
'Drea - Writing, Beta Testing, Voice Acting
Elec0 - Modelling, Beta Testing
Ibsen's Ghost (Ibsen3) - Voice Acting
Koniption - Modelling, Texturing
Lareneg - Writing, Beta Testing
Morrigain - Writing
omeletted - Texturing, Beta Testing
Silver - Modelling
Siulil - Beta Testing
Sunseahl - Writing
Sue - Voice Acting
Wildgravity - Voice Acting
Arthmoor - Technical Consultant
Vorians - Landscape editing and patches
Also a big thank you to the two previous teams who paved the way for us.
Ibsen's Ghost - The Hermit
Mick Mize - The Scholar (Antony Percival), Male necromancer chant
'Drea - Female necromancer chant
Remaining roles still in progress.
Bethesda for creating Oblivion
shadeMe for the CSE and Conscribe
scruggsywuggsy the ferret for OBSE
mr_siika for the Sanctum meshes
Helborne for the Chitin armour and weapons
Xiamara for the chair and sofa meshes
Gildur and Demonmaster for the Anima Cyrodiili tileset
Meo for the ceremonial dagger mesh
Ren for the blindfold mesh
Phoenix Amon for some of the book covers
Emillia for various meshes and textures
InsanitySorrow for various meshes and textures
Qarl for his spider web meshes and textures
TheTalkieToaster for the Spider Draedra NPC
elveon, Malo, mikal33 and AlienSlof for the spider resources
LHammonds, Sita and Jerros for the Paladin armour
Klaus for his UI topic fixes
fg109 (RandomNoob) for his help with scripting and quest building
Unofficial TESA Clutterer's Guild for various meshes
PrettyMurky - XML, Scripting
Rahvin - Writing
theinfamouskat (thechickwhopwn3dyou) - Writing
Thomas Kaira - Interiors
Ysne58 - beta testing
Oblivion DLC Delayers
This mod is a simple yet immersive and lore friendly way for the official DLC in Oblivion to be started. Normally when creating your character and exiting the prison cell, you are accosted by a number of highly unrealistic quest prompts that bombard you with information about things you should know nothing about and may not even want for the particular character you are playing. Instead, now you will either be able to find out about these quests via notes or in some cases simply by discovering the locations on your own.
Official Oblivion Patch 126.96.36.1996.
Shivering Isles Expansion.
Optionally requires the remainder of the official DLCs.
Install via Wrye Bash's installers tab, or manually place Official DLC Delayers.esp into your Data folder.
When you build your bashed patch, make sure this mod is selected in the "Merge Patches" and "Import Scripts" sections.
DO NOT activate the mod, let the Bashed Patch take care of it.
This mod is meant to be used when starting a new game but will not interfere with your progress if you have already activated all of the official DLC.
Simply remove Oblivion DLC Delayers.esp from your Data folder, or uninstall via BAIN.
Then rebuild your Bashed Patch to remove the missing references. If you do not do this, your game will either crash or hang during the main loading menu.
Place immediately after the Official DLCs and the Unofficial Oblivion DLC Patches.
Will not be compatible with Strategy Master's "SM Plugins Refurbished" or any other DLC delayer mod as this is meant to accomplish the same thing.
Mods which edit any of the official DLC quests or scripts will not be compatible due to the edits that were needed.
Fully compatible with all of the Unofficial Oblivion DLC Patches. Any necessary changes were included.
Should be entirely compatible with city overhauls, including Open Cities Classic and Open Cities Reborn, as it uses only interior spaces in them.
May conflict with any tavern overhauls if they have heavily rearranged furniture inside.
How to Trigger Each DLC
Horse Armor: Find one of Snak gra-Bura's notes in any tavern in the Imperial City and pick it up.
Battlehorn Castle: Find a dispatch from the knights in either of the taverns in Chorrol, or simply discover the castle on your own.
The Orrery: Find a note in the Archmage's Lobby at the Arcane University and pick it up.
Vile Lair: Discover the Deepscorn Hollow location and find a chest with the key and bloodstained note inside.
Frostcrag Spire: Discover the tower's location and find a chest with they key and deed inside.
Thieves Den: Find the Sealed Missive on a table in the Anvil Castle Great Hall. Don't steal it though unless you're feeling lucky.
Mehrunes Razor: Find a copy of "Treatise on Ayleidic Cities" on the first floor of Cheydinhal's Mages Guild and read it.
Knights of the Nine: Accumulate at least 10 fame, then the rumors topics will be activated as usual.
Shivering Isles: Find a note in the taverns in Bravil, or discover the island on your own.
for all races
This is just a quick edit for the magnificent mod "Oblivion Qaja-kar" made by LegoManIAm94 that adds a new and complete questline associated to a new gang of khajiits. With the original mod no other race than khajiits are able to join this guild, including both the rest of vanilla races and any other new ones added by mods (including khajiit variants). This solve that by letting any vanilla or mod race be able to join and play this magnificent mod. This is only a replacer for the .esp, so you need to download and install the original mod from its page (and please remember to endorse it if you like it).
All credits belong exclusively to LegoManIAm94 for making such a great mod, I only made the edit to make it playable with any race.
The following is the original description of the mod:
If you like factions where you steal things or kill people then this is the faction for you. But you must be a Khajiit to join the gang. There are 46 quests in the gang. 5 quests for each city (except for Kvatch) and after you finish those you will have five more quest in the Imperial City. And it comes with a Miscellaneous quests. If you do not like traveling this will be a good guild for you. The only places you will be is in the cities only. And all of those places you can get to them by fast travel or by traveling on the roads. You will also get three helpers that will help you in the quest or even help you if you want to just kill or steal something and they can carry items for you. And the gang leaders will sell you unlimited Skooma, Lockpicks, & Probes. And there are secret passages in all the cities (except for the Imperial City) so you can sneak out or in the city if the guards are after you or if you have alot of bounty on you. Now I know it is hard to read for what to do for a quest but just read the quest stages in the menu or pause the game when they are talking or use OBSE -Elys- Universal Silent Voice. And the Qaja-kar Essential Bartenders is an optional file for if you want to start a barfight and sometimes a gang member will start a barfight in the bar the gang members go to and may kill the bartender and so this plug-in make it so they cannot be killed. The Qaja-kar questline is about corrupting the Imperials while they are weak from the Emperors death and the Oblivion crisis. And also making the world a dangerous place by doing step by step to either stealing something or killing someone. And use the How To Play As Telki-qa as a bonus. And if you play Morrowind also look at my Morrowind Qaja-kar.
OBSE v0015 or newer
To install just download then extract folder and drag plugin and bsa into your data folder. Then drag the QK file in the Sound folder into DataSoundFX folder. If you don't have the Sound folder in your Data folder then copy the Sound folder into Data folder.
This is the English translation of the mod Orden des Drachen, which was written and released in German by Rung, Diener RE, Ryan, Lazarus, and Katan. It encompasses 72+ hours of gameplay, over 100 quests, hundreds of NPCs with full voice-acting, and an entirely new desert realm. It is voiced in German; there are no plans to make an English version of the voice-acting.
Have you already left Cyrodiil behind?
Then you do not know what happened after the death
of the Emperor's son, do you?
The Oblivion gates are closed, the Amulet of Kings
shattered, but the Empire is not saved. Rebels
spread fear and terror in the counties of Cyrodiil.
Meanwhile, talk about the old sword prophecy is
getting ever louder.
Will the hero of Kvatch again prove worthy and
be able to save the Empire from chaos?
REQUIREMENTS: You need a playable install of Oblivion and the official 1.2 patch: http://www.elderscrolls.com/downloads/updates_patches.htm. This mod does not require OBSE or any DLCs.
The English version has only the esp and video files - you must download the BSA from one of the German sites:
* Planet Oblivion: http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1645&Itemid=72
* Scharesoft: http://www.scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=2028
* World of Elder Scrolls: http://www.worldofelderscrolls.de/?go=dlfile&fileid=218
THE 2014 VERSION (AND THE ENGLISH VERSION) ARE NOT COMPATIBLE WITH ANY PREVIOUS VERSION OF ORDER OF THE DRAGON!
NEW! Slangens has created an in-game map. Download it here.
Once you have received the Imperial Dragon Armor after finishing the original game's main quest, head to a town outside of the Imperial City.
This mod mostly takes place in Mephala's Realm, which is its own worldspace, so there shouldn't be any major conflicts.
* A patch for DLC Frostcrag is available here.
* Patches for UL Jerall Glacier and Snowdale are available here.
* A patch for Sensual Female Walks by Surazal is available here.
* There is a very minor conflict with Better Cities; ODD places a manor in the IC Green Emperor Way, and some of the bushes along one of the streets clip into the walls. It has been judged not worth a patch.
If you find other conflicts, let me know and I can make a patch. If you want to make one yourself, feel free - just give me a link so I can post it here for others to find.
Since this is the first English version, there are probably still some typos, grammatical errors, etc. I tried my best to find and fix them after I was done, but I'm sure a few slipped through nonetheless. Additionally, Google Translate saw fit to add invisible characters that show up as ?? in plaintext. If you find any, please let me know so I can fix them.
Be sure to the visit the ODD Wiki, hosted by Dark Creations: http://www.darkcreations.org/orden-des-drachen/wiki/Main_Page It is still a work in progress, so be patient. Also check out the videos:
There are two files here: Order of the Dragon esp has just the esp, and the other is the sound and video files in English. Since the esp will be updated frequently, it's easier for me to keep it separate. If you've already downloaded this file, you won't need the sound/videos; otherwise, grab both files.
By CliffwormsName: Tales of Cyrodiil
Oblivion Script Extender
Elys Universal Silent Voice
DarNified UI (with the option for smaller fonts) or any similar mod that reduces the fonts' size
"Some of the greatest adventures have had their starts in smoky, noisy taverns." - The Daggerfall Manual, p.58
Tales of Cyrodiil adds 14 quests for you to embark on. These adventures are inspired by some of Daggerfall's side quests you can get from innkeepers and shopkeepers. Unlike Daggerfall, the Tales of Cyrodiil are unique and not randomly generated. Also, I've greatly expanded them by adding new outcomes, dialogues and ways to complete them.
The quest givers can be found in most of Cyrodiil's cities. One can be found in a roadside tavern. Asking about rumors in town may lead you to adventures. Want to know where to find the quest givers? Check the bottom of the document.
Quests vary from the classic "fetch me this" to more complex adventures, though even the most basic have a lot of dialogue to make them interesting and have multiple ways to complete them. Impersonate a coward at a duel, lend a hand to a noble who mistakenly gifted fake gold ingots to his contacts, lift the curse from a wraith's skeletal hand, help a noblewoman in preventing her husband's ransom... or betray her and save him, and more.
In addition to the quests, completing vanilla Oblivion's quests will increase or decrease your disposition towards NPCs and factions, depending on how you complete them. For example, taking care of our favorite paranoid Wood Elf in Skingrad will net you a better reputation with the town's citizens, in particular with the three people the Wood Elf targeted. On the opposite, botching a Thieves Guild job will lower your disposition with your guildmates and probably the factions linked to that quest, if any. Note that these changes are done in a separate script, meaning that no changes have been done to Oblivion's vanilla scripts, therefore making this compatible with mods that change Oblivion's quests.
- Time limit
Most quests must be completed in a limited time. Some are days, others are weeks. Bandits won't hold someone hostage foverer. You'll always be informed of the time limit. Failing to complete the quest in time will result in failure.
- No essential NPCs. No essential items
Indeed, most of the related quests' NPCs can die and most quest items can be dropped or sold. For most quests, the death of quest NPCs will result in failure. Don't worry though. The NPCs stay inside cities so the only way they could die is if you had a hand in it. For items, you'll always be able to tell the NPC you lost the quest item, resulting again in a failure...but that could be a lie and it'd allow you to keep the items for yourself.
- Skill checks in dialogue
In most quests, you can bargain your reward using Mercantile. You may also be able to use Speechcraft. To identify skill checks, you will see [M] or [ S ] before your answer, for Mercantile and Speechcraft, respectively. Having Luck of 60 or more helps with skill checks.
- Voiceless, choice-based dialogue
Most of the quest dialogue is choice-based, allowing you to ask questions about the task, accept or refuse it and bargain your reward. Some topics are also added when, for example, you ask around for directions to one of the NPCs or a location. Finally, all the new dialogue is not voice acted.
- Pre-quest, present-quest and post-quest rumors
People will have rumors to say before the quest, during the quest and after the quest. They vary depending on the outcome, if you fail or succeed the quest.
- On the importance of faction relations
Some of the quests have optional paths if you are a specific faction member or if you have good relations with them. For example, in A Noble's Debts, being a Thieves Guild member or having good relations with them will allow you to receive a letter from the Guild to give you hints on where the lost loan is located.
- No new dungeons or locations
Quests NPCs are placed inside the game's cities and the quests take place inside vanilla locations only. The dungeons used for those quests are existing Oblivion dungeons that have no quest linked to them. This allows for greater compatibility, preventing conflicts with mods that add new locations or change the landscapes.
Most quests reward the player with gold, others give not too powerful magical items. All quests give a faction relation bonus/malus with the city in which the quest takes place or the factions that were implicated in the quest. For example, helping a nobleman from Cheydinhal will give you better disposition with the nobility in general and the people of Cheydinhal. On the opposite, botching a quest or betraying your quest giver if the opportunity arises will drop your disposition with the related factions. After all, the quest giver will talk about how good or bad you did his job with his friends and neighbors.
Most quests use Oblivion's leveling system for difficulty as I believe it easier for balance. Some NPCs are fixed, though. Overhauls that changes Oblivion's default leveled lists for equipment will work with Tales of Cyrodiil.
- Oblivion XP integration
Users of Oblivion XP will be rewarded for completing quests, succeeding at skill checks in dialogue and will receive a small amount for failing quests.
- Optional quest markers
By default, quest markers for Tales of Cyrodiil's quests are disabled. Sufficient descriptions and directions are given to find a location or an NPC. If you still want to use quest markers, you will have the option on the first quest you accept.
If you change your mind afterwards, open the console window and input the following command :
set TOCConfig.QuestMarkers to 1
Open Cities/Open Cities Reborn
Oblivion Uncut (minor conflict with the quest To Assist the Fate. You must complete Oblivion Uncut's Broken Promises quest before doing Tales of Cyrodiil's To Assist the Fate or you won't get access to Broken Promises Cave)
Wolfdol Castle Alessia (A trap door will appear north of the castle in the fort ruins to access Oblivion's Fort Alessia dungeon. This will allow you to complete To Assist the Fate)
Minor incompatibilities :
Legion-Occupied Forts (An enemy NPC and creature are added to Fort Alessia and Fort Chalman. The worst that'll happen is that these two enemies will attack the legionnaires and those two quests' storyline won't make much sense, but you'll be able to complete them.
May be incompatible with other mods that changes the layout of the following dungeons :
- Belda, Broken Promises Cave, Doomed Mine, Fort Alessia, Fort Chalman, Fort Homestead, Fort Wariel, Lipsand Tarn, Nornalhorst, Shattered Scales Cave, Talwinque.
None... at the moment!;)
2019-01-07 - 1.03
- The Ransom : Fixed crash when ransoming Ula with the gem
- Daedric Lodestone : The stone will now properly vanish once the quest is complete
- A Mix-Up : Fixed some rumors that would be shared before the quest would be active
- Defamation : Iminda will no longer roam the streets, depending on the outcome
- To Assist the Fate : Morgorya will no longer try to greet you in an endless loop if you initiated dialogue and later failed the quest
- The Ransom : Added a new way to complete the quest if you are the Gray Fox
- Defamation : A possible reward for the quest, the Pants of Venom Spitting, now have a unique mesh and texture (Thanks, Puddles!)
- The Ransom and Defamation : Ula and Talib, two NPCs you need to escort, will go in sneak mode if you do.
- The Switcheroo : Added drinks for sale to Emfrid at the Grey Mare
- The Switcheroo : You can now persuade Emfrid to unluck the courier's room
- Quest markers added for Open Cities/Open Cities Reborn
- Added a longer silent file (15 seconds) for the dialogue (replaces Ulys' Silent Voice's 8 seconds file)
- Once you turn in/fail a quest, a message at the top left will inform you of any reputation changes towards people or factions.
- A Mix-Up : Re-wrote some journal entries for less confusion
- Daedric Lodestone : The Dremora will no longer be summoned if conjurers are nearby. This is to prevent her from attacking them.
2018-09-15 - 1.02
- Fixed compatibility with Unique Landscapes - Silverfish Valley River
2018-09-14 - 1.01
- Removed unused references and topics that caused errors in TES4 Edit.
2018-09-08 - 1.0
- First release
You may contact me on the Nexus with my username, Cliffworms.
Note that I tend to leave for some time, so I may not reply immediately.
Thanks to InsanitySorrow for his ReadMe Generator this file is based on.
Thanks to Bethesda for creating Oblivion.
- Trollf for his Divine Shields resource
- Bad Andy for his DIvine Armor ressource
- Khugan for his Gold Bars resource
- Puddles for the Pants of Venom Spitting mesh and texture
- AndalayBay for the his help on making Oblivion XP work with Tales of Cyrodiil
- Vortex DrAgOn and Daneel53 for the DFQRCEdt utility
- The Daggerfall Dev Team
- Dave Humphrey and the contributors for The Unofficial Elder Scrolls Pages. http://www.uesp.net/wiki/Main_Page
- The OBSE team for passing through every barriers they see.
- Elys for Elys Universal Silent Voice OBSE plugin. Because of you, we can now freely mod dialogue without worrying about creating hundreds of silent lip-synched voice files!
- ShadeMe andThe Construction Set Extender Team for bringing the CS updates we desperately needed.
- Bethesda for the Oblivion CS.
Insanity's ReadMe Generator
Construction Set Extender
DFQRCEdt utility - Nifty tool to open and extrapolate dialogue data of Daggerfall's quests, which I used for inspiration.
You can do whatever you want with this, all I ask is that you give full credit for any work used.
I would also appreciate you letting me know where the work was used.
Quest list and locations
Marcurio Orius and Gualtierus Turrianus are in conflict to gain the love of Elorya Hawkham. Gualtierus challenged Marcurio to a duel. The problem is, Marcurio is no fighter and he's seeking a sword for hire to impersonate him and win the heart of Elorya.
Rumors are spreading about a Redguard named Iminda. Apparently, he has taken a goblin for a lover, he keeps slaves, is a pariah or even beats his spouse! Needless to say, Iminda wants to put a stop to those rumors and is looking for an investigator to find the source of those false spreadings.
-A Mix Up- (Fame/Infamy >= 10 or Hero of Kvatch/Master of Fighters Guild/Arena Grand Champion/Mages Guild Arch-Mage required)
A Khajiit has had his emerald stolen by someone... who looks like you! Could it be really you?
A nobleman's friend had the brilliant idea of giving him false gold bricks as a gift. That nobleman had the even more brilliant idea of giving them away to his allies. The problem is, he has now realized they were fake and they've already been given away. Retrieve at least one of them and you will be rewarded. Retrieve them all and you'll be handsomely rewarded.
-The Daedric Stone-
An Altmer sorceress is searching for a daedric lodestone for her research. Her assistant, another Altmer, arrived in Cheydinhal to hire someone brave enough to recover it from Ayleid ruins filled with conjurers and daedra. The dremora guarding it may have another plan in mind...who will you trust?
-To Assist the Fate-
Noblewoman Morgorya Coppercroft received word that her good-for-nothing, cheating husband named Theodyn Coppercroft has been captured by bandits and held for ransom. Of course, Morgorya doesn't want to ransom Theodyn but his cousin wants to. You may complete this quest in multiple ways...
-The Telvanni Duel-
At the Foaming Flask in the Imperial City, a furious Dark Elf from Sadrith Mora is causing a bit of a ruckus. He keeps drinking and challenging the unfortunate patrons to a duel. Will you be the one to accept his challenge?
-A Noble's Debts-
A merchant loaned gold to a nobleman under the condition that the merchant keeps a deed to a valuable piece of property. Now, the nobleman vanished without a trace and the deed was stolen. This has hit the merchant's finances pretty hard and he seeks someone to find the deed, retrieve the loaned gold or, if all fails, find the nobleman.
-The Wraith's Hand-
A very anxious man is looking for a courier to deliver a skeletal relic to a priest. Rumors say this hand used to belong to a vengeful spirit who still wanders Tamriel looking for it...
Argonian Kal-Ma of Leyawiin is beyond herself with grief. Her husband has been captured by the Thieves Guild and those good-for-nothing outlaws are asking a ransom or they will kill their hostage. Will you use fighting, diplomacy or wits to solve the case?
-A Rare Book-
An Argonian savant in Skingrad would like to hire an adventurer to recover the ancient tome "Vampires of the Illiac Bay" from Ayleid ruins nearby.
Browen, a down-on-her-luck traveling merchant staying at the Two Sisters Lodge in Skingrad, has been betrayed by her former business partner. Indeed, Browen was going to warn the authorities when she discovered that her partner was involved in smuggling. In fact, her partner hired a courier to deliver false accusations about Browen to Wayrest's Guild of Merchants. Browen is looking for someone to intercept the courier before he reaches Wayrest and sneak in a letter in his backpack denouncing her partner and remove the false accusations about her. Will you be quick enough?
-The Barbarian Duel-
At the Imperial Bridge Inn, an Orc Barbarian is seeking an opponent for a duel to the death. Needless to say, nobody, even the drunk Imperial Guard who visits the inn, has accepted.
-An Unexpected Journey-
A Wood Elf staying at Bleaker's Way's inn is seeking an adventurer for an unknown but certainly dangerous task given by his master. The master promises 500 gold to the adventurer who will complete this mysterious task. Will you be the one?