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> Possible Expansions, Well, one expansion in particular...
Captain Hammer
post Mar 28 2011, 06:36 AM
Post #1


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Joined: 6-March 09



So, since this is Bethesda we're talking about, let's all talk about the number 1 expansion that you want to be included in Skyrim, based on what we know so far.

What do I want? Simple. The Ruby Throne.

I mean, seriously, the way the game is currently presented, the final big-bad will involve some manner of sealing away Alduin (Akatosh/Auri-Eil, based on your pantheon of choice) and saving the world. So, why not build on that, by, say, using your newfound status as Dragonborn God-Binder to do something productive.

Example of Productive Endeavor: Kick-start the Fourth Empire of the Dragonborn. Alessia did it. Reman I Cyrodiil did it. Tiber Septim, the Divine Talos, did it. Why in Oblivion's Infinite Chaos should the next Dragonborn not have a shot at becoming Emperor (or Empress)?

I know, I know, there's a large degree of difficulty in trying to figure out how an Elf would become the ruler of the very human-centric Tamriellic Empire. One Dark Elf Empress was difficult enough, even though she did get the job on account of her husband and minor son. Let's not get into the problems that most of the human races would have with an Argonian or Khajiit as Emperor/Empress. I'm sure there's a way to get around this. Even if it does require adopting an appropriate heir from a human household and/or being adopted into that household, giving other members the claim on the Ruby Throne.

According to the lore, periods of severe civil war always come at the end of an Interregnum. And it is always the forging and renewal of the Tamrielic Empire that ends such strife. Historically, when an individual controlled all of Skyrim, it was either as a supporter and ally of the Cyrodiilic rulers (the line of Ysgramoor in the High Kingship of Skyrim allying with Alessia and the First Empire), or that person was Emperor (both Reman I and Tiber Septim unified Skyrim behind them before they could conquer the rest of Tamriel).

And besides, if you can whistle up a dragon with a careful shout, who could stand against an army with that in its arsenal. It worked great against the Redguard Crowns at Stros M'Kai, and that was some of Tiber's most difficult opposition.


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Destri Melarg
post May 7 2011, 08:46 AM
Post #2


Mouth
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Joined: 16-March 10
From: Rihad, Hammerfell



I’ve had a thought for a possible expansion.

As Dovahkiin you are called upon to mount an expedition to Atmora. Atmora means ‘Elder Wood’, and somewhere buried under thousands of years of the ice which has claimed it is a totem of some sort that is vital to the survival of Skyrim. Your first task is to secure a ship. Due to the importance of this voyage, several are offered to you from the various cities and towns of Skyrim. But be careful, choosing one ship runs the risk of alienating the powers that be in a rival city. You must recruit a crew from amongst the rough sailors that crowd the coastal cities of Solitude, Dawnstar, and Winter Hold. Be mindful with your choices, the sailors have loyalties, rivalries, agendas, and prejudices that could endanger the voyage.

Now you must sail through the Sea of Ghosts, which did not get its name because someone long ago thought it sounded cool. Imagine shipboard combat against the undead. Imagine massive sea creatures and combat where you must rely upon the loyalty that you have built with your crew, and your own skill with a harpoon. Imagine an uncharted island with a crystal lagoon and sirens (male and female) looking to lure you and your crew to an early grave. Above everything else, imagine the icy tendrils of a cold that causes you to lose health with each passing moment not spent near a fire . . . and there is nothing more dangerous aboard a ship than a fire! The closer you get to Atmora, the colder it gets. Even Nords are not immune. One by one your crew begins to succumb. The ocean begins to freeze, making passage virtually impossible. You set out on foot, walking over the ice. The crew begins to show signs of restlessness. How well did you choose them? Too late you realize that the whole voyage is just a ruse to get you (and your political weight) out of Skyrim. Several members of your crew are under orders to kill you and bury your body at sea. Behind you several men unsheathe their weapons . . .


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mALX
post May 7 2011, 02:43 PM
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Joined: 14-March 10
From: Cyrodiil, the Wastelands, and BFE TN



QUOTE(Destri Melarg @ May 7 2011, 03:46 AM) *

I’ve had a thought for a possible expansion.

As Dovahkiin you are called upon to mount an expedition to Atmora. Atmora means ‘Elder Wood’, and somewhere buried under thousands of years of the ice which has claimed it is a totem of some sort that is vital to the survival of Skyrim. Your first task is to secure a ship. Due to the importance of this voyage, several are offered to you from the various cities and towns of Skyrim. But be careful, choosing one ship runs the risk of alienating the powers that be in a rival city. You must recruit a crew from amongst the rough sailors that crowd the coastal cities of Solitude, Dawnstar, and Winter Hold. Be mindful with your choices, the sailors have loyalties, rivalries, agendas, and prejudices that could endanger the voyage.

Now you must sail through the Sea of Ghosts, which did not get its name because someone long ago thought it sounded cool. Imagine shipboard combat against the undead. Imagine massive sea creatures and combat where you must rely upon the loyalty that you have built with your crew, and your own skill with a harpoon. Imagine an uncharted island with a crystal lagoon and sirens (male and female) looking to lure you and your crew to an early grave. Above everything else, imagine the icy tendrils of a cold that causes you to lose health with each passing moment not spent near a fire . . . and there is nothing more dangerous aboard a ship than a fire! The closer you get to Atmora, the colder it gets. Even Nords are not immune. One by one your crew begins to succumb. The ocean begins to freeze, making passage virtually impossible. You set out on foot, walking over the ice. The crew begins to show signs of restlessness. How well did you choose them? Too late you realize that the whole voyage is just a ruse to get you (and your political weight) out of Skyrim. Several members of your crew are under orders to kill you and bury your body at sea. Behind you several men unsheathe their weapons . . .



Hey wait, I've got this in a mod already if you drop the part about Skyrim and the frozen totem. It is a pirate mod, but the same thing happens ... quite fun, by the way !!!


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