Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops.
Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale. Where once ruins lay, a thriving village has sprung up in their place.
But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then?ģ0 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Raminus Polus, circa 3E 433.Īn age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. This doesn't translate to Feldscar at all.
Want to get a taste of some real retro gaming? A PC remake of Telengard can be found here: Yes, I have played it, and it's a very faithful reproduction of the original experience. * All houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * Military control changes based on who controls Winterhold. * Custom inn layout using Skaal Village architecture. The village's name isn't the only Easter Egg you'll find either
This mod serves as a bit of an homage to the game that first got me hooked on RPGs and on the idea of modding them as well. Old school (and I mean old) may recognize the name of the mod as an old Commodore 64 game by Avalon Hill (circa 1983).
No, these Nords are not an offshoot of the Skaal, but they do share architecture and some clothing in common. I also wanted to do something with the Skaal Village tileset and figured this would be a good opportunity to make use of it and some of their clothing. There's plenty of meat and fish available for the taking on the island and now someone is there doing just that! This mod aims to change that a bit by offering an entire settlement dedicated to the task of hunting horkers, fishing, and raising goats and cattle for meat.
Plus there is a lot of implication that many spend a lot of time at sea hunting horkers and fishing but no reflection of this exists anywhere except one hut in the Skaal Village. Nords have always been spoken of as hearty and tolerant of the cold, but Skyrim has few instances where this is demonstrated. Some unimplemented items have been added from the following UESP list: Ĭheck out the video for the mod by Brodual:Ī hunting and fishing village on an island in the Sea of Ghosts. Unimplemented quests were seeded by the following list on UESP: NPCs were implemented using the list available on the UESP: Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet.
NPCs have been brought back to the game and given homes where appropriate. Various items have been restored that were still in the data files. Quests that were partially implemented have been completed. Villages that were supposed to exist have been brought back. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. A content restoration mod for Skyrim and the official DLCs.įrom the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game.