A farmer in the Thirr River Valley area has a prize guar able to dance, do tricks, and even the limited ability to speak. This guar is the talk of the region and has even won the attention of dunmer nobility. Naturally the farmer's first thought was to breed the guar and sell its offspring for a massive profit. Unfortunately the day after mentioning this, the guar disappeared. "Bandits!" he thought, "They've stolen my prize guar! I see it's footprints going to the southwest!" At this point the player arrives and the farmer explains the predicament.
Born out of the how-to-put-feathers-on-bugs discussion. This is a flitterbug. It has four feathery wings and a feathery bird-like tail, but its head is more typically bug-like with the antennae of a moth. It also has two legs like a bird, but they are segmented and clawed more along the lines of an insect or perhaps a lizard. It may have vestigal legs tucked along the upper portion of the tail (as insects are classically six legs, four wings).
YUUUUGE dump of different dialogue. I generally have it lumped together via topic (i.e. "little secret" or "latest rumors" though some of it is chopped into category i.e. "religion" and "slavery", so use ctrl+f to your advantage here.) I also have gotten some response to some of the dialogue being too descriptive, but I can't really say either way.
The siltlouse is a creature that lives in the Mudflats. It lives on the ground, but can also be found crawling around underwater. The creature has a strong carapace and is a bit smaller than a Guar. The creature is normally passive, but when provoked it can hurl itself at an enemy with great speed, using his body as a battering ram. The siltlouse diet consists mainly out of dead organic material, but it can also be seen eating various plantlife, be it below, or above water.
Link to download the armors and weapons. They are high-res and as such will require reg res versions as well. There are also some tweaks some of the armors could use. There are some missing/bad texture paths on some of the weapons as well, but all-in-all these will be a huge asset for Kemel-Ze or the Dwemer Lighthouse.
Throwing axes and spears/javelins have been mostly left out because marksman weapons flew in the wrong direction and remained static in the air. R-Zero has found how to fix that in the nifs, so it's now possible to add more variety to hostile NPC encounters by having some e.g. throw an axe before they draw their weapon.
A quest for the Imperial Archaeological Society in Kragenmoor.
The player is sent to find an ancestral tomb rumored to contain the entrance of a hidden and pristine Dwemer ruin. Environmental puzzles, dangerous enemies, rare schematics, and great rewards ensue. The quest mainly exists to make use of this interior by Tyrant: https://www.tamriel-rebuilt.org/claims/archaeology-ancestral-tomb
Exterior location TBD. (Claimer, feel free to suggest)
A Dunmer ancestral tomb with a connection to a Dwemer ruin further in. This interior to be made specially for the Archaeology plotline, and should include monsters and other features as listed below:
Things to consider in making this claim: --The player will be escorting a Dunmer priest and/or commoner through the first part of the dungeon, who will commune with the Ancestors to ask permission to go deeper.