Skyrim mod for Oblivion plans. Oblivion and Oblivion's plans. Captive Souls in Coldharbour

  1. Talk to Savlian Matius.
  2. Enter Oblivion. Head to the Bloody Feast (Sigil Fortress) and make your way up.
  3. Follow the road to the Reaper's Lair to find the prisoner. Kill his guard to get the key to the Sigil Fortress.
  4. Make your way back to the Blood Feast, get to the top and activate the Sigil Stone. The gate will close and you will find yourself back in Kvatch.
  5. Help Savlian kill the enemies in the square in front of the chapel so that the survivors can be rescued.
  6. Talk to Martin and tell him to follow you to Weynon Priory.
Description

As noted in Quest for the Heir, Martin will not come with you unless the remaining survivors of Akatosh's chapel can make it out safely. Meanwhile, Savlian Matius is too busy fighting outside the Oblivion Gate to assist in your quest, so the only choice is to close the Gate. Tell him you want to help, prepare for battle and enter through the portal.

Oblivion Plan

It's easy to get confused in this level if you don't check the quest marker and map, so be sure to activate the quest in the journal.

Climbing the tower

After passing through the portal, you will find yourself in the world of Oblivion. Your destination is the tallest tower visible. The direct route is blocked by two large gates. If you have highly developed acrobatics, then you can simply jump over them. If not, you will have to take a detour through the western part of this location.

Eventually you will reach the "Bloody Feast" (Sigil Fortress). There are a few Daedra inside, but these aren't difficult fights. Your goal is to get to the top of the tower, killing all the enemies you meet along the way.

At the top of the Reaper's Lair, you will find Menien Goneld locked in a cage and guarded by a Dremora - the Guardian of the Sigil, who will begin a conversation with you. He will say: “You should not be here, mortal. Your blood is lost, your flesh is mine! At this moment he will attack you. Kill the Guardian to get his key. Menien will give you a little more information about where you are going, but will insist on continuing, don't try to save him.

Menien Goneld

Return to the main tower. You can now open locked doors.

You will reach the last part, Sigillum Sanguis, which contains the Sigil Stone. Climb the stairs, killing any enemies you encounter, and at the very top you will see a glowing orb balancing on a red stream of lava. This is the Sigil stone that keeps the Gates of Oblivion open. Take it.

Sigil stone at the top of the tower

Back to Kvatch

Now that you have returned to Kvatch after destroying the Oblivion Gate, return to Savlian and report your success. When you're ready, follow him and the other soldiers into the city and help them fight the monsters near the chapel. Once all the enemies are dead, he will go to the chapel to make sure the residents are okay. At this point, you can either escort Martin to Weynon Priory or help Savlian recapture Kvatch in a side quest.

Diary entries

Number
stages
short circuitDiary entry
8 Savlian Matius asked me to close the gates of Oblivion, which are located near the destroyed Kvatch. He sent his people there, but none of them returned. If I think I can help him, I need to let him know.
10 I will help Savlian Matius and the other guards who are trying to rescue the townspeople trapped in the Akatosh Chapel. Savlian is ready to lead soldiers to their rescue, but the gates of Oblivion have opened at the entrance to Kvatch.
10 I need to go through the gates of Oblivion and find a way to close them.
20 I met Iland Vonius, a Kvatch guard who, together with his comrades, was trying to close the gates of Oblivion. He said at least one other person survived. This man was captured and taken to a large tower. I need to go there and find him.
20 After the attempt to storm the gate, at least one more person remained alive. This man was captured and taken to a large tower. I need to go there and find him.
30 I managed to find the prisoner. He said that I would need to get to the top of the tallest tower and look for the Sigil Stone there. But in order to get into the Sigil fortress, you will need the key of the sigil keeper.
40 I managed to get the key to the Sigil fortress.
40 Now I need to get to the Sigil stone and take it from the Sigil fortress, then the gates of Oblivion will close.
50 I managed to close the gate by taking the Sigil stone, which served as a kind of anchor for it. We need to tell Savlian Matius that the path to Kvatch is now open.
60 Savlian Matius, a guard of Kvatch, asked me to help him and his people recapture the city of Kvatch. They are already storming the city; I need to run with them and try to save Savlian.
70 We entered Kvatch - Savlian, his people and me. Now we need to clear the southern square so that those buried in the chapel can be brought out.
80 With my help, Savlian Matius and his men managed to capture the southern square. We need to talk to Savlian about our further actions.
90 Now the surviving townspeople can leave the chapel and take refuge in the camp, which is south of the city. Savlian asks me for further assistance. I will need to let him know if I decide to help him.
200 Savlian Matius was killed. (This quest is marked as completed once the refugees reach the camp. This journal entry does not appear in the game as Savlian Matius cannot die.)

Notes

  • Not all entries may appear in your quest journal; Which entries appear and which do not appear depends on how the job is performed.
  • The stages are not always in order. This usually refers to quests that have multiple possible outcomes, or quests where certain tasks can be completed in a random order.
  • Mark in the "KZ" (End of Task) column means that the task disappears from the list of active ones, but you can still get new records for it.
  • you can use console to advance the quest by entering the code setstage MS48 stage , where stage is the number of the stage you want to complete. Please note that it is not possible to cancel (i.e. go back) stages of a quest. See SetStage for more information.

Version: 1.7

Requirement: Skyrim

Do you want to step back into the shoes of the Champion of Cyrodiil and remember the good old days? Or maybe you don’t have enough hair-raising battles for the titanically powerful heroes of the last levels? Or maybe you’re just interested in adventures in other worlds, riddles and cunning devices? In any case, the horror quest Gates of Solitude will open for you not only the notorious Gates, but also many opportunities

The quest will begin at the gates of Solitude, where the Gates of Oblivion will be erected and, to the accompaniment of terrible lightning, evil Daedra will burst out under the red sky. Close the gates to save dying humanity once again.

Adventure quest for heroes level 35+ (the authors were clearly joking, better - much more)
- The plane of Oblivion with its well-known blood and fire design - for exploration
- A quest with tricky riddles and various traps - break not only hardware, but also your head.
- Hordes of enemies - Daedra, ghosts, etc., the strongest bosses in various terrible locations that you will have to defeat to complete them
- Awards, valuables and weapons - of course
- Several notes and books that shed light on what is happening. Including a luxurious recipe explaining how the gate was opened.

Notes and bugs:
- It's best to start before/after the Battle of Solitude quest to avoid any conflicts.
- It is better to approach Solitude from the direction of the stables, that is, “from the street.”
- Don't drag your partners with you. Dizzying falls, teleports, traps and terrible battles are too much for them!
- Stock up on everything you need. The alchemy table will only appear once. Barrels with potions and supplies are scattered throughout the locations, but they may not be enough.
- DO NOT USE CODES! The mod is not designed for cheats. The quest line directly relies on the work of triggers, so tgm, tcl or kill are COMPLETELY contraindicated. If it's so difficult for you, roll back and try the mod at higher levels. It's better than being stuck in another world.
- Make basic saves more often. And in general conservation. Special effects in many locations can cause bugs with the display of textures and so on, but this is a minor nuisance compared to possible crashes. There are very few of them, but they happen.
- Try to use shouts carefully so that bosses don’t fly away from you to places where you can’t inspect them.
- Dremora sometimes start talking like Nords. The fix for this disgrace is in optional patches, and if you don’t use them, you’ll have to listen like this.
- If the sky does not turn red when the gate opens, then your ENB is to blame.

Optional
- A patch that reduces the strength of enemies. If you are not sure that you can get through hundreds of Daedra, this patch is for you.
- A patch that increases the strength of enemies. Do you like challenges? Then you will be delighted.

Patch that horribly increases the strength of enemies, maniac mod.
Of course, you need to select one patch and install it after the original, since the patches require it. Don't forget about the boot order.
- Loading screens with images from the mod.

Improved gaming dremora.

Description :
This is the second part of the Oblivion Universes series, but it can be considered as a separate addition. Still, I would recommend the first part first - Gates of Solitude, if you haven’t tried it yet. Prepare yourself for the fact that you will survive in the interweaving of the worlds of Oblivion (level 38 required). You can take your followers with you, but you will have to take care of them if you want them to survive.

To fully experience the mod, we advise you to play with a high level character and install a heavier version. What awaits us:
- Big world of Oblivion
- New locations
- Battles, rewards and artifacts
- Surprises and traps
- New potions, weapons, scrolls, books, spells
- New sounds and music
- A lot of mystery
- Forge of Oblivion
- Continuation of the story about who started this war.

Story :
(Don't read if you haven't played Part 1 yet)
A new evil arrives from Oblivion. A mysterious overlord is about to cast a final curse on Tamriel, using the Gate as both a link and a catalyst to swallow Tamriel into the void. In Solitude, you went to Oblivion to find the citadel and protect it, to close the Gate, you killed the Guardian and took the stone of evil from the unholy temple. That precious stone... The Black Heart of Oblivion... and you don’t know what to do with it now... The dark forces contained in it respond in your heart with a distant cry of anger and pain. But you must wait. You understand where the roots of this evil are, and who is trying to enslave your homeland. You know the place, but not the time. Go now to Morthal and be prepared for anything... Are you a knight worthy of virtue? Or are you a murderer, a thief or a worm that crawls on the ground? Doesn't matter. It doesn't matter whether it's a hero or glory... Oblivion has no compassion. It will consume your friends and enemies, destroy your home and destroy you. If you fail, your world will disappear and you along with it, so pull yourself together and let's do what you know how. Requirements :
Skyrim 1.9 or higher

Installation :
Unzip and copy the files to the Skyrim/Data folder or Steam/steamapps/common/Skyrim/Data. The "Options" folder contains patches for the mod with different difficulty levels:
-adept (easy)
-insane (medium)
-inferno (heavy)
Connect the mod files in the launcher.
Note: The patch must be after the main file in the download order.

To start playing the mod, you must be in Morthal between 12.00 AM - 6.00 AM. Sometimes you need to wait a day.


Removal:
Disable the mod in the launcher and delete the mod files.

Bugs/Conflicts:
There is currently a small issue with Havok using the item (Oblivion Stone); Do not throw it out of your inventory as soon as you have picked up another one to avoid being kicked out of the game.
Don't quick save near the Ash Pot to avoid CTD. We will fix this in a future update.

There are mods that change the color scheme of the game (for example ENB). This will possibly cause problems with water, display or other FX. And if you use them, you won’t see the mod the way we intended it.

Changes in version 1.5:
-Fixed Navmesh's and fixed events
-Fixed bugs in earlier versions.
-Added several details.

Changes in version 1.3a:
Re-cleaned files
Some minor fixes and improvements
Navmesh improvement
More details
Improved animation
NPC Improvement
Added a book describing custom potions
Fixed major issues with the Malacata Ash Pot
Dremora Update - ESP, requires the original. Makes the game's default dremora stronger than all of them.

Acknowledgments:
Hanaisse: Exterior Oblivion Gate Meshes and Textures
ShadowGamer (Official ORS Composer) : Custom Themes and Audios
narphous: Writings Check k Published with the written permission of the author -MannyGT .

.
The article reflects the personal opinion of the author. I do not exclude another state of affairs, because there is no more accurate information. However, my point of view seems to me the most objective and resonates in gaming literature.

Oblivion

Oblivion (Oblivion) ​​is one of the planes of existence, something like another dimension in which the Daedra live. In a general sense, Oblivion is space - a black void - oblivion that surrounds the material plane of existence. The Daedric Princes changed it and created Daedric plans to match their essences.

Oblivion is divided into regions ruled by the Daedra Prince or certain entities such as the Perfect Overlords. Each plane is a reflection of the essence of its owner, it is possible that the plane itself is a Daedric prince.

“We will create a new world from ourselves, but at the same time we will not separate anything from ourselves and will not allow us to be mocked - we will create this world within ourselves, in our eternal ownership and under our complete control.”
-Monomyth


Based on these lines, the plane of oblivion is located within the prince himself. Then those whom we see in them are just their incarnations, as mortals imagine them to be. Be that as it may, the prince and his plan are inextricably linked.

The black canvas of Oblivion is dotted with stars - passages to Etherius, the world of magic. Through these doors, magic enters Mundus, or as it is more often called, Nirn, the planet of mortals.

So, Oblivion has two meanings:
1) Space, the endless void between the material worlds.
2) The dimension in which the Daedric prince or other ruler of Oblivion lives.

Both concepts are closely intertwined. If we imagine space in our usual understanding, then the plans of Oblivion are most likely located in black holes. These are peculiar dimensions created by the Daedra by means of changing the void. For in the nature of the Daedra there are only changes, they cannot create.

The “36 Lessons of Vivec” also speak about the “immateriality” of Oblivion. There Aurbis - the universe is represented in the form of a wheel, the eight spokes of the wheel correspond to the eight gods of the Alessian pantheon, and the area between the spokes of the wheel is Oblivion.
We can all imagine a wheel with eight spokes and understand perfectly well that between the spokes there is emptiness. Such emptiness is oblivion in Vivec’s view.

Oblivion and Mundus


Those who during their lifetime serve the Daedra on the mortal plane - Mundus, after death, most likely go to the lord of Oblivion, whom they served. Such an example could be werewolves, whose souls after death end up in the Hunting Grounds of Hircine, or the famous Miraak, the first dragonborn, who after his death was imprisoned in Apocrypha.

The connection between Oblivion and the Mortal Plane is carried out only through portals. It is unknown, however, how the souls of mortals who served the Daedra during their lifetime get there.
There are short term and long term connections to oblivion.

Short-term ones include spells from the school of witchcraft, when cast, the caster receives Daedric weapons or armor for a short period of time, or calls upon lesser Daedra. The power of the spell dissipates after a short period of time, and the short-term connection ends.

Long-term communication is carried out through special rituals or contracts with Deadra. At the same time, Daedric artifacts and lower Daedra remain on the mortal plane for a long time. The process can be accelerated if the physical shell is destroyed. After such actions, the artifact or lower daedra ends up in oblivion. This once again proves the intangibility of Oblivion and its plans.

The portals to the Daedric planes stand apart. The secrets of opening such portals are known to very few mortals. One of them was Divayth Fyr, Ezmaar Sul knew a similar secret, he used oblivion to quickly move around Tamriel, another was called Morian Zenas. The latter really disappeared into Oblivion while making crazy journeys.
Portals allow Daedra to come to Nirn in unlimited numbers and for an unlimited time. This was a direct threat to the inhabitants of Tamriel until the appearance of the Amulet of Kings - the relic with the help of which the Dragon Fires are lit in the Temple of the One.


Oblivion's plans

Apocrypha- dimension of the Daedric Prince Hermaeus Mora. This is a treasury of knowledge - a gigantic library filled with books and fraught with many dangers for the mortal mind.



"Morian Zenas told me that he was in a huge library - endless shelves lined with books went in all directions. An invisible wind ruffled their pages. Each book was bound in black, and not one of them had a title. He did not see a single soul , but felt like ghosts wandering among the shelves and leafing through books, looking for something known only to them.

This was Apocrypha, the home of Hermaeus Mora, where you can gain any forbidden knowledge."

Oblivion Gate

One of the known ways to get to Apocrypha is to find the Black Book. There are several such books and they are original portals. However, unlike ordinary portals, the book transfers only the mind of the reader to Apocrypha, while the physical shell remains in Nirn. In order to obtain the knowledge hidden in the book, you need to find a paired book in the Apocrypha itself, and the same book with hidden knowledge will lead back to the plane of mortals.



Book-portal of Apocrypha

The plane is guarded by Lurkers and Seekers - lower daera belonging to Hermaeus Mora. In addition, slimy dark tentacles of unknown origin attack from the dark waters of Apocrypha; they have nothing to do with the plant or living world. Most likely this is some part of the dark waters of Apocrypha or Hermaeus Mora himself.

It is known for certain that Miarak, the first dragonborn, ended up in Apocrypha and spent more than three thousand years there, all this time he studied forbidden knowledge until he found a way to get out of it. Hermaeus Mora did not want his release from Apocrypha, and therefore in 201 4E he found a “more devoted” replacement for him, and Miraak was killed.

Dead Lands- dimension of the prince of destruction, Mehrunes Dagon. The plane is a boiling lava with islands of molten rocks, which in turn are teeming with lower daera, traps and even aggressive plants that will whip a mortal to death or poison them with poisonous fumes. On the islands there are gloomy towers with sharp spiers and terrible mechanisms inside. Above these towers there is a crimson-red sky and clouds of smoke.

During the Oblivion Crisis, Mankar Camoran created a small plan called "Camoran's Paradise" inside the Dead Lands. The paradise of Camoran is not much different from Nin, except that the vegetation there is slightly different, and from the buildings only the familiar outlines of the white stone Ayleid cities are visible.
Camoran's Paradise was destroyed during the Daedric invasion of Tamriel.

In 433 3E there were stable portals to the Dead Lands. They were created by members of the Mythic Dawn cult using sigil stones. With the help of these relics you can enchant various objects.


Portal to Dead Lands

Shivering Isles - dimension of the god of madness - Sheogorath.

The Shivering Isles are divided into two halves - Mania and Dementia, reflecting the true essence of their lord. Both halves have different flora; the same monsters living on the Shivering Isles only change color depending on the half in which they live. The pearl of the islands is the city of New Sheot, which, like all the islands, is divided into two parts: Crucible and Bliss. Each part has its own guards - the Golden Saints and the Dark Seducers, despite open hostility among themselves, they are devoted to their master. Bliss and Crucible - two contradictions, unite in Sheogorath's palace.

The islands amaze with the variety of plants and animals; they are very picturesque and full of wonders. The only thing that mars the place is the insane population.

It is known that once every thousand years the Shivering Isles are attacked by Jyggalag and his Knights of Order. The plane is completely destroyed and rebuilt over the next thousand years after the invasion. And then the cycle repeats.
This order of things was disrupted when Sheogorath's champion destroyed the prince of order. Becoming the new mad god. The plan was not destroyed, but it is unknown whether Jyggalag was defeated forever or whether it will return again in due time.



Portal to the Shivering Isles

Cairn Shower- a place of imprisonment of captive souls who end up in the cairn after the soul stone in which the victim’s soul was located is used. Only black souls, that is, the souls of intelligent creatures - beast races, people and mer, go to this place.

The Cairn of Souls is a dimension of the dead and captive souls, it is ruled by Perfect Lords, about whose true nature nothing is known.
There is an opinion that the Perfect Lords are huge soul stones - crystals, of which there are many in the cairn; others believe that these are some kind of ethereal creatures invisible to anyone, another opinion says that the Perfect Lords are the Cairn of Souls itself. Be that as it may, the rulers of this plane do not manifest themselves in the mortal world, except for their deals with necromancers, which turn out to be very disastrous for the latter.

The Perfect Overlords are served by animated bones, most likely belonging to mortals who once made deals with the treacherous owners of this plane.


Portal to Cairn Soul

Clavicus Vile's plan – a dimension whose name is unknown to us. However, we don’t only know the name, there is quite a bit of information about it in general.

During 2E, Cyrus, the leader of the rebellion against Tiber Septim on Stros M'Kai, visited Clavicus Vile's plane.
It is also known that Umbriel, the flying island city, is part of Clavicus Vile's plan. Which was separated using the Umbra Sword.

Umbriel invaded Black Marsh in the 40s of the Fourth Era. The city flies thanks to the Ingenium, which requires a constant supply of souls to operate. Living creatures turn into undead when their soul is stolen, which follows the island if it is nearby.
There is a sleepy tree in Skyrim. According to local legend, it grew from a seed that fell from a passing Umbriel - although no one can confirm the authenticity of this legend. However, the tree is unlike anything that exists in Nirn. And its juice has become a popular smuggled product.


Sleepy Tree

Cold Harbor- the plan of the Daedric Prince Molag Bal. It may be a complete copy of Nirn, only everything about it is scary and disgusting. These are lands of death and suffering.


“The sky is on fire,” he said, moving into another world. “The earth is covered with a thick layer of dirt, but you can walk on it. There are charred ruins around me, as if there was a war here a long time ago. The air is frosty. I create magical flows of heat, but I still feel the cold air piercing me with icy daggers.”

This was Coldharbour, where Prince Molag Bal reigned. Zenas said that this is what Nirn would look like under the heel of the Villain King - an empty, dead land, full of suffering. I heard Zenas cry and felt his trembling at the sight of the imperial palace, covered in blood and littered with excrement."

-Oblivion Gate

After the Explosion of Souls in the Imperial City, which occurred in 579 of the 2nd Era, portals to Coldharbour began to open throughout Tamriel, from which the huge Hooks of Molag Bal fell to the ground of Nirn. These hooks pulled Nirn into Coldharbour until Molag Bal's invasion was stopped at the end of the 2nd Era. During this period, many inhabitants of Tamriel lost their souls.

Captive Souls in Coldharbour

Quagmere (Swamp) - the plan of the Daedric Prince Vaermina. Represents a collection of nightmares. A constantly changing world, the essence of which is torture and horror.

"Every few minutes, lightning flashed and he was transported to another place, each of which was more terrible than the previous ones. A dark castle, a pit with wild animals, a swamp bathed in moonlight, a coffin in which Zenas was buried alive. These visions scared my master to the core. half dead, and he hurriedly stepped into the new world."

-Oblivion Gate

Moon Shadow- Princess Azura's dimension. It consists of beautiful gardens, shrouded in a light haze with a silver castle in which Azura receives mortals.

“It’s too beautiful,” Zenas gasped, stunned, finding himself in the next world. “I’m half blind. I see flowers and waterfalls, majestic trees and a silver city, but all this is shrouded in a foggy haze. The colors here flow like water. Now it’s raining, and "The air is filled with the scent of incense. Without a doubt, this is the Moon Shadow, the abode of Azura."

-Oblivion Gate

Ash pan- Malacath's dimension. The plane has no sky, no earth, no air; it represents a world that is full of dust, smoke and ash. Even the palaces here are made of smoke, and the House of Malacath rises in the center.

“Dust,” he whispered to me on the first day of his journey. The word was devoid of emotion, but I felt his voice trembling with excitement. “I see the whole world - from edge to edge, millions of shades of gray. There is no sky here, no earth, no air - only dust that flies, falls, swirls around me. I am forced to levitate and breathe with the help of magic..."

Zenas spent some time exploring this foggy world, its ghostly inhabitants and palaces built from clouds of smoke. He did not meet the prince there, but we decided that he was in the Ashpit, the home of Malacath, where suffering, betrayal and deceit fill the bitter air like ash."

-Oblivion Gate

Hearths of Pleasure - Sanguine dimension. The hearths are a fabulous place, reminiscent of an evening forest clearing. A peaceful atmosphere would reign here if it were not for the riotous screams of its inhabitants, who constantly feast at large tables.

Thousand Moons- Mephala dimension. It represents dozens of areas of Oblivion, interconnected by “threads of a magical ghostly web.” Debauchery and murder reign in these areas.

Colored Rooms- dimension of Meridia. Only one thing is known about this plane of oblivion - Umaril the Unfeathered hid there for centuries, and received his Aurorian minions from Meridia.

Dangerous Shadow- dimension Nocturnal. All that is known about it is that the plan was sacked by Mehrunes Dagon. Nightingales - servants of Nocturnal after death merge with the shadows of this plane to bring good luck to the thieves now living.

In addition, the existence of the Raven Forest is known, which is part of the Nocturnal plan. This subplane is ruled by the Crow Mother, a lesser Daedra who serves Nocturnal

Crow Forest

Snake Mountain- dimension of Boethiah. Also known as the Division of Power. There is no other information about this plan of oblivion.

Hunting Grounds - Hircine dimension. It represents a world quite familiar to mortals. True, the chances of being killed here are much greater. The first mortal to emerge from his plane received the skin from Hircine, from which the armor now known as the Skin of the Savior was created. The souls of Werewolves after death go to the Hunting Grounds in order to be hounds in the eternal hunt of Hircine.

Peryite Pits- Peryite measurement. Nothing is known about this plan either, for it has always been closed to mortals.

Plan of Order- the plan of the Daedric Prince Jyggalag. We know that this kingdom was in the territory of the Shivering Isles of Sheogorath.
It represented an eternal winter, where it snows constantly. Nothing is known about the flora and fauna of this Plane. It is inhabited by the servants of Jyggalag - the Knights of Order. It is known for certain that peculiar crystals grow throughout the entire territory of the plane - Crystals of Order.

Moon of the Necromancer
After the Warp of the West, Mannimarco became the god of Oblivion. And according to the book “Necromancer’s Moon”, this plane is a celestial body that illuminates necromantic Altars once a week, with the help of which black soul stones can be created.

The celestial body, based on my own observations, cannot be the plane of Oblivion. But there are people who have a different opinion.