Lore setting:
So as you all know, thanks to the work of the Sheogorath Cyrodiil's story is stuck in a perpetual conflict of non-sense since the forces of Molog-bal & Daggerfall defectors conquered it in the formation of the Darkerfall Covenant.
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Maddened by power after the fall of the second empire, scores of warriors rushed to control the empire for there perspective alliance, ending the war of the Longhouse emperors beginning the war of three banners. Tasting the growing influence of Molog-Bal, leading a shattered army back-doored by the Dominion, A Daggerfall Warlord head of house Dortine brokered a deal with Molog-Bal that lead to the solidification of Darkerfall's reign of Cyrodiil.
Having been blinded by madness twisted love, vengeance, & greed; Warlords & Generals continued to lead troops to a conflict they could never win. NO matter how many keeps they could take; How many imaginary points they could win; Or scrolls they could take, Darkerfall Covenant would not fall. Left to the point of absolute insanity, fighting a war only capable to the divines. The three banners despite gaining entry to the city had no plan, no chance to usurp the the forces playing within.
"Outside there was no peace, inside there was only death & war that fed the forces of Darkerfall to make them stronger. Bodies, flesh, and souls was all the war made for strongest Necromancers in the history of Tamriel! Delivered so well they haven't even bothered to tamper with war. Everything they need just floats across the shore. Our shore! And we will not take this as the history of the final defeat of the Akaviri, Dragonguard!"
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Concept:
In short this DLC Includes,
- Two Pvp tailored PvE content. (Solo Trial, Group Trial.)
- A new unlock able Alliance Faction,(Akaviri)
- A new 1v1 Pvp (mbe. rank based) game mode.
- Extra integrated PvPvE reward & challenge quest content.
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Trial Content:
While the rest of the games trial content rewards & sets are tailored around PvE progression. The 'Imperial Proverb' tailor reward sets are for PvP. Ensuring that players meet a base skill set for high-level pvp content, that ensures a skill gap (understanding of mechanics) & a gear gap will be produced. This is healthy challenge content that will 'force' players into higher skill performances that will then push them further into the game. Rather then build this and build that and fail because players still need to develop in other forms the content pushes players to explore & enjoy the harder areas of the game. In which a good portion of the PvE challenge content is tailored & scaled for.
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Group trial: Seeing Stars
Lore:
"At some point, in some time, something was supposed to forestall the activities of the war... Where's the accord from King Emeric to tell his forces to halt operations? Covenant troops are still conquering northern Stonefalls & Auridon... The other alliances are now forced to defend themselves."
"As the
Information request from King Emeric was the last thing to reach the warlords desk, in addition
to recent activities, it's clear to say something got held up in Craglorn. We're not entirely sure why but it may have something thing to do with the Thief's Serpent suddenly acquiring a bloodlust & going mad for world domination..."
"Well that's not right. The Serpent natural qualities shouldn't have it nearly classifying as Daedra. Nor has it been recorded by Nedes as being so in the past.."
"I wonder what got into it?"
Plot Concept:
Proposed as a 3-man to match small scale pvp, this trial tasks plays to follow members of the Pijjic order into the Arubis and find out and dislodge what got into the serpent thanks to a devious minion of Molog-Bal.
Fighting there way threw multiple plains of reality players make their way threw arenas to get to the Jone & Jode.
Ending on the Jone to discover a Banekin chucking pieces of the Jone (cheese rocks) into the planer statute of the Serpent.
Players fight threw natural defenders of each plain of reality including Golden saints/minions of Jyggalag, Azura, & the Sheogorath.
Level design:
The fist phase may start out plain but as it goes on the AI become 'smarter' & more aggressive.
Each Plain is guarded by three Bosses.
Further Into the phases 1 to eventually all of the bosses cannot be taunted.
The bosses do not start out with a 1 shot mechanic but maintain 10k dps with 1 main boss retaining 50% more damage.
Bosses can be CC'd.
Later phases add a boss with an avoidable 1 shot mechanic that can be done once ever 45sec.
Final phases add a 1 shot mechanic to each boss with individual 45 sec cool down.
Final phase bosses release 1 shot mechanic within 2-3 seconds of each other. (Ulti-dump)
Some phases have 2 bosses focus lowest resistance targets.
Ad lib
Lore+:
In a odd unconventional matrimony between Jyggalag & Azura. Jyggalag gifted her the two moons. The Jone & Jode to help her keep order over dawn & dusk, which inconsequentially brought birth to the Khajiit. This act of love & creation not only changed the balance of nirn, but was found abominable & intimidating by the rest of the Daedric lords. Who collectively patronized and channeled their chaotic forces against Jyggalag, with his attachments to Azura, driving him to be the Mad prince Sheogorath.
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Solo Trial: Cloud Ruler Temple
Lore:
"Second home to the Akaveri and one of the best kept secrets of the Empire. A standing cloud rule temple is not only under siege by the forces of Darkerfall, but is being ripped away by Molog-Bal... Children of Akatosh, the Akaviri rely on their armor; Their strength; Their pride; Their birth right, sits in plates of steel that can only be crafted in one forge. The Dragon egg.
Here in this temple, rests the birth place of Akaveri. Not only the training ground, but an artifact, bestowed by Akatosh during The Middle Dawn. As Ebonsheart's failed attempts have shown, Akaveri armor can be created nowhere else. As the fires of the Dragon Egg bares steel, born from Akatosh Dragon god of Time. The vary steel that keeps the people of the Waterfront alive. And it's been stolen!"
- Concept A:
This is a solo trial in Cyrodiil with really strong anti player buffs & effects as finishing veteran set reward. With other sets per lvl completion.
- Concept B:
There are three modes to this;
- Normal/Vet:
This instance is teleported 2. It has a modified appearance from Cryrodiil, in which Cloud rule surrounded by a siege camp(Map barrier) housing friendly npcs of the players perspective alliance. Quests starts on the ground talking to an NPC. 'Lobby' is area outside cloud rule still attached to nirn, within instance dependent camp. Ropes & ladders lead up to the landing of the fort one acts as a door. Use the ladder then you join your three banner alliance Npcs on a battering ram entering the temple. Quest Sergent standing next u, door busts open slain/battling Akaveri & Daedra line the entrance and walls. Main bad guy 1 takes center stage up the steps with what looks like a massive burning ruby half covered in quarry stone like it was ripped out of the ground. It waves its hand up into the air every thing goes with it ripping out the souls of everyone standing next to you. Taking you into the air, ruble falling at the doorway behind you. Ruby-egg, Akaveri, bad guy go flying into the Dark Anchor their souls still attached protected by their armor. Before you reach much of any height towards the portal the effect ends as bad guy leaves, you come crashing down with fall damage to see your dead allies getting up with blue eyes. Sergent first boss fight.
- Vet Hard mode:
This instance is apart of the Akaviri alliance system and is accessed threw Cyrodill via a special skill gained at alliance rank 11. Using said skill(requires skill point) with full reach passives will let you hit & teleport to a standing Akaveri guard posted on the elevated landing of a modified version(to make skill work) of the current Cloud rule temple variant. After teleporting to the guard he'll draw his sword & enter dialog. Click, click quest started he lets u inside where you see Akaveri posted with bows sniping daedra out the sky sending them back into Coldharbor, with big Xivkyn landing & getting uppercut right back into the spectral ball form dead daedra take as they return to a pinion. Walk upstairs get inside & you talk to the head Drake he tells you that daedric forces have stolen an artifact out from under the temple when it separated from Nirn and that they need it back to fix their forge. Going downstairs there are anvils, targets, ect. centered around a well done octagonal stone framed metal grate. Looking down it seems like a stoned well built into the temple that leads down into a cavity with water in what really is the blue daedric plasmic creatia outside on Nirn from where the temple once rested (hole can be viewed upwards from Cyrodiil). The Drake explains to you that they'd get it themselves but don't want to run the risk of getting their souls get ripped out or corrupted, so to not waste the man power they'll send you instead. After you accept the Drake walks out side onto the upper platform where the Akaviri are still sniping Daedra out of the sky. They have you stand before a mage who puts a rune under your feet holding her arms downward. A moment later, after the Drakes command, she waves her hand upward vaulting you up into the Anchor. As you come into cold harbor, character lands on it's hand before an army of Daedra preparing to enter the portal, their battle screams echoing invigorating the whole scene. First objective comes on screen, survive 20s. Hoards of lesser Kin come rushing at you for 19s. Archers, mages, & warriors fully unloading in a mass size seen wiped at the assault of the sublime brazer. As you about finish surviving the gauntlet, war horns sound and a deep vioce roars over the battle cries of the lesser kin, "Retreat their coming threw!" Just then a Titian lands, spreading his wing pushing back you & the lesser kin in opposite directions shielding them as they retreat in masses to further back defenses. Two Xivkyn land next to him. Start of boss fight 1.
- Concept C: Level Concepts
Stages Includes round with standing minions on siege, and roaming healers in various stations or positions.
Some parts of level progression require they be continued via the activation of level objects to lower hit points on objectives certain lesser kin & Xivkyn can heal.
Upon the indirect hit point depletion of said objective bosses can be taken into alternate zone area to continue fight or end survival stage.
(IE: Clockwork activate the Imperfect, takes you threw wall one fights wall two. Involves battling hit points instead of Hulk smash. After you get to wall two you can take boss from 70-30, wall three 30-0, boss gets stronger 15s after each wall. or 5s after it becomes immune.)
Anti-objective activation objective is like a gem with lost/gathered souls that you use to take down a ward enemy kin will try to reinforce.
automatically refill the gem with trash enemies keep firing during battle.
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Akaveri Alliance:
Additional Lore:
Concept:
As the most interesting part of this DLC, the Akaveri Alliance is not content threw purchase it's content unlocked threw completion.
In order to be viewed as worthy enough to join the Akaviri you must reach alliance rank 11 in order to obtain skills capable of only a legate of higher. In order to then gain access to and complete the necessary challenge content (vet hard mode Cloud Rule Temple) which will then allow that character the opportunity to join the Akaveri Dragon Guard. Some may say "Who's willing to go threw such trial just to join an alliance that will be constantly out numbered?" Well those worthy of the Akaveri dragon guard of course.
Upon completing Vet Cloud Rule Temple, on hard mode. Players will be given the option by the Akaveri to join them.
This will act as a safe harbor for late, veteran, elite pvp'rs who are tired of noobs that suck.
Based in the Waterfront this will allow people who live in Cyrodiil to join forces with the Imperials who have endured since the beginning.
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Using the three refurbished Imperial bridges as gates or portals the Akaveri can invade each alliance equally well with the current design.
Not having a temple, the alliance relies on the six inner empire keeps as home keeps for scrolls & bonuses.
Since the Akaveri only believe in the return of a true Dragon Born emperor they don't try and crown a surrogate... Instead after they've collected all six elder scrolls to the six Imperial keeps they receive an empire bonus that buffs the alliance's keeps and players till they loose the last scroll.
Seeing as the Akaveri are so strong Alliance spies constantly lurk around the base trying to defect people back to the alliances. Most people know to ignore them, as the three banners never fight for anything that matters.
The alliance does not compete in the three banners imaginary scoring instead receive rewards based on the completion of campaign objectives & tasks.
Outlook:
Since the Akaveri do not compete in scoring, the only thing they'll do is collectively block an alliance from dominating. If an alliance takes all the scrolls to one side of the map, guess where the Akaveri will be? See it even sounds like a nice saving card to undo frustration. The only thing it'll do is block emperor leader bored prospects for others who could join the Akaveri.
On an upside entirely it'll provide alternate game play for the second half of the Overlord Grind.
Akaveri Rewards:
If an Akaveri participated as an Akaveri in the last campaign they get a 'reward quest' they can do for an event that will last until the next campaign.
- Tier 1: If they let a false emperor sit on the ruby throne for more than three days, a strong, merciless creature from oblivion will slip threw to cyrodiil. This creature has it's own global and will randomly one shot keep walls for the fun of it. Quest defeat this monster.
At which time alliance members can pick up their quest reward which will then give them the worst of the Akaveri campaign rewards upon completion.
- Tier 2: If the Akaveri fail to hold all six keeps even once in a campaign It will result in a period of successive spawns of super Dolmens at Great forest, Eastern shore, & Northwesten Dolmens. Quest defeat all three super Dolmens.
At the end of the campaign if conditions for this tier but not a lower tier are met they get this 'reward quest' for the second lowest Akaveri campain reward.
- Tier 3: If the Akaveri gain hold of all six keeps once this campain, they must look to reconcile with their people who will look to them for what's left of the empire. Quest capture Bloodmayne, Drakelowe, Farragut, Dragonclaw, Rayles, & Brindle.
This quest will be given if the conditions for a lower tier or higher tier are not met and its conditions are met.
- Tier 4: If the Akaveri get the Empire bonus they gain access to special repair kits that increases the Max Heath of a wall or door by 50 and consume necessary number of repair 25% of a structures health in one use. Quest is random repair quest.
HIghest Tier rewards quest is given only if tier 1 has not yet been met for the campaign.
Empire Bonus:
Attuned, well trained, and accustomed to their own Imperial defense's. Upon the capture of having all six Elder scrolls secured the Akaveri can activate the empires full defenses, to gain:
- An additive 10% Percent bonus to current scroll effects,
- Tier 3 Offensive & Defensive scroll bonuses
- 110 Spell and Physical resistance added per Level
- 10% Tri-Recovery bonus per scroll held.
- Access to Imperial Keep Repair kits- Increases the Max Health of a structure by 50 & heals 25% of the walls current max health.
- Unlocks progression and availability of Level Six Resource & Keep upgrades.
- Allows Akaveri players to directly teleport/recall to un-"starburst" Akaveri keeps or forward camps that are not under attack.
Empire Bonus can only be held by the Akaveri and are removed after the loss of the last scroll/scroll held keep.
Akaveri Alliance Bonus:
- Akaveri naturally enjoy the Blessings of War.
- Imperial camps & Npcs are allied guard positions.
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Duel Matchmaking: Arcane university
Lore:
"As a part of being marooned on an island the Imperial City would be subject to one of the worst plights of a siege, famine, had it not been for excessive redundant supply systems. Having a boat laden Waterfront & magical transport systems to the Colovian Highlands, the city remains well fed in most of the worst. However most of the shipped supplies are now being commandeered or stolen by Aldmeri ships as they pass Bravil... And the portals, while functioning, are constantly being harassed by Darkerfall raiders who slip past our defenses. In short, we need you to guard them."
1v1 Game modes:
- Portal-Best of 2 rounds Attack defend
- Supply run- capture, point grab
- Deathmatch-Win
- Arena Deathmatch- Collect Win
- Escort-1v1 capture boss fight.
Combat immersion:
While it is possible to just have someone play the bad guy in the dual, these game modes are designed with same split perception in mind were your opponent is always Darkerfall.
- Portals the player protagonist is either to defend the most supply portals in round 1, or destroy the most daedric portals in round 2, with highest point winning end of round 2.
- Supply run- get to the currently dropped supply cache & get it back to __ before Darkerfall steals them.
- Escort this specialist to fix this wrecked supply portal animus, don't let Darkerfall convert it into another invasion portal.
- Deathmatchs, Elliminate enemy Darkerfall Scouts.
[ /list]
Game Mecs:
- Escort- Each player has a really durable NPC they have to keep alive until the other players NPC is dead. Neither NPCs moves much and only aim for each other. There are few things for the player to watch out for from the enemy NPC except for triggered effects.
Players can choose to directly attack and ware down the enemy NPC or to head for and capture spawning objectives that buff their NPC or Defuff their enemies NPC. A player death really only effects who gets more done before the match is over and does not directly tie to the win loss. It's a matter of what buffs you grab, who gets them, what dps did you do, and how well can you block your enemy. There's plenty of diversity to the way things can play out. Some buffs may include changes as to whats types of attacks your NPC does like area attacks that would make it harder for your opponent to fight around him. Also smaller short duration player buffs to hit harder or move faster.
- Supply run- Get to multiple spawning caches bring them back to your drop off. Camp the enemy drop off to steal all their points, or race them to collect your own.
- Portals- Defense round: The supply workers & portals from the highlands are being ambushed by raiders protect them while they get (supplies) points back to the base. Attack round: Darkerfall forces are gathering siege supplies in the Arcaneia, destroy their portals & prevent their supplies from reaching their garrison. Minions walk points back who ever has most after rounds wins.
- Arena Deathmatch- This game mode is designed to redistribute the natural imbalance of builds by allowing players to collect Powers/Buffs and effects making them the Baron of their own Arena.
This gamemode would cater players to collect consumables threw various ways in the ESO, or just use an Arena Vendor, that would give fair advantages that change the arena in this gamemode. None of these buffs are to be too overwhelming, though fancy and diverse. These consumables are not direct player buffs but spawn different things that alter the arena, Vine/Dwarven sentries, traps, AoEs, ect.
Inside the arena also are direct and more impacting player buffs that only last a few moments. Allowing weaker builds to get a kill here or there if they acquire good buff, spawned in specific locations. (Sentries from player consumables could then be spawned in to guard placed buffs.)
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Pvpve: Back to the war!
This content includes content based event challenge rewards that will replace end of campaign rewards for the Akaveri Dragonguard.
- Dohnur Chadra- With the recent near failed attempts by the Akaveri to forestall the arrival of bodies, this creature has been sent well equip, from oblivion, directly to the war front to speed collection.
Healing continuously off the souls it devours this super creature is re summoned every 8hours, using the bodies collected from a reckless Cyrodiilic conflict last campain.
With only the strength of four armies and six Cyrodiilic gates keeping it contained. It is is the complete embodied abomination of when a necromancers plot for world domination goes fully according to plan.
This creature has free range to any keep of any alliance. Aim's to brake into keeps eat honer guards. Preferring to attack and devour any players within it's range.
- Waterfront defense Event:
Lore:
The Waterfront is currently the only part of the Imperial Island not crawling with daedra of Darkerfall. While Akaveri defenses obviously extend out ward away from the Waterfront it is the only area of the island that has remained unpenetrated by the forces of Molog-Bal. Except when they do...
Concept:
The Waterfront has two main defense quadrants before the main island. An arcane alyeid defense tower that keeps the aerial wards up right as you enter the bay. As well as the district wall, adjacent to the docks on the wharf of the Waterfront.
In a continuous war with AI, Akaveri check and defend and restore these points with random events. Daily quests add additional reward for taking part of these events. Such as collecting components scatterd and left of over from one of the initial fights for the island. Turning the exterior of the island into a playable PvE zone for simple daily quests.
Except when the base gets invaded.
Similer to the scene out of Cloud Rule temple the Akaveri are constantly tested. Using mechanics from the early rounds of the Seeing Stars group trial, three Xivkyn bosses make there way to capture three defensive zones. At each phase of conquest, if unstopped a boss will stop to guard a defensive station. With one boss pushing all the way into the Akaveri command tent if unhindered.
The base changes variant and looses functionality for each section under siege or held by the daedra. If the command tent is lost the Waterfont's forces are stuck in perpetual conflict with the daedra, while residences/quests are barricaded. If the command tent is up but the wharf wall garrison is down quests are still available but General merchants are not if the district is under siege.
In the wharf if the garrison is up but the arcane tower is down: 'Peace,' General merchants, and quest return to the residential section. A Banker now also remains safe in the garrison, but the rest of the district is under siege barricading specialty armor merchants & craft merchants. Once the tower is restored peace/functionality is restored to the base.
Boss Concept: If the Daedra's raid makes it all the way to the command tent, as the first few players to become Akaveri will discover. The 'tent boss' is to be soloable by an Akaveri level player. The Garrison boss '1.5' players. The tower boss taking three.
These bases vary from campaign. Say in the event an Akaveri enters a campaign not in the interest of the rest of his alliance, they're not expected to restore the full base.
When the daedra attack the first position in tandem it'll take three players to defend the tower, two players to defend the garrison, one to defend the camp.
- Worm cult spires:
Lore:
As someone who competed to be the lord of schemes Mannimarco, had his army of cultists search for and construct weakness in the imperial defense system. Should Molog Bal's plan to drag the world in one piece at time fail, he'd lead Darkerfall as an even larger undead army on an old fashioned conquest of Tamriel. Hindered and contained by the valiant efforts of the Akaveri. The alliance's efforts to re obtain their keeps produced a reconnaissance mission which revealed cultist spires built into the plane of Cyrodiilic defenses. Pulled back into the active realm, these heavily defended spires(PvEvP instances) can be captured and used to directly open scroll gates and remove imperial wards for a brief duration. Before exploding...
Concept:
Each of the three banner alliances will have a spire spawn.
The spire merely contains a door to a PvPvE instance that is then correlated to one gate of the alliance.
Each three banner alliance has two variants of spire, only one spawns at a time.
The spires are dungeons with one boss, after the boss is defeated the control crystal can be activated.
If the crystal is activated by a member of the alliance who owns the gate of the spire, it is destroyed and wont respawn for 5 days.
If the crystal is activated by a member of another alliance the spire activates for 30mins deactivating it's assigned gate & temple untill the Cyrodiilic systems overload it causing it to explode killing everything inside. Giving cultists fresh labor to build another one tomorrow.
After being activated by another alliance the spire becomes a siege able structure with a naturally degrading health bar. Otherwise lasting 30mins the health bar of this large tanky structure can be sieged from the inside or outside instances, hitting the crystal grants 200% bonus damage to the structure.
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Fin, tIll chapter idea.
Original gamemodes & concepts by @Pinja