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The Elder Scrolls VI: Goldmoon[]

The Elder Scrolls VI: Goldmoon is the sixth installment in The Elder Scrolls saga and is set 200 years after the events of Skyrim. It is a time of peace in Tamriel, with the threat of dragons being done with. The Aldmeir Dominon is no more and no evil has risen in 200 years...but something is happeneing. Parts of the world are becoming shrouded in darkness, starting with the Summerset Isle. What is causing these Storms of Darkness? Where are all the monsters coming from? Only you, with the blessing of the Goldmoon, can clear these Storms of Darkness and figure out the mystery behind the Summerset Isle.......

Plot[]

The game starts out as any other Elder Scrolls game does- the player is on a boat traveling to the Summerset Isle to be executed. But something happens and the boat is attacked by a horde of monsters. In the process the player is knocked out and recovers in a fisherman's house on the shore of Whitesun. The fisherman ask you who you are and the player then has the oppourtunity to create his or her own character. The player canv then pick from 10 races:


Altmer (High Elves): "On average, Altmer are of smaller build than humans, and thus generally not as strong. Their tall stature also makes them less agile than their Bosmeri cousins. However, Altmer are among the most intelligent and magically-inclined races on Nirn, surpassing even the Bretons in magical aptitude. This strong tie to Magnus, the god of magic, has the unfortunate side effect of opening Altmer up to magical attacks more than most other races. To their benefit, however, their years of selective breeding have also provided them with a strong resistance to diseases, nearly matching that of the Argonians."

Argonian (Lizardmen): "Little is known and less is understood about the reptilian denizens of Black Marsh, the Argonians. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Argonians are amphibious reptilian humanoid creatures as made evident by their appearance and natural water breathing ability. Argonians make proficient thieves due to their increased lockpicking and thief skills."

Bosmer (Wood Elves): "Bosmers or Wood Elves, hail from the province of Valenwood. They are a people of the forests, matching their features to all that is found growing in the green woods of their homeland. They are known to be extremely agile and quick. Their nimbleness serves them best in any art involving thievery. They are also the finest archers in Tamriel."

Breton (Human): "Bretons are humans of both human and elven ancestry. They populate the province of High Rock. They are capable mages with high magicka resistance but have few other distinctive features. They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts."

Dunmer (Dark Elves): "The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind. They have red, glowing eyes and their skin tones vary from green to grey, and even light blue. They are known to be extremely strong, intelligent, and very quick, but are said to be ill favored by fate."

Imperial (Human): "Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. With this they were able to fight off the Redguard and control most of Tamriel. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire."

Khajiit (Cat People): "Khajiit are one of the humanoid races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. The Khajiit, along with the Argonians, are referred to as the beast-races of the races and are recognized by their cat-like appearance and their sly accent. They are one of the ten default playable races, and are known for their natural agility and stealth. Many Khajiit disdain weapons in favor of their natural claws. They make excellent assassins & thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is mainly true of the Cathay, and rarely among those found across Tamriel. In addition to their native quickness, Khajiit have developed a natural proficiency in stealth, and have the added benefit of native night vision. These skills, combined with the general tendency of humans and mer to look down on Khajiit and "beasts", leads many Khajiit outside of their home province to become professional assassins, thieves or bandits."

Nord (Human): "The Nords are a tall and fair-haired people from Skyrim who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations across the sea from Atmora. They lead and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts."

Orsimer (Orcs): "The Orsimer, commonly known as Orcs the sophisticated barbarian peoples of the Wrothgarian Mountains and Dragontail Mountains, though they are common in the walking city of Bosmer kings, Falinesti, and in other great cities throughout Tamriel. They are in-fact elves or mer, hence the name Orsimer, it means 'Pariah Ones'. They are noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamreil, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Imperial Legion. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire and fearsome when using their Berserker Rage. According to a certain Orc in a stronghold, all Orsimer mothers teach their child how to smith from a young age." Redguard (Human): "Redguards hail from the province of Hammerfell. They are a race that is known to be extremely quick and agile. They are excellent in all arts concerning blade and shield. They are descended from a long line of warriors and mystic seers. The most naturally talented warriors in Tamreil, the dark skinned, wiry haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and quickness of foot."

Soon after creating and then naming their character, the player will be sent on a quest to rid the beach of Mudcrabs. After completing this quest, with the help of the fisherman's knife and some leather armor, the player will be gifted with an antique sword, gold, and will be able to roam free as much as he/she wants. If they choose to follow the storyline, they will be taken to the city of Sunhold. There they will be arrested by a group of guards who have been given a heads up about the attack on the prison ship. The player will then be presented to the King of the city and tried guilty. As the executioner comes to decapitate the player, however, a Storm of Darkness covers the city and a race if dark creatures attack. The player is then forced underground with a group of rebel prisoners. The player must then fight his way through Jademer Mine. Once out of the mine the player will be approached by the wounded king. The king asks him to take a letter to the city of Alinor, Summerset Isle's capital. Once the player reaches Alinor and presents the letter to the king, Alinor is attacked by the same Storm of Darkness that shrouded Sunhold. The player is forced to fight the evil monster at the center of the Storm, known as a Drov. Once the player defeats the Drov (who doesn't die, but runs away), he is summoned by the gods to the ancient temple of Dwarvenhold, a giant temple at the edge of Summerset Isle, near Firsthold. The player will then proceed to travel to the Dwarvenhold on foot, horse, or fast travel if they've been to Firsthold already. Once at Dwarvenhold he is greed by a Priest and Priestess of Dwarvenhold he is given the Amuelt of the Nine- an amulet that contains nine crown jeweles of the gods. Only one jewel is there and the player is tasked with retrieveing the other eight from the different cities. To recieve the jewles from the kings or queens of each city, the player must do quests for them and clear the darkness from their holds. Once the player has collected all the jewles, he/she must return to Dwarvenhold where the Priests and Priestesses activate the Amuelt. The power of the Nine Aedra Jewles gives the amulet the power of the Goldmoon- the power to kill a Drov permanetley. Soon after, Dwarvenhold is attacked by a powerful Drov by the name of Zangfaar. The player must kill the Drov and in order to complete the quest: "The Nine." After the Drov is defeated the player is forced to go to sleep in a bed. The player then has a dream where he encounters the Nine Aedra and the 17 Daedra. The player is asked to pick a side: Aedra or Daedra. Once the player picks, he is given the choice to choose a god to follow him into battle against the uncoming threat. The player is given a description of each god to help him choose. Once chosen the dream ends and the player wakes up in Dwarvenhold. The Priests and Priestesses tell him that a Drov is attacking Crytstal Tower (the tallest tower in Summerset Isle north of Cloudrest). The player must battle the Drov, who's name is Tamviior, at the top of Crystal Tower. The Drov reveals himself to be none other than Straviior, the leader of the Storms of Darkness. The players chosen god appears and together they fight and deafeat Straviior. The game then ends with the player being welcomed into the heavens with the gods, but he/she is then returned to Summerset Isle to defeat the rest of the Drov who are scattered across the world and clear Summerset Isle of the remaining Storms of Darkness.....


Gameplay[]

The Elder Scrolls VI: Goldmoon has the same gameplay mechanics as The Elder Scrolls V: Skyrim. The player is aloud to level three different aspects when leveling up: Magicka, Health, and Stamina. Like in Skyrim, a perk is aloud to be activated after each lvl. up, or the player can store perks if the perk they want requires it.

The player can also make their own class or choose from one of the following 12 classes:

Acrobat: The kind of person that uses agility and endurance to their advantage. Unafraid of jumping long distances.

Archer: A marksman, adept at combat at great distances. Able to take down most foes before they have a chance to draw sword.

Assassin: Nimble and quiet, they move in darkness to strike at the unsuspecting. Locks hold no doors shut to them.

Barbarian: Fearsome brutes who inspire fear and dread in the hearts of their enemies. Like a storm, swift and powerful. Finding little use for heavy armor, they rely on smashing their foes into the ground.

Bard: Intelligent and personable, they prefer to accomplish tasks with their words first, and sword second.

Battlemage: Able to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier.

Healer: Fighters of poison and illness. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.

Mage: Preferring to use their extensive knowledge of all things magical, they wield a might more powerful than the sharpest blade.

Rouge: They use speed in combat rather than brute force. Persuasive in conversation, their tongues are as sharp as blades.

Scout: Preferring the rolling countryside to the city life, the forests rather than busy highways, they are gifted with the ability to evade, guard and protect themselves with great proficiency.

Thief: Profiting from the losses of others is their love. Able to be swift in shadow, and crafty in bartering. Locks are enemies, and lock-picks are their swords.

Warrior: Unafraid of light weaponry, they plow into the fray with little regard for injury. Masters of all melee tools, they put little faith in the magical arts.

The classes in bold are the main classes.

The player can choose whatever attire they like from measily citizen clothes, light-weight leather, or bulking gold Dwarf armor, as well as their very own assortment of weapons. Also, Skyrim's dual-weilding system returns with dual magic, dual weapons, or dual fists!

The player can follow the Main Quest, or roam around Summerset Isle and help random folk with their everyday jobs. He/She can choose to join one of these 13 factions or join all of them:

The Fighter's Guild (Warriors): "For those who wish to claim a warrior's heart, and pick up a blade..."

The Thieve's Guild (Thieves): "For those who wish to be stealthier than a fox and pick any pocket or lock..."

The Archer's Guild (Archers): "For those who wish to hunt with the gods and master their bow..."

The College of Skywatch (Necromancers and Arcane Mages): "For those who wish to train in the art of the dead..."

The College of Cloudrest (Mages)t: "For those who wish to conjure, destroy, restore, and illude..."

The Dwarven Guild (Blacksmiths): "For those who wish to pick up a hammer and craft their own weapons..."

The Dark Brotherhood (Assassins): "Sweet Mother, Sweet Mother send your child unto me, for the sins of the unworthy must be baptized in blood and fear..."

The Beautiful: "For those who wish to raze the Summerset Isles...."

The Bard's College of Sunhold (Bards/ Speechcraft): "For those who wish their tongue to be as sharp as their blade..."

The Potionmasters (Potion Making): "For those who wish to make their own antidotes..."

The Priests/Priestesses of Dwarvenhold: "For those who feel the path of the Nine is theirs..."

The Priests/Priestesses of Daedra: "For those who feel the path of the Daedra is theirs..."

The Elven Council (Can only join after the Main Quest is completed and all Storms of Darkness are cleared of the land): "For those who have earned the right to be known as Summerset Isle's Kings..."

The Rebellion: Against the kings

The Royals: For the kings

The Council of Artaeum: "Do not come if you are not willing to sacrifice..."

Setting[]

Summerset Isle is the traditional home of the Altmer, or High Elves, and the possible first landing place of the Mer arriving from their ancient homeland. The island is not a single island, but two seperate islands with a dozen smaller ones in between. Summerset Isle features many idyllic orchards, clear pastures and lush, misty woodland, which accompany the unique architecture, built to look as natural as the surroundings. The oldest of all ruins there, and in isolated spots throughout the island, are made of coral, which must have been carried many, many, miles away from the sea. Cities: there are a total of eight cities on Sumemrset Isle. The player can become a herald, thane, royal advisor, royal body guard, or court wizard for any king or queen.

Sunhold: Sunhold is a very small port city at the edge of Summerset Isle. It is best known for it's Bard's College, as well as Blackwraith Port, where the ancient ship The Greater Star sits as a tourist attraction. Sunhold's king is King Vasaiif Rigford , a wealthy Altmer born into a family of royalty who sits on his throne all day in his palace of Greykeep. Sunhold is a rather laid back city with alot of architectural buildings and goods stores.

Dusk: Dusk is another port city, but is much larger than Sunhold. Dusk is home to the Thieve's Guild who house themselves in March Hall. Dusk is well known for their looming towers and bad reputation for housing criminals. Dusk is home to the most famous fishermen/women, one of them being Queen Saliath herself. Dusk is an urbanized city with many glass buildings as well as three temples.

Alinor: Alinor is the capital of Summerset Isle and is the second largest city. Alinor is famous for their Tower of Auri-El, The Potionmasters, and High Faldon- the palace of King Wangoor. Alinor is very urbanized and here the player can choose to join The Royals.

Shimmerene: The smallest of all the cities, Shimmerene is tiny but has an abundance of traders. It is best known for it's Archer's Guild, The Wet Market, and King Laptum's Longhouse.

Cloudrest: Cloudrest is the third largest city and is home to The College of Cloudrest. It is well known for it's many farms and clear pastures. It is also the closet city to the Vaskar Wetlands. Cloudrest is also one of two cities known to worship Daedra, the other being Lillandri. Cloudrest also has an infamous Kreeble Factory that deals the most highest priced Kreeble in the land. The queen of this city is Queen Solara Tigan.

Lillandri: Lillandri is the only city on Summerset Isle sitll known to be involved in slave trade. It is a very dark and polluted town, with an entire district known as the Slums. Many maids, servants, and slaves walk the streets running errands for their slave holders. Here, the player has a choice to buy a servant or help free all the slaves from the city. Lillandri is well known for their famous prison Slavesden and the terroist group known as the Beautiful.. The king of this city is King Blassartof.

Firsthold: A rather decent size city, Firsthold is at the edge of Summerset Isle. Along with Skywatch, they are both half-port town and half-city. Firsthold much trade from the other provinces in Tamriel, most of their imporst being from Valenwood, Cyrodiil, and Hammerfell. This being the case, Firsthold has many immigrants and traders in it's depths. The most common races to set foot in Firsthold are Redguards, Wood Eleves, High Elves, and Imperials. Firsthold is well known the Dwarven Guild and their Coral Caves which hold a deep dark secret within. The king of Firsthold is King Goranthir.

'Skywatch: The biggest city on Summerset Isle, Skywatch is home to the College of Skywatch, and The Rebllion. Skywatch is very urbanized and has many trade industries including Summerset Inc., Sovengarde Industries, 'and The Black Bear. Skywatch's Queen, Queen Rheanor, says that Skywatch is the greatest city of them all and has the greates Aedra worship in the land, which is all true. Skywatch was the last location to be affected by the Drov.

Main Towns and Villages:

Runcibae: A village thatt is believed to be located west of the Isel of Artaeum, the home of the Psijic Order. The player must swim far to find it.

Whitesun: A port town located south of Sunhold.

Woodhaven: A lumberjack town located north of cloudrest.

Sweethold: A lumberjack town located east of Sunhold.

Leaflie: A village located on Paradise Isle.

Raindawn: A port town located on Savior Island.

Sunstar: A port town north of Skywatch.

Dune: A lumberjack town located on Woodland Isle.

Peakstorm: A large village east of Alinor.

Windlore: A large village north of Alinor.

Yonderhold: A small port town located south of Lillandril.

Tidenwoe: A large lumbrjack town located on the Island of Stars.

Moonshine: A small town located on West Summerset Isle.

Moondance: A small town located on South Summerset Isle.

Moonhold: A small town located on North Summerset Isle.

Riverbay: A town located in the middle of a Lake Blacksoot.

Wheatbrow: A farming town located on the edge of the Summerset Isle, near Firsthold.

Islands: Only a few islands can be swam or traveled to by boat.

Paradise Isle: A small isle of the coast of Skywatch. It is known for it's abundance of fruit trees and it's strange race of monkey like creatures, the Bungawalls.

Savior Island: A small isle close to Alinor. It is home to many Castaways and escaped convicts. Not all of them are so welcoming though....

Woodland Isle: A large isle with an abundunce of rainforests and Tropical Razehawks.

The Island of Stars: A large, large island way out in the middle of the ocean. The Island of Stars is famous for it's Sload Caves and it's Vahlok Temple.

West Summerset Isle: An island west of the mainland.

South Summerset Isle: An island south of the mainland.

North Summerset Isle: An island north of the mainland.

Isle of Artaeum: Artaeum is the island where the Psijic Order is said to have originated. It dissappeared for a while and has now reappeared. Apparentley explorers are trying to find the fabled Ceporah Tower on the Isle. It is also famous for it's Council of Artaeum, a council of mages that the player can join by undergoing 100 rigorous trials.

Other Locations:

Dwarvenhold

Crystal Tower

Glenview (Town)

Marnor Keep

Holly Falls (Village)

Archen Grangrove

Thorheim Guard

Silverwood (Town)

Rosefield (Town)

Riverwatch (Village)

Riverfield (Town)

Ebon Stadmont

Marbruk Brook

White Guard

Sea Keep

Karnwwasten Moor

Congrad Wastes

Graddun Spring (Village)

Old Run (Town)

Wasten Coridale (Island Town)

Belport Run

King's Haven (Village)

Kardnar Watch

West Guard

Silsailen Point

Vulkhel Guard

Cloer River

Worship and Blessings[]

The player can worship any of the Nine Divines, Altmer gods, or Deadra. They can become their followers and recieve their blessings. (One blessing at atime.)

Nine Divines:

Akatosh- The Dragon God of Time and the chief god of the pantheon.

Arkay - God of the Cycle of Birth and Death.

Dibella - Goddess of Beauty and Love.

Julianos - God of Wisdom and Logic.

Kynareth- Goddess of Air and Nature.

Mara- Mother Goddess and Goddess of Love.

Stendarr- God of Mercy and Justice.

Talos/Tiber Septim- God of War and Governance.

Zenithar- God of Work and Commerce.

Altmer gods:

Auri-El: King of the Aldmer

Trinimac: Strong god of the early Aldmer

Magnus (Magus): God of sorcery

Syrabane (Warlock's God): An Aldmeri god-ancestor of magic

Y'ffre: God of the Forest

Xarxes: Xarxes is the god of ancestry and secret knowledge.

Mara: Goddess of Love

Stendarr: God of Mercy

Lorkhan (The Missing God): This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri 'Lorkhan', or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo-- much like his father Padomay had introduced instability into the universe in the Beginning Place.

Phynaster: Hero-god of the Summerset Isles, who taught the Altmer how to naturally live another hundred years by using a shorter walking stride.

Daedra:

Azura- The Daedric Prince of Dawn and Dusk

Boethia-The Daedric Prince of Murder and Deceit

Clavicus Vile- The Daedric Prince of Wishes

Hermaeus Mora- The Daedric Prince of Knowledge

Hircine- The Daedric Prince of The Hunt

Sheogorath- The Daedric Prince of Madness

Jyggalag- The Daedric Prince of Order

Malacath- The Daedric Prince of Curses

Mehrunes Dagon- The Daedric Prince of Destruction

Mephala- The Daedric Prince of Spiders

Meridia- The Daedric Prince of Life

Molag Bal- The Daedric Prince of Domination

Namira- The Daedric Prince of Ancient Darkness

Nocturnal- The Daedric Prince of Night

Peryite- The Daedric Prince of Pestilence

Sanguine- The Daedric Prince of Debauchery

Vaermine- The Daedric Prince of Nightmares

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