Originally released in 2011, The Elders Scroll V: Skyrim has proven its worth as one of the most played open-world RPG games in the last decade. The remastered edition was released recently for the PlayStation 4, Xbox One, and PC, and players are remembering all over again why they fell in love with the game in the first place.
The land of Skyrim has many things for players to do. The player is given the option (after the tutorial) of exploring as much of the world as they can take in, or sticking to the main quest line provided for them. Developer Bethesda has always been keen on providing agency for all players, and Skyrim is a prime example of that.
There are so many quests to be found in the game that I myself have been playing on and off since its initial release over half a decade ago, and I have still not found everything there is to do. While there are some pretty great quests to be completed in this epic title, there are some rotten apples that fell a bit too far from the tree. So here is our list for the 8 Best and 7 WORST quests to complete in Skyrim.
And if you like this list, or you're just a Skyrim lover who thinks they have played all of the quests the game has to offer, then be sure to check out our list of the 15 Skyrim Quests That Most Players Don’t Know About.
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15 Best: Forbidden Legend
“Forbidden Legend” has everything that a Skyrim player wants in a lengthy quest. The name alone leaves the player in a shroud of awe and wonder. After reading a copy of Lost Legends somewhere in the world, this quest will rocket to the top of your to-do pile.
The quest has the protagonist solving an ancient mystery of the Gauldur Amulet. First, they'll need to learn the history of the amulet. The hunt for truth then guides the player to different areas of Skyrim, obtaining different pieces of the amulet. The quest culminates in a dungeon that ends in not one, but three quick paced boss fights. Once the three enemies are defeated, the player is given the Gauldur Amulet itself, which gives the protagonist +30 to health, magicka, and stamina. Talk about a good reward!
14 Worst: The Thieves Guild
The Elder Scrolls games are known for featuring different factions that the player can interact with. The Companions, The Dark Brotherhood, and The Blades —to name a few— have become old friends to Elder Scrolls fans. Yet, in the case of faction-based quests lines, Skyrim tends to fall a bit behind in comparison to earlier titles like Oblivion and Morrowind. Nowhere is this expressed more than in the “Thieves Guild” plot line.
Ask the players themselves, and they will tell you the Thieves Guild in Skyrim is nothing more than a couple of whiny babies. If this does not bother you, then perhaps the repetitive gameplay and limited experiences will. Players want an enriching storyline from the factions of Tamriel, not some cluster of two-bit thieves that have little to no character. Consider this plot line to be a major skip.
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13 Best: House Of Horrors
“House of Horrors” is exactly what its name implies: a horror-driven quest that the player obtains shortly after entering the town of Markarth. One of the game’s many deadric quests, the player finds themselves literally trapped in a cage, forced to bring Logrolf The Willful to an abandoned house to complete the quest. Once done, the player is actually forced to beat Logrolf while he also is caged. Coupled with all of the creepy narration, and earthquake-like shaking that comes from the abandoned house, makes for one spooky trip in this otherwise not so terrifying game.
12 Worst: The Book Of Love
In the vast land of the north realm of Skyrim, there are mountains to climb, dragons to slay, and epic quests to complete. In the midst of these feats, there is a quest entitled “The Book of Love,” and it does not involve any of the things we love about the open-world genre. It is given to the player in the town of Riften, and requires solving a girl’s relationship problems in order to obtain the Blessing of Mara, which is an ability that decreases the cost of restoration spells by 10%. Going to another town, talking to multiple people about a young woman's boy problems, and then fixing things for her, just to get a small ability, is not really worth it. It's an immensely annoying quest to complete.
11 Best: Hail Sithis!
One of the last quests in the Dark Brotherhood storyline, “Hail Sithis” shows off how story and gameplay can be interwoven to create a fantastic experience for the gamer. The quest begins during the climax of The Dark Brotherhood storyline. The Night Mother confirms that the contract for Emperor Titus Mede II (Yeah, the emperor of all of Tamriel) is still on after the old man escaped assassination previously, and the quest takes the player to a big ol’ ship named The Katariah. Though stealth is encouraged for this quest, the player themselves can choose how to go about fulfilling the contract.
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This quest is hardly a walk in the park; there are plenty of sailors and enemies for you to get through, and traversing the dank and dark ship makes it easy to get lost along the way. “Hail Sithis” shows that you don’t need a complex quest to create fun.
10 Worst: No One Escapes Cidhna Mine
Skyrim is an open-world game, and so when there are quests that are purely devoted to narration and story, with little to no interesting actions for the player to make, the game tends to feel a bit… dull, or off. “No One Escapes Cidhna Mine” is one of these more narration-based quests in Skyrim.
The quest begins after the protagonist —framed for a crime— is thrown into an underground prison in Markarth. While there is a list of decisions for the player to make during a series of events, the quest itself is slow, leaving the player waiting for things to progress. Sure, you get some pretty good armor towards the end (and it is certainly worth completing the quest), but this reward does not change how boring and monotonous the journey through Cidhna Mine really is.
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9 Best: Unbound
As the tutorial quest of Skyrim, “Unbound” shows off just how formidable the game can really be. The Elder Scrolls franchise has always been known for featuring the protagonist as a prisoner at the beginning of the game, and it has become a tradition of sorts at this point. Skyrim changes things up, by starting the epic open-world experience with the player waking up in a moving cart, surrounded by others on their way to execution. It seems to be a quick end for the protagonist until a dragon shows up and begins to rain hell fire down on everyone. The player is pushed into a quick-witted scenario where they must stay on their toes while adapting to whatever the games throws at them.
“Unbound” displays the graphical qualities that Skyrim has to offer, as well many of the key gameplay mechanics that make it a great installment in The Elder Scrolls series, and an even greater beginning to Skyrim.
8 Worst: Mind Of Madness
Earlier on I stated that “No One Escapes Cidhna Mine” was not that great of a quest (even though many players do in fact like it) because it was ultimately uneventful for the player. This is the same sort of case for “Mind of Madness.” After visiting Solitude, this deadric quest leads the protagonist through a portal into the mind of Pelagius III. In order to escape the mad man’s inner psyche, the player must go through three trials of corruption to free themselves. As a reward, the player is given the Wabbajack, a deadric staff that comes with plenty of great spells to cast. It seems like a good quest, no?
The problem with “Mind of Madness” is that it feels like nothing more than an interruption for the player. It is not too long of a quest, but there is no open-world fun to be had, and the player is given three chores to complete, rather than three tasks to progress through the game.
7 Best: The Black Star
Regarded as one of the best quests by many players, “The Black Star” is yet another in the list of deadric quests that Skyrim has to offer the player. The quest can be obtained just south of Winterhold, where the player is given the task to find an elf mage (because the protagonist is the chosen champion of Azura or whatever), and obtain Azura’s star.
The quest then leads the player to Ilinalta’s Deep, a formidable dungeon that leaves the player biding their time as they battle other mages. Of course, that's only if they are a high enough level necromancers in the hold. If the player makes it through the dungeon, then they must continue on and cleanse the star itself. I am not kidding when I say that this leads the player to travel into the star itself, to battle against Malyn Varen's consciousness, which still plagues the star itself. Word of warning: this fight is not an easy one, and it goes down as one of the most memorable fights in the game as a whole.
6 Worst: The College Of Winterhold
Much like the lackluster Thieves Guild, “The College of Winterhold” quest line is nothing short of disappointing, as it features repetitive quests for one-dimensional characters. To gain entry into the College of Winterhold, you must first show off that you can use a spell of some kind, which —while adding to the atmosphere of the area— does nothing more than waste the player's precious time for a short moment.
Once the player gains entry, they are greeted with multiple quests and side quests that inevitably become dull and mundane. Players were disappointed with the quest line as a whole, as it features nothing more than fetch quests where you must leave and return to the college. If players are looking for a break from this sort of activity, then they can surely spice it up with a slightly less, but still boring, collection side quest.
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5 Best: The Wolf Queen Awakened
After completing the quest “The Man Who Cried Wolf,” the player is given the ability to start a follow-up quest “The Wolf Queen Awakened.” Many of the quests in Skyrim have the player fighting deadric plagued beings, and literal dragons, that pop up out of nowhere, but this quest actually has the protagonist going up against a god.
Obtained in Solitude, this quest is fairly simple in execution. After a series of conversation, make your way over to Potema’s Catacombs so that you can face the deceased queen herself. While on the surface this quest may not seem to offer anything out of the ordinary, the catacombs that the player must venture through and the boss waiting at the end are far different from anything else seen throughout the rest of the game. Breaking the chain of somewhat repetitive dungeons found in Skyrim is a blessing — enjoy it!
4 Worst: Civil War
From the moment that Skyrim begins, the player is introduced to a feuding civil war that is taking place in the region. At the end of the previously mentioned “Unbound” quest, the protagonist is given the choice to follow a Stormcloak soldier, or an infantryman of the Imperial Legion. Though the end result is, for the most part, the same, it adds a level of atmosphere to the beginning of the game that leaves the player wanting more.
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The “Civil War” quest line is one of the first major plot lines that the player can get involved with, but unfortunately, doesn't hold up to scrutiny. The tasks given to the player are simple, and after having chosen to be on both sides of the war, I can tell you firsthand there is no difference in choosing to side with the Stormcloaks or the Imperial Legion. Sadly, the whole scenario feels like nothing more than a case of the reds versus the blues.
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3 Best: A Night To Remember
In open-world based RPGs, there is always bound to be one or two quests that hold their roots in humor over anything. Some players would do well to remember the mission in Borderlands 2 in which the player is actually given the task to shoot the quest giver in the face. Though the land of Skyrim is filled to the brim with grim characters and gritty fantasy reality, there are moments when a funny quest gets dropped into the player's lap.
“A Night to Remember” has the protagonist drinking a bit too much, passing out in a Hangover type situation, having to piece together one happened the night before. There is cleaning up to do and questions to answer, but that does not mean that the mission is without combat. The quest brings you to yet another temple with mages to fight, but the humor brings about a freshness that keeps the player going through hours of gameplay.
2 Worst: A Return To Your Roots
Look, I am all for alternative side quests. Collecting items, “fetch” quests, and other monotonous tasks do in fact have a purpose in an open-world game such as this one. But it is important to recognize that these quests are meant to be peppered around the main quests, so that the player can make progress with them when they are doing something more eye catching.
“A Return To Your Roots” is everything that a bad, collect-em-all quest can be. When the player picks up a crimson nirnroot for the first time, they will then be given the task to collect thirty more. Are they scattered around the reaches of Skyrim in order to promote adventure for the player? Nope, they are only found around Blackreach, making the quest feel more like a chore than something that the player would actually want to actively participate in.
![Skyrim the second great war mod Skyrim the second great war mod](/uploads/1/2/3/7/123744553/965247649.jpg)
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1 Best: Dawnguard
That’s right, one of the best quest lines in Skyrim isn't even a part of the main retail release. The “Dawnguard” quest line gives the player everything that they have ever wanted from this type of game. The first official DLC add-on for Skyrim “Dawnguard” was first released in 2012, and boy did the developers know what they were doing with this one.
The story centers around a malicious group of vampires who aim to blot out the sun, and the group of hunters known as the “Dawnguard” who are forever engaged in battle with them. The player is given the option to side with either faction, and unlike the lackluster “Civil War” plot line, this set of quests keeps the player wanting more. The DLC adds new weapons and items, new characters, and above all else, the ability to turn into either a werewolf or a vampire lord. When it comes to Skyrim, “Dawnguard” is as good as it gets.
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A Concise Account of the Great War Between the Empire and the Aldmeri Dominion
A soldier's summation of the major events before and during the Great War
Author's Note: Much of what is written in this book is pieced together from documents captured from the enemy during the war, interrogation of prisoners, and eyewitness accounts from surviving soldiers and Imperial officers. I myself commanded the Tenth Legion in Hammerfell and Cyrodiil until I was wounded in 175 during the assault on the Imperial City. That said, the full truth of some events may never be known. I have done my best to fill in the gaps with educated conjectures based on my experience as well as my hard-earned knowledge of the enemy.
The Rise of the Thalmor
lthough it is not well known, Summerset Isle suffered from the Oblivion Crisis as much as Cyrodiil did. The elves made war upon the Oblivion invaders, occasionally even crossing over to close down Oblivion gates. As a nation they had more successes than Cyrodiil did, although the limitless daedric hordes made the outcome a foregone conclusion.
The Thalmor had always been a powerful faction within Summerset Isle, but had also always been a minority voice. During the crisis, the Crystal Tower was forced to give the Thalmor greater power and authority. Their efforts almost certainly saved Summerset Isle from being overrun. They capitalized on their success to seize total control in 4E 22. They renamed the nation Alinor, which hearkens back to an earlier age before the ascendency [sic] of man. Most people outside of the Aldmeri Dominion still call it Summerset Isle, either out of peevishness or ignorance.
In 4E 29, the government of Valenwood was overthrown by Thalmor collaborators and a union with Alinor proclaimed. It appears that Thalmor agents had formed close ties to certain Bosmeri factions even before the Oblivion Crisis. The Empire and its Bosmer allies, caught completely off guard, were quickly defeated by the much-better prepared Altmer forces that invaded Valenwood on the heels of the coup. Thus was the Aldmeri Dominion reborn.
Shortly afterward the Aldmeri Dominion severed all contact with the Empire. For seventy years they were silent. Most scholars believe there was some sort of internal strife in Alinor, but very little is known of the factional struggles that went on inside the Dominion while the Thalmor consolidated its power in Summerset and Valenwood.
In 4E 98, the two moons, Masser and Secunda vanished. Within most of the Empire, this was viewed with trepidation and fear. In Elsweyr it was far worse. Culturally the moons are much more influential to the Khajiit. After two years of the Void Nights, the moons returned. The Thalmor announced that they had restored the moons using previously unknown Dawn Magicks, but it is unclear if they truly restored the moons or just took advantage of foreknowledge that they would return.
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Regardless of the truth of the matter, the Khajiit credited the Thalmor as their saviors. Within fifteen years, Imperial influence in Elsweyr had so diminished that the Empire was unable to respond effectively to the coup of 4E 115 which dissolved the Elsweyr Confederacy and recreated the ancient kingdoms of Anequina and Pelletine as client states of the Aldmeri Dominion. Once more the Empire failed to stop the advance of Thamor [sic] power.
When Titus Mede II ascended the throne in 4E 168, he inherited a weakened empire. The glory days of the Septims were a distant memory. Valenwood and Elsweyr were gone, ceded to the Thalmor enemy. Black Marsh had been lost to Imperial rule since the aftermath of the Oblivion Crisis. Morrowind had never recovered fully from the eruption of Mount Vvardenfell. Hammerfell was plagued by infighting between Crowns and Forebears. Only High Rock, Cyrodiil and Skyrim remained prosperous and peaceful.
Emperor Titus Mede had only a few short years to consolidate his rule before his leadership was put to the ultimate test.
The War Begins
On the 30th of Frostfall, 4E 171, the Aldmeri Dominion sent an ambassador to the Imperial City with a gift in a covered cart and an ultimatum for the new Emperor. The long list of demands included staggering tributes, disbandment of the Blades, outlawing the worship of Talos, and ceding large sections of Hammerfell to the Dominion. Despite the warnings of his generals of the Empire's military weakness, Emperor Titus Mede II rejected the ultimatum. The Thalmor ambassador upended the cart, spilling over a hundred heads on the floor: every Blades agent in Summerset and Valenwood. And so began the Great War which would consume the Empire and the Aldmeri Dominion for the next five years.
Within days, Aldmeri armies invaded Hammerfell and Cyrodiil simultaneously. A strong force commanded by the Thalmor general Lord Naarifin attacked Cyrodiil from the south, marching out of hidden camps in northern Elsweyr and flanking the Imperial defenses along the Valenwood border. Leyawiin soon fell to the invaders, while Bravil was cut off and besieged.
At the same time, an Aldmeri army under Lady Arannelya crossed into western Cyrodiil from Valenwood, bypassing Anvil and Kvatch and crossing into Hammerfell. Smaller Aldmeri forces landed along the southern coastline of Hammerfell. The disunited Redguard forces offered only scattered resistance to the invaders, and much of the southern coastline was quickly overrun. The greatly outnumbered Imperial legions retreated across the Alik'r Desert in the now-famous March of Thirst.
4E 172-173: The Aldmeri Advance Into Cyrodiil
It appears now that the initial Aldmeri objective was in fact the conquest of Hammerfell, and that the invasion of Cyrodiil was intended only to pin down the Imperial legions while Hammerfell was overrun. However, the surprising initial success of Lord Naarifin's attack led the Thalmor to believe that the Empire was weaker than they had thought. The capture of the Imperial City itself and the complete overthrow of the Empire thus became their primary objective of the next two years. As we know, the Thalmor nearly achieved their objective. It was only because of our Emperor's determined leadership during the Empire's darkest hour that this disaster was averted.
During 4E 172, the Aldmeri advanced deeper into Cyrodiil. Bravil and Anvil both fell to the invaders. By the end of the year, Lord Naarifin had advanced to the very walls of the Imperial City. There were fierce naval clashes in Lake Rumare and along the Niben as the Imperial forces attempted to hold the eastern bank.
In Hammerfell, the Thalmor were content to consolidate their gains as they took control of the whole southern coastline, which was in fact their stated objective in the ultimatum delivered to the Emperor. Of the southern cities, only Hegathe still held out. The survivors of the March of Thirst regrouped in northern Hammerfell, joined by reinforcements from High Rock.
The year 4E 173 saw stiffening Imperial resistance in Cyrodiil, but the seemingly inexorable Aldmeri advance continued. Fresh legions from Skyrim bolstered the Emperor's main army in the Imperial City, but the Aldmeri forced the crossing of the Niben and began advancing in force up the eastern bank. By the end of the year, the Imperial City was surrounded on three sides - only the northern supply route to Bruma remained open.
In Hammerfell, Imperial fortunes took a turn for the better. In early 4E 173, a Forebear army from Sentinel broke the siege of Hegathe (a Crown city), leading to the reconciliation of the two factions. Despite this, Lady Arannelya's main army succeeded in crossing the Alik'r Desert. The Imperial Legions under General Decianus met them outside Skaven in a bloody and indecisive clash. Decianus withdrew and left Arannelya in possession of Skaven, but the Aldmeri were too weakened to continue their advance.
Elder Scrolls The Great War
4E 174: The Sack of the Imperial City
In 4E 174, the Thalmor leadership committed all available forces to the campaign in Cyrodiil, gambling on a decisive victory to end the war once and for all. During the spring, Aldmeri reinforcements gathered in southern Cyrodiil, and on 12th of Second Seed, they launched a massive assault on the Imperial City itself. One army drove north to completely surround the city, while Lord Naarifin's main force attacked the walls from the south, east, and west. The Emperor's decision to fight his way out of the city rather than make a last stand was a bold one. No general dared advise him to abandon the capital, but Titus II was proven right in the end.
While the Eighth Legion fought a desperate (and doomed) rearguard action on the walls of the city, Titus II broke out of the city to the north with his main army, smashing through the surrounding the Aldmeri [sic] forces and linking up with reinforcements marching south from Skyrim under General Jonna. Meanwhile, however, the capital fell to the invaders and the infamous Sack of the Imperial City began. The Imperial Palace was burned, the White-Gold Tower itself looted, and all manner of atrocities carried out by the vengeful elves on the innocent populace.
In Hammerfell, General Decianus was preparing to drive the Aldmeri back from Skaven when he was ordered to march for Cyrodiil. Unwilling to abandon Hammerfell completely, he allowed a great number of 'invalids' to be discharged from the Legions before they marched east. These veterans formed the core of the army that eventually drove Lady Arannelya's forces back across the Alik'r late in 174, taking heavy losses on their retreat from harassing attacks by the Alik'r warriors.
4E 175: The Battle of the Red Ring
During the winter of 4E 174-175, the Thalmor seem to have believed that the war in Cyrodiil was all but over. They made several attempts to negotiate with Titus II. The Emperor encouraged them in their belief that he was preparing to surrender; meanwhile, he gathered his forces to retake the Imperial City.
In what is now known as the Battle of the Red Ring, a battle that will serve as a model for Imperial strategists for generations to come, Titus II divided his forces into three. One army, with the legions from Hammerfell under General Decianus, was hidden in the Colovian Highlands near Chorrol. The Aldmeri were unaware that he was no longer in Hammerfell, possibly because the Imperial veterans Decianus had left behind led Lady Arannelya to believe that she still faced an Imperial army. The second army, largely of Nord legions under General Jonna, took up position near Cheydinhal. The main army was commanded by the Emperor himself, and would undertake the main assault of the Imperial City from the north.
On the 30th of Rain's Hand, the bloody Battle of the Red Ring began as General Decianus swept down on the city from the west, while General Jonna's legionnaires drove south along the Red Ring Road. In a two-day assault, Jonna's army crossed the Niben and advanced west, attempting to link up with Decianus's legions and thus surround the Imperial City. Lord Naarifin was taken by surprise by Decianus's assault, but Jonna's troops faced bitter resistance as the Aldmeri counterattacked from Bravil and Skingrad. The heroic Nord legionnaires held firm, however, beating off the piecemeal Aldmeri attacks. By the fifth day of the battle, the Aldmeri army in the Imperial City was surrounded.
Titus II led the assault from the north, personally capturing Lord Naarifin. It is rumored the Emperor wielded the famed sword Goldbrand, although this has never been officially confirmed by the Imperial government. An attempt by the Aldmeri to break out of the city to the south was blocked by the unbreakable shieldwall of General Jonna's battered legions.
In the end, the main Aldmeri army in Cyrodiil was completely destroyed. The Emperor's decision to withdraw from the Imperial City in 4E 174 was bloodily vindicated.
Lord Naarifin was kept alive for thirty-three days, hanging from the White-Gold tower. It is not recorded where his body was buried, if it was buried at all. Once [sic] source claims he was carried off by a winged daedra on the thirty-fourth day.
![Second great war skyrim mod Second great war skyrim mod](/uploads/1/2/3/7/123744553/739802554.jpg)
The White-Gold Concordat and the End of the War
Although victorious, the Imperial armies were in no shape to continue the war. The entire remaining Imperial force was gathered in Cyrodiil, exhausted and decimated by the Battle of the Red Ring. Not a single legion had more than half its soldiers fit for duty. Two legions had been effectively annihilated, not counting the loss of the Eighth during the retreat from the Imperial City the previous year. Titus II knew that there would be no better time to negotiate peace, and late in 4E 175 the Empire and the Aldmeri Dominion signed the White-Gold Concordat, ending the Great War.
The terms were harsh, but Titus II believed that it was necessary to secure peace and give the Empire a chance to regain its strength. The two most controversial terms of the Concordat were the banning of the worship of Talos and the cession of a large section of southern Hammerfell (most of what was already occupied by Aldmeri forces). Critics have pointed out that the Concordat is almost identical to the ultimatum the Emperor rejected five years earlier. However, there is a great difference between agreeing to such terms under the mere threat of war, and agreeing to them at the end of a long and destructive war. No part of the Empire would have accepted these terms in 4E 171, dictated by the Thalmor at swords-point. Titus II would have faced civil war. By 4E 175, most of the Empire welcomed peace at almost any price.
Epilogue: Hammerfell Fights On Alone
Hammerfell, however, refused to accept the White-Gold Concordat, being unwilling to concede defeat and the loss of so much of their territory. Titus II was forced to officially renounce Hammerfell as an Imperial province in order to preserve the hard-won peace treaty. The Redguards, understandably, looked on this as a betrayal. In this, the Thalmor certainly achieved one of their long-term goals by sowing lasting bitterness between Hammerfell and the Empire.
In the end, the heroic Redguards fought the Aldmeri Dominion to a standstill, although the war lasted for five more years and left southern Hammerfell devastated. The Redguards say that this proves that the White-Gold Concordat was unnecessary, and that if Titus II had kept his nerve, the Aldmeri could have been truly defeated by the combined forces of Hammerfell and the rest of the Empire. The truth of that assertion can, of course, never be known. But the Redguards should not forget the great sacrifice of Imperial blood - Breton, Nord, and Cyrodilic - at the Battle of the Red Ring that weakened the Dominion enough to allow the eventual Second Treaty of Stros M'kai in 4E 180 and the withdrawal of Aldmeri forces from Hammerfell.
There can be no doubt that the current peace cannot last forever. The Thalmor take the long view, as is proved by the sequence of events leading up to the Great War. All those who value freedom over tyranny can only hope that before it is too late, Hammerfell and the Empire will be reconciled and stand united against the Thalmor threat. Otherwise, any hope to stem the tide of Thalmor rule over all of Tamriel is dimmed.
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TranslationsThe Second Great War Sse
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Translations available on the Nexus
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Russian | The second great war RU |
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Version 1.07
- Bug fixes
- New characters and side-quests
- 3 side-quests for the Skyrim side
- 3 side-quests for the Aldmeri Dominion side - Numerous tweaks and improvements
Notable edits:
- Added a reward to the 'Loose Ends' quest
- Added non-enchanted Thalmor robes to the armory of Fort Snowshield
- Added Siege Bosses and MCM options to toggle them or set the chances for them
- Added Thalmor spies to the 'Preparations' quest on the Skyrim side
- Changes and improvements to the boss fight in the 'Finale' quest
- Changes to Sialius' gear
- Changes to Viranir's gear
- MCM options in the debug page to help with siege issues
- MCM option to set how long before the next letter arrives (Minimum setting is 0)
- MCM option to set how much time you have before a siege ends if you don't show up
- 'Overhaul' of inventories on most all NPCs as well as their potential gear and items
- Replaced generic reward in 'A Spy In The Ranks' with a special reward
- Stormcloaks use less magic type NPCs now
- Talos shrines in Dominion controlled cities are now replaced with Akatosh shrines
- The Aldmeri Dominion lose ending has been changed - The Courier has been replaced with two new couriers who can get the job done.
Version 1.06
Version 1.05
- Bug fixes
Version 1.04
Version 1.03
- Minor bug fixes and improvements
Version 1.02.1
Version 1.02
- Minor bug fixes and improvements
- A debug page for the MCM
- An MCM option to prevent objectives from ending sieges.(Whiterun and Markarth)
Version 1.01
- Minor bug fixes and improvements
- The startup letter should show up sooner
- A new MCM option to add extra soldiers to either side
- An MCM option for enabling/disabling summon spells from NPCs
- An MCM option for ending/skipping the civil war