Alright, for starters, I understand that the game launched recently, but I was bored and started thinking of random stuff and thought of this and decided to share it here. This is mostly for fun and I am not really expecting it to be put into the game, but if it does or some additions to the game stem off of it that would be cool. Also, this might not be 100% lore friendly, but I am still learning all the lore of the Elder Scrolls series.
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Expansion Name: The Elder Scrolls Online: Remnants from Coldharbour
Lore: With the defeat of Lord Molag Bal at the hand of the soulless hero, many Daedra have been scattered because of the loss of dominance from their master. With the Dremora of Coldharbour being scattered, a group once loyal to Molag Bal has gone to Tamriel to continue fighting mortals and attempt to establish dominance. This new group of Daedra has named themselves “The Remnant” and have become the fourth faction in Tamriel.
New faction: The Remnant.
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New Races (Able to be created after the player’s account has at least one character that has completed the main story line)
Dremora (Red)
Passives:
1. Armor Expertise – Increases the experience gain for all armor types by 2%.
2. Determination – Increases Stamina regeneration by 3%.
3. Tough Skin – Increases physical damage resistance by 2%.
4. Spite for Mortality – After killing an enemy, increase armor by 1% for one minute (this ability stacks).
Dremora (Blue)
Passives:
1. Armor Expertise – Increases the experience gain for all armor types by 2%.
2. Magical Attunement – Increases Magicka regeneration by 3%.
3. Arcane Protection – Increases spell damage resistance by 2%.
4. Spite for Mortality – After killing an enemy, increase armor by 1% for one minute (this ability stacks).
Scamp (?)
Passives:
1. In place of a mount, scamps are able to learn how to ‘Run like a Beast’ which allows them to run like mounts do. Scamps are able to level this ability through a Scamp Master where they purchase daedric food as if a normal player were purchasing food for their horse.
2. Fire Born – Increases fire resistance by 3%.
3. Excess Magicka – Increases maximum Magicka by 4%.
4. Flame Starter - Increases fire damage by 3%.
5. Spite for Mortality – After killing an enemy, increase armor by 1% for one minute (this ability stacks).
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New Class: Necromancer – Use the powers of necromancy to raise allies into undeath to fight by your side as well as using necrotic powers to strike down your foes.
New Guild: The Wyrd – With the defeat of Molag Bal, many of his forces have been scattered and have begun lashing out violently wherever they can. In response to this, the Wyrd have begun to recruit new followers to restore peace and order to lands that have been ravaged by Molag Bal, and the new Daedra that have begun wildly attacking anywhere they can.
0. Ultimate – Transform (Wolf) – Transforms the player into a wolf and gives the player a new set of abilities to use while in wolf form that deal damage. These abilities include Claw, Bite, Rake, Swipe, and Pounce. The Ultimate can be morphed into Transform (Bear) – Transforms the player into a bear and gives the players a new set of abilities to use while in bear form, and the bear form would lean more towards being for tanking. The ultimate could also be morphed into Transform (Spirit Wolf) – Transforms the player into a spirit wolf and gives the player a new set of abilities to use while in spirit wolf form, and the spirit wolf would deal more damage than the base wolf as well as healing the player a small amount after each kill.
1. Call of Nature – Calls forth a random beast of the wild to fight by the player’s side for one minute. The summoned beast is random and performs attacks that mimic the style of attacks that the normal beast would use. The beast also scales depending on the player’s level.
2. Wild healing – The player heals himself/herself and their allies for X amount of health.
3. Natural Revival – Fills the corpse of a nearby ally with life, resurrecting them with 50% health, Magicka, and Stamina. This ability can only be used once per hour and requires the caster to be at full Magicka.
4. Calm beast – Stuns a beast enemy for 5 seconds. The stun is broke upon the enemy being attacked.
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New Zones:
Ebonheart Pact – Whiterun
Daedric forces from Coldharbour managed to get into Whiterun shortly before the defeat of their master, Molag Bal, and have begun causing terror throughout the lands near Whiterun. The Ebonheart Pact has amassed an army to retake the lands near Whiterun and establish the area as a new region for the Ebonheart Pact.
Aldmeri Dominion – Summerset Isle
During the final moments of the Assault of Coldharbour, an army of bloodthirsty Daedra teleported to the Summerset Isles to attack the Aldmeri Dominion at the heart. While the Daedra initially hid in the shadows and bided their time, the Daedra have now begun to attack the Aldmeri Dominion in the Summerset Isles and bring terror to the lands. In response to this, the Aldmeri Dominion has bulked up defenses in the Summerset Isles and has begun attacking the Daedra in their lands in an attempt to purge them from the Summerset Isles.
Daggerfall Covenant – Some part of Hammerfell (Could think of a specific section).
With the Remnant begin in south western Cyrodiil (see below), the Daggerfall Covenant has sent armies to the border of Hammerfall and south western Cyrodiil to prevent an invasion of Remnant forces. The Remnant, however, have already begun invading Hammerfall and have taken many parts of the land already. The Covenant armies must then take back the lands from the Remnant and push them back as much as possible from Hammerfell.
Remnant –
Coldharbour Aftermath (1-5) – After the defeat of Molag Bal, the Daedra of Cold Harbour began to fight amongst themselves for dominance. The group of Daedra that named themselves “The Remnant” fought for a time but then fled Coldharbour when they began to be overrun.
Soul Cairn (5-15) – After fleeing from the aftermath of Molag Bal’s defeat, the remaining Remnant forces traveled to the Soul Cairn to establish a temporary home for themselves that they could use as a home city. The Ideal Masters of the Soul Cairn, however, are enraged by the intrusion of the Remnant forces, and use any means necessary to attack them.
Shivering Isles Mania (15 – 25) - After pushing back the Ideal Masters and establishing a temporary home in the Soul Cairn, the Remnant daedra begin seeking the help of other powerful Daedra and Daedric Lords. The search for allies brings the Remnant to the Shivering Isles, where they hope to enlist Sheogorath as a new ally. The Remnant arrives in Mania, the northern section of the Shivering Isles, where they establish a base of operations to get the aid of Sheogorath. Sheogorath, however, sees this as a wonderful time to play games with the new daedra that have come onto his land, and he sends madmen and insane daedric creatures to fight them.
Shivering Isles Dementia (25 – 35) – After fighting off Sheogorath’s daedric minions, they push on into the Shivering isles, torn between seeking his aid further or conquering his land. The Remnant forces attack the southern section of the Shivering Isles, Dementia, and conquer the lands in Dementia. After narrowing down and trapping Sheogorath, the mad god submits and allies himself with the Remnant, providing the Remnant a mad god to back them as well as new lands and daedra to join them. Sheogorath’s madness, however, prevents him from fully enlisting himself in their conquest to take all of Tamriel, and allows Sheogorath to still take part in his usual meddling in mortal affairs.
Cyrodiil (35 – 50) – After gaining the help of the mad god, Sheogorath, the Remnant decide that the time has come to assault Tamriel itself. The Remnant then creates portals and march into a section of South Western Cyrodiil where the other factions are not directly fighting, and the Remnant fight Imperial forces as well as some minor Covenant, Aldmeri, and Ebonheart forces, and the Remnant establish that section of Cyrodiil as their home base in Tamriel. (I was looking at a map of Tamriel and the map of ESO and I think not all of Cyrodiil is in ESO, so that is where is branched from. The other idea I was thinking of was the Remnant going back to Coldharbour)
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New Features:
The Arena – The arena in the Imperial City has now opened (or has been moved) and is now accepting any and all gladiators that wish to fight each other to the death for the amusement of overs. In the arena, players may team up in groups of 2, 3, or 4 and fight teams of similar size in short PvP battles. Players may also spectate these battles by selecting which size battle they wish to view, then are teleport to a random battle that has begun where they may view from the sidelines.
Cyrodiil – With the remnant now fighting to establish dominance in Tamriel, they have also joined the fight in Cyrodiil. The Imperial City (or a section of it) has become the main base for the Remnant forces in Tamriel. Because this faction is late to the party when it comes to the Alliance war, they have no initial keeps under their control (or, add more keeps near the Imperial City that start off as theirs). When the Remnant takes control of a keep or resource, Dremora guards are placed on guard duty as if any of the other alliances had taken it and the icon for the keep or resource turns black to symbolize that the Remnant owns it.
12 man World Bosses – With the defeat of Molag Bal and the scattering of his armies, new world bosses have appeared in Cyrodiil and the new zones for each faction. These world bosses act similarly to overland bosses and bosses in the Trials of Craglorn. The world bosses are open in the zone and do not require any phasing (except the megaserver type) and do not tag onto any specific group when attacked. These bosses are designed for groups of 12 or more and drop purple loot that scales based on level.
Player Housing – With the world being full of so much war and despair, it is always nice to return home and sit by a fire to read a book, enjoy a nice cold mug of ale, or just take a break from all the troubles of the world. Players are able to purchase a home in one of the cities of each faction where they may store items into their bank, sit in chairs, and do general house nonsense such as decorating. Players may also visit each other’s houses by teleporting to them while they are in their house.
Jewelry Crafting – The mystery has been solved! An ancient tome of power has been discovered deep within an Ayleid ruin that explains the art of smithing jewelry with magical powers and enhancements.
New Veteran Dungeons – With new lands being conquered and explored, many dungeons with horrific creatures lurking within have been discovered. With the discovery of these new dungeons, the brave adventurers of the Daggerfall Covenant, Aldmeri Dominion, Ebonheart Pact, and the Remnant must beat back these foul beasts and claim whatever precious treasures lie within.
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I typed this up while waiting for updates on my computer to finish since I had to reinstall many games (including ESO) and this is what I got :P . I hope you like the idea and let me know what you think. Also, I was going to type up a full Necromancer class, but I figured that would make this even longer than it is right now and would take a lot of time.