Kragenirs Death Quest by Povuholo and Malchik
Oblivion » Quests And Adventures
Added: 02/08/2009 - 12:23PM
Updated: 25/12/2015 - 05:48PM

834 Endorsements

2.20 Latest version

11,581 Unique D/Ls

31,028 Total D/Ls

136,650 Total Views

Uploaded by Povuholo


Last updated at 17:48, 25 Dec 2015 Uploaded at 12:23, 2 Aug 2009

Many years ago, Kragenir's tower had been sealed by the Knights of the Silver Nose, but as they die, the seals weaken...

Can you find the keys required to break the seals so you can face Kragenir inside the tower before he escapes? Or... Are you going to help him?

With over 100 new quests, 15+ new books and over 3000 lines of dialogue this mod will hopefully keep you entertained for many hours!

Find tons of new miscellaneous quests in cities, villages and other locations, all within Cyrodiil's borders, and visit the best dungeons Cyrodiil has to offer, now a lot more interesting than before.

More screenshots: http://s18.photobucket.com/albums/b120/iamerik/Kragendirs%20death%20quest%20screenshots/

Also check out the trailer on the video tab!

The 2.13 update is now live, containing bugfixes, script optimizations and updates to the walkthrough! This update was done entirely by WalkerInShadows, for which I thank him very much! I (Povuholo) am still retired from modding. If you have questions that need answering, the best place to look is the official forum thread: http://forums.bethsoft.com/topic/1188630-relz-kragenirs-death-quest-21-thread-11/


The mod intends to make Cyrodiil a more interesting place. It does this by adding lots of new quests, dialogue, and some books.

The mod was designed to be started with a low level character, who grows stronger as he advances through the quests.
Every quest can be started at level 1, but the final quest of some of the longer questlines usually can't be done until level 20 or so.

So for the best experience we recommend starting the mod with a low level character, but you won't run into any problems and quests will never be too easy if you start it at a higher level.

These are the issues we found in the original game that we meant to fix with our mod:

- The game is too easy: The quests introduced in the mod will not hold the player's hand too much: There's no excessive use of quest markers.

- Too many pointless vanilla characters: Many NPCs, especially those in villages, were there just to make the places feel less empty.
They did not have any personality at all. With this mod they will, as many will be involved in quests
and the additional dialogue mod will make them a lot less generic.

- Too many pointless vanilla dungeons: There are many dungeons in Oblivion, but the ones that are not involved in quests all feel the same.
There is no unique treasure as everything is levelled. With this mod many more dungeons are involved in quests, and it's also possible to find
unique items in random dungeons.

I've categorized the different parts of the mod for a good overview.

Kragenir's Death Quest: The Main Quest

The story of the main quest is both serious and humorous. You'll find fairy tale (and other) real life references in the Main Quest,
but always with an Elder Scrolls twist and never 'too much' so they do fit in the game. And the problem at hand is no laughing matter!
The fairy tale element is the strongest at the start of the main quest, but the further you get the obscurer these references become
and I'm sure most people won't even see half of the things in the mod as a reference to something outside the game.

The first four quests for the wood elves (which is really the start of the mod proper) are intentionally simple to ease new players into the game.
Experienced players may find them rather basic. However we felt it was best to let new players in gently. From quest 5 onwards the quests grow increasingly complex, challenging and in our opinion intriguing. Don't be put off if at first it seems too easy.

Because you might not want to do the mod's main quest a second time (Or you don't like the idea of fairy tale/real life references in the game,
which the miscellaneous barely have) you'll have the option to refuse the main quest right from the start. Because besides this main quest, the mod offers a lot of miscellaneous quests.

Miscellaneous Quests

The number of Miscellaneous quests is at least as much as that of the main quest, if not more. This is how we organised it:

-Imperial City Quests: There's a new quest for each district of the Imperial City except for the Palace, Prison and Arcane University district.
-Village Quests: There's a new quest to be started at every village, except for those in which the inhabitants are killed in a
vanilla Oblivion (Meaning the original game without mods.) quest.
-Seven Cities quests: There are at least 3 new quests per city, except for the above mentioned Imperial City.
-The Documents Quest: Documents found in vanilla Oblivion locations (that are visited during the mod's main quest) may lead to treasures.

Note that there are a few miscellaneous quests that require having reached specific points in the mod's main quest of our mod to be obtained.
But most of them don't, so you won't miss out on a lot if you skip the main quest.

We have thrown in quite a few total surprises as well.

Examples of quests:

-There's a rumor in the game that Dro'shanji in Bravil has been hearing noises, but when the player would talk to Dro'shanji he had nothing to say about it.
Now there's a quest to help him.

-There's the skooma dealing Orum gang in Cheydinhal which didn't have any quests attached to them... Until now.

-S'drassa, a member of the Leyawiin Mages Guild, is rumored to be working on a cure for Skooma addiction. Why not help him a hand?

-Jhared Strongblade, youngest member of the Knights of the Knights of the Thorn, is usually left behind while the other Knights go out to do good.
He'd probably love to go dungeon diving with someone a few times.

-Thamriel, touched by the gods, made an alarming prophecy concerning the return of a powerful vampire to Cyrodiil.

-The Cheydinhal Countess Llathasa Indarys died when she fell from the stairs in the castle. Rumor has it that this was not an accident though, and someone intends to find out the truth.

Books & Dialogue

Aside from the books, letters and dialogue added for quest purposes, the mod also has also the following:

-15 unique 'full size' books. These can be bought in the different book stores of Cyrodiil, or found in some houses.

-100 new rumours added to NPC's for more rumour variety. These are not voiced (but they are lipsynched).
There's the option to disable them should you want to.

-Rural Line Additions: Mostly for all those boring NPC's at wilderness settlements/villages with only a rumour topic.
A lot of npc's who don't have anything else to say than the regular rumours topic will get 3 new topics:
<Say something about the village/settlement/location>, <Say something about their own background>, and <local rumours>.
There's a unique line for each NPC used, so you won't have everyone in Water's Edge for example saying exactly the same thing about it.
Each will also get an unique rumour that is specifically for them.

So it is something like the less generic NPC's project from morrowind, on a smaller scale. This comes in an optional .esp.


-There are Unique Landscapes compatibility patches on their Nexus page: http://www.tesnexus.com/downloads/file.php?id=13834

-Servant of the Dawn is incompatible. Early on in that mod the village of Blankenmarch is destroyed,
which will break KDQ's main quest if you haven't advanced to a certain point yet. There's also another serious conflict in Shadows Rest Cavern.

-Knights of the White Stallion and Feudal Empire 300 are incompatible. There used to be a compatibility patch for this in the download, but it didn't work for many people. If it did work for you before, you can still get it from the 2.03 download and earlier versions from Nexus.

-Challenging Thievery has a small conflict with the 'Clerical Dalliance' quest (Chorrol miscellaneous quest). For some reason Challenging Thievery deletes the vanilla NPC Ariela Doran, which is used during this quest, making it impossible for the player to finish it.

-Heart of the Dead has been confirmed compatible, and there shouldn't be conflicts with Integration: The Stranded Light either.

-Open Cities and Better Cities are already made compatible without patches.

-There's a small conflict with Ruins of Miscarcand; one of the Seven Sleepers is buried under the ground near Ra'Sava Camp, so you'll need to use TCL to reach it. Its placement, unfortunately, makes a simple land edit unfeasible.

About compatibility with overhaul mods:

There are no technical incompatibilities with OOO or FCOM or any such mods with KDQ. The mods do not conflict if you use them at the same time. In fact I'm using OOO+MMM and some other big mods along with KDQ right now.

Still, there are some things that may be seen as an issue, which goes for all overhauls that deal with level scaling. KDQ uses a lot of vanilla dungeons in its quests. However KDQ assumes that no dungeon is more difficult than the other because of the vanilla level scaling, it does not take in account what the different overhaul mods do with these dungeons.

A potential issue here is that quests that were supposed to be easy could send the player to dungeons
containing level 20 NPCs added by OOO or something like that. So it's not really a big issue, but something to keep in mind.


You must contact me and obtain my permission before re-packaging or redistributing any part of
this mod. If I do not respond within 3 weeks, feel free to do whatever you like with this mod, as long as you give credit where credit is due and include the mod's unmodified readme.


More info in the readme.