Oblivion

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Srdjan Pokorni - Spok

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spokorni

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About this mod

Drago Watch is a castle type home for the player. It stands high in Valus Mountains, northeast from Cheydinhal and far east from Lake Arrius. For many years it has been used by the Mages' Guild as an advanced research lab. Although themed for an aspiring mage, Drago Watch has a lot to offer to characters of other classes.

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Drago Watch is a castle type home for the player. It stands high in Valus Mountains, northeast from Cheydinhal and far east from Lake Arrius. For many years it has been used by the Mages' Guild as an advanced research lab. Its position, far from populated areas, proved suitable for tricky and potentially dangerous experiments in destruction, alteration and conjuration. The quiet and solitude made it also advantageous for contemplation on various fields of mysticism.

However, after a poorly devised, ill-fated experiment that took place in 3E426, the castle has been hastily evacuated, leaving only a strong regiment of the Order of the Lamp to guard the site. Seven years later, with Oblivion gates springing all around Cyrodiil, the Council of Mages decided to summarilly close down Drago Watch. Ever since, the castle stands abandoned, its gates magically sealed such that only a member of the Mages' Guild can enter.

Discover this place and join the Mages' Guild to make it your home. In a simple quest, as you progress through the guild ranks, you'll be allowed to go further in and use more of its facilities. Although themed for an aspiring mage, Drago Watch has a lot to offer to characters of other classes. Some of its features are:

  • tons of safe storage - more than you want to count, and many beds for your army of companions;
  • almost all lights and fires can be turned on/off; if you light a fire, smoke will rise from the appropriate chimney; during day, the castle interior will be lit by sunlight, and during night, lights that you turn on will be visible from the outside;
  • an array of sorters: for alchemy ingredients, food, books, drinks, jewelry, dishes and miscellaneous items (tools, gems, pelts...);
  • static alchemy workstations, altar for spell making and enchanting, a chest that can multiply ingredients - not based on the vanilla arch-mage's chest;
  • books that can train you in various schools of magic, and an array of self-locking chests to train lockpicking;
  • a potion machine, that can create a number of useful potions and poisons starting from regular ingredients - even if your own alchemy skill is insufficient to reveal all effects of ingredients;
  • a configurable spell to return to the castle from wherever you are, and an altar of travel that can take you to all cities in Cyrodiil;
  • a garden in which you can plant various herbs and later harvest them regularly;
  • a vault in which you can (finally!) leave some of your money;
  • you can smelt unneeded armor, weapons, jewelry and some clutter and create various ingots; these raw materials can then be used to make other armor, weapons, jewelry and lockpicks;
  • you can also make fur armor from animal pelts, or tan them and turn into raw leather, which can be used to make leather armor;
  • you can make teas that work as potions, and you can bake your own bread, pies and sweets;
  • you can make your own wine and beer/ale; as you raise your alchemy skill, a number of special wines with useful effects will become available;
  • a summonable Oblivion gate in the East Tower, plus all Daedric princes that (after a suitable offering) can teleport you to their shrines;
  • all cells have path grids to help your guests/companions move around.


Along the main mod file, a separate ESP is provided for COBL add-ons. This one adds luggage, food larder with dining plates, water sources, ingredient grinder, and COBL ingredient containers/sorters.

For more information, consult the ReadMe packed within the archive. Remember, ReadMe is your friend, and you should get to know it well!