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LovePiesDog

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LovePiesDog

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About this mod

The first mod in the Clans of The Reach series, adding and expanding locations in The Reach along with lore expansion, which I plan to continue.

The mod turns Bruca's Leap Redoubt into a full-fledged Reachmen clan headquarters, called the Whitefeather clan, with a fishing harbor, fortified walls and unique flavor.

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The first mod in the Clans of The Reach series, adding and expanding locations in The Reach along with lore expansion, which I plan to continue. 

The series aims to expand the lore of the interesting region of The Reach, by expanding existing locations, adding new ones and giving it a unique character by showing existing conflicts between different Reachmen clans, particularities and local politics.

This mod adds the Whitefeathers clan, whose headquarters is Bruca's Leap Redoubt. The location has been significantly expanded and transformed from a simple cave to a vibrant settlement with unique flavor, fortified walls, a fishing harbor, its own clan banner and more.

Forsworn overhaul.

No DLC needed. 

Clan Characteristics:

The Whitefeather clan is a small-medium sized clan that struggles to maintain independence from the larger clans of the region. Due to its geographical location, it deals mainly with fishing and hunting. Its main exports are fish and mudcrabs, which live in abundance near their settlement. The clan is ruled by a Briarheart leader, chosen democratically from among candidates indicated by the Clan's Martiarch - Ovra, the centuries-old hagraven that gave birth to the Clan decades ago.

The Clan lives in constant fear of its much more powerful neighbor, the clan from Druadach Redoubt, which, after the defeat of the first forsworn uprising, is growing in strength again, threatening the Whitefeather clan's fishing grounds, its trade connections, and attempting to impose sovereignty over northwestern Reach. 

Despite good connection with Dragonbridge, Bruca's Leap Redoubt goods flow mainly through Karthwasten, which is also main source of imported goods of all kinds. It causes a big threat for Whitefeather clan, because closing this connetcion by Silver-Blood family or Madanach's men would mean loss of livelihood, along with Clan's collapse or it's submission to The King in the Rags - who closed them the trade routes to the High Rock already.

Will the Whitefeather clan manage to come out unscathed from this political deadlock?

(FAQ) Things people asked me about:

(ok, just kidding, nobody ever asked me about this - but I always wanted to write this)

1. How do I install this mod?
A: Just unzip it in data folder. No Vortex, MM etc. is needed.

2. Am I able to to walk in the settlement without being attacked by everybody?
A: No, unless you're in Forsworn Faction. You can add yourself via console commands by typing player.AddToFaction 43599 [rank number, 1 f.e. ]

3. Am I able to to walk in the settlement without being attacked by everybody if I'm allied with Madanach?
A: No, as you can read in description, clan from Druadach Redoubt is main threat for Whitefeather clan, so prepare yourself for  r e a l l y "warm" welcome

4. Is this location navmeshed? 
A: Yes it is

5. Does Whitefeather clan has it's own, unique faction?
A: No, unfortunately it doesn't at current stage of my project. I'm planning to do make it in the future, by giving all the clans added a separate faction

6. What will the Clans of The Reach project contain?
A: At first I plan to add few more clans with their expanded headquarters - for now it will be Karthspire, Serpent's Bluff Redoubt, Hag's End, Druadach Redoubt. After this, I'll probably make each clan a separate faction as stated above, add many unique NPC's, and give every clan more unique feel - by adding custom armor sets, dedicated dialogs, books/literature about them etc. 

7. What is the stage of this project?
A: By now I'm almost done with second clan, located in Serpent's Bluff Redoubt. Next one will be Hag's End clan, then the Druadach Redoubt clan. Last one will be the Karthspire clan, which is biggest part of my project for sure. I'm planning to get two or three of these done by end of the year, but we'll see.

8. Is it compatible with other mods?
A: Yes, unless it does something with edited location

9. Can I use this mod for my own purposes?
A: Unless you're about to upload it, yes. But hae in mind that it's supposed to be part of bigger project, so please respect my work.

10. Is it lore friendly?
A: Yes it is - although this would make orthodox players feel uncomfortable. Reachmen, as society are mainly divided into clans, and that is how they mainly identify themselves - as "part of clan X or Y", using the term "Reachmen" mainly when introducing themselves to foreigners. In view of this, lumping everyone together under the heading of "Forsworn" felt little disappointing. We have no knowledge of how the major clan divisions in The Reach work - however, the ones I propose in The Clans of The Reach project will be based on geography, existing communities, regional history, location of ore deposits and more geopolitical stuff. I haven't currently found any concept that even attempts to approach this topic at such a high level of detail, so please - respect my work & no hate.

11. Why even doing something like that?
A: The Reach is for sure one of the most complex and interesting regions of whole Tamriel - with it's native, Daedra-worshipping people, harsh land, hedge magic and difficult history with thounands of years of neverending struggle. I decided to make it feel more unique, because Reachmen deserve better.

12. Will it be ported for SE?
A: Yes, it's ported already:)

13. Does The Reach belong to the Reachmen?
A: HELL YES