Skyrim Special Edition

About this mod

Sail to the Isle of Pyandonea, mainland of the Maormers, or the Sea Elves, and help them deliver an ancient artefact while taking care of the invading enemies all around the island.

Requirements
Permissions and credits
Translations
Changelogs
DISCLAIMER : This mod was my first mod ever for Skyrim, so it is a very simple, basic skyrim mod, that will not invent a brand new way to play Skyrim or something similar to that. It is very barebone and makes little sense, but I kept it up because it does show how far I've been into modding. I don't know if I will ever return to it to modify it, because I would rather just start it over. So download at your own risk, it's fully functional but it isn't the best mod you can find on the Nexus.

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BETA VERSION





Pyandonea is an island-kingdom located to the far southwest of Tamriel which is home to the elusive Maormer, who had been exiled there by the ancient Aldmer during the days of Aldmeris. - The Unofficial Elder Scrolls Pages


Sail to the Isle of Pyandonea, mainland of the Maormers, or the Sea Elves, and help them deliver an ancient artefact while taking care of the invading enemies all around the island. From Bosmers, to High Elves, passing by the Psijics, the northern island of the pyandonean continent is marked by the constant wars lead by King Orgnum against the Summerset Isle. Remnants of the War of the Isle are scattered around the island, and some small conflicts has led King Orgnum to leave leader Arcamas to deal with them on his own. Unfortunately, the leader Arcamas is not really worthy of his power and has failed taking care of the growing and growing groups of bandits that are taking over the island.
To redeem himself, he has sent maormer agents all around Tamriel to find what was once King Orgnum's most sacred treasure: a coffer that offers you money, every day.
This coffer has been found in the hands of another maormer called Norondo, and before you know it, it will be in your hands.

  • 28 quests
  • A new worldspace
  • All lines are voiced
  • 2 new player homes (one small house and one small cabin)
  • 4 generic followers, 1 quest follower
  • Custom music
  • Scripted (be careful if you are uninstalling)




This story takes place on the northern and eastern small island of the Pyandonea archipelago. The weather there will mostly be cloudy, foggy or rainy, due to the "Veil of Mist" protection the archipelago from invasions: making it quite hard for ships to navigate through it and through the Sea Serpents roaming around the island.



  • What areas were changed?
A small area in the north of Skyrim, near Broken Oar Grotto, north of Solitude. A smallarea in the SkyHaven Exterior, once you finish a specific quest. A small area in Solstheim, next to the Earth Stone (compatible with Solstheim - Skaal Fishing Camp by fadingsignal).

  • Why is there no map markers for the quest “Blades from the Second Era”?
It is a radiant quest. There are map markers, they are just not in Pyandonea. Head to Skyrim (or DLC/Mod area you have downloaded) to see map markers appear. If you are as lucky as I am, you might find the quest items in places added by mods like Oio-Lalor, a real maze (added by the mod The Tools of Kagrenac by PrivateEye and Titansbane).

  • Why is there no map markers for the quest “Fight your fears”?
It is a relatively small area, with multiple doors. You just need to find your way through the area using those doors. It is not as hard, nor as long as it sounds.

  • The NPCs are not talking to me, what do I do?
Save your game and reload. It should fix this problem. If it still doesn't fix the problem, maybe the character is just a generic NPC with no purpose. Otherwise, report it as a bug.

No, the coffer is different, as I have never downloaded nor played Legacy of the Dragonborn. Yet.

  • Are there any recruitable followers in this mod?
There are four generic followers: two in the Ancient Outpost in Pyandonea and two in the SkyHaven Temple (Skyrim) after finishing a specific quest. Norondo can also be a follower, but he remains a “quest” follower as I did not have time to create a custom follower framework.

  • The door in *insert name of the area* is locked, but I don't have a key to open it, is it normal?
Some doors are locked because there is nothing behind or inside. Some doors unlock during a specific quest. If there is no map marker on the door and it's locked, you probably don't need to go through it, yet.

  • I fell off the boat during a quest for the Sea Vipers, what do I do?
There is a trapdoor on the Sea Vipers boat to let you get back on your boat and continue the fight.