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Aminal Mansion Rebirth? (Questions/Ideas/Dev Thread)


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Posted
22 minutes ago, Donuts4me said:

I was actually just thinking that Lurkers could be a maybe because they do sometimes pop out of the ocean?

 

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There could be a story like some female character went skinny dipping in the ocean somewhere in the South, SE or SW parts of the island (where there is no ice/snow).  Maybe she was collecting those oysters and clams on the shores? While swimming or drying off on the beach, all of a sudden a Lurker popped out of the water and quickly grabbed the woman and had it's way with her!

 

After finishing, the Lurker just went back into the ocean and disappeared. The woman laid on the beach confused on how to feel... She was terrified of that monster. However... it's cock did feel pretty good...? She put her clothes back on and took clams/oysters back to wherever she came from and never told anyone. Days later she went back to the same spot and tried skinny dipping again and the same thing happened (just like she hoped). Now, she does it all the time!

 

The lurker this woman hooks up with is now very calm towards most living creatures. She thinks that more lurkers could become peaceful if more people do the same as her with other lurkers. She calls Animal Mansion for help!

 

When the player arrives, there are two lurkers waiting with the woman. She will hook up with one while the player (or someone else from AM) hooks up with the other.

 

This would just be a repeatable quest. No adding to the mansion.

 

I had to check, but Lurker is only in Apocrypha, but your idea is quite interesting. However, I would add slightly:

The PC arrives and talks to the woman about her request, because she wanted to share her interests with Mansion. They go to the area where the Lurkers are, but this would require collecting a few shells, as in her case, and then two (or more) pop up and the party begins.

 

37 minutes ago, Donuts4me said:
18 hours ago, killer905 said:

I don't know if it would make sense to create something like Animal Cave, especially since Solstheim is not known for having a large number of Septims. Especially before the reopening of the mine in Raven Rock, and the Skaals would not be interested or would rarely come or pay with what they trade, such as skins, etc.

 

If Animal Cave were to be created, there would have to be a way to quickly get there, even with clients from Skyrim. For that, I could make a suitable room in the basement so as not to clutter up the Mansion itself with additional rooms.

 

However, I would use the creatures in Solstheim as reputation quests, i.e. repeatable ones.

 

You could always make the cave near the mansion? I've only ever played AM+. Not sure if the location has ever changed with other versions or if you are changing it yourself? If it will be West of Falkreath like AM+, you could make a cave entrance South or West of the mansion since there are lots of rock walls and the mountains there.

 

This cave could also be connected to another. You could add a cavern level under the mansion basement and give it some Blackreach looks and music. At the other end of this cavern is a ladder leading up to the other cave network you build in the side of the mountains. This cave would be more normal. Not as deep/dark as Blackreach.

 

So, you can go in a loop: Skyrim -> Mansion main floor -> Mansion basement -> Blackreach -> Mountain Cave -> Skyrim

 

The Blackreach part could of course be where you store all your falmer, chaurus creatures and certain others.

 

The Mountain Cave could be where you bring back certain smaller creatures from Solstheim like the 2 Ash Hoppers, 3 Ash Spawn, 4 rieklings, 1 boar and 1 boar rider. Maybe even the werebears?

 

The Netch by Tel Mithryn and Lurker by the ocean would of course be repeatable just like the old please Paarthurnax or please the Riverwood dog assignments.

 

How to get all the smaller Solstheim creatures to Skyrim? The player could have escort missions to lead the creatures to a boat being commanded by someone from AM. This AM employee will keep pleasuring the creatures and keep them happy all the way until they get back to the caves by the mansion.

To tell the truth, the cave is currently being created next to the Mansion.

Looking at the current four editions, they were:
- The Animal Mansion (Original)
- The Animal Mansion Redux (Focused on an alternative location)
- Animal Mansion Plus (Continuation of what was in the original AM version)
- Animal Mansion 4 (The location remained the same, but in practice all the quests were rewritten)

 

In this version, the Mansion will be in a different location, but still close to the Falkreath border (where the photo of the front and back of the mansion was taken. It is quite large, so it would not fit near Falkreath). 

 

Currently, we do not anticipate creatures from Solstheim (except for the werebear) in the Mansion. I would also treat them more as reputation quests.

All creatures from the ‘Ash’ category would be unlikely to survive in Skyrim, because technically there is no ash in Skyrim, only ordinary soil or snow. 

Rieklings and boars could still possibly appear in Skyrim, but I'm not entirely convinced. Something to think about.

Posted (edited)
1 hour ago, Donuts4me said:

 

Definitely true for Seeker.

 

I was actually just thinking that Lurkers could be a maybe because they do sometimes pop out of the ocean?

 

I also thought it was a shame that lurkers were generally excluded.

 

1 hour ago, Donuts4me said:

 

  Reveal hidden contents

There could be a story like some female character went skinny dipping in the ocean somewhere in the South, SE or SW parts of the island (where there is no ice/snow).  Maybe she was collecting those oysters and clams on the shores? While swimming or drying off on the beach, all of a sudden a Lurker popped out of the water and quickly grabbed the woman and had it's way with her!

 

After finishing, the Lurker just went back into the ocean and disappeared. The woman laid on the beach confused on how to feel... She was terrified of that monster. However... it's cock did feel pretty good...? She put her clothes back on and took clams/oysters back to wherever she came from and never told anyone. Days later she went back to the same spot and tried skinny dipping again and the same thing happened (just like she hoped). Now, she does it all the time!

 

The lurker this woman hooks up with is now very calm towards most living creatures. She thinks that more lurkers could become peaceful if more people do the same as her with other lurkers. She calls Animal Mansion for help!

 

When the player arrives, there are two lurkers waiting with the woman. She will hook up with one while the player (or someone else from AM) hooks up with the other.

 

This would just be a repeatable quest. No adding to the mansion.

 

 

The idea isn't bad at all. Solstheim is generally a cold place, but that doesn't mean we couldn't explore the possibility of finding or adding a hot spring, which would make this scenario feasible for a dark elf.

 

But first, let's wait and see what Killer905 thinks. 

 

Edited by Unicom1981
Posted
1 hour ago, killer905 said:

I had to check, but Lurker is only in Apocrypha, but your idea is quite interesting. However, I would add slightly:

The PC arrives and talks to the woman about her request, because she wanted to share her interests with Mansion. They go to the area where the Lurkers are, but this would require collecting a few shells, as in her case, and then two (or more) pop up and the party begins.

 

 

Here's a small excerpt about the Lurkers, These creatures can also appear occasionally in Solstheim.

Locations

Lurkers can be seen throughout Apocrypha, usually guarding tomes of forbidden knowledge, though they can also be randomly encountered on Solstheim attacking the local wildlife and populace. Lurkers will also appear when the Dragonborn cleanses the stones that have been corrupted by Miraak by using the Bend Will shout on them. This is obtained by doing the quests "The Fate of the Skaal" and "Cleansing the Stones" during the Dragonborn questline.

 

 

Posted
1 hour ago, Unicom1981 said:

These creatures can also appear occasionally in Solstheim.

True. I've encountered them as random encounters while exploring the east shore of Solstheim.

Posted
1 hour ago, Unicom1981 said:

 

I also thought it was a shame that lurkers were generally excluded.

 

 

The idea isn't bad at all. Solstheim is generally a cold place, but that doesn't mean we couldn't explore the possibility of finding or adding a hot spring, which would make this scenario feasible for a dark elf.

The fact that they are currently excluded does not mean that they cannot be added.

Creatures smaller than a dog and those with few animations were rejected outright, because 1/2 animations for a specific creature are not enough.

 

1 hour ago, Unicom1981 said:

But first, let's wait and see what Killer905 thinks. 

I've already written what I think about the quest. :3

 

1 hour ago, Unicom1981 said:

 

Here's a small excerpt about the Lurkers, These creatures can also appear occasionally in Solstheim.

Locations

Lurkers can be seen throughout Apocrypha, usually guarding tomes of forbidden knowledge, though they can also be randomly encountered on Solstheim attacking the local wildlife and populace. Lurkers will also appear when the Dragonborn cleanses the stones that have been corrupted by Miraak by using the Bend Will shout on them. This is obtained by doing the quests "The Fate of the Skaal" and "Cleansing the Stones" during the Dragonborn questline.

 

 

True, but ONLY in this one specific quest. Nevertheless, Donuts4me's idea is interesting.

Posted
11 minutes ago, Gristle said:

True. I've encountered them as random encounters while exploring the east shore of Solstheim.

Are you sure? I've never encountered Lukers anywhere other than Apocrypha and one specific quest.

Posted
22 minutes ago, killer905 said:

Are you sure? I've never encountered Lukers anywhere other than Apocrypha and one specific quest.

 

 

I've also encountered them on Solstheim. I don't know if it's level-dependent that they appear near the beach there; I had Serana by my side, so at least from level 10 onwards, since the search for Serana only starts at level 10.

Posted
2 hours ago, killer905 said:

I had to check, but Lurker is only in Apocrypha, but your idea is quite interesting.

 

1 hour ago, Unicom1981 said:

 

Here's a small excerpt about the Lurkers, These creatures can also appear occasionally in Solstheim.

Locations

Lurkers can be seen throughout Apocrypha, usually guarding tomes of forbidden knowledge, though they can also be randomly encountered on Solstheim attacking the local wildlife and populace. Lurkers will also appear when the Dragonborn cleanses the stones that have been corrupted by Miraak by using the Bend Will shout on them. This is obtained by doing the quests "The Fate of the Skaal" and "Cleansing the Stones" during the Dragonborn questline.

 

 

 

27 minutes ago, Gristle said:

True. I've encountered them as random encounters while exploring the east shore of Solstheim.

 

16 minutes ago, killer905 said:

Are you sure? I've never encountered Lukers anywhere other than Apocrypha and one specific quest.

 

I always see one at the Earth Stone. I just checked.

 

I killed one. Waited 30 days and found another.

 

Spoiler

image.jpeg.d6f4113b917c3e933d09ebab1beb4e10.jpeg

image.jpeg.8d60d02fe99827580aa26787046e7c13.jpeg

 

 

 

I'm sure they are not mod-added. I remember seeing them back when I still played this game on consoles without mods.

 

I also remember seeing one come out of the water just north of Tel Mithryn and near the Sun Stone. I think it happens when you are following Neloth to Nchardak?

Posted
4 hours ago, Unicom1981 said:

 

 

I've also encountered them on Solstheim. I don't know if it's level-dependent that they appear near the beach there; I had Serana by my side, so at least from level 10 onwards, since the search for Serana only starts at level 10.

 

4 hours ago, Donuts4me said:

 

 

 

 

I always see one at the Earth Stone. I just checked.

 

I killed one. Waited 30 days and found another.

 

  Reveal hidden contents

image.jpeg.d6f4113b917c3e933d09ebab1beb4e10.jpeg

image.jpeg.8d60d02fe99827580aa26787046e7c13.jpeg

 

 

 

I'm sure they are not mod-added. I remember seeing them back when I still played this game on consoles without mods.

 

I also remember seeing one come out of the water just north of Tel Mithryn and near the Sun Stone. I think it happens when you are following Neloth to Nchardak?

In that case, this task makes more sense to me. So i  adding Lurker to the list.

Posted (edited)

@killer905 I'm just reposting this here from the other thread so people could toss in their take and ideas on it.

 

Spoiler

I'm  just tossing in this idea should you consider adding in werewolves to the quests. 

 

Quest:  "Pack's Bitches" or maybe "A Bitching Companion"

 

Simple summary... 

  • A conversation with Aela related to the beast tokens she requires a missing (new) token. In base game there are three but  is also mention of a forth, and now I'm suggesting a fifth.  May be done even after you're cured.
  1. Totem of Fear: The default power, causing enemies to flee.
  2. Totem of the Hunt: Detects life nearby, allowing you to track prey.
  3. Totem of Brotherhood: Summons two allied werewolf spirits to fight alongside you.
  4. Totem of Ice: (Sometimes referenced, but the base questline focuses on Fear, Hunt, and Brotherhood). 
  • The fifth being "Totem of Hunger" or maybe just "Totem of Lust"
  1. Her vision leads you to track down a isolated group of the Silverhand in a cavern guarding the token.
  2. You and Aela however do not defeat them - use of a trigger, a trap, you're both hit from behind and black out
  3. You wake up captured, stripped and in a cage.
  4. Your captors leader says they plan to kill and skin you, if you transform into a werewolf when the moon rises. 
  5. The henchmen constantly make comments how having two naked female captives they want to rape, ravish, break and use them as sex slaves ,
  6. The leader agrees since the moonrise is some time off - they may not intend to free you even if you do not transform.
  7. They pull you from the cages, bind and  have their way a couple times (once, twice?, I don't know) 
  8. Finally is the night and  the moon shines
  9. Unbeknownst to your captors due to their being near the power of the token for so long - they themselves transform into werewolves.
  10. So you appease them in their werewolf forms sexually until you pass out and wake up in your cages.
  11. Come morning they realized they are werewolves and are so conflicted due they've become what they've hunted for so long.
  12. The leader decides to let you go provided you promise to keep their new secret and return to them once in a while to appease their lust.

 

 

 

Edited by eflat01
Posted (edited)
10 hours ago, Donuts4me said:

I'm sure they are not mod-added. I remember seeing them back when I still played this game on consoles without mods.

 

I also remember seeing one come out of the water just north of Tel Mithryn and near the Sun Stone. I think it happens when you are following Neloth to Nchardak?

 

I use the stones quite a bit .. I'd never had had a Lurker reappear after being killed during the cleansing ritual. The only place I ever seen them respawn was in Apocrypha. 

 

Certainly does not make sense to me, to spawn them in the first place you have to use a thu'um Bend Will (to trigger the initial spawn and fires a script DLC2StandingStoneFX). Then after they're cleansed the stones become activators for their specific powers similar to other standing stones. 

 

One thing I can say is I'd imagine a quest in Solstheim should have something to do with the Beast Stone, like some task or something.

 

Spoiler

Mirri Virian might send a letter with a gift - a heart stone - to her friend Thaena to start.

 

Spoiler

Sera,

I do hope this letter finds you well. I was thinking back to a time when we were young playing on the docks of Windhelm, just skipping stones across the White River, yours always skipped further. Happy times. You told me one day we'd both travel farther than any river may take us. Indeed I am now living in Solstheim and sending you this stone as a token of our friendship. I'd been told it has powers coveted by enchanters and conjurers alike. I do so look forward to hearing from you.

 

Your friend,

Mirri

 

Thaena could send a token of their friendship in return, and that's the PC's task. 

 

Spoiler

Once in Solstheim asking around for Mirri's whereabouts in Raven Rock someone may mention freakish rumors.

 

"Oh, that one? She lives <....>, I'd stay away, some say they'd seen her walking naked at night 'cross the fields of ash, others even tell of her performing unnatural rituals and offering herself to the likes of beast which should never be mentioned."

 

You find her living in a one room home - though quite comfortable. (of course finding a spot for it would require some thought, maybe there's a isle?) I certainly would not place anything to close to a settlement which may conflict with other mods.

 

option - maybe she does business with Tel Mithryn?

 

option - maybe she's friendly with the Rieklings so much so she's a small boar farm?

 

However:

 

She will not admit to the rumors spread about her, but she offers you a nights rest. 

 

In the middle of the night she'll travel to the Beast Stone, (do not let her know you're following) she prays and POP a Lurker appears. 

 

You can take it from there....

 

Issue: with this is the Stone would have had to be cleansed first - past a dragonborn quest stage - because the stones are occupied at night by workers prior.

 

 

 

 

Edited by eflat01
Posted
13 hours ago, eflat01 said:

 

I use the stones quite a bit .. I'd never had had a Lurker reappear after being killed during the cleansing ritual. The only place I ever seen them respawn was in Apocrypha. 

 

 

Sometimes you need to get real close to the water (like in the second image I had above). They are set to ambush you when you get close.

 

I checked CK. They have spawn points in the water. This is just for Earth Stone and Sun Stone. The other two don't have ocean spawn points.

 

Spoiler

Earth Stone:

image.png.a80423761c524ad278782141297199e5.png

 

Sun Stone:

image.png.82fce9f9e3c9a9558ee9daf7739ef9c2.png

 

I knew I remembered fighting two somewhere!

 

The two by the Sun Stone never come back for me. The one by Earth Stone does. Not sure why? Maybe the two by the Sun got disabled through script after a certain quest stage and developers forgot to do the same for the Earth one?

Posted (edited)
On 2/26/2026 at 1:00 AM, Donuts4me said:

The two by the Sun Stone never come back for me. The one by Earth Stone does. Not sure why? Maybe the two by the Sun got disabled through script after a certain quest stage and developers forgot to do the same for the Earth one?

 

That's likely the case as each stone may be cleansed in any order I think, So the stage - and scripts - would need to be independent. You start with the Wind Stone due that's where Storn sends you first, the others I do not think there's an order to clear them, just a counter.

 

Bugs from wiki:

Spoiler
  1. When attempting to use the Bend Will shout on a corrupted stone, you may lose the ability to interact with it, but the event will not start, causing the quest to become stuck.
  2. Travel to the Wind Stone and acquire its power to get the quest working properly. Stones you've already tried to cleanse will spawn Lurkers as soon as you near them but the shrines will not explode.
  3. Alternatively, simply leaving the cell and returning to it, or saving and reloading the saved game, may resolve the problem, with the Lurker(s) appearing and the quest updating after the fight.
  4. As many as three lurkers may appear (rare). One or two may be a significant distance from the stone after cleansing it. (Even out in the ocean or falling off a cliff).
  5. If Reluctant Steward is finished and the Sun Stone has been cleansed, Drovas Relvi's sleep package will always be active, and therefore he will be found sleeping indefinitely in Tel Mithryn Steward's House.
  6. PC Only The Unofficial Dragonborn Patch, version 1.0.5, fixes this bug.
  7. If Reluctant Steward is finished and the Sun Stone has been cleansed, Drovas Relvi's sleep package may still have him trying to sleep at the Retching Netch, even though he won't work there anymore.
  8. The Unofficial Skyrim Special Edition Patch, version 4.1.3, fixes this bug.

 

Edited by eflat01
Posted

Toryorn and Ernlaith

Born: Morthal
Race: Nords

 

Important note!


Ultimately, they are supposed to be siblings and engage in incest, but it will be possible to change them into lovers (or there will be an option to choose their relationship with each other) if necessary. However, I believe that Masnion itself is already for people with fairly low moral standards, such as engaging in sex with animals, etc.

Spoiler

Toryorn and Ernlaith became mercenaries together, travelling and fighting together. However, a nobleman hired them to protect him to an unspecified location and to bring him home safely. Upon arrival, they went with their client to a Sanguine party. Upon entering, they saw only naked people in masks, having sex with each other and drinking. None of the guests paid any attention to Toryorn and Ernlaith, but after two hours, a naked servant approached them and gave them a drink and something to eat since they were waiting for their client anyway. They were both suspicious of the refreshments, but hunger got the better of them. So they ate and drank what had been brought to them. However, this was a mistake, because after an hour, they both became increasingly aroused and their desire for pleasure became apparent. (Since becoming mercenaries, they had thought that their brother/sister loved each other, but that would be incest, so nothing special happened with that) to reveal their primal desire for sex with each other. The desire was too strong, and in the end they undressed and began to make love, even though they knew in their heads that it was wrong. A few hours later, both satisfied, they finally got dressed and waited for the client to return, and until then they sat and said nothing about what had happened to them. Not here. The client finally returned, and the three of them went back to the client's house. After taking the client home, Toryorn and Ernlaith were finally alone and could talk calmly about what had happened between them. Toryorn began the conversation, but Ernlaith unexpectedly jumped into his arms and began kissing him. After a moment, she said, ‘We can't undo what happened, but I secretly had a crush on you, and now we can be together without any obstacles and not worry about what people will think.’ Toryorn just smiled and kissed her. From then on, they allowed their love for each other to ignite their hearts and more. Many months later, a Mansion employee finds them, having learned from Tina where they might be and what their names are. After a short conversation about their relationship, PC offers them a job as security guards at the Mansion and assures them that their relationship will not be met with negative reactions from other employees. Toryorn and Ernlaith decide to check out the rumour about the Mansion and stay there, protecting the Mansion's employees and their clients from enemies, but time will tell if their decision was the right one this time...

 

Posted

Id say a level up system that allows you to choose what your fav creatures are. So lets say you prefer Trolls and have the most animations for them: you can level up to threesomes and gangbangs etc and this allows you to do more for these creatures shows 

Posted
2 hours ago, Dovahbear91 said:

Id say a level up system that allows you to choose what your fav creatures are. So lets say you prefer Trolls and have the most animations for them: you can level up to threesomes and gangbangs etc and this allows you to do more for these creatures shows 

We would probably add something like that after creating all the tasks. However, the employees themselves might prefer specific creatures.

Posted (edited)

I know you have backstories fleshed out though in my own perverted imagination...

 

Toryorn and Ernlaith

Born: Morthal
Race: Nords

 

Spoiler
Toryorn and Ernlaith, brother and sister,

 

Were orphaned early in life then taken in by their elderly uncle Eimdmir on a small farm in Morthal. The cabin being small the children shared the same bed. Eimdmir was rough, crude and drank on occasion. (Told them stories in the evening of when he was a young man in the great war along with many a woman he'd "met" in his travels. What he never had told them was he left when his own brother fell in love and married the girl Eimdmir was courting.) yes, Eimdmir was always quite blunt, cussing and minc'd words most children generally would seldom hear. They once had a horse on the farm. Eimdmir would get upset when the cow went into heat and the young stallion would attempt to mount her,  Separating them... they'd hear him yell  "You f'n horny bastard, I'm gonna cut your balls off!" However, he never did, instead he sold the stallion off to a stable. Yet, Eimdmir was a very kind, loving and good man taking care of his niece and nephew, he'd taught them how to mind the farm, track, fish and hunt.

 

Toryom became so skilled he could shoot a pheasant in the eye a hundred paces away on a moon-less night and Ernlaith could track a white rabbit through a snow-blinding blizzard. Ernlaith had always looked up to her brother as most younger siblings do, she always felt safest whenever he was near.

 

When they were barely teens, In the middle of the night there was a heavy storm. Lightning struck and the cabin caught fire. They'd escaped but while attempting to quell the flames using buckets their uncle fell off a ladder through the roof into the cabin, it burned to the ground with him inside. 

 

The young teenagers left the farm behind traveling and living off the land hunting and trapping. They were barely more than children at the time but did not want to end up in an orphanage, or worse separated. They fleshed out a living trading pelts and meat with town merchants and caravans for what they'd need. For years they migrated following the herds while avoiding or fending off predators including bandits and others who'd do them harm. 

 

Ernlaith, to this day has a great fear of storms especially at night she'd often run to Toryorn crawling into his bedding next to him. They'd most often cuddle up in bedding next to the fire on cold nights to keep warm as the temperatures plummet anyway.

 

One day while trading with a passing caravan they met a noble by the name of Cassarius from Cyridill who was ambushed by bandits. His body-guard was killed and while he managed to escape he was now lost. Cassarius come seeking directions to Windhelm, Toryorn and Ernlaith pointed him down the correct road, however then he offered them a nice sum of Septims if they'd escort him there, so they agreed.

 

They led Cassarius to his destination where he had business. Cassarius set them up at the Inn where he was staying and come morning offered them more permanent employment. They traveled with him across Skyrim and other provinces for a few years, In taverns drunk men would often approach the pretty Ernlaith and wenches often flirted with Toryom, deep down they'd both felt a ping of jealousy, Toryom and Ernlaith being overly protective of one another.

 

One day Cassarius parted ways. Now young adults they went back to hunting to make ends meet, it's what they knew best. 

 

One cold rainy night under their tent after removing their soaked clothing as they lay together under their blankets it happened. Ernlaith snuggled up next to her brother, She could hear Toryorn's breath deep and quickening, her own breath hastened. Her arm laying across his chest, slowly lowed down his body toward his stomach, he turned to her with sleepy eyes as her lilted eyes looked back. Her fingers brushed lower and lower, not a single word was said aloud but the gaze upon each other's face told all with the desire which took them. Her fingers wrapped around his manhood and she feeling his need and she knew her own. Slowly she stroked and then her head disappeared under the blankets and she took him into her mouth.

 

Come morning, neither discussed it. That evening however as they huddled closely by the fire, He went to kiss her goodnight but as she turned their lips met, she kissed back, it did not take long before Ernlaith offered herself whispering in his ear "Toryorn sweet brother, please fuck me."... 

 

They know their behavior would be frowned upon by others, they do not care yet keep it secret. Sometimes they'd even pass themselves off as married, if not for an occasional slip of the tongue who'd know? Toryorn and Ernlaith were kids in a one-room farmhouse where modestly undressing had never crossed their minds, they'd learned about the facts of life early. In the wilderness modesty could prove dangerous, In their teens they practically grew up feral and once matured, they'd often fuck like animals ever since those rainy nights, just seems natural to them. They may stray to others due an occasional desire but to themselves they'd always felt they belonged together. 

 

Thaena was at the market of Whiterun while picking up supplies one day while Toryorn and Ernlaith were peddling with a merchant, and something caught her interest so Thaena asked the merchant about them. He said he knew little aside from their names, they were hunters who stopped by sometimes, but he'd had remembered them from years before in Ivarstead where Toryorn had thrown some man across a table then dragged him out the door after the man started some squabble with a noble. Thaena caught up to Ernlaith, struck up a conversation and offered them employment.

 

What they bring to the mansion is fitting. Experience to keep the grounds protected and safe along with an deep understanding of animals be it domestic or wild. It is rumored Ernlaith may even calm the wildest of beast with but a gaze.

 

 

 

Edited by eflat01
Posted (edited)

Maj of Elinhir

 

Spoiler

Maj - born and raised in Elinhir, her mother employed by an elderly mage where she served as a maid and cook. Maj often helped her mother in the kitchen learning about cuisine common among the elite of Hammerfell. The Mage was very kind to her and taught her some minor alchemy properties, particularly use in foods or medicinal remedies for cures to common ailments.

 

The mage eventually passed away due age and with her mother reasonably taken care by a small inheritance Maj wished to keep busy, So started selling breads and pastries in the market sometimes. She wanted to go off seeking a more permanent domestic position as she loves to cook, especially bake. 

 

... She saw a leaflet Thaena posted one day on a post along the road the way to the market looking for help in the kitchen, So decided to apply for the position.

 

Edited by eflat01
Posted
1 hour ago, eflat01 said:

Maj of Elinhir

 

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Maj - born and raised in Elinhir, her mother employed by an elderly mage where she served as a maid and cook. Maj often helped her mother in the kitchen learning about cuisine common among the elite of Hammerfell. The Mage was very kind to her and taught her some minor alchemy properties, particularly use in foods or medicinal remedies for cures to common ailments.

 

The mage eventually passed away due age and with her mother reasonably taken care by a small inheritance Maj wished to keep busy used to sell breads and pastries in the market sometimes. She wanted to go off seeking a more permanent domestic position as she loves to cook, especially bake. 

 

... She saw a leaflet Thaena posted one day in the market looking for help in the kitchen and went off to apply for the position.

 

I would add Najan with a similar ending to Maj's story. So Najan, as a newly qualified cook, was looking for a job and joined the Mansion together with Maj as an experienced cook, and he himself as her apprentice.

 

Why? Because I have it set out in my road map that they join the Mansion together.

Posted (edited)
On 3/7/2026 at 12:43 PM, killer905 said:

I would add Najan with a similar ending to Maj's story. So Najan, as a newly qualified cook, was looking for a job and joined the Mansion together with Maj as an experienced cook, and he himself as her apprentice.

 

Why? Because I have it set out in my road map that they join the Mansion together.

 

Najan? Well this is a pretty simple tie-in.

 

 

Spoiler

Najan is a Breton from northeast of Evermore. His parents own a small merchant shop there. Wishing to travel he set forth to Markarth where he worked for a short time as a farm-hand just outside the city just tending to crops, milling wheat, etc... He really was not content but it was a living. He saved up some money and eventually traveled to Hammerfell taking small jobs along the way until he settled down outside Elinhir. He found a job close by typically milling wheat and gathering produce. 

 

Maj often would come by to purchase flour and produce where he was working. Najan being a gentleman often offered to carry the flour sacks to her home, thus began their friendship. She'd often gave him food she made for his efforts and on many occasions in the evenings he would stay while she'd cooked and baked goods to sell in the market the next day. Maj often ask his opinions and even taught him many recipes of dishes he liked, So, it became quite common Najan helped her around her kitchen. 

 

One late afternoon Maj showed up asking for five sacks of flour, and that evening while cooking she told him she was preparing two special baskets of goods as samples because she happened upon a job posting from an establishment which needed cooks. He wished her luck in getting the position and just in passing mentioned he'd wished he had such an opportunity, she didn't hesitate in asking, "Why not? You help me around here all the time, we make a great team." 

 

The next day they'd set out, baskets in hand.
 

 

Edited by eflat01
Posted

I haven't been following all the NPC stories. I'll try to catch up, but in the meantime I've been thinking about the population of Elinhir, so if there are any NPCs that will start the mod in Elinhir, please let me know. And, if they are going to leave town to live permanently at the mansion, let me know that as well. I'll need to make sure there's a backup if they have an important job in town.

 

So far, I'm thinking Elinhir will have the following (there's enough living space for all of these):

 

Guard captain + 8 guards

Inn with owner family and a couple of serving girls

Apothecary

Blacksmith and family

General store owner and wife

Three miscellaneous vendors (butcher, clothes seller, magic items)

Temple with three priests

Mine with four miners

Stables with owner and family

Manor house with prince and family and servants

Mages guild with six mages and servants

Beggar

Hireable mercenary

Some other rich family?

 

Posted
1 hour ago, Gristle said:

I haven't been following all the NPC stories. I'll try to catch up, but in the meantime I've been thinking about the population of Elinhir, so if there are any NPCs that will start the mod in Elinhir, please let me know. And, if they are going to leave town to live permanently at the mansion, let me know that as well. I'll need to make sure there's a backup if they have an important job in town.

 

So far, I'm thinking Elinhir will have the following (there's enough living space for all of these):

 

Guard captain + 8 guards

Inn with owner family and a couple of serving girls

Apothecary

Blacksmith and family

General store owner and wife

Three miscellaneous vendors (butcher, clothes seller, magic items)

Temple with three priests

Mine with four miners

Stables with owner and family

Manor house with prince and family and servants

Mages guild with six mages and servants

Beggar

Hireable mercenary

Some other rich family?

 

Looking at the backstory from @eflat01. The only people who would be in Elinhir are Maj and Najan, but in practice they will live in the Mansion, because there will be a place for them there. 

 

Maj has her own house in Elinhir and sometimes goes there to clean it or simply rents it out to someone while she works at the Mansion, which provides her with a place to sleep.

Najan basically has no home, so he might as well stay at an inn in Elinhir.

 

Technically, neither of them has an important role in the city, and according to the backstory, Maj worked for a wizard who died, so she was looking for a new job.

 

Of those eight guards, half would be on patrol and the rest would be resting, right?

Some rich family could be there.

 

Theoretically, there should be children, but there may also be young adults.

Posted

I'm trying to come up with some potential quests/stories for creatures that were not already covered in prior versions. Again, I've only plated AM+. I might be forgetting some of the things since it has been a few years since I played it. I see what is in the old mansion but I might be forgetting some of the side quests. Also, not sure how much you are keeping from older versions?

 

I crossed out most magical creatures for now since they are not really 'animals'. I kept undead since Draugr appeared in AM+. Also it would be nice to see some vampires and their creatures somewhere...? Also crossed out domestic farm animals that are too easy for a quest (also not enough animations).

 

Already Covered in AM+:

 

Bear
Chaurus (small)
Dog
Dragon
Draugr
Horse
Sabre Cat
Skeever
Spiders
Troll
Werewolf
Wolf

 

(maybe more?)


Need:

 

Ash Hopper
Ash Spawn
Atronachs (Ash/Fire/Frost/Storm)
Boars (with or without rieklings riders)
Chaurus Hunter
Chaurus Reaper
Chicken
Cow
Death Hounds
Deer
Dragon Priest
Dwarven Ballista
Dwarven Centurion
Dwarven Sphere
Dwarven Spider
Falmer
Fox
Gargoyles (regular and green)
Giant
Goat
Hag Raven
Horker
Ice Wraith
Lurker
Mammoth
Netch
Rabbit
Rieklings
Seeker
Skeletons (regular and dark)
Slaughterfish
Spriggan
Vampire Lord
Werebears
Wisp

 

 

Am I missing anything? 

Posted
2 hours ago, Donuts4me said:

I'm trying to come up with some potential quests/stories for creatures that were not already covered in prior versions. Again, I've only plated AM+. I might be forgetting some of the things since it has been a few years since I played it. I see what is in the old mansion but I might be forgetting some of the side quests. Also, not sure how much you are keeping from older versions?

 

I crossed out most magical creatures for now since they are not really 'animals'. I kept undead since Draugr appeared in AM+. Also it would be nice to see some vampires and their creatures somewhere...? Also crossed out domestic farm animals that are too easy for a quest (also not enough animations).

 

Already Covered in AM+:

 

Bear
Chaurus (small)
Dog
Dragon
Draugr
Horse
Sabre Cat
Skeever
Spiders
Troll
Werewolf
Wolf

 

(maybe more?)


Need:

 

Ash Hopper
Ash Spawn
Atronachs (Ash/Fire/Frost/Storm)
Boars (with or without rieklings riders)
Chaurus Hunter
Chaurus Reaper
Chicken
Cow
Death Hounds
Deer
Dragon Priest
Dwarven Ballista
Dwarven Centurion
Dwarven Sphere
Dwarven Spider
Falmer
Fox
Gargoyles (regular and green)
Giant
Goat
Hag Raven
Horker
Ice Wraith
Lurker
Mammoth
Netch
Rabbit
Rieklings
Seeker
Skeletons (regular and dark)
Slaughterfish
Spriggan
Vampire Lord
Werebears
Wisp

 

 

Am I missing anything? 

We have a specific roadmap here:

https://docs.google.com/spreadsheets/d/1WNHRXPDVPJCwjY61YDzaIKn0hn_N9dvu8FFBUCsUHkA/edit?gid=0#gid=0

 


There is a list of creatures that are not being considered and those that are. Creatures that already have ideas for tasks are marked in green (in the order in which they are to be unlocked). Similarly, the backstories of the Mansion employees who are marked in green already have their backstories.

There are also other planned things.

I would like to point out here that Intro, Dog/Husky, Wolf, and Horse cannot be changed unless it is absolutely necessary. 

 

Note:
Werewolf is linked to Helski and Sirgfur. Therefore, they must be moved together if necessary.

Posted
30 minutes ago, killer905 said:

I would like to point out here that Intro, Dog/Husky, Wolf, and Horse cannot be changed unless it is absolutely necessary. 

 

Agreed. It would be best to keep the beginning as close to the original as possible.

 

Is there anything else that is already confirmed and won't be changing? If green means there are ideas but not confirmed, maybe you could set the confirmed ones to grey to mean they are set it stone? Sounds like you can do that now for the Intro, Dog/Husky, Wolf and Horse. I will try to only come up with ideas for creatures/chapters that are green.

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