Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-10056803-20131006034755

'''UselessArgonianMage wrote:  It would be much better if we were allowed throughout all of Tamriel with no boundries, but with simply more quests and detail in the more important areas.''' This. This right here summarizes my opinion. We can go everywhere and anywhere with a possible exception of complete daedric planes (because people other than Jygallag would likely disapprove of you inside their house/on their body/using their planet/etc.) and maybe the ocean once it gets far away from Tamriel (unless we get to see Pyandonea, Akavir, sunken Yokuda, Arteum if it is still on Nirn and has not been moved to a daedric, aedric, or man/mer/beastfolk/god-created plane, and any other continents on Nirn, in which case give us absolutely no boundaries as far as oceans are concerned and let us swim around the entire world).

Sure, this might leave us with a map bigger than Daggerfall, but it's still theoretically possible if we do area loads.

Anyways, quests we could do that would reasonably bring the protagonist to the places we likely wouldn't go into normally.

Pyandonea: Something from a historian who wants to know what happened to the Maormer. Ride boat, go to misty island, investigate/bribe several local mer to learn the history of what happened (after explaining your presence to the authorities and making a good case why you should not die or beating up/excessively slaughtering said authorities into submission so they let you in out of fear) and write down their stories, buy/steal some history books, go back, give information to historian. This is where we drown it in lore and minor sidequests, but there really doesn't need to be anything more than an investigate-the-mer as to quests, if anyone can come up with a questline idea, please do so.

Akavir: Hey, the Nerevarine supposedly went here so there must be something to do. On a more sensible note, it's totally unexplored as far as the Elder Scrolls series tells us anything, so a similar "We seem to be lacking people going there recently. Why don't you go there and see what's up?" historian request might work.

Sunken Yokuda: The place took a Pankratosword to the stability, so it sank. There might be some underwater exploration, requiring A. Being an Argonian and thus able to breathe water anyways B. A waterbreathing enchanted item or C. An extremely long-term potion/spell of waterbreathing. As to why anyone would want to go to some underwater sunken place, you could be asked by any given Redguard faction to go down there and recover some ancient sacred artifacts or something from Yokuda that they suddenly looked up in the history books or otherwise remembered and want back. Might have to chase off an enemy explorer or two. Good excuse for underwater combat, eh? Might want some ghost NPCs of the now-they-are-redguards type of man on the sunken islands haunting the aquatic ruins of the places they once lived. You might get some ghost-related quests or ghostly magical items down there. Or, the Orichalc Tower might be repaired even as it is underwater, and you can just find the stone somewhere in there, and put it back, and magically put the tower back together, and reactivate that thing. Not like the ghosts will disapprove or anything.

Artaeum: Two words: Psijic Order. It's their island, it's their call.

Jyggalag's New Plane/Body/Planet/Whatever: You're his Blessed, so naturally if his place is human-survivable he'd probably let you in. It'd likely be no more than a humble throne room populated by Knights of Order and maybe the same avatar Sheokvatch fought at the climax of the Shivering Isles plotline, maybe with a few boring storerooms and Order obelisks and generally all a daedric prince's personal stuffs. Accessible by a portal in Dyus' Library, because of course Jyggalag's chamberlain would be in proximity to his master.

Sheogorath (Kvatch Version)'s The Shivering Isles: The ending of the DLC with the same name was basically "I'm Jyggalag and I'm out of this curse. Your Isles now! Have fun, Madgod!", so he's not going to be too hostile considering you can gain his favor and likely his wabbajack. We could do to the Isles what Dragonborn did to Solstheim; Redo it two games later with a good amount of changes. A large amount of things would remain the same as daedra usually remain alive unless you kill their souls. The madmen's faces may change, but the insanity remains the same. Relmyna and other longer-lived characters could make a reappearance. The Gatekeeper might be nigh-unkillable thanking to Relmyna having two centuries of time to make it even better, so you might be restricted to the Fringe by order of Sheogorath (on pretense of "Look what happened when your patron's minions came here the last few times!" or something suprisingly sane) until you reach power level and/or do his quest, in which case he declares you are clearly mad enough and lets you in, or not if we do not want to reveal the Isles. We could do Sheogorath's quest here, because where better to have Sheogorath then inside Sheogorath?

Vaermina's Quagmire: Discussed above. Accessible only temporarily during quest.

Meridia's Colored Rooms: You might be able to get into one, as your orderly goals may coincide with Meridia's destroy-ALL-the-undead prime directive. Possibly only to meet the dragon-punching Meridia herself at the end of the you-get-Dawnbreaker-for-this quest, whatever it may be, but it's good enough cutscene-like-talky-people-and-a-chat scripted event.

Molag Bal's Coldharbour: Hey, it's Molag Bal. Barring something out of the blue like Vivec having somehow survived death by Nerevarine and/or zero-sum, you could probably venture here if you wanted to become a vampire or vampire lord. Since it's supposed to mimic a ruined version for all of Tamriel, you could likely gain access to it in particular locations to bypass obstacles and get hidden treasures (Transport to Coldharbour spell?) as long as you're on mainland Tamriel and not somewhere else. Need to rob the enemy base but the guards on this end are too firm? Switch to Coldharbour, slap a vampire out of the way, walk inside, switch back, and you're in for theft! It might also function in some dungeons as an easy puzzle-bypassing spell, but some or all quest-related dungeons will be mostly collapsed (Cannot Transport Into Solid Rock Error) or barren incongruent caves to prevent this from breaking any scripts. Coldharbour will likely be a highly fleshed out daedric plane if it is executed like this, since barring any Soul Cairn superbarriers you could see the entire Imperial City as it probably looked during ESO's apparent plot, during Mehrunes Dagon's attack, and/or right after any other points where it has been sacked and burned and invaded. Since the Imperial City is replicated for sure, we could likely have a few friendlier NPCs out there who won't try and kill you on sight, maybe even a small town's worth of inhabitants milling about living their bleak depressing lives inside Molag Bal.