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Oblivion Mod:Malevolent

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MalevolentEdit

Mod Information
Author(s) Simyaz & Arilita
Current Version 1.02
Version Date 10 Jul 2008
Links GameWatcher, Nexus Mods
Language English
Translations

French: Confrerie des Traducteurs (v1.02)
German: Ei der Zeit (v1.02), Elder Scrolls Portal (v1.02)
Italian: Nexus Mods (v1.02)
Russian: TESAll (v1.02)

Requirements N/A
Playing Time 10+ hours
Quests (Side Quests) 1


DescriptionEdit

Malevolent begins where Oblivion (and potentially Shivering Isles) left off. Mankar Cameron and Mehrunes Dagon have both been defeated, and the Player has been ordained the Champion of Cyrodiil.

By chance the Player happens across a Black Horse Courier article in Imperial City detailing a "Military Build-Up East of Skingrad", The article itself goes on to tell of a large number of Imperial Guardsmen who have been dispatched under the command of Captain Maelin -an Aspiring champion of Cyrodiil- to defeat a Lich that resides within a remotely located tower some distance from Skingrad.

Intrigued by the article, the Player uses the information contained within to locate this "Military Build-Up", and travels there to survey the situation first-hand. There he is greeted by Captain Maelin, who recognises him as the Champion of Cyrodiil and promptly requests his aid in defeating the Lich. The player accepts and subsequently works with Maelin and his soldiers to storm the Lich's tower, and gain access to his underground lair.

It is in the bowels of the underground caverns where the Player happens across the Armour of Malevolence, a sentient suit of Armour which offers an interesting proposal: symbiosis between Armour and Player, working in unison to aid one another. Though the player could simply choose to leave the Armour and walk away (which sort of defeats the purpose of playing this MOD in the first place, and essentially ends the story), the intrepid Player will accept the offer and adorn the suit of Armour.

What follows is a test of wills. The Armour; manipulative, persuasive, cunning, and with the ability to provide the player with untapped power that dominates all other magical items, yet with a desperate need to bind himself permanently to the Player for fear of being abandoned, or being subjugated at the Player's whim. This relationship between The Armour and the Player will -for the time being- dominate both of their worldly and unworldy experiences as each tries to wrangle (or oust) control over the other, through means of persuasion, intimidation, or physical domination.

An evil player will see the Armour's offer of symbiosis to be advantageous, he or she may take the Armour up on his offer and do whatever is necessary -regardless of how cruel or perverted- to ensure that the shared dream of symbiosis is made a reality. Or maybe this same player will decide to exploit the delicate, desperate nature of the Armour, and deceive him just long enough to make betraying him all the more tasteful.

A good player will perhaps see the Armour for the malevolent creation that it is, and seek to rid the realms of its presence by fuelling its inner turmoil or destroying it. Or possibly compassion for this hopeless, self-destructive artificial sentience will win out, and a tender-hearted player will attempt to draw the Armour of Malevolence away from his chaotic instincts.

And a neutral player will dabble in a curious combination of the previous two alignments, perhaps making a decision to faithfully follow one path as the story draws to a close, or perhaps continuing to walk the shades of grey even throughout the final showdown.


Patches/AddonsEdit

  • A patch for Open Cities is available here.
  • A patch for TIE Integration is included in the TIE-In archive.


NotesEdit