Page modded to make players of the Five Keys more aware of the requirements for this mod.
This mod is aimed at high level characters, typically those that have
completed both Morrowind and Tribunal with levels above 30. *revised* This mod is
a complex and difficult mod to beat if your character is too low a level. Level 30 is the bare
minimum, but I would probably suggest players of level 50 and up would have no problems. It
is a challenge for players that have played morrowind a lot and who have a lot of experience.
It also frowns on those players who try to cheat the game in any way. Do so at your peril.
This is no 1 hour excercise. Unlike the main Morrowind quest, the main Five Keys
quest cannot be completed without a lot of effort on the part of the player to enamour himself
with the Northlanders and earn their respect. The mod expects the player to go to the Northlands as an outsider
with no reputation with the Northlanders. The Northlanders are an independent nation that left
Skyrim many centuries ago. They fiercely defend their independence and do not like outsiders.
Becoming familiar with them takes time and effort. That means performing a lot of quests for the common
folk in order to gain their trust. Only then will the player find that he will be accepted as a friend
and gain access to the very sensitive information that he needs complete the quest.
Expect to do a lot of questing in the Five Keys of Azura. It is a necessary component of the game.
It features 280+ new cells, 500+ new NPC's, a new faction, a compelling storyline, a main
quest, over 55 new sub-quests, over 1800 lines of new dialog covering
in excess of 220 new topics, and 120+ scripts. This is a large mod with
approximately 50 to 60 hours of gameplay.
Here's the current bug list with version numbers :
v3.0 21/04/10 20:00 Fixed bugs in Dagon Fel for Five Keys loaded but not played i.e Salty Sam, Grolin and Gold chest. (also fixed missing script 28/10/10)
See all the latest images in the left margin of this page. Hold mouse over for a larger image.
Morrowind : The Five Keys of Azura - Expansion Mod
Get the lowdown from Lord Vivec
The Five keys of Azura is an expansion mod for the Elder Scrolls Three, Morrowind.
Dagoth Ur has been defeated and the ash storms of Red Mountain have ceased.
As you wander around the country you are stopped at every turn by thankful
citizens that just want to shake your hand and sing your praises. Your
journey is over; it was a hard fought campaign and you are weary from
battle, so a good night's rest at a local inn sounds like just the job.
Next day you return to see Lord Vivec to be proclaimed the
saviour of Morrowind. It is a joyous affair, and you take pride in your
achievements as Lord Vivec bestows his praises upon you. But, your
well-earned respite is to be short-lived, as Lord Vivec tells you a
fantastic tale of godly excesses, conspiracy and deceit. A tale that
could have dire consequences for the Gods themselves, resulting in
a loss of faith by the people of Morrowind.
Travel to the Northlands and the walled city of Nordheim
Lord Vivec tells you of the rumours that began as a whisper here
and a nod there while you were deep below Red Mountain. How the rumours
hint at a dark secret, a secret that has n'er been spoken about for
centuries, a sinister secret that involves Azura himself. The rumours are
rife, an archaeologist has discovered an old parchment that has lain within
a tomb that was sealed six centuries ago. It describes how Azura commissioned
smiths and enchanters to create five chests and five keys. It goes on to
discuss a dark secret that should be lost for all time, and how the
enchanted items were scattered around Vvardenfell and beyond.
The fabled Five Keys of Azura were thought to be the fanciful imaginings of some
old story-teller, but now the startling discovery gives credence to the
Visit the Capital and it's market
The writings on the parchment go on to say that the solving of the
riddle will lead to a startling revelation concerning Azura that will
rock the world.
You must meet with the archaeologist and try to establish how they
came about the parchment, what they have discovered meanwhile, and
whether there are any clues as to where such a quest might begin.
Meet the Warlord Throndar and his fearsome Norseguard.
Throndar, the warlord ruler of the Northlands, may have important
information concerning the rumours, and could be a link in the chain
that leads you towards your goal of discovering the secret of the Five
Keys of Azura.
Unlike some Morrowind mods/expansions, the Five Keys is heavy on quests
and, in particular, dialog. Apart from the main quest there are numerous
sub-quests, many of them linked in some way, so there is plenty of variation
to be had. The Northlands is a large island, and there is a full set
of unique dialog associated with this region. All of the numerous
NPC's have something to say, and a lot is unique to each character.
If you would like to learn more about this project and it's development,
then just contact me, and I will respond to questions
in a timely manner. NOTE: Please include 'FIVE KEYS' in the subject
field, since we get a lot of spam on this address.