About this mod
This expansion adds over 100 quests to all vampire clans and 7 new factions (5 subfactions of Aundae, 1 splinter faction of Quarra, 1 new clan - Ferver).
- Requirements
- Permissions and credits
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Translations
- Russian
- Changelogs

Note: the video is quite outdated, because the mod only had a couple of quests for Quarra back then.
Game options:
1. Playing with subtitles ON is recommended, but not required (there are a couple of moments when player benefits from enabling them),
2. I recommend enabling the color differentiation between old and new dialogue information (available in OpenMW's options) and maybe via some MWSE addons(?), that will help you navigate and distinguish important quest leads from generic gossip and wiki-like info.
TL;DR : this mod adds over 100 quests to 3 vanilla vampire clans and their sub-factions (v1.1.8+) and introduces a new clan of its own.
Info (features, installation, load order, compatibility, etc.:
Abstract:
This page should eventually contain a large mod, adding new content to the following vampire clans: Quarra, Aundae, Berne, and Ferver (mod's own new clan, already implemented). Starting with v1.1.7 several resources made by other talented modders (OperatorJack, TelShadow, MelchiorDahrk, and probably some others, as soon as I get their permission to use their works) will be included in the main *.ESP file to reduce the plugin limit count for players who prefer regular Morrowind (in OpenMW there's no plugin limit, and since I was working with OpenMW I didn't consider that option before).
Features:
1. 100+ new quests: for the rogue/splinter sub-factions of the main Quarra and Aundae Clans, Berne Clan (v1.1.8+), and the new Ferver Clan; should be compatible with the old Quarra Clan mod,
2. 1 dungeon (also lair of the new clan) with tough bosses and several levels (current count: 2), desired player level 29+, Daggerfall-style structure,
3. New NPCs with some *fanfiction* lore, etc. I've tried to integrate them seamlessly into the existing geopolitical structure of Morrowind,
4. Dynamic interior updates/changes (more functionality in the OpenMW version), some NPCs arrive as the story progresses,
5. A new joinable vampire clan called "Ferver" (yes, almost like "fervor"), new scripts, no edits to vanilla game ( quests like cure vampirism are detected, etc.),
I'm working on their quests now, the clan only has several short quests so far,
6. Powerful items (some have low drop chance, akin to the MMO loot systems), that are dropped by creatures/ can be found only inside the new dungeon,
7. Some basic non-linear quest branching, although rather primitive, I'm often enhancing some of my previous quests in each new version,
8. Wereboar NPC and disease (thx to Tamriel Data Masterfile). Why a wereboar? Because I love them, that's why; also makes a bit of sense story-wise,
9. V1.1.7(+) integrated TelShadow's Aundae Dungeons, with new quests for that faction, added Kieve's Aundae Sentinel Armor,
10. V1.1.7(+) integrated OperatorJack's The Weary Vampire mod, my future updates will try to expand Marara's presence in game,
11. to be updated...
Goals/Progress:
(global goals, will be updated at the extremely slow pace)
While this mod is always (and probably will remain that way forever, unless I'm really bored) "unfinished" according to my own vision and schedule, given the amount of things to implement, each new version is 100% playable and can be considered a normal separate plugin.
(v1.4.1)
Quests: 100/100
Factions, vampire clans: 4/6 (Quarra, Berne, Aundae, Ferver)
Sub-factions of vampire clans: Aundae - 5/5, Quarra - 1/1, Berne - 0/1,
Underground cosmic horror dungeon (inspired by jvk1166z.esp): levels 2/6,
How to start playing this mod's content?
CLAN QUARRA:
There are no such special conditions for Ferver (new), Berne & Aundae Clans.
Story: clan Quarra's content is mostly about the ongoing internal conflicts and power struggle.
I've mostly finished the first clan's expansion, which tells the story of a certain imperial vampire called Elayne (an alias for Elder Elania Quarra) and her small group of ostracized vampires who happen to be a rogue faction of the Quarra Clan. The mod includes personal thoughts and background stories for new NPCs, but other events that involve default NPCs were developed specifically to fit Morrowind's and ESO's lore elements. For example, it confirms the story of Volrina Quarra (leader of the clan in Morrowind) from the Elder Scrolls Online.
The premise is that the rogue vampire faction members are preparing to boost their defenses in the upcoming conflict, fearing that they may get involved in it. They are misinformed, believing the "ash vampires" is a new vampire clan trying to gain more power. That misinformation leads to some unexpected results. So it makes 0 sense for them to give you some related quests after you've already talked to Dagoth Ur.
Other clans got more generic treatment, to be honest, but that's going to change with each new version of the mod.
This mod assumes player kills Volrina Quarra at some point or will eventually kill her, as required in the old Quarra Clan mod and heavily implied in the later official TES lore. To start the new QUARRA quests, player should:
1. already be a Quarra vampire (or become one before talking to the key NPCs about Volrina's death),
v1.2.9:
(OR as a mortal, explore the same ruins, talk to the members of the Fighters Guild for an extra quest (optional), either loot the dead body (or bodies, depending on your quest stage) to get the Quarra Blood Disease via in-game mechanics, vanilla style. A female player would be able to be infected via dialogue, at will.)
2. explore the hidden ruins behind the Silt Strider in Seyda Neen and either kill Volrina prior to that or after checking various notes of the ruins' inhabitants,
3. Talk to the NPC called "Elayne" about Volrina's demise, then you'll be able to start somewhat +- 20 Quarra quests added by this mod,
4. if you don't see them giving you any new quests, go outside, do something else and return in a couple of days (such things should be mentioned in their dialogue), they've got things to do too. You, as a player, are not the center of their universe. (it's an experimental approach I test with the Quarra outcasts, other clans are more streamlined.)
It is also worth noticing that player is positively rewarded for behavior beneficial to the Quarra Outcasts' cause and negatively rewarded for behavior that interferes with their plans and ruins them. For example, at some point player is supposed to interact with Trebonius Artorius, the Arch-Mage of the Mages Guild, as Tebonius trades some supplies with them for powerful artifacts (more of that in-game). If player kills Trebonius before completing the Quarra's quest (most naturally, as a part of the Mages Guild questline), the vampires are not very happy, to say the least. However, should player be smart enough to actually claim the title of the Arch-Mage before turning in the quest, the vampire splinter faction is quite content. After all, having one of their own in such position is arguably very convenient.
There are also some quests that expect player to fail by default, unless player is crafty enough to bypass/overcome the challenge or high enough level (for plain stat checks). Mastrius, a powerful rogue Quarra vampire imprisoned by Azura, will not accept to join the Quarra Outcasts, unless player is more powerful than him level-wise (>=29). Him being successfully recruited is a pleasant bonus. In addition to that, if player has already completed some parts of the main quest by that time, player introducing themselves as the Nerevarine pisses him off.
To fully enjoy the Quarra Outcasts' questline, player could do some detective work (Columbo-style) on their own, but this is optional, of course.
CLAN BERNE (v1.1.8+):
Be a Berne vampire, simply talk to the new NPC called "Moricius Procrastius" in Galom Daeus, he will then give you a quest that tracks your current reputation with the clan and enables certain dialogues with other clan members. Before being able to proceed with them, player should complete the default quests given by Raxle Berne himself (some new quests are not available, unless player has completed Raxle's quests; for example, quests given by clan's members who provide services). I'm very cautious about this clan, since there are some other mods that apparently add new content, so I'm taking no risks here.
v1.2.9:
Alternatively, complete some quests for Sebaonard Nermierie, a bard who can be found in Black Shalk Cornerclub (Vivec's Foreign Quarter), choose not to lie to him, then he will tell you about a strange vampire cult somewhere in West Gash. A mortal player would be able to be embraced by Lord Irarak at some point and thus inherit the Berne's blood (Irarak is not with the clan, mind, you. But there seems to be a pattern with the rogue Berne vampires anyway: Merta, Calvario, Marara, etc.). Once a Berne vampire, player can proceed to contact the clan in Galom Daeus, as described above.
(To compensate for a different playstyle, this quest that involves Irarak also leads to more bonus content, if player already is a vampire, especially a fledgling that belongs to the Aundae Clan.)
CLAN AUNDAE:
As a new Aundae vampire, explore the new tombs added by TelShadow's mod (integrated in this one). Their dwellers will sometimes have peculiar tasks for a young vampire of their bloodline.
v1.2.9
An Altmer (High Elf) player can be embraced by the Aundae Coven Selaro, provided player has the right stats as a mortal (the same stat check as for the default Aundae ranks). Then, if player choses to work for the Verver Aundae Coven, there is a quest that allows to join the main Aundae Clan and do some extra quests for Dhaunanye Aundae, but only if player has already completed her vanilla missions.
Again, there is one particular mission that rewards player with a peaceful outcome, if only player takes their time to talk to most of the Aundae vampires from the new lairs (it's all about the fate of the Sentinels). Some basic detective work is a recurring theme of this mod. Moreover, some mysteries will not be revealed during one single playthrough.
v1.3.0
A quick guide how to join all 5 Aundae Covens (v1.3.1+ should feature a special boon granted by Dhaunayne Aundae, if she notices that you have joined all 5 of them at some point), the order matters:
1. Don't join Tharen Coven before completing the Andus questline,
2. If you decide to join Selaro before Tharen, choose the peaceful option and talk to Faelan in Tharen Ancestral Tomb,
3. if you decided to take Ravnil's quest in Verver Coven early on, it would be a wise decision to progress with Tharen questline to the certain point when Qorrnil willingly gives you the item she wants,
4. Complete all Darethi side quests, before pledging Ravnil's loyalty to Dhaunayne Aundae,
5. Be a part of the Verver Aundae Coven when you do so, your rank will be kept and transferred to the main Aundae Clan automatically,
6. v1.3.1+: During that quest Dhaunayne Aundae checks if you managed to join/infiltrate all 5 Covenes, then rewards you.
Note: I made the 5 subfactions rather complex, so I get lost myself at times, don't hesitate to report any inconsistencies in writing you may find.
CLAN FERVER (the mod's new clan):
It's the most difficult one to join, and for a good reason. The only way to become a Ferver vampire and get their quests is not to kill any of the few remaining vampires of this clan. That means player has to find a way to pacify them, while exploring their lair, or simply avoid the vampires and get infected by rats that can be found in one of the storage rooms down below.
As of now, there are two ways to access the lair:
1. as a part of the Quarra questline, meaning player won't be able to become a Ferver vampire (by any non-cheating means),
2. complete the "backdoor" quest option by siding with the lich and eliminating the key NPCs of the Quarra sub-faction while remaining a mortal,
Obviously, the second path is the only option that leads to player having a chance to become infected with the Ferver blood disease. Also, one should pay attention and avoid getting infected by several vampire blood diseases at the same time, since mod's scripts "purge" player's blood of the Ferver disease, if any other blood disease is present. Ferver's blood is supposed to be more ancient, yet weaker than any of the 3 vanilla diseases.
Clan Ferver as antagonists for the Quarra outcasts (or anyone other than Ferver, if sided with the lich):
The new vampires/bosses have been designed in such a way, that they are less threatening/challenging than the epic fights of the vanilla game (Vivec, Almalexia, etc.) but are still more powerful than a low level player. Some have unique mechanics. For example:
1. Varisa Urves gains bonus strength and increases her Block value each time she gets hit,
2. Drinar Varan (ghostly skeleton) gains bonus HP with each skeleton killed by Player inside the Ferver's lair (and skeletons DO get resurrected by Felara, so...)
3. Felara Varan's aura passively raises skeletons killed in her vicinity, and she's very skilled with crossbow,
4. Ferver curses Player with a serious debuff,
5. Mehrar Urves has a very high DPS weapon which he shatters on death (can be disarmed),
6. Kitos the Meager blasts areas with frost damage (being a Nord helps),
and so on...
Wereboar disease and NPC:
After completing the wereboar blood Quarra quest for Cienne, player may (technically) become a wereboar. Conditions for that:
1. Cure vampirism (via the default vanilla quest or any other means), the consequences of this act: all new Quarra NPCs will turn on you,
and you won't be able to complete any other new quests of this sub-faction,
2. Don't be werewolf,
3. Get attacked by the wereboar and infected,
I do suggest, however, completing all the remaining quests before you decide to try doing this. The wereboar NPC just stays there, docile (pacified by the clan's magic).
Clan development concepts (partially implemented):
Quarra, old and new:
moderate quantity of lairs, unique sub-faction infighting and alliance(s), alternative questlines, player detective work to figure out what's going on,
Aundae, old and new:
vast quantity of lairs, most vampires, however, don't belong to the main faction, feral Altmer vampires plotline; simple quests, ferals are often prey for other clans and their own(!) who view them as pariahs,
Berne, old and new:
quite secretive, operate from shadows, prefer to limit their presence, espionage and involvement in some guilds and organizations, slave traffic (exceeds anything Elayne's Quarra would ever do),
Ferver, new:
the least numerous clan, only 4 active members, weird quests, insane clan members, unique loot; underground dungeon below them with multiple levels (also applies to Elayne's Quarra sub-faction, since they "share" the dungeon at some point),
1.- Download and install correctly Tamriel_Data.ESM and its assets (you might want to install all the Tamriel Rebuilt, Skyrim Home of the Nords and Province Cyrodill mods along the way, becasue why not),
2.-Download and install correctly OAAB_Data.ESM and its assets,
3.- Download and install the old Quarra Clan mod (optional https://mw.modhistory.com/download-80-9729) and its patches by alvazir https://www.nexusmods.com/morrowind/mods/48955 , you might want to get his patch for my own mod as well, if you play the Anti-Cheese mod series),
4.- Download and install my mod,
Place the ESP files in your Morrowind/Data Files folder, Meshes to Meshes, Textures to Textures, Icons to Icons.
Load Order:
Tamriel_Data.ESM (required starting with v1.1.4+)
OAAB_Data.ESM (required starting with v1.1.7+)
Daedric Robe.esp (Optional)
LootWellUrned.esp (Optional, then merge it with all similar plugins, if needed)
Raym's Vampire Rumors.esp (Optional)
Vampire Clans - Clutter Monkey Overhaul.esp (Optional, strongly recommended)
Guild of Vampire Hunters.esp (Optional, load before my mod, otherwise Marara's key in her inventory gets overwritten. - discovered by alvazir, no longer important after v1.1.8, since I add key to her inventory via a script.)
quarraclan.esp (Optional, strongly recommended)
+alvazir's patches (see below)
Quests for Clan and Vampire Legends.esp (this mod v1.1.7(+))
Suran Underworld v3 (and all its patches) (Optional)
UnbarredVampireDialogue.esp (Optional)
Vampire Stat Gains Fix.esp (Optional)
VampCharGen.esp (Optional)
Recommended mods:
Patch for Purists (Almost Required), I can't take the default unpatched behavior of many unique named vampires in Morrowind seriously. The bugs are countless, to the point of breaking my new content. Do yourself a favor, install this patch or any other patch that fixes them.
alvazir's various patches (Optional), for the Quarra Clan mod (can't stress enough), and for my mod and the Anti-Cheese, if you use both.
Vampire Clans - Clutter Monkey Overhaul (Optional), absolutely compatible, adds to the feeling (makes it harder to find 1 item), strongly recommended
Daedric Telvanni Robe (Optional), but v1.1.2(+) strongly recommended, one of the bosses uses its variant (standalone)
Guild of Vampire Hunters (Optional), no reported issues. Note: this mod rocks if you use it with mine, since you get many vampires to kill.
Vampire Hunters but They Want to Reintroduce You to Death (Optional), adds vampire hunters that function similar to Dark Brotherhood assassins.
Loot Well Urned (Optional), now compatible with my mod and The Weary Vampire, don't forget to merge objects/lists!
Morrowind Bodies Reimagined (Optional), or any other replacer , my mod doesn't have in-built nudity, but certain quests and events benefit from it.
Properly Fitted Female Pants (Optional), for vanilla/VSBR body users (aesthetics)
Raym's Vampire Rumors (Optional), compatible, has some minor synergy with my Ancient Necromancer's Ring quest.
Suran Underworld 3 (Optional, and all of its patches), my mod simply mentions something sinister going on in Suran.
Unbarred Vampire Dialogue (Optional), temporary solution, fixes some bugs of my mod's versions BELOW 1.1.5
Vampire Character Generation (Optional), I used it for a quick start, whenever I needed testing, very convenient.
Vampire Stat Gains Fix (Optional), should be compatible, I play with it.
Dwemer Lemarchand Box (Optional), this mod is no longer required for the recent versions of QCVL.
Slof's Vampire Mods (Optional), greatly enhances your gameplay, should be compatible. Please, let me know, if you find any issues.
Seyda Neen (Optional), alters Seyda Neen, compatible with QCVL, the hatch is still there, the mod's new statics appear too.
Vampire-tolerant Duke Vedam Dren (Optional), compatible with QCVL, (Half11's Greeting 1 precedes and thus overrides my Greeting 2, but no biggie.
Use Half11's version if you want an easy way. Use QCVL only if you want a hard challenge.
Compatibility notes:
Incompatible mods:
The Weary Vampire: already included in my mod with OperatorJack's permission,
Excise Office Basement and Clan Aundae Vampire Dungeons: already included in my mod with Tel Shadow's permission,
Goldbrand Reforged - an excellent mod, but extremely incompatible, for it manages to nullify many of QCVL's story elements,
I enjoyed this mod (I'm being honest here), but alas, QCVL (which has been been developed before that, otherwise I would've proceeded differently with my project) has an incompatible quest. From the *technical* point of view, QCVL can run alongside it, but would make no sense story-wise. I *might* edit my quest at some point in later versions (or not). It would basically require me to rewrite the entire expanded character traits of Sirilonwe (and she's involved with many other questlines), which I'm not willing to do any time soon. Goldbrand Reforged is an excellent mod, but it manages to conflict with way too many QCVL story elements and features. So, play these mods in separate playthroughs.
Some incompatible elements to name a few:
1. Sirilionwe asks you to bring her the Blood of the Quarra Masters
2. She asks you to kill Staada
3. Well, the Goldbrand/Eltonbrand transformation itself.
Vampire embrace, vampire hunger, lichcraft 2
By design, my mod is incompatible with any mod that:
a. allows player to join all 3 vanilla vampire factions at once,
b. allows player to cure vampirism and catch it multiple times, as it is against the vanilla gameplay, lore, and my understanding of this feature,
c. universally sets PC Vampire function or/and VampClan global to 0 for the purpose of dialogue tweaks, while player talks to any NPC,
d. utilizes VampClan index == 616 (for 2 future clans I plan using 617 and 618). For default clans: Aundae is 1, Berne is 2, Quarra is 3,
e. quests and mods that fiddle with the 3 default clans' quest stages (VA_VampHunter==100, VA_VampAmulet==40, VA_VampCountess==60)
I use them as checkpoints for new quests given by clans' default leaders.
f. to be updated,
Don't forget to clean all plugins, merge lists, etc, if you play with many different plugins at once. It always helps.
Please let me know, if I missed/overlooked anything.
Creation of the mod:
I came across the Underground Home mod by Queenkeely and loved its conceptual strengths and hidden potential. So, I started fixing its bugs and made compatible with my large "Seyda Neen Compendium" patch, which I first made for personal use and later uploaded on Nexus.
Then I started digging deeper into the mod's unfinished data and found many hints of what this mod could've been, if its development continued back then. This version is my take on its unreleased features.
More info on vampirism in Tamriel Rebuilt can be found here, courtesy of Evil Eye.