I will grab Fate by the throat, it shall never drag me down.
— Ludwig Van Beethoven
Nehrim: At Fate’s Edge is a total conversion mod for Oblivion. The colossal four-year project by SureAI (Also creators of two more Total Conversions, Arktwend and Myar Aranath, which are prequels) was a remarkable undertaking. The standard Oblivion mechanics were revamped playing more like a combination of Morrowind and Gothic than its base game (Stat Grinding is possible, but skills are mainly raised through experience points that are spent at trainers ala Gothic. There is no level scaling or respawning dungeons.) and an entirely new world was created, complete with lore and quest lines. The mod features a hand-crafted "continent-sized" map and a core storyline that could last over forty hours. The voice-acting is in German, but there are English subtitles and all the quest text has been translated into English. Additionally, the mod boasts impressive hand-designed dungeons and loot in place of Oblivion's randomly generated dungeons note while the same in every game, Oblivion's dungeons were initially created by Bethesda via random generator and spread sheet generated loot.The Mod takes place on the war-torn continent of Nehrim, where the Chancellor of Middlerealm, Barateon, has outlawed all magic as well as declared war on the Northrealm. The Player is a member of a small monastery, who, one night, receives a mysterious letter on his doorstep. The letter leads him/her to an abandoned mine, which is unfortunately infested with trolls. He is eventually rescued by the mage, Merzul, who drafts in the PC into the local resistance. And thus begins your grand quest, though not all is as it seems...As of this writing, it has since won the Best Singleplayer Mod award for 2010. In addition, an additional patch is underway, which shall continue the main story.
Nehrim provides examples of:
Afterlife Express: A literal example: the Star People run a quite physical underground train that normally brings the souls of dead people to the underworld. When the player character shows up at the station, however, they reschedule in order to take you to their king as soon as possible. From the evidence aboard, it also appears to be the residence of someone else...
All Rumors Are True: At least one of the Aeterna dungeons contains evidence that at least these Aeterna DO eat humans like is suggested by every non-important NPC.
But Thou Must: You aren't allowed to refuse the offer to join the Order that Merzul gives near the end of the prologue. Notable in that Merzul actually lampshades this.
Continuity Nod: You visit the setting of the prequel, Arktwend, at one point. Though only a few parts of it are involved in the Main Quest, much of it is explorable, and populated with familiar landmarks.
Disc One Nuke: The Brutal Battle Hammer, introduced in patch 1.5. Due to a glaring oversight, this crafted hammer has a speed of 2.4 (compared to the 2nd fastest weapon in the game which has 1.4 speed). Add to that it boasts pretty decent damage, comes with a respectable fire enchantment, and if you have the minimum crafting skill required (75) it's laughably easy to make, requiring only 1 gold bar and 1 silver bar, which you can get fairly early on in the game.
Door To Before: All over the place, pretty much every dungeon has one.
Dual Wielding: There are a few "blocking sword" items you can use, but they are just fancy looking shields.
Dude, Where's My Respect?: You can break the Siege of Cahbaet, liberate the Middle and South realms from tyranny, and ascend to godhood, and people will still give you flak for looking like an Aeterna.
In one of the side quests, you liberate a mine from a bandit gang only to learn That it has already been magically contaminated by an otherwordly artifact. After dealing with the dungeon's boss, you are then sent to chase the messenger carrying said artifact. If you catch and kill him, the final quest entry suggests that [[Spoiler:using the Artifact (a large axe) carrys the danger of altering the world around it just like the mine.]] This is not so, as for all intents and purposes it's just a unique enchanted axe, and using it carrys no consequences whatsoever. If you fail to catch the messenger, you fail the quest, but likewise nothing else happens.
Bringing the artifact back to the mine like the quest suggests is similarly pointless. Nothing happens if you choose to take it back to the mine. Like with Tyr, it's simply a moral choice.
Infinity–1 Sword: Item sets can be completed very early, compared to the very late arrival of the Shadowgod armor and are all quite useful.
The Magic Winds set however is more powerful than the mage version of the end-game armor, due to the final armor only giving a small mana and resistance boost compared to the crazy boost of mana regen of the Magic Winds (which weighs half as much).
The Schneller Stahl/"Wind Steel" two-handed blade won in the Tower Defense minigame. Not as damaging as the Soul Flayer, but incredibly fast, especially for a claymore. Used to be one of the fastest weapons in the game sans daggers, until an oversight concerning crafting stole that honor from it.
Posthumous Character: Zelara, wife of Narathzul. His guilt for her death drives many of his actions.
The Pirates Who Don't Do Anything: Spoofed, the drunken "pirate" captain in one quest you hire/rescue for passage in one quest (who even wears a Jolly Roger eye patch) admits during his drunken ramblings he is just a scavenger/looter, not a pirate.
Railroading: In Path of the Gifted Kero and his guards are marked essential, so even if you can kill easily take all 3 of them down in combat, you must undergo the rest of the quest to free the slave. Such uses break the theme of a lack of predestination.
Upon exiting the mine for the first time, you are given a vista of the area.
Screw Destiny: Literally achieved during the ending; Fate is actually a goddess who toys with peoples lives For the Evulz. But she gets killed by the player and Arkt during the climax. After Fate is defeated, people are now free to decide what they want themselves, instead of having everything predestined.
Scripted Event: Relies heavily on these. Some are quite visually impressive.
Take Your Time: Occasionally adverted. One side quest has you need to get back an (allegedArtifact of Doom from a mercenary/bandit group that's taken it from it's place of (accidental) creation. The man who took the artifact actually walks through the game to his goal normally, causing a gameover if he reaches it, but if you meet him at one of the few points he passes by guards, they'll help you fight him.