Andres Valbuena

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Narrative & Quest Designer · Skyrim total conversion

Beyond Skyrim: Elsweyr

2025 · 2026

I designed faction questlines, wrote voiced scenes and built full NPC packages for Beyond Skyrim: Elsweyr, a Skyrim total conversion set in the Khajiit homeland. All of it had to fit decades of established Elder Scrolls lore.

multi-stage questlines
5
voiced scenes written as VO-ready scripts
15+
factions the player chooses between
3
Elder Scrolls provinces I have written quests for: Elsweyr, Skyrim, Morrowind and Hammerfell
4
Role
Narrative & Quest Designer
Team
15+ modders
Focus
Quests, characters and dialogue
Dates
Aug 2025 to 2026
Footage from the April 2020 developer diary, made by the Elsweyr team.

What I did

Faction questlines

I designed questlines for The Greater Rim, the pre-release centered on Riverhold and Rimmen, two cities caught between Imperial pressure, Dominion politics and Khajiiti independence.

My questlines made players pick sides between Imperial sympathizers, Pellitine loyalists and Rim separatists. Moon-sugar trade routes tied the economic stakes to individual characters.

Concept painting of a canal barge in Elsweyr
Concept art by the Beyond Skyrim art team.

More Elder Scrolls quests

Two quests I wrote outside Elsweyr, set in Morrowind and Hammerfell, each with its own cast, dialogue tree and quest flags.

  • Lost Vision: a Tribunal priest went blind after reading an Elder Scroll in secret. The player either finds a hermit healer in the Velothi Mountains or recovers a Dwemer relic from a tomb.
  • Stolen Heirloom: a single-path quest about a grandson who sold his grandmother's necklace to support her. The player buys it back or talks the shopkeeper down.
  • Both use locked topics and checks at set difficulties. Stolen Heirloom also changes lines for a Redguard player.
Lost Vision quest document: summary, cast and opening dialogue
Lost Vision: summary, cast, the opening scene and the first dialogue branch.

Character design: Ra'dharo Sabosiss

I wrote Ra'dharo as one of the oldest villagers in Millin and one of the few who remembers life before the Nomadic League war. He keeps a handwritten chronicle of stories no one else in the village remembers or believes.

  • I wrote his home to tell his story: scrolls stacked on the floor, tapestries of places that no longer exist, a hearth that is rarely lit.
  • An 8-part daily schedule moves him between his cottage, the clanhouse and Lake Vread.
  • His greeting changes with where he is and the time of day.
  • 5 conversation topics lock and unlock each other, so the order the player asks in changes what he reveals.
  • He runs a service: he sells books and scrolls as the village archivist.
Ra'dharo Sabosiss NPC sheet: bio, schedule and dialogue tree
Bio, home, schedule and the start of the dialogue tree, pages 1 and 2.

Quest documentation

The team was volunteers across several time zones, so every quest needed a clear written handoff. Mine laid each quest out step by step, so implementers and the voice team could build it without waiting on me.

  • Wrote voice-over scripts with pronunciation notes for Khajiiti dialects.
  • Followed and helped enforce the project's style guide in quest outlines and dialogue.
Concept sketch of a bandit camp in Elsweyr
Concept art by the Beyond Skyrim art team.

More detail

Setting

Elsweyr covers Anequina's dry plateaus, Pellitine's Dominion-influenced jungles and the Rim's insurgent mountain states. Divided rule drove player choice: Anequina's unrest, Pellitine's wealth and the Rim's ambition each asked for a different loyalty.

Design goal

Deliver quest content that put Elsweyr's factional splits in front of the player, with clear objectives. The target was a vertical slice with tight hubs, readable progression and complete documentation.

What I learned

A volunteer team needs quests scoped for people in different time zones and at different skill levels. My docs had to carry the full narrative intent on their own, so other team members could pick up a quest without a meeting.