This is, content-wise, the final version of The Ayleid Steps. It has the full background story for the Steps Network sytem, which unfolds as the player progresses through a line of 9 new quests. You will learn why the Ayleids built the Steps, where they went after soing so, and what the hero of the 1st quest really went through before he died. Many new locations are added - mostly dungeons, a small worldspace containing a domain which you can own and care for, and a miscellany of other interior cells; all are quest-specific (unlike the 40+ Lost Dungeons in previous versions).
The new quests have many (silent) dialogs, books, letters and notes.
To have them blend into the vanilla game these quests are time-driven. To start them, you cannot do much else than use a certain amount of Steps, play the game as usual, and pay attention. Certain events have to develop in faraway locations, dictating the progress of the quest line. Between two consecutive quests you often have to wait a week. Some of the quests themselves can take a week to complete, so that completion of the entire questline may take 10 to 12 (game)weeks.
The purpose of the quests is to tell the Stepstones story. Part of it is developing while you play but somewhere far away, another part is history. You'll often find yourself involved as an onlooker who performs tasks without fully comprehending what is going on. The NPCs have their own agendas. Although there is plenty to do for you the story is not player-centered, so there are very few alternatives, choices or multiple questlines.
The full series of quests:
1. The Ayleid Steps (from earlier versions)
2. Retracing the Steps (from earlier versions)
3. Welkynd Worries
4. Murder Masquerade
5. The Daring Dunmer
6. The Audacious Argonians
7. The Dungeon Dabblers
8. Mapping Mayhem
9. The Ingred Inauguration
10. The Vanuasecul Venture & Aryarie's Artifact
11. The True Descendants