Lost Journal in the Warp
What is a Warp Space?
A Warp Space is a place on Nirn where the time-knot has not yet been repaired. It exists as a space out of time, where the player (or anyone else who interacts with a ‘rift’/’tear’) is transported into the situation where time was broken; when Numidium attacked the location in question.
What can I find there?
The player will find themselves teleported to a wasteland, a battlefield reminiscent of WW1. The earth pitted with acidic ooze; a sort of primal substanceless form of creatia. And bombarded with divine fire and columnated beams (Divine wrath). The environment is in disarray: Things that form and are undone, things floating, situations repeating (e.g. the divine bombardment of a castle). Soldiers who have died, or who did not escape the battlefield still linger; their existence now only in the form of husks, empty bodies fuelled by divine wrath, and their existence only maintained by the time-knot; which they will valiantly protect.
What can be influenced by the player?
The unresolved time-knot can be (partially-)resolved by the player through entering and making certain decisions. These decisions mostly or almost always have an effect on the local dungeon the warp gate/rift/tear is in (e.g. a burned down trading post might become a thriving trade hub after saving the trader from a lifetime of torment in the Warp Space). It can also have either minor/major effect on questlines outside of these locations (e.g. by giving the player extra options through a quest if the prerequisite is met). In essence, it would function a bit similar to Oblivion Gates.
Unconsciously I took inspiration from the ‘Colour of Madness’ DLC from the game Darkest Dungeon.
A good inspiration source is probably the book Dante’s Inferno, and descriptions of WW1 battlefields.
The cursed Battlefield in the game Witcher II.