The "Andoran" is a global project consists of three parts: "Axis", "Prologue" and "Nerevarine". The first part has been already released in Russian (and we are going to translate it to English) and tells us about the world of dreams. The second one, currently being developed, will tell about the Andoran archipelago - the locale of the third part, which is going to continue the Nerevarine's (the TES 3 protagonist) story. It will explain why he, the Defender of Morrowind, hasn't come back to Vvardenfell during the fall of the Ministry of Truth.
Few words about the Andoran archipelago:
The archipelago consists of three islands, plased to the south of the Black Marsh: Unveron, Kolderan and Andoran. For the Empire they were opened during a sea expedition by Lucius Silius, one of the Alessian generals. This was in 1E 259. Over its history Andoran has often changed its political status, first becoming independent, then coming under the Empire's dominion again – and it remains there now.
The three islands, the three cultures. In Prologue the action takes place on only one of them, Andoran, that is more developed by the Imperials – this can be seen from both the inhabitants' way of life and the prevelance of human population among them. The island has several Legion forts, also the Legion patrols Andoran, endeavouring to secure the roads.
Andoran is intimately related with TES-lore. We will publish its official chronology soon.
What the addon will have:
In-game world must be interesting to explore, so much attention is paid to the creation of unique places to visit. Gloomy caves, swift rivers, joyous flower glades, coniferous forests and unexpected findings – all this is destined to raise the player's interest, attract him farther into the island. But beautiful landscapes alone are not enough to create the atmosphere, therefore there will be architectural styles, different for each town, related to the island's historical progress, geographical position and not present in the original game. The city, founded by mages, and the fort-city will clearly indicate their purpose and will greatly differ from each other. Besides, unique atmosphere is created by new music, composed by Artur “IK” Baryshev specially for Andoran. It interweaves the style of magnificent Morrowind melodies into itself, being alike but yet different.
The Andoran Team wants to implement an unordinary story that'll make you make uneasy choices, carefully dwell upon each followint step and decide to yourself if there is an excuse for some deeds and human selfishness. We'll try to show the characters, each of which will be a personality,no matter good or evil, for one can never determine which of these forces a human is guided by. And do they really exist anyway?
The player will also be able to complete a lot of side quests, both long and short. These will be small interesting stories, funny and sad, requiring a keen wit and a strong sword. Each of them is destined to supplement the player's knowledge of the island, like a piece of one puzzle.
We, the Andoran Team, want to create a game, where there'll be the freedom of exploration, inherent in the whole TES series, and at the same time – interesting characters and a fascinating plot. Whether we shall make it's for you to judge.
Teaser on youtube (with subtitles):
http://www.youtube.com/watch?v=pq8N9Yovj8c
Andoran art:
http://pikucha.ru/600211
http://pikucha.ru/600212
http://pikucha.ru/600214
http://pikucha.ru/600215
http://pikucha.ru/600216
http://pikucha.ru/600217
http://pikucha.ru/600218
http://pikucha.ru/600219
Screenshots:
http://pikucha.ru/600213
http://pikucha.ru/600204
http://pikucha.ru/600205
http://pikucha.ru/600206
http://pikucha.ru/600207
http://pikucha.ru/600208
http://pikucha.ru/600210
http://pikucha.ru/i47xB
http://pikucha.ru/i47xC
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_9.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_8.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_5.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_4.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_3.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_0.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_1.jpg
http://fullrest.ru/uploads/news_screen/tj_andoran_21-12-2010_2.jpg
Upd:
http://pikucha.ru/i4GkG
http://pikucha.ru/i4GkB
http://pikucha.ru/i4GkA
http://pikucha.ru/i4Gky
http://pikucha.ru/i4Gku
http://pikucha.ru/i4Ge4
http://pikucha.ru/i4GdX
http://pikucha.ru/i4Qmg
At the moment we need someone who can help us translate "Axis" from Russian to English, voice actors and people who work in CS, 3DS Max and Photoshop. If you want to join, send a PM
Here are some screenshots from the Axis gallery.
http://tes-revenge.ru/images/Gallery/Original/DC27B6C39620-10.jpg
http://tes-revenge.ru/images/Gallery/Original/2DA15FA63FEF-10.jpg
http://tes-revenge.ru/images/Gallery/Original/DA7A5D227E2A-10.jpg
http://tes-revenge.ru/images/Gallery/Original/7877E80450B0-10.jpg
http://tes-revenge.ru/images/Gallery/Original/25E9DABD82A0-10.jpg
http://tes-revenge.ru/images/Gallery/Original/463F15267DE7-10.jpg
http://tes-revenge.ru/images/Gallery/Original/2055BE3F4F1F-10.jpg
http://tes-revenge.ru/images/Gallery/Original/6897FA9EEF73-10.jpg
And the translated guide - 4 books describing the plugin.
The place we live in appeared only recently. We were the first creatures to step into the stream. Not by our own will but by a twist of fate we were thrown into the flux, where we could only observe and learn. Stream brought us wisdom and power, but the purpose of our existence was still unknown.
At first, only spirits and daedra were our neighbors. But as days passed, others appeared. People. Mer. And existence was brought. Images, sounds, smells. All intertwined, tying itself in a knot , axis was created. There were too many images. Smells, sounds and feelings shifted into one another as the knot got tighter, and pulled all that was close in it. The resulting space was an incomprehensible mess, many of us are still out there. Lost their minds, they have. Wandering the axis. Attacking anyone - living or dead. Oh, Sheogorath would love this place…
For survival of our species, the most gifted of us united and embarked on a search for a quiet place, without shifts, without all this mess, and without mad, enraged monsters, our brothers have become. A place, we could call home.
Of course, it was utopian. But, in our search, we’ve grasped our purpose. We are here for the sake of knowledge, and knowledge itself will bring us peace and harmony. Prolonged study of the axis gave results. Having chosen a calm pocket , we localized its raging energy and shifted our tribesmen there through neighboring planes.
As I write these lines, my kin has opened a portal and shifted the last member of our group to this plane. Here, the Great Ratville will be founded – the refuge of all the rats of the Axis.
Many species dwell on the Axis. In this work, the author will try to describe and classify most of the usual and prominent creatures.
A large number of Axis-influenced specimens are found within explicit range of the stream. Usually referred to as the Lunatics, they’ve adopted five-dimensional logics due to a very long time spent within close range of point zero. Lunacy appears in stages, but is very fast as a transformation. At first, the specimen gets confused from the ever-changing surroundings. Then desperately tries to keep his wits intact. But usually loses contact with reality and lives with his own, incomprehensible goal, which drives him through the Axis. Any means to engage in two-sided conversation have been proven futile. However, a tendency to write notes, diaries, or to express their thoughts by other methods, has been noted. In certain conditions, a Lunatics body can rot, turning into a zombie or skeleton. At the same time, a new aspect of this Lunatic appears on its plane, immediately shifting into the stream, due to their plane being dissolved in it. The same happens when a specimen gets wounded or loses a lot of its lifeforce. During its shift into the stream, an aspect of the specimen can split into several aspects, due to stream multidimensionality. This considerably hinders separate specimen classification.
Specimen less influenced by the stream stay on their plane, although a deviation in stability is usually found, expressed by partial property and essence loss of an aspect and its plane. Generally – Lunatics spawn from these entities, as their plane loses balance on its sector and collapses into the lower hypersphere. The specimen themselves identify their plane with the term “dream”, which has something to do with their transliminal travel as was found recently. There are reasons to speculate that a part of their entity is anchored on Nirn, as this could be the most plausible explanation for aspect points, through which most specimen disappear during the day.
Spirits and specters of the Axis, attracted by stream magicka, hail from Oblivion - a dark void that surrounds the Axis. Some of them harmless. The rest – as ruthless and unpredictable as the Lunatics, fallen under stream influence. They dwell in lower sectors. Craving lifeforce, svcking it from other unfortunate beings. Deteriorating their own flesh over time until acts of absorption harm themselves more than their prey. As a spirit loses its form, he is cast back into Oblivion. From its remains, a piece of ectoplasm can be acquired. Ectoplasm, influenced by stream magicka, has unusual properties, and is currently being studied in our Mages Guild.
Daedra, very much like spirits, are attracted by stream magicka, but are mostly immune to its effects. Which leaves their motives to speculation. Possibly, couriers of more powerful daedric lords, they scout the Axis. Their unyielding interest in Ratville should be noted, as waves of atronach are constantly appearing in our shifts. It is still widely argued, whether we can attribute the Axis itself a possible daedric origin. Thereby, most remains unknown on this subject.
The creatures, that also should be noted, are not exactly creatures as we are accustomed to see them. Manifestations of Axis planes, the “dreams” of their aspects. This group consists of inanimate objects, that somehow acquired lifeforce, and other golem-like objects of all imaginable and unimaginable shapes. Unrecognizable, they are often mistaken for other creatures and objects, thus proven virtually unclassifiable.
And, as the final paragraph, it is important to note the species your humble author belongs to. Proud inhabitants of Ratville – the Rat kin. Our history has been previously described in the first tome of this chronicle, but, as a conclusion of the second, the Rats are a unique, independent tribe, that inhabits our Axis.
From the standpoint of metaphysics and mysticism - the stream represents a ray of morpholith, cutting through Oblivion. Dissolving a part of morpholith in themselves, beings and planes are attracted to the stream and form an Axis - a chaotic accumulation of objects. Movement of planes relative to each other and to the flow causes a shift, taking in some objects from their planes and mixing them. Such a shift may be caused by creatures that have available a sufficient amount of morpholith to form a relationship with the flow. Cases were observed, where spirits, full of stream magicka, opened portals and shifted to the neighboring plane where they felt lifeforce.
Some slowdown in movement of planes was noticed after sunrise and sunset - from 7 to 11 and from 19 to 23 hours, respectively. At this time, plane displacement can be approximated by a three-dimensional coordinate system. This is used when opening portals to other planes, especially to sector Ayem, closest to the stream. With one portal constantly open to point Ayem-Ayem directly in the stream, a second channel of the Hunters Guild is associated to the shift channel, and an anchor is sent through, held in a five-dimensional space in Ayem sector at some distance from the stream to avoid being drifted. Then, having constant communication with the stream through the main portal, secondary portals are opened around it, leading to planes currently studied. Unfortunately, the system is not quite refined and secondary portals in the Hunters‘ Guild exhibit four-dimensional characteristics when opened. A major achievement was to provide a stable three-dimensional opening at the other end, ensuring safe traffic during abovementioned hours. Overall - the only place near the stream, which could hold a permanent portal - was and remains at Ayem-Ayem point, even though it is in five-dimensional space.
The main source of magic capable of portal management is still the crystallized morpholith on our plane, where Ratville is based. At this point nothing else can be synthesized, but work is underway on samples of saturated ectoplasm collected in the Hunters' Guild from spirits crawling out of portals. Crystallized morpholith on other planes has similar properties, but, as is this one, is fixed in one point on the plane and gives away only a small portion of its substance on contact.
The basics of portal management with crystallized morpholith are not about harnessing its magic, but rather in directing spells at it, reorienting shifts existing on given plane.
Unlike the inhabitants of the planes drawn to the stream, there is no Nirn-assosiated point for rats, and rematerialization happens directly in the stream. So the only way to get a stable rematerialization point is to tie ones essence with a powerful enchantment to a crystallized morpholith on one of the planes. Enchanting moves the subject from the stream into the Ratville source hall via morpholith, which is an inverted process and further crystallizes the morpholith. The direct process - moving a subject from the point of connection into the stream promotes the dissolution of morpholith in the plane. Long-term termination of connection point usage contributes to that as well.
Spontaneous magic emission from a morpholith can be used to generate shifts, but it’s too strong and it takes too long to accumulate it, which hinders regular use. But recently conducted studies show that a piece of crystallized morpholith is transported with the subject through all offset distance and persists even after that, merging with the subject. It is reasonable to assume that it can be transported with the subject through the Nirn-assosiated point of connection, if the shift will go directly from the morpholith to the point of connection. Which is usually the default direction, as the morpholith crystallizes only on planes with a regularly used connection point.
As stated above - portal shift travel is possible due to a stable morpholith connection with the Ayem-Ayem point in the stream. This point is a buffer that prevents further movement along the stream. All associated planes intersect there as shifts are made. Disclosure of reasons for Ayem-Ayem point occurrence would be an enormous leap forward for the current cosmology, since its existence does not allow us to triangulate the end point of the stream, if one exists.
Axis Cosmology confronts a problem not as to establish the exact coordinates of the planes, bus as to classify them by location. For the triangulation of exact coordinates of the plane, it is advised to apply to the local portal superintendent.
As you probably know, the center of Axis is a stream that consists of a beam of morpholith. Recent calculations determine that the base of the beam is somewhere on Nirn. But whether there is a second base and whether it actually is a beam remains unknown due to Ayem-Ayem point existence in the stream, which obscures further parts of the flow and doesn’t allow exact trajectory observation. Hence, cosmology is focused on a detailed study of this point to determine its properties. Calculations available at this moment allow us to situate, with high certainty, the point Ayem-Ayem as the nearest point of the stream to Quagmire, however, without having any contact with it.
In the heart of Axis is Ayem sector that has a five-dimensional space having the usual three coordinates, the fourth characterizing one of the levels of a multilayer sphere, and changes in time as well, which is the fifth coordinate. Ayem sectors’ central point is the aforementioned Ayem-Ayem. Though an observational point of view depicts the stream at Ayem-Ayem as a three-dimensional beam, it is actually an expansion of its four-dimensionality and movement along the flow in any direction concludes to repositioning oneself on Axis without any possibility of escape. This discovery led to the currently utilized angular system.
Planes beyond sector Ayem are randomly arranged, having a structure similar to three-dimensional, though at times space there varies depending on certain time periods. The planes can be classified by their proximity to the stream, thus dividing Axis into sectors which represent a rough approximation of spheres with different radius and center point in Ayem-Ayem. The sectors are identified by their distance from the center. Sector Bedt is the closest, and though no planes were observed there, certain activity still exists throughout it. Sector Yakem - the most remote, holds pseudostable planes.
As stated above - no planes were registered in Bedt, but some creatures use it as an intermediate point between Ayem and Cess sectors. Several moving objects were observed, that are classified as plane scraps left from Ayem creation.
Sector Cess has the most turbulent of known planes. But it's worth noting that it is possible to control shifts there to some extent. A transition from five-dimensional space to simpler forms takes place. Powerful Axis magic, distorting the Cess sector, gives plane owners some rather unusual properties. Individuals, not slipped into lunacy, exert control over their planes to some extent. Is this a consequence or cause of their immunity - not currently known.
The outer limits of Doht sector compose a border, by crossing it the plane becomes unstable and parts of it shift to Ayem. Quite often, along with plane scraps, creatures living on it are captured as well. Most lunatics are formed as a result of such biases.
The following sectors up to Meht have lasting effects of the stream, which decrease with distance. Consequently, creature activity reduction is also proportional to distance. Ongoing Axis creature studies show that their majority is accumulated in Ayem, Cess and Doht and decreases outward up to the fact that no extraneous life-forms were found in Meht other than natural plane inhabitants. Sector Bedt is an exception due to the above stated reasons.
Sector Yakem is the most remote location from the stream with the presence of morpholith on its planes. Ratville was based on the first of the planes detected in this sector, registered as Yakem-Ayem. Originally, activity in this sector has been incredibly low. However, our shift manipulations seem to have given rise to some imbalance on several planes. In particular, it concerns the plane Yakem-Bedt, on which there is a stable portal to Ayem sector. Unusually strong morpholith dissolution was detected, as well as a disappearance of the Nirn connection point. Assumptions dictate that it was caused by the multiple shifts, opened during the movement of our people through that plane to Ratville, but this point of view has not subsequently been confirmed.
The most distant area where shifts were indicated is registered as Zyr sector. In fact - it is an Oblivion void, the spirits’ abode. Here, they penetrate into the Axis through the shifts, attracted by stream magicka.