[Super WIP] Lyithdonea: The Azurian Isles

Post » Sat May 15, 2010 12:44 pm

-clip-
edit: for the record I have no idea what an actual cephalapod looks like (does anybody?) I just assumed the helm was its whole body and it had centipede like legs coming out all ends of it, like a basic bug (or a crayfish?).

http://www.thecephalopodpage.org/

In MW, they're probably closest to a nautilus considering that something rigid would be needed to make into decent armor. The shape does look more like a squid mantle tho - not sure how well octopus or squid mantles would survive the boiling process as is used to harden leather.

The armor looks great Melchior Dahrk! B) :thumbsup:
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Ron
 
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Post » Sat May 15, 2010 8:05 pm

that all looks incredibly amazing!!! my favorite pic is the Keastral Falls, where your skill really stands out.

i love the tropical theme as well, it brings new life to the otherwise-bleak snow covered Solsthiem, rainy Mournhold, and dark and dusty Vvardenfell. i hope you get done soon!
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P PoLlo
 
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Post » Sat May 15, 2010 10:04 pm

Alright all, does this version of the armor look a little less repetitive? All I really did was remove the "eye" part from some of the cephalapod textures, and remove a couple extraneous "tube" meshes.

http://i489.photobucket.com/albums/rr256/ericthered1090/CephArmor2.jpg

?-?

Melchior, I`m simply stunned by all the effort you put into this.
Seriously you should ask Bethesda for permission to sell your creation for a few bucks per download, once it?s finished.

I personally would love to play it as soon as possible and once again could kill myself for buying the german version the time Morrowind came out.
So few great mods have been translated. :cry:

After seeing your WIP, and of course mods like TR, maybe I buy an english Morrowind just for the mods.

Hehe, devious suggestion.. however, I have great satisfaction merely out of being able to vent my creativity through this elaborate project!

Glad you like what you see so far, LOTS to come :)

Wow, nice to see some awesome projects with your own lore and terrain, it's been awhile since I saw really great landscaping work.

I really like how you used your imagination for making http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/Title8.jpg ! I also like the cave, I made something similar tho mine was much darker and had some lava vents, so not quite the same style. I like your way much better tho, great work! I think lots of locations will be breath taking in game, keep up.

Also, I REALLY adore some of your creatures (am using your old resources myself), and I think it would scare the hell out of me too see Cephalapod in some dark underwater dump. :bolt:

And one more thing, where did you get Scribtail from? Or did you made it yourself? If it's a resource could you let me know where to get it please, it would be a unique touch for one of my own locations. Thanks

Keep up the good work, and let as see some more pictures so we can drool more. :hehe:

edit: wrong insert and typos :embarrass:

I'm glad you appreciate my lore so far, it is my pride and joy of my mod, having a detailed setting and all.

Ouamuhr Island: I'm glad you liked that. The Tong needed something unique for their architecture which bespoke their affinity for the sea. And I thought giant crab shells would do it just nicely :bigsmile:

Creatures: Yes, the isles will be mostly populated by new creatures since most of the creatures indigenous to Vvardenfell wouldn't like the warm/wet climate of the isles. Some like the mudcrab may still make appearances though. Glad you like the cephalapod, for some reason (maybe its the simplicity) I just love the Cephalapod creature. That's why it got its own armor set :violin:
Did you notice I updated the Owlbear? I think you used that in one of your's or was it the worg? I don't remember but it's been updated with better texturing and feathering.

Scribtail: I made the scribtail during a spasm of artistic genius :lol: I'm glad you like them, if you look closely you may be able to see what I "frankensteined" for them. I don't mind you mimicking them for your own projects. After all every one of my mods I have released I give permission for the contents to be used elsewhere.

I think it looks great! Mesh wise at least. The head parts (plates) could stay purple but there really isn't any reason to keep the other parts (skin tight parts) purple since they obviously were made from the head. They could be a simple leather from another creature. Also nothing really has to be purple either, armour can be painted any colour right? If you go this route those just be careful because you still want it to look like cephalapod armour. Again though I think the mesh itself is great! Would add gloves to the hands though ...but thats just me.

Does it flow a little better now? I simplified the textures by removing the "eye" part... Thanks for your helpful comments! I'll keep them in mind. Perhaps certain ranks within the Ouakam Tong will have different colors or symbols painted onto their cephalapod armor...

Wow. Uber. I especially love that Owlbear. Good luck :tops:

Thanks :hehe:

http://www.thecephalopodpage.org/

In MW, they're probably closest to a nautilus considering that something rigid would be needed to make into decent armor. The shape does look more like a squid mantle tho - not sure how well octopus or squid mantles would survive the boiling process as is used to harden leather.

The armor looks great Melchior Dahrk! B)

Thanks tetchy for the clear up, and for the praise

that all looks incredibly amazing!!! my favorite pic is the Keastral Falls, where your skill really stands out.

i love the tropical theme as well, it brings new life to the otherwise-bleak snow covered Solsthiem, rainy Mournhold, and dark and dusty Vvardenfell. i hope you get done soon!

I am hoping that when people can finally walk around in Lyithdonea, they will see things completely (or at least partially) unique to the isles.
And I agree, Morrowind needed a brighter break from Ash, Blizzards, and Rain... well not the rain maybe...

----------------------------------------------------------------------------------------------------------------------------


More updates to come! I may post the first two Volumes of my Daedra-Slayer's Guides soon. I made them for fun because I saw them mentioned in one of the Morrowind books...
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Umpyre Records
 
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Post » Sun May 16, 2010 12:25 am

really cool armor, though the monotonous purple shades is a little...off-putting.

i reccomend mixing in some blues or tropical colors with it, like yellow. i think replacing the lighter purple for a lighter blue would be a vast improvement.
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Josephine Gowing
 
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Post » Sun May 16, 2010 12:31 am

I don' know how much work would be involved but maybe you could use smaller pieces (plates?) cut from the shell rather than the whole shell, similar to how plated mail uses smaller plates, verses full plate which has large pieces. It would cut way down on the repetitaveness of the look. Just an Idea. :)

Just so you know, I'm watching this closely and will be one of the first to DL when it's released! In fact, if you need another play tester I herby volunteer! Fantastic work! :)
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Louise Dennis
 
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Post » Sun May 16, 2010 4:05 am

I don' know how much work would be involved but maybe you could use smaller pieces (plates?) cut from the shell rather than the whole shell, similar to how plated mail uses smaller plates, verses full plate which has large pieces. It would cut way down on the repetitaveness of the look. Just an Idea. :)

Just so you know, I'm watching this closely and will be one of the first to DL when it's released! In fact, if you need another play tester I herby volunteer! Fantastic work! :)

I have considered that approach to the armor, actually the ankle slot on the boots is rather in that style as well as the cuirass. Hehe, Cephalapod Plate Mail, that is an interesting idea...

Pertaining to playtesters, I may be asking people to play test as I complete certain islands/cities/ or areas. But eVENtually I will definitely be needing some help in that department.

The problem/blessing of creating an Archipelago is that I just keep adding more islands to the outskirts, lol!

Thanks for the suggestion kiteflyer :D
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i grind hard
 
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Post » Sat May 15, 2010 3:53 pm

The problem/blessing of creating an Archipelago is that I just keep adding more islands to the outskirts, lol!



if it helps, I would consider making a sort of boundary-peninsular, crawling with pirate hideouts, ghost-filled yet empty caves, and more monsters than you can count.

and that would be the outer boundary for the archipelago. just a thought.



personally, I would have made something like a large half-crescent-island as the main location, and place all the islands in a smaller inner-ring, to have a basic central location to get anywhere from.
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Dawn Porter
 
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Post » Sun May 16, 2010 2:57 am

if it helps, I would consider making a sort of boundary-peninsular, crawling with pirate hideouts, ghost-filled yet empty caves, and more monsters than you can count.

and that would be the outer boundary for the archipelago. just a thought.

personally, I would have made something like a large half-crescent-island as the main location, and place all the islands in a smaller inner-ring, to have a basic central location to get anywhere from.

Welll, I do have a central-ish island. Hehe. And there will be plenty of fast-travel to keep it from becoming too confusing.

BTW anyone have any ideas for new types of fast-travel in the isles other than ship/gondola/rowboat/skiff/galleon... etc. etc. ?-?
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Andres Lechuga
 
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Post » Sun May 16, 2010 1:22 am

Welll, I do have a central-ish island. Hehe. And there will be plenty of fast-travel to keep it from becoming too confusing.

BTW anyone have any ideas for new types of fast-travel in the isles other than ship/gondola/rowboat/skiff/galleon... etc. etc. ?-?


dolphins/slaughterfish?
Extra-large version, and domesticated for sea travel?

Kind of like a water version of a silt strider?
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lauren cleaves
 
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Post » Sat May 15, 2010 4:52 pm

dolphins/slaughterfish?
Extra-large version, and domesticated for sea travel?

Kind of like a water version of a silt strider?

I hadn't really thought about underwater sea creatures. I'll have to see if I can come up with any harnesses for those creatures. Or maybe I could reskin the Killer Whale mesh for my own version in the isles. Thanks Salamandar!

-Melchior
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Jonathan Braz
 
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Post » Sat May 15, 2010 3:31 pm

Welll, I do have a central-ish island. Hehe. And there will be plenty of fast-travel to keep it from becoming too confusing.

BTW anyone have any ideas for new types of fast-travel in the isles other than ship/gondola/rowboat/skiff/galleon... etc. etc. ?-?


some sort of Pterodactyl-like thing? maybe large, tamed Cliff Racers?

or maybe a functioning Dwemer Submarine.
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dean Cutler
 
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Post » Sun May 16, 2010 3:01 am

Creatures: Yes, the isles will be mostly populated by new creatures since most of the creatures indigenous to Vvardenfell wouldn't like the warm/wet climate of the isles. Some like the mudcrab may still make appearances though. Glad you like the cephalapod, for some reason (maybe its the simplicity) I just love the Cephalapod creature. That's why it got its own armor set :violin:
Did you notice I updated the Owlbear? I think you used that in one of your's or was it the worg? I don't remember but it's been updated with better texturing and feathering.


Yes, it was an Owlbear ^_^
I have seen it in the picture.Much nicer than the old version. :)

Scribtail: I made the scribtail during a spasm of artistic genius :lol: I'm glad you like them, if you look closely you may be able to see what I "frankensteined" for them. I don't mind you mimicking them for your own projects. After all every one of my mods I have released I give permission for the contents to be used elsewhere.


Ah, unfortunately Nifscope is my bad side. Well, in any case thanks! ^_^

Keep up the good work :goodjob:
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Isabell Hoffmann
 
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Post » Sat May 15, 2010 3:27 pm

this is all pretty amazing, great job. I would love to explore the landscape.
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Tai Scott
 
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Post » Sat May 15, 2010 7:49 pm

this is all pretty amazing, great job. I would love to explore the landscape.

Thanks blake, I'm trying to make the landscape quite unforgettable! I'll let you guys know how unbelievability is progressing :cheat:

Hehe, oh by the way. I just posted some of my Daedra-Slayer's Guides to my site. http://sites.google.com/site/theazurianisles/books/daedra-slayer-s-guide-vol-1'http://sites.google.com/site/theazurianisles/books/daedra-slayer-s-guide-vol-2? I know I'm not the best writer in the world. But my mod needs some unique books...

And updated the history a little (The Head of House Azura is now referred to as The Magnate as opposed to The Grandmaster).
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Umpyre Records
 
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Post » Sat May 15, 2010 8:56 pm

Very nifty!
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kelly thomson
 
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Post » Sun May 16, 2010 12:28 am

Very nifty!

Thanks :twirl:
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Lexy Dick
 
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Post » Sun May 16, 2010 3:52 am

OK, I have been brainstorming for a while, trying to come up with a good storyline for this mod's mainquest. So I want to run my first draft by everyone to see the initial response. Please, make comments, be critical, ask QUESTIONS that will really help me flesh this out. But feel free to post just saying it sounds good/dumb.

In the 885th year of the Second Era a great darkness covered the land of Morrowind. The Dark Elves suspected something terrible and they all new the source, the Azurian Isles, homeland of Minor House Azura. The event came to be known as The Moonshade. Its cause was attributed to a Daedric Portal existing in the Isles of Azura. Several inquisitional factions approached the eastern archipelago in the following years. Tensions rose.
Now, five-hundred years later a separatist group of Telvanni known as the Void Eaters once again threatens the beautiful land. Allying themselves with the disgruntled clans of Atronachs, war threatens to ravage the isles.


Void Eaters: The Telvanni were one of the earliest Great Houses to approach House Azura with hostile intentions. Though the Minor House was successful in defending the tropical island chain against the Wizards, Telvanni interest in the Azurian Isles was not satiated.
Making a blood pact with the Atronach Clans of Oblivion against Lady Azura and her House, the Void Eaters faction of Telvanni emerged in the third era to threaten the isles once again. Their intent however is not as transparent as some may discern. Various messages have been intercepted from the Void Eaters and it has been found that their mission ends not in Lyithdonea, but in Azura's realm of Moonshadow.
The Void Eaters covet the Daedra's Princedoms and they wrote that they have been unable to access Oblivion by secret means, due to their aggressive intentions against those realms. Therefore the presence of an Oblivion Gate in the Isles of Azura lures them; because it enables them to enter Oblivion uninvited.


The Atronach Clans: Mere mortals could never dream of embattling a Daedric Prince in their own realm. However, through cunning pacts the Void Eaters have enlisted the three Clans of Atronachs in their assault.
Daedra are deceptive and self-centered and the Atronachs would never join the Telvanni without desires of their own. It is widespread knowledge that the Atronachs possess no realm; they wander the voidstreams of Oblivion, homeless, exiles. The Atronachs wish the same reward as the Void Eaters, to take Moonshadow for themselves or destroy it in the process.
The Atronachs have tried on more than one occasion to besiege Moonshadow, but have failed utterly. It is impossible for them to enter Azura's realm from Oblivion unwanted.
Although the Atronach Clans do not liege themselves with any Daedric Prince or their respective realm as a whole, they do possess a place of refuge. Each Clan: Storm, Fire, and Frost, maintain an enormous citadel which floats on the Waters of Oblivion, shifting with the tides of fate. These are their siege machines with which they plot to wrest Moonshadow from its rightful Queen.


I know it is still a little rough in explanation. But overall?
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djimi
 
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Post » Sat May 15, 2010 8:09 pm

I have a couple of thoughts about this: all of them are just that - thoughts. Without judgement and completely up for debate.

In the 885th year of the Second Era a great darkness covered the land of Morrowind.

You picked a rather specific date, 3 years after Dagoth Ur reawakened (see http://www.uesp.net/wiki/Lore:Second_Era). Does this coincide? Does one event have an effect on the other? Is there a reason for this year, or is it randomly chosen?


The Dark Elves suspected something terrible and they all new the source, the Azurian Isles, homeland of Minor House Azura. The event came to be known as The Moonshade. Its cause was attributed to a Daedric Portal existing in the Isles of Azura. Several inquisitional factions approached the eastern archipelago in the following years. Tensions rose.

I don't quite get it: did something happen or not? If something happened: what was it?


Now, five-hundred years later a separatist group of Telvanni known as the Void Eaters once again threatens the beautiful land. Allying themselves with the disgruntled clans of Atronachs, war threatens to ravage the isles.

I should first note that I'm biased when it comes to the Telvanni. I see them as separate, solitary individuals, each striving for knowledge for himself/herself. And of course for the power that comes with it. This also seems to be the way Bethesda sees them, as they don't really describe them acting as a faction. The Telvanni hardly even have a travel infrastructure between their derelict towers. So the idea of a "group of Telvanni" sounds strange to my ears. And, in my opinion, open war is not the Telvanni way. They rather infiltrate their enemy and use a minimal force approach. An example is Tiram Gadar, a Telvanni spy in a top position in the Guild of Mages. Another example are the groups of rogue Telvanni settlers in the ashlands: House Telvanni could have sent a massive contingent of settlers and guards to just found a new settlement, yet they chose to send small groups whose connection to the House could easily be denied in a Grand Council hearing.
Again, I'm biased when it comes to House Telvanni. My opinion may or may not be the common consensus around here.


[...] Various messages have been intercepted from the Void Eaters and it has been found that their mission ends not in Lyithdonea, but in Azura’s realm of Moonshadow.
The Void Eaters covet the Daedra’s Princedoms and they wrote that they have been unable to access Oblivion by secret means, due to their aggressive intentions against those realms. Therefore the presence of an Oblivion Gate in the Isles of Azura lures them; because it enables them to enter Oblivion uninvited.

Alright, but why Moonshadow? What is so important or interesting about a http://www.uesp.net/wiki/Lore:Azura? I'd rather believe that Telvanni wizards would want to infiltrate http://www.uesp.net/wiki/Lore:Hermaeus_Mora's realm Apocrypha in pursuit of the library of forbidden knowledge.


[...] Daedra are deceptive and self-centered and the Atronachs would never join the Telvanni without desires of their own. It is widespread knowledge that the Atronachs possess no realm; they wander the voidstreams of Oblivion, homeless, exiles. The Atronachs wish the same reward as the Void Eaters, to take Moonshadow for themselves or destroy it in the process.

Again, why Moonshadow? http://www.uesp.net/wiki/Lore:Molag_Bal's elemental realm of Coldharbour (freezing air, sky of fire) seems to be much more suitable for elemental beings like atronachs.


[...] Although the Atronach Clans do not liege themselves with any Daedric Prince or their respective realm as a whole, they do possess a place of refuge. Each Clan: Storm, Fire, and Frost, maintain an enormous citadel which floats on the Waters of Oblivion, shifting with the tides of fate. These are their siege machines with which they plot to wrest Moonshadow from its rightful Queen.

That's an interesting concept. However, there's one thing I really didn't understand so far: when and where does the player come into this? Which side will (s)he take, and for what motives?

Edit: typo
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Kaley X
 
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Post » Sat May 15, 2010 3:23 pm

As for the atronach clan...perhaps an unknown atronach daedra prince? :P
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Shannon Lockwood
 
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Post » Sat May 15, 2010 7:21 pm

You picked a rather specific date, 3 years after Dagoth Ur reawakened (see http://www.uesp.net/wiki/Lore:Second_Era). Does this coincide? Does one event have an effect on the other? Is there a reason for this year, or is it randomly chosen?

Hmmm, I had been looking through the timeline at the Imperial Library not UESP. I missed that detail, in my initial draft no connection was intended. I will consider if I will tie one in or if it is just strange consequence... it is rather strange consequence isn't it. Those poor Dunmer being distracted by two great events in so short a time :lol:

I don't quite get it: did something happen or not? If something happened: what was it?

http://sites.google.com/site/theazurianisles/books/azurian-historical-guide "some of the most popular theories are that Azura was warning her House against their association with the very people who had spurned them [this was during the isles' Golden Age]. Others speculate that a great artifact or ward had been created in the realm of Moonshadow, and that the effects could be seen in Nirn because of a portal to Oblivion lying in the Azurian Isles."
This is really all I had so far. The exact cause is most likely going to be hidden from the player until later in the mainquest. But something DID happen, and it is related to Moonshadow and the portal in the Isles of Azura. Azura did something in her realm which had repercussions in the Mundus due to the permanent Oblivion Gate.

I should first note that I'm biased when it comes to the Telvanni. I see them as separate, solitary individuals, each striving for knowledge for himself/herself. And of course for the power that comes with it. This also seems to be the way Bethesda sees them, as they don't really describe them acting as a faction. The Telvanni hardly even have a travel infrastructure between their derelict towers. So the idea of a "group of Telvanni" sounds strange to my ears. And, in my opinion, open war is not the Telvanni way. They rather infiltrate their enemy and use a minimal force approach. An example is Tiram Gadar, a Telvanni spy in a top position in the Guild of Mages. Another example are the groups of rogue Telvanni settlers in the ashlands: House Telvanni could have sent a massive contingent of settlers and guards to just found a new settlement, yet they chose to send small groups whose connection to the House could easily be denied in a Grand Council hearing.
Again, I'm biased when it comes to House Telvanni. My opinion may or may not be the common consensus around here.

You are absolutely right here. The Telvanni at first seemed a logical foe due to their interest in things magickal and daedric. But in the lore I can't really think of them ever joining in battle together, although it may be implied at the Battle of Red Mountain. When Nerevar brings the Houses against the Dwemer and House Dagoth.

Well... hmmm... in my history of the isles would it make more sense if I replaced the "War of the Bugs" with a fleet of Indoril who attempted to penetrate the isles, forcefully, to confront the source of the disturbance. They would have been ordered by Vivec (or if the rest of the Tribunal is still around...) to investigate. The Tribunal and Azura do not get along. If Vivec is dead as well, then House Indoril may also have an express hatred for Azura considering she coordinated the deaths of their ALMSIVI. So since rumors abound on whether the disturbance will bode ill for Morrowind, they may have a motive.

However, I don't think that Indoril could take the place of the Void Eaters faction I have outlined. Any ideas on a different cultural/factional source? I'll think about this. There wouldn't be a great number of them, mainly accompanied by their Daedric 'allies'. Perhaps it could just be a group of Dunmer in general, joined together apart from the Great Houses (i.e. the Morag Tong carries no affiliations with a Dunmer House).

Thoughts on this idea?

Alright, but why Moonshadow? What is so important or interesting about a http://www.uesp.net/wiki/Lore:Azura? I'd rather believe that Telvanni wizards would want to infiltrate http://www.uesp.net/wiki/Lore:Hermaeus_Mora's realm Apocrypha in pursuit of the library of forbidden knowledge.

Again, why Moonshadow? http://www.uesp.net/wiki/Lore:Molag_Bal's elemental realm of Coldharbour (freezing air, sky of fire) seems to be much more suitable for elemental beings like atronachs.

I am going to think about this. It is definitely the biggest issue with the current draft. And I am glad you pointed them out. The Atronachs portrayed are planning on smothering/destroying Moonshadow to make way for their own Citadels and then expanding in the realm until it is completely erased and replaced with their own ideas. They want a permanent plane of existence rather than shifting through the void.

However, I hadn't planned on actually creating Moonshadow, at least not yet. Which would rather be a disappointment for the player to never be able to visit the realm they are defending/attacking. So perhaps I will rethink the goals of the assaulting forces. Perhaps they may want some power that may be harnessed in the Azurian Isles.


That's an interesting concept. However, there's one thing I really didn't understand so far: when and where does the player come into this? Which side will (s)he take, and for what motives?

This conflict will just be brewing when the player enters the mainquest. I would like to give the player a choice on sides, but the problem with that is always that it doubles the amount of quests to do. I'll see about that, for now though I would have them joining in the defense of Lyithdonea.


--------

Thank you for the very constructive criticism bhl, my goal with this mod is to tie it into the lore as much as possible so that it seems like it has always been a part of it. And you have pointed out several flaws. This is why I wanted to post it here to hear some outside opinion.

I may be overhauling this idea if I can't come up with good explanations for your questions. Thank you again! You brought up things I hadn't thought about before too much.

If anyone has any ideas for the mainquest, let me know (maybe PM me). I want it to be something close to epic, though it doesn't have to effect all of Tamriel or anything. If no one's got anything I'll be noodling on it.


-Melchior Dahrk


==============================================
==============================================
==============================================



EDIT: UPDATE

During the Golden Age of Lyithdonea under the reign of Magnate Fedrose, some Imperial Guilds with interests in the isles were allowed charter. The two most prominent were the Guild of Mages and the Fighters Guild. The guilds were granted Rights of Architecture by House Azura and thus their guildhalls were constructed in Imperial styles. After the end of the Golden Age, the Lyithdonean Guild of Fighters dwindled, lacking sufficient contracts. The guild was assimilated as the Order of the Lamp into the growing Lyithdonean Guild of Mages.

Today the Mages Guild still lies on the isle of Dor Dalla near the Capitol City. It has grown into a sprawling campus dedicated to the instruction of all its members (some of which still come from the Imperial West) and also the research of the mysterious Change Magick which seems to flow through the isles still.

Take a look! :ph34r:

http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MG1.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MG2.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MG5.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MG6.jpg
http://i489.photobucket.com/albums/rr256/ericthered1090/Lyithdonea/MG4.jpg (not trying to steal Westly's cool word, I got the idea from the Palla series where the Mir Corrup guildhall is mentioned having a menagerie.)

Hope ya like these, maybe they'll satisfy until I come up with a good storyline for my mainquest, lol!
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alicia hillier
 
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Post » Sun May 16, 2010 5:22 am

WOW! :o Your skills with combining vanilla models to create something sickly unique is terrifying, and puts lots of us, landscapers, to shame! Grand work! :foodndrink:
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Ashley Clifft
 
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Post » Sat May 15, 2010 5:54 pm

WOW! :o Your skills with combining vanilla models to create something sickly unique is terrifying, and puts lots of us, landscapers, to shame! Grand work! :foodndrink:

Glad to hear that they are noticeable combined differently :) Thanks for the support!

Hopefully I'll be posting some other updates again soon!

-Melchior
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naana
 
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Post » Sat May 15, 2010 3:38 pm

Alright, let me have another shot at storymaking... this is fairly different than before.

Nur Dunroeth, the Name Unknown. He is Azura's Mer-child begotten through her intimacy with http://sites.google.com/site/theazurianisles/books/the-translation in the First Era. He was born by Azura in her realm but was cast out due to his harmful mischief and constant consorts with external daedra. He was left to drift in the void, half Mer half Daedroth; easily shifting between the Mundus and Oblivion. The power of his mother, Azura, partially passed on to Dunroeth and by channeling his power he was able to form his own small sub-realm in the darkness of Oblivion. The subjects he could muster were few at first and those he could conjure himself, fewer. Atronachs frequently drift into his realm, and some pledged allegiance to this Half-Daedroth master; feeling kinship due to their shared exile, and appreciating his permanent dominion. These castaway Atronachs formed the bulwark of his minions, which was fitting, for they serve the Devilparent of the Forsaken and Vengeful. But Nur Dunroeth had ulterior motives for his daedric subjects. His hatred for Azura was not forgotten. He was infinitely jealous of "her children that were not her children", House Azura.
When the player arrives in Lyithdonea trouble with Dunroeth's realm of Umbrage is just beginning to enter local rumors: gossip of brutal deaths and strange sights in the isles. He/She is requested to attend an audience with Lady Azura in the Capitol city. Azura requires aid to protect her House, she is Daedric and her power is limited in the Mundus. But Nur Dunroeth being half-mortal can visit Nirn with relative ease. The player proves their worth and gathers the necessary assistance to defeat House Azura's foe. Thus the player is drawn into an age-old conflict between Mother, Child, and 'Siblings'.


Does this fit with lore a little better? Well actually I guess I created my own lore at this point. But what's the consensus?

Some more critical comments are welcome! :) I also updated the http://sites.google.com/site/theazurianisles/books/azurian-historical-guide hopefully it is more comprehensible now. The Moonshade reference has been almost entirely removed, what remains is trivial.

-Melchior Dahrk
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Mackenzie
 
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Post » Sun May 16, 2010 4:16 am

I suppose I'll follow Cyrodillic law and assume that silence implies consent, that the revised storyline is OK?

-Melchior
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Da Missz
 
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Post » Sat May 15, 2010 7:56 pm

Actually, my silence only implied the following:
a. I was busy doing something else.
b. I'm not nearly competent enough about Tamrielic lore to fully evaluate how your storyline will fit into known lore.

To me, it sounds fine. I. e., in and of itself, your new background story is coherent, and I can see an interesting questline emerging from it. You'll need to be careful not to drift into simple "Go there, and kill that" quests with it, though.
You have the great opportunity to play with both Azura's and Nur Dunroeth's personality: do work out their motives and personalities in great detail, but only tell the player what Azura/Nur Dunroeth want him/her to know. The more obscure it is at the beginning, the more interesting it will be to figure out what's behind each task the player is given.
I'd fully understand if you'd decide to only write one side of the story - writing two ways of solving a quest really takes up a lot of time, and keeping track of all possible situations in later quests is a demanding endeavour. But even if you choose to write the questline from one perspective only, I nonetheless suggest that you work out each party's motives in the tiniest detail. So if you only write the quest from Azura's perspective, for example, you'll always know how Nur Dunroeth will act/react, and why. As a sideeffect, you'll have laid the (theoretical) foundation for playing the quest out of Nur Dunroeth's perspective.

In short: yes, your new background story looks solid and interesting to me. I have no idea what you have in mind for the actual quests, but I can definitely see a lot of potential. :)

B
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luis dejesus
 
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