The Nerevarine Chronicles : Tiuj Kiuj Restis
(Stros M'Kai)
(Those who Remained)
http://strosmkaimw.prophpbb.com/
Project logo
(has since been remade, will reupload soon)
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Team:
starwarsgal: Project lead, meshes & textures, interiors & exteriors, writing, ect.
Amberfire: Concept Art, texturing, writing, ect.
The Ascended Sleeper: Concept art, writing, ect.
thanks to Wolibeebee for additional textures
Introduction
Tiuj Kiuj Restis is a project that aims to recreate the island of http://www.imperial-library.info/content/high-quality-map-stros-mkai-map-official in Morrowind, and follows the adventures of the Nerevarine after the events of Morrowind and it's expansions to the island of Stros M'kai. The island is off the coast of Hammerfell and Cyrodill and is part of the Hammerfell province. It is located ingame extremely far west of Vvardenfell, near Province: Cyrodiil's Stirk. It can be seen on a map of Tamriel, such as http://www.imperial-library.info/sites/default/files/gallery_files/minibigmaproadslore31gv.jpg. The http://images.wikia.com/elderscrolls/images/3/32/Tam-Maps-West_Tamriel.jpeg is first map it originally appeared on, and funnily enough, is the only map to get the shape of the isles right.
Lore
Stros M'kai was the setting for the Elder Scrolls spinoff titled The Elder Scrolls Adventures: Redguard, and much inspiration is being drawn from that game as information as a basis for constructing the Isles. This is however, not attempting to faithfully recreate the landmass in Redguard or recreate Redguard itself. Instead, the mod takes place during the timeframe of Morrowind, which is 459 years after Redguard, therefore much will have changed on Stros M'Kai during this time.
As far as "The Nerevarine Chronicles" goes, this is part one, it's main quest will lead into part two. However the main quests of Morrowind, Tribunal, and/or Bloodmoon do not have to be completed before the player can play this mod. Future chronicles may, but that will be a long time from now.
Progress
The basic landmass of Stros M'Kai is complete as far as heightmapping goes, the focus now is to create the meshes and textures that will be used to finish the exteriors of the project. Behind the scenes work still goes on in terms of writing and other things. This however I will not be posting updates on, for the interest of keeping the thread spoiler free.
Screenshots
http://imgur.com/a/zDQY0#0
http://imgur.com/a/slvQF#0
http://imgur.com/a/3J8Yk
Concept art
http://img255.imagevenue.com/img.php?image=690481277_MagesGuildOrrerycampmapconcept_122_242lo.jpg, it's likely it will appear differently ingame, the picture is simply to illustrate the idea.
http://img131.imagevenue.com/img.php?image=690523178_StrosMKaithespireconcept_122_159lo.jpg. When I drew this, I drew with the intention the bridges would be in major disrepair. But since then I've had the idea of placing a town on N'Gasta, so the bridges will be restored, rather than in deteriorated.
Dwemer Bridge in the Ogres Tooth Mountains, http://24.media.tumblr.com/2f4c41edd786217951e2869c5c4e9488/tumblr_mipn2wKJd51rjqahso1_1280.jpg, http://24.media.tumblr.com/611b2f2f7d1a930428c95c5f882f175d/tumblr_mipn2wKJd51rjqahso2_1280.png, and http://24.media.tumblr.com/ee63ced591038bf675eca4361bd6d05c/tumblr_mipn2wKJd51rjqahso3_1280.png.
Additional concept art has also been drawn, which may or may not be posted here in the future.
Story
Upon the finale of Morrowind and it's expansions, the player may find their fate yet again unknown. In search of new endeavours, they may travel far from Morrowind, to Stros M'Kai. Here they will discover a new land, new cultures, people, and maybe, if they search hard enough, some direction.
The format that this mod's "main quest" will be played in will be split up into multiple questlines, which may be completed in any order, but must be all be completed in order to progress to the next Chronicle (the mod that is intended to come after this one). At the moment there are two questlines, one centered around the Isle of N'Gasta, and the other centered around the Dwemer City of Bthzark, this is subject to change as the mod progresses, and more questlines could be added, but at the moment this is what is planned.
The main idea I've been developing is an investigation of the book, "N'Gasta Kvata Kvakis!", which was written by the Sload Necromancer N'Gasta on the Isle of the same name before the events of Redguard. The player would go to Stros M'Kai and then investigate the ruins of the old Necromancer's tower to find a conspiracy of dark Sload and Daedric magic still present on the Island, and find out N'Gasta's evils were never really ended even after Cyrus killed him, or so he thought. The actions of the player will ultimately decide the fate of the Isle of N'Gasta.
Secondly, the player embarks on a journey to Stros M'Kai to investigate the Dwemer ruins on the island, which are being studied by the Mages Guild there. Here they will find the repaired and operational Orrery, and a Dwemer mining city which since the events of Redguard has been discovered to be much larger than previously thought.
New Lore
It has been 459 years since the events of Redguard, and much has changed over this period of time. Saintsport has rebuilt and expanded, and is larger and more present in the island's politics and economy.
Since the death of N'Gasta, the Isle of N'Gasta has been reclaimed by the locals, and a town has been built on the island. Unfortunately, dark magic used by the Necromancer N'Gasta didn't end when they were killed by Cyrus. As Daedric Princes will, and Sload alike, the Isle remains cursed, even after the vile undead were slain for good.
The Dwemer Orrery was restored by Cyrus in the events of Redguard, and now remains maintained and studied by the Mages Guild, who have set up permanent camp outside the site.
The Dwemer mines on the island have since been explored further, and have discovered to be much larger than previously believed. Many dangers, treasures and much knowledge alike lies in these ruins.
The Yokudan camp on the island was abandoned after it was destroyed before the events of Redguard, now all that remains are ruins.
Art Style and intent
Many years have passed since Morrowind was released. Even more have passed since Redguard was released. In order to live up to the standards in graphics today, the textures and meshes in this mod will be of greater polycount and resolution than that of Vanilla Morrowind. I am uncertain as to the extent that this will be, as I always do try to optimize my meshes as much as I can, but it should be expected that the art in this will look more, "recent", than the art in vanilla Morrowind or Redguard.
Asides from technical details, Stros M'Kai is an entirely new land of a different province. This means new architecture, new flora, and nearly new everything. The architecture will follow much inspiration from Redguard, but I may also draw inspiration from other sources, such as Skyrim, since the Dwemer ruins in Skyrim resemble the Dwemer ruins on Stros M'Kai quite a bit in terms of the Stonework and such used.
That is all. If you have questions or comments, please don't hold back!