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The Old Ye Bard
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Arrow The Oblivion Crysis; the High Rock Response Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

Furtherest away from Cyrodiil, yet closer to the crysis than anywhere else, seeing as High Rock is very imperialised, and the rulers of atleast one city (Shornhelm) have a somewhat legitimate claim to the throne.

How is Highrock affected by the Crysis? We know Oblivion gates have opened up all over Tamriel, so we can't just avoid the issue. Personally, I think we should not have gates opening up in the Wilderness, but rather only outside cities (in particular, Daggerfall (being the Capital of High Rock) Shornhelm (for having a ruler who potentially could relight the dragon fires, but as already has been established has no wish at all to do, rather fears the mythic dawn assasins) and the Dirreni Tower/Adamantine Tower, as it is one of the 'towers' and holds metaphysical significance to the gates being open, in a round-a-bout way).
One posible way of 'adapting' the Oblivion crysis to our benefits would be to use it in conjuction with the Witches covens, and have the Witches opening gateways to their respective Patron Dardric princes (Boethiah, Hircine, Namira, Nocturnal, Mephala, Vaernima would be good to do, though TR are doing gates to Vaernima's plane, we could pick prehaps three princes to have witches opening gates to, with one dungeon/small exterior to go with it).



This post has been edited 1 time(s), it was last edited by The Old Ye Bard: 2008.10.02 09:50.

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Deeza
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I think you're right - we should avoid Vaermina. I've seen TR's work in progress for her plane of Oblivion, and there is no way we could avoid looking amateurish in comparison.

I think that if we're going to bring in a visit to a new Daedric Plane, it should be Malacath's, for two reasons. First, Orsinium is in the province, and their King, Gortwog, has been really pissing off Malacath recently in all sorts of ways. Furthermore, there are a LOT of orc shamans who hate Gortwog's guts and have the knowledge and power to open a gate to Oblivion.

Secondly, Ashpit would be quite easy to do, relative to the other planes. It's basically just a massive desert with a constant choking ash storm raging, whilst the air whispers about betrayal and despair. Elseweyr already has desert textures made, and there is an ash storm weather system already created by a French team that I am acquainted with.

I like the idea of most of the regular MD gates being around Shornhelm. It would be fun if all the roads leading to it were blocked and you had to break through the Daedra lines to get to the city.
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The Old Ye Bard
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Well, perhaps we should focus on doing Malacath's and Hircine's (Hircine being the patron deity of the Glenmoril Witches Coven, who are the largest Coven in High Rock), not Shivering Isles amount of work, but rather pocket Oblivion realms such as we saw of Mehrunes Dagon's realm).

I could quickly model up some stuff for Malacath's realm, like lots of ugly rocks, or grotesque statues, though Braggi or Gyssar need to make a final decision on what is what :)



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Deeza
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I'd love to see some concepts, and I'm sure the rest of the core would too.

Here's some more detailed information about Malacath's realm to inspire you:

Malacath holds the hardest to access of Oblivion’s extant lands, the Ashpit. As Prince Patron of the disenfranchised and cast out, it is only reasonable that the pathways to his domain take on a characteristic level of concealment. Orsinium, kingdom of the Orcs, gives Malacath its highest esteem, which is surprising when one considers the normal Orcish revilement of Daedric spirits. One might conjecture then that the rumors of Malacath not being a true Daedroth but an imprisoned aetherial spirit are true. It would certainly fit the Prince of Exile that he be one himself.

'Dust,' he whispered to me on the first day of his voyage. Despite the inherent dreariness of the word, I could hear his excitement in his voice, echoing in my mind. 'I can see from one end of the world to the other in a million shades of gray. There is no sky or ground or air, only particles, floating, falling, whirling about me. I must levitate and breathe by magickal means ...'

Zenas explored the nebulous land for some time, encountering vaporous creatures and palaces of smoke. Though he never met the Prince, we concluded that he was in Ashpit, said to be the home of Malacath, where anguish, betrayal, and broken promises like ash filled the bitter air.


I think the most important thing you could design would be some kind of unique Ashpit Gate, based on an altered mesh of the standard one. It would need to be suitably difficult to get into, perhaps having a transparent texture like the Will o'the Wisps?

For the sky, we could use one of the nebula modder's resources that fills the whole sky with shifting gases of different colours.

This post has been edited 1 time(s), it was last edited by Deeza: 2008.10.03 10:14.

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The Old Ye Bard
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quote:
Originally posted by Deeza
I'd love to see some concepts, and I'm sure the rest of the core would too.

Here's some more detailed information about Malacath's realm to inspire you:

Malacath holds the hardest to access of Oblivion’s extant lands, the Ashpit. As Prince Patron of the disenfranchised and cast out, it is only reasonable that the pathways to his domain take on a characteristic level of concealment. Orsinium, kingdom of the Orcs, gives Malacath its highest esteem, which is surprising when one considers the normal Orcish revilement of Daedric spirits. One might conjecture then that the rumors of Malacath not being a true Daedroth but an imprisoned aetherial spirit are true. It would certainly fit the Prince of Exile that he be one himself.

'Dust,' he whispered to me on the first day of his voyage. Despite the inherent dreariness of the word, I could hear his excitement in his voice, echoing in my mind. 'I can see from one end of the world to the other in a million shades of gray. There is no sky or ground or air, only particles, floating, falling, whirling about me. I must levitate and breathe by magickal means ...'

Zenas explored the nebulous land for some time, encountering vaporous creatures and palaces of smoke. Though he never met the Prince, we concluded that he was in Ashpit, said to be the home of Malacath, where anguish, betrayal, and broken promises like ash filled the bitter air.


I think the most important thing you could design would be some kind of unique Ashpit Gate, based on an altered mesh of the standard one. It would need to be suitably difficult to get into, perhaps having a transparent texture like the Will o'the Wisps?

For the sky, we could use one of the nebula modder's resources that fills the whole sky with shifting gases of different colours.


It would be nearly impossible to do make a plane by that description, and Sheogorath mentions in the SI that the 'backbone' of his world is an actual backbone, which is step in a completely different direction.
There's also the problem of having too many Alphas, which causes the bug of one layer becoming solid, or invisible, which looks rather horrible, and would happen a lot if we were to make everything out of transparent ash clouds.

I suggest we still have ash storms, etc, but have a ground (meaning it's in an exterior world space), perhaps with burrows/caves for the reptilian creatures of the Ashpit (Clanfear, Ogrim), all made of soot and ash still though.



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Deeza
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definitely yes to all those ideas. Obviously it would be impossible to make Ashpit literally as described, I just thought I'd show you the lore, so that we can take that and turn it into something that's possible to do in the game engine. :)

Planes of Oblivion are very big anyway, so who's to say that there aren't solid islands floating around somewhere in Malacath's zone?

For our exterior spaces, would it be possible for you to make a texture for an ocean of ash, which looks like the bubbling mudpits you occasionally get in the ashlands in Morrowind?
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quote:
Originally posted by Deeza
definitely yes to all those ideas. Obviously it would be impossible to make Ashpit literally as described, I just thought I'd show you the lore, so that we can take that and turn it into something that's possible to do in the game engine. :)

Planes of Oblivion are very big anyway, so who's to say that there aren't solid islands floating around somewhere in Malacath's zone?

For our exterior spaces, would it be possible for you to make a texture for an ocean of ash, which looks like the bubbling mudpits you occasionally get in the ashlands in Morrowind?


Yes, I'm pretty sure I could do that :) Though, it would most likely take abit more time than the stuff I usually churn out , I have only a little knowledge about animated textures, and it's not exactly something necessary until much later on, however I'm not saying that I won't, or can't do it, I'll probably just end up doing some modeling for it first.



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I could create some ash storms for you when you need them. I think it would be interesting to have a 'calm' weather type for Malacath's plane where ash just falls serenely from the sky. That would be fairly easy to do as well.

I imagine it will be a while until you need them. Just let me know when you do.
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Thanks nick_op, that's a good idea and a very kind offer. =) I suspect this will be in the concept stage for a while yet, but someone will definitely PM you once we've agreed on everything.

Plus: here is an Ash Atronach somebody already made, which would look right at home in Ashpit:

http://www.tesnexus.com/downloads/file.php?id=13201

For other enemies, perhaps a retextured Will o'the Wisp, so that it's a cloud of ash particles instead of little lights?

An Ogrim could perhaps be made from an ogre model? They are fairly close in appearance. Apparently, ogres are Malacath's Daedra as well, or at least they are linked to him and he cares about them, so we could have a few of them scattered around.

Otherwise, we would need, apart from the statues and rocks you mentioned:

Some kind of Tower (these are needed for the gate to work)
A Sigil Stone (I suggest a lump of soot, floating in an animated cloud of ash particles)

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The Old Ye Bard
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quote:
Originally posted by Deeza
Thanks nick_op, that's a good idea and a very kind offer. =) I suspect this will be in the concept stage for a while yet, but someone will definitely PM you once we've agreed on everything.

Plus: here is an Ash Atronach somebody already made, which would look right at home in Ashpit:

http://www.tesnexus.com/downloads/file.php?id=13201

For other enemies, perhaps a retextured Will o'the Wisp, so that it's a cloud of ash particles instead of little lights?

An Ogrim could perhaps be made from an ogre model? They are fairly close in appearance. Apparently, ogres are Malacath's Daedra as well, or at least they are linked to him and he cares about them, so we could have a few of them scattered around.

Otherwise, we would need, apart from the statues and rocks you mentioned:

Some kind of Tower (these are needed for the gate to work)
A Sigil Stone (I suggest a lump of soot, floating in an animated cloud of ash particles)


Ogres aren't Daedra Tongue

For a tower, I think we should try thinking out-of-the-box, it doesn't hae to be an actual tower, it can be something representing a tower (which is due to the metaphyicis of the Elder Scrolls, which I won't get into here), e.g. we could have a large statue being the 'tower', or something even vaguer, prehaps a giant gnarled ash-tree?



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Attention Development so far on the Oblivion Crisis Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

I need to add a reply on this particular subject. I'm glad you brought it up folks!

The current overall design work for the mod does have development for this particular question, including a trip to another plane with it. I can't give out the the details yet, pending a design discussion with Gyssar, but I can say the following:

1. The idea does not involve creating a new plane of Oblivion for a named Daedra, so it will avoid any worries about having us look amateurish or creating major Lore conflicts with future Beth development.

2. It helps tie up some of the questions about what happened in with the Warp in the West and the wreckage of Numidium after it was used.

3. It will also help explain some of the geographical anomalies (as seen in the various official maps of the province) between the High Rock of today and the High Rock of 20 years back.


Regarding how the Oblivion Crisis affects High Rock, here are some ideas we have to play with:

1. Oblivion gates are indeed opening around the province. They are both near cities and in the wilderness, but following a pattern in some wilderness cases (see point 2 below).

2. Witch covens are likely going to play a major role in some of the gate opening sites. See my witch coven article "Witches in High Rock" (mid way through the first page of the thread) for possible ideas as to why.

3. We would like to have several side quests revolving around closing Oblivion gates. In Vanilla OB, gates were either main quest items or random, do-it-yourself adventures with only one or two side quests involving them. We'd like to keep that idea of having gates play an important role, but we'd also like to have some gate-closing quests to give the player a stronger sense of involvement on behalf of the province as a whole.

4. The Mages Guild will definitely have a role to play in getting some of the gates closed, especially given that they summon named daedra as part of the game Lore from TES2. Once again, there is the potential for some serious side or branch quests here.


With all of that said, I am quite intrigued by the concept work you are doing here for a Daedric plane. If we can add this in, it would be a lot of fun. Creating a unique Oblivion realm to adventure in would be great, so long as it isn't too difficult to implement and finish.

=)


Addendum

Speaking of this whole question, we also need to start looking at Daedric Shrine quests. The covens act as the shrine keepers... we are going to need a number of different lesser artifacts as rewards for completing the shrines, along with quests to go with them. We might want to get a seperate thread going so I can list off the known artifacts we have to play with and which ones have a spot in development already.

This post has been edited 1 time(s), it was last edited by Braggi: 2008.10.04 00:12.

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nick_op
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RE: Development so far on the Oblivion Crisis Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

quote:
Originally posted by Braggi
3. We would like to have several side quests revolving around closing Oblivion gates. In Vanilla OB, gates were either main quest items or random, do-it-yourself adventures with only one or two side quests involving them. We'd like to keep that idea of having gates play an important role, but we'd also like to have some gate-closing quests to give the player a stronger sense of involvement on behalf of the province as a whole.

That sounds cool, as long as they are not the same repeated maps used for every other Oblivion gate in the game.
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The Old Ye Bard
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quote:
Speaking of this whole question, we also need to start looking at Daedric Shrine quests. The covens act as the shrine keepers... we are going to need a number of different lesser artifacts as rewards for completing the shrines, along with quests to go with them. We might want to get a seperate thread going so I can list off the known artifacts we have to play with and which ones have a spot in development already.


Personally, I don't think we should do every Daedra, prehaps around 4-5 proper shrines in the game, and instead have 'relic quests' from the knightly orders where you could go off on a holy quest searching for relics in the name of Aedra/Saints. We should also try to stay far back from more well known artifacts to avoid conflicts with other mods.



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Regarding the artifacts, we've already done some co-ordination efforts to keep known artifact conflicts out of the mod. We need to cook up new stuff and to make the items unique, interesting and useful to the player.

The closest we have to a repeat is a possible use of a loophole from TES2 regarding an item called the Shield of Hircine. A quote from the co-ordination discussion should help clarify things here:

"The shield would be similar in function and properties (but not a carbon copy) to Hircine's Ring, assuming we include werewolves in the mod. This due to a development loophole from TES2 by Bethesda - Hircine's ring was listed as a "shield" in the in-game text and so forth in that title, but it was changed to a ring. The change allowed all characters to quest for the item, since rings were not part of the "forbidden items" category that was included in the TES2 character generation method."

We have other artifacts listed as well, but I think that should go into a separate thread topic to avoid dragging this one away from its focus.

:)

Addendum

Regarding the number of quests, I vote that we pick a series of named Daedra that are strong in HR Lore to focus on and open up the possibility of adding others if a modder wants to undertake the task. This will allow maximum creative freedom for those who want it and still allow us to keep things within a reasonable design time frame.

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I would suggest Hircine and Azura for starters, since they both seem to be quite big in High Rock. Plus Malacath obviously, since he's still worshipped by most orcs.

Regarding our plans for Ashpit, we're trying to keep it simple and easy to make. Most of the assets we'd be using have already been made, or will require only minor modifications, so it shouldn't require too much work or take resources away from High Rock itself.
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quote:
Originally posted by Deeza
I would suggest Hircine and Azura for starters, since they both seem to be quite big in High Rock. Plus Malacath obviously, since he's still worshipped by most orcs.

Regarding our plans for Ashpit, we're trying to keep it simple and easy to make. Most of the assets we'd be using have already been made, or will require only minor modifications, so it shouldn't require too much work or take resources away from High Rock itself.


Well, actually I can make totally new assets for it, and rather fast if I go by my concepts :D

IMO, I don't think Malacath should have a 'usable' shrine in the game for quests, since we are making his realm, though still obviously actually have a physical shrine in game, or a couple for that matter, just not ones you can receive quests from.



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quote:
Originally posted by The Old Ye Bard
Well, actually I can make totally new assets for it, and rather fast if I go by my concepts :D


That's fantastic! Have you made any sketches that you could post?

I will find the links for the resources we could make use of.
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quote:
Originally posted by Deeza
quote:
Originally posted by The Old Ye Bard
Well, actually I can make totally new assets for it, and rather fast if I go by my concepts :D


That's fantastic! Have you made any sketches that you could post?

I will find the links for the resources we could make use of.


I don't really have any good concepts that I feel confident about sharing (they were really crap ones, but understandable to me), I'll just let the models speak for themselves once I'm done :)

We shouldn't need modders resources to make it, if we go by what I'm currently working on :) And it is a very unique approach, and makes effective usage of LOD :D



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Sounds good. I can't wait to see your results.

By the way, I was thinking about the Tower question. As I recall TR was making a tree for Vaermina's realm to act as the tower, so I thought we could do something different and perhaps have a rock pinnacle of some kind, like the ones in Monument Valley in the US?
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quote:
Originally posted by Deeza
Sounds good. I can't wait to see your results.

By the way, I was thinking about the Tower question. As I recall TR was making a tree for Vaermina's realm to act as the tower, so I thought we could do something different and perhaps have a rock pinnacle of some kind, like the ones in Monument Valley in the US?


Hmmmm... I was messing around in 3ds max, and I made a huge dung pile. I think it would freak players out abit, we can even have flys buzzing around it :D Quite perfect really for Malacath's realm, for he is infact a giant turd.



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Silgrad Tower: Oblivion » Archive » Archived Non-Silgrad » High Rock » Lore Discussions » The Oblivion Crysis; the High Rock Response