General info on Skyrim |
Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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General info on Skyrim
Maps of Skyrim
>>>GENERAL MAP OF SKYRIM<<<
>>>POLITICAL MAP OF SKYRIM<<<
Terrain and Climates of Skyrim
Original thread: [CLICK]
Bethesda's Map of Skyrim
http://s24.photobucket.com/albums/c23/qi...mgAnch=imgAnch1
Climate Map of Skyrim
http://s24.photobucket.com/albums/c23/qi...mgAnch=imgAnch2
-Numbers in a circled area represent a climate type, I will explain the numbers below.
1.South-Eastern Forests
-The South-Eastern Forests are dense pine forests, look around Riften to get an idea of the climate.
2.Jerral Mountains
-Same region type as the one on the Cyrodiilic side of the border.
3.The Rift Valley
-Dense and fertile birch and aspen forests found in the valley, but
around the physical Rift the land is solid rock, and only a few pines
and dead trees can be found in the area.
http://www.rockymtnrefl.com/aspentrunks.jpg
http://www.nps.gov/grsa/resources/images...aspen_grove.jpg
http://www.joensuu.fi/biologia/sopanen/koivut.jpg
4.Snow Covered Pine Forest
-Pine Forest located in the mountains, under snow.
http://www1.istockphoto.com/file_thumbvi...nter_forest.jpg
5.Western Velothi Mountains
-Terrain Type depends heavily on whether the Silgrad Team decides that
the mountains will be Ashland type mountains or West Gash type. The
terrain chosen by Silgrad will make up half of the content in the area,
the other half will be snow, huge craggy boulders, scattered pines, and
dead trees.
6.Mountain Pine Forest
-Very large, old coniferous trees, very dense, brown rock, very rugged terrain.
http://images.google.com/imgres?imgurl=h...6lr%3D%26sa%3DN
http://images.google.com/imgres?imgurl=h...6lr%3D%26sa%3DN
7.Coastal Lowlands
-Brown grasses and pine trees. Similar to the Heath mod by Phitt. This picture captures it all though:
http://img84.imageshack.us/img84/5234/skyrimdawnzr5.jpg
8.Winter Hold Mountains
-Craggy and rugged, though not overly large mountains. Very cold, under snow, not a lot of trees in the area.
9.Northern Hills
-Snowy frozen hills (open to suggestions for this one)
10.Central White Hold
-Snowy, scattered pine forests, rolling hills. This picture captures it all:
http://img356.imageshack.us/img356/9901/001snow9tr.jpg
11.Throat of the World Mountains
Massive, incredibly high mountains, dominated by the Throat of the
World, Tamriel's second highest mountain. Very cold, coniferous trees
found on the lower sloaps, but nothing but a few plants with powerful
magical properties grow on the higher levels. Very craggy and rugged,
giant ice and glacial formations can be found around the slope of the
Throat.
http://home.teleport.com/~flyheart/hi-alps.jpg
12.Highlands of the Pale
-Similar to real world Scottish Highlands, temperate, fertile, with deciduous and coniferous trees. The area is very foggy.
http://www.beenthere-donethat.org.uk/ima...oidart01big.jpg
http://www.izix.com/personal/photos/scot...s/Highlands.jpg
http://www.une.edu/com/rsas/newsletter/I...20highlands.jpg
http://www-ti.informatik.uni-tuebingen.d...r/Niki/moor.jpg
13.Falkreath Area
Warm and fertile, similar to the Colovian Highlands, but with more deciduous trees. Good for farming (Open to suggestions here).
14.Pine Forest Around Falkreath
Its pine forest around Falkreath, I really need suggestions here.
15.Dragon Tail Mountains (I think)
I believe this area is the Dragon Tail Mountains, though I could be very wrong. Cold, suggestions needed.
16.The Reach
Cold Tundra, very flat in the central area, not much to say.
http://www.8wwc.org/images/credits/river...%20hartCopy.jpg
http://www.cedcc.psu.edu/khanjan/best_al...he%20Tundra.JPG
http://library.thinkquest.org/11353/media/tundra.jpg
http://earthobservatory.nasa.gov/Laborat...s/pictundra.jpg
http://www.micro.utexas.edu/courses/levi...ndra.alaska.gif
17.Mountain Valley
A calm, peaceful Mountain Valley. Temperate-cool climate, snow around the edges, none in the actual valley. http://www.efi2006.org/img/norway_left.jpg
18.North Western Mountains
Low but craggy mountain range, generally empty and unfertile.
http://research.eeescience.utoledo.edu/l...20highlands.jpg
http://images.google.com/imgres?imgurl=h...6lr%3D%26sa%3DN
19.Bay Area
No ideas, except that the area is cold and generally flat.
20.Haafinghar
Cold, but not under snow... something like the northern coast of Scotland. Need suggestions on this one.
THE INFO ON THE TERRAIN TYPES OF SKYRIM IS NOT FINAL!
Architecture of Skyrim
Original thread: [CLICK]
The Rift: The Rift uses re-textured Cheydinhal and Bruma architecture.
The Pale: The Pale will use scorp's farm houses.
White Hold: Prom's models (finalized by Cow) will be used in White Hold. Some Bruma LC buildings might also be used.
Northshore: Sacarrow is working on an architecture set for Northshore. Very high roofs is the defining characteristic here.
Winter Hold: A new set is in the making for Winterhold and upon
completion it will most likely be used there. The alternative is
Corwyn's set.
Eastmarch: TOYB's cabin re-textures and carved architecture will be used in this area.
Haafinheim: Various types of long houses will be used here, the
higher class areas will probably use Prom's traditional Nordic
architecture.
The Reach: Farmhouses resembling the Raven Rock architecture
form Bloodmoon will be dominant in The Reach. An architecture set is
yet to be made for this hold.
Falkreath: Some of Cow's houses that were originally made for the "Tower of Omen" mod will be used here.
Prom's Nord Homes (Traditional Nordic Architecture): These structures
will be used like Velothi Architecture was in Morrowind. The style is
considered the traditional Nordic Archicture look. They can be found
near sacred places, it is the architectural style of choice for the
Order of Oak and Thorn, some towns built in the traditional style can
be found (Sunguard and Whiterun for example), and they can sometimes
function as dungeons, with tombs underneath.
Creatures of Skyrim
Original thread: [CLICK]
Fauna:
-Bears:
-Rabid Black Bear Beefed up stats from normal version,
+2 in level, and carries a nasty desease called "rabies". Its a normal
black bear, but its larger(+.2 scale), extremely agressive, and has
glowmapped white eyes, and mange on it's back(think rats).
-Rabid Brown Bear Beefed up stats from normal version,
+2 in level, and carries a nasty desease called "rabies". Its a normal
rown bear, but its larger(+.2 scale), extremely agressive, and has
glowmapped white eyes, and mange on its back(think rats).
-Grizzly Bear/ Rabid Grizzly Retexture of the Brown Bear, scale of 1.5., is a level 24. Rabid Grizzly follows the same system as other rabid creatures.
-Polar Bear/Rabid PB Polar bear is a white version of
Brown bear, has a scale of 1.6, is level 30. Rabid PB follows same
system as other rabid creatures.
-Kodiak Bear/Rabid Kodiak Kodiak Bear is a retexture
of the Brown Bear, has a scale of 2.0, is level 36. Rabid Kodiak
follows same system as other rabid creatures.
-Young Bears All Bears have young variants with -5 the adult's level, and are a fraction of the adult size. Do not come with Rabid versions.
-Boars:
-Rabid Boar Default Cyrodiil Boar that follows the rabies system.
-Bristleback Boar Normal boar, but with a larger scale (large
enough for Rieklings to ride, and Rieklings only). Level 22, sometimes
have a Riekling rider.
-Giant Boar Very large boar, has a custom texture(whatever looks
most menacing) extremely rare, only spawns in remote forest valleys at
lvl 30+, the boar is level 45, very powerful, there hides are worth and
obscene ammount of cash.
-Cats:
-Domestic Cat Level 1, many texture variants, small scale, found in cities. Preferably we can use Cats and Rats 1.0 for this.
-Rabid Mountain Lion Follows same system as other rabid creatures.
-Snow Leopard/Rabid SL Mountain Lion retextured white with black spots, scale of .9, level 20. Rabid SL follows same system as other rabid creatures.
-White Tiger/Rabid WT Mountain Lion retextured white
with black stripes and glowing blue eyes, though custom head model, and
a bulkier version of the ML body are preferable. Uses a scale of 1.5,
is level 28. Rabid WT follows same system as other Rabid Creatures.
-Sabertooth Tigers
-Sabertooth Mountain lion model with a custom head and a drastically shortened tail. Uses ML textures, is level 34, scale of 1.2.
-Sabertooth Prowler Same model as Sabertooth, but uses a scale of 1.4, is level 38.
-Sabertooth Pridelord Has a mane, level 40, uses a scale of 1.5, extremely rare, only spawns with packs of other Sabertooths.
(All Sabertooths have White and Black Versions found in different
regions of Skyrim. White have Glowmapped blue eyes, +1 to scale, and +2
to level. Black have Glowmapped red eyes, and +4 to level).
(All have rabid versions that follow the rabid creature system).
Young Cats All cats have young variants with -5 the adult's level, and are a fraction of the adult size. Do not come with Rabid versions.
-Deer:
-White Deer White retexture of normal deer, rare, only spawn
around the Throat of the World, there antlers and pelts have powerful
alchemical properties and worth the hunters time tracking the deer.
-Caribou Potentially an edit of the deer model to resemble a
Caribou, would be a nice addition to our mod, but it is by no means a
priority.
-Rats:
-Black Rat Black retexture, level 5, normal sized.
-White Rat White retexture, level 10, normal sized.
-Brown Rat The default Cyrodiil Rats, but they use a unique ID and .5 scale so that Domestic Cats can chase them, generally non-agressive.
-Elder Rats Rats the size of a dog, grey retexture, glowmapped red eyes, level 18, very rare, carry lots of deadly diseases.
-Rabid Rats Black, Brown, White, and Elder rats all
have rabid versions, do not change size or get mange(already have it),
they do get: glowmapped white eyes and a texture variant with
scarred/patchy fur.
-Wolves:
(All wolves will spawn in packs in Skyrim, they aren't very powerful,
but there are lots of them/they all have very high speed, all packs
have at least 3+ normal wolves and an alpha male [considerably larger
and more powerful than the rest of pack], sometimes young wolves come
along as well)
-Timber Wolf Pack Default Cyrodiil wolves, first pack type to spawn, most common, found in forested areas.
-Brown Wolf Pack Brown wolves, same size as Timber Wolves, but
+5 levels higher, at level 5 they have a chance of replacing Timber
Wolf Packs, that chance becomes greater as the player progresses in
level, do not spawn in snowy regions.
-White Wolf Pack Spawn exclusively in snowy regions, level 15, larger than normal wolves.
-Frost Wolf Pack Spawn only around the Throat of the World, and
occasionally replace White Wolves along Skyrim's northern coasts.
Blueish wolves with a frost shader, larger than Timber Wolves but
smaller than White Wolves. They are level 20 and can cast Frost spells,
they reflect spells, and are immune to frost damage, but have a 100%
weakness to fire.
-Black Wolf Pack At high levels at night they have a small
chance of replaceing any wolf pack spawn. Black Wolves are level 25 and
ungodly fast, they carry very dangerous deseases, and are resitant to
normal weapons, and vulnerable to light/sun-damage. Largest variant of
wolf, have glowing green eyes
.
-Hell Hound Pack Spawn only but rarely around regions with
Volcanic activity, they are level 30, have powerful fire spells, are
immune to normal weapons, reflect spell damage, immune to fire damage,
and 150% vulnerable to frost. Same size as timber wolves.
-Rabid Wolf A single rabid wolf has a chance of spawning in
place of a pack, they follow the rabid creature system. Rabid wolves
ALWAYS spawn alone, and there are not rabid Frostwolves or Hell Hounds.
-Lone Wolf Any wolf pack has a very small chance to not spawn
and have a lone wolf spawn in its place. Lone Wolves are larger and +5
levels higher than the alpha male of the pack they replace, lone wolves
always spawn alone, there is also a very small chance that the lone
wolf will be rabid as well.
-Riding Wolf Most powerful mount available, and the rarest. An
edit of the wolf model to make it look more formidable, and larger,
model edit isn't priority though. Available in a few different colors
and purchasable from a barbarian in a remote village. The mount of
choice for the Knights of the White Wolf
-Young Wolf Young wolves are a fraction of the size of their
adult variants and -5 levels. They will occasionally spawn with a pack,
they never spawn alone. Black Wolf Packs, Hell Hounds, and Frost Wolves
do not have young versions.
-Yaks:
-Yak Custom model using the sheep skeleton/animations, it has a
few color variations, and looks like a YAK! Its a mount, and available
for sale in most mountainous regions. It has very high hitpoints,
immunity to Frost, and weakness to fire (25%). Horses will get a speed
penalty in snowy regions, but Yaks don't. They get the speed penalty in
temperate regions instead. Wolves don't get speed penalties in either
locations.
Undead:
-Armored Skeletons Normal Skeletons, but with armor stuck on them through Nifskope. Vary in power, generally based off their armor.
-Hreinn-Hauss (Antlered Skeletons) First off they need a better
name, something Nordic and scarry, because these guys are meant to be
some of the Ultimate Bad@$$ type enemies, they almost never spawn, but
when they do you better run. They are skeletons, but their heads have
been replaced with Caribou Skulls, and they wear tattered rags and
wield powerful weaponry. They are also considerably larger than the
average skeleton. They spawn exculsively in the densest parts of
forests only when there is fog out during dawn, dusk, or dark, they
will spawn as early as PC level 1. They don't come out at day. At
minimum 4 spawn at one time, but usually more, their minimum level is
40. Before they come out when you first enter the fog you hear
children's laughter, it functions as a kind of sadistic way to tell the
player they are about to get the crud kicked out of them. They use
powerful magic, and are capable melee fighters. They are capable of
summoning multiple lesser skeletons, paralyzing you, draining/stealing
your attributes, casting poison spells, and have extremely powerful
disintegrate armor/weapon spells. They are immune to frost, shock,
poison, and normal weapons, they have constant effect reflect damage
spells, regenerate hitpoints when they hit you in melee combat, but
have a 200% weakness to sun, fire, and light. When they take heavy
damage/die, they have child's scream. Should you kill one you get a lot
of fame, phat looz, and very valuable alchemy ingredients. I think
there will be some kind of legendary weapon that will be able to eat
these guys for lunch.
-Banshee Spawn only in the Pale at Night before a storm, are
powerful spell casters that specialize in paralyzation, summoning, and
attributing damaging/stealing. Use the model of a female Nord in a
revealing outfit
, but have the ghost shader effect on them making them appear a transparent blue green color. are Level 35.
-Draugr Custom model using the Skeleton skeleton/animations,
basically Nord zombies found in tombs, look to Bloodmoon for their
appearance. are Level 25. Weak to fire, resistant to frost and normal
weapons.
-Falmer Ghost Use the as of yet uncreated Falmer race with an
icy transparent looking shader on it. Wear Falmer armor, and carry
spectral Falmer weapons (read as Uber powerful). Spawn around Falmer ruins. are Level 32.
-Ice Wraith A custom model using the ghost skeleton/animations,
is transparent, spawns in cold mountainous regions and tombs. Concept
are needed. are Level 28.
-Ice Zombie Based off the animate dead spell necromancer's get,
its basically a version of the spell that resurects dead NPCs with an
icy shader. They get a big powerboost and immunity to frost, but are
very slow and have a weakness to normal weapons. Based off the NPC's
level in life +8.
-Spirit Wolf Pack A pack of Spirit Wolves, are level 20, they
just hit enemies rapidly dealing high melee damage. Have normal weapon
immunity, and relfect 20% spell damage. Summoned exclusively by a spell
taught by powerful Order of Oak and Thorn Shamans.
Economic Infrastructure of Skyrim
Original thread: [CLICK]
The Rift: There is a bit of everything in The Rift. Limited
logging, small iron mining operations, but the most developed function
of The Rift is trade as it borders both Cyrodiil and Morrowind while
maintaining a relatively stable political climate. Stone quarries are
also very common in The Rift. Construction materials (stone) and a wide
range of Nordic consumer products are the main exports of The Rift.
Imports: Rock quarrying tools, iron, Nordic producer goods and consumer goods, foreign consumer goods
The Pale: The Pale has a climate resembling the one in Scottish
highlands and therefore supports a large population of sheep. Big herds
of sheep can be constantly seen throughout The Pale. Very limited
farming is also present. The main exports of The Pale are warm Nordic
clothing and sheep products like cheese.
Imports: Consumer goods, construction materials (wood)
Falkreath: Farming is dominant in this region, the rivers that
flow trough the region ensure the constant fertility of the land.
Apiculture (beekeeping) is also an important part of Falkreath's
economy. The main export of this Hold are ingredients for Nordic
Spirits and honey.
Imports: Construction materials (wood and stone), farming implements, iron, consumer goods
Eastmarch: Tall redwood forests cover the landscape of Eastmarch
and for that reason Eastmarch is the main source of quality wood for
Skyrim. Logging is the dominant industry here. Hunting is also of high
importance in Eastmarch. The main exports are animal hides/furs, meat
and building materials (wood).
Imports: Iron, logging tools, consumer goods
White Hold: White Hold is full of iron mines, but little else. Iron, weapons/armors are the main exports of White Hold.
Imports: Construction materials (wood), consumer goods
The Reach: Farmland and horses fill the land of The Reach.
Larger cattle is also present in this region. Horses, meat and leather
are the main exports.
Imports: Construction materials (wood), farming implements, iron, consumer goods
Winter Hold: Winterhold is the main conduit for trade in Skyrim
as a big port city. Little is produced in Winter Hold except for Nordic
chocolate. The main exports are Nordic chocolate and whatever exotic
products come to Winter Hold by sea from the other provinces.
Imports: Construction materials (wood and stone), foreign consumer goods, Nordic producer goods and consumer goods
Northshore: Fishing is the name of the game here. Northshore is
also full of shipyards and ship builders. The main exports are fish and
boats/ships.
Imports: Construction materials (wood), consumer goods
Haafinheim: Silver mines! Yes, silver mines are common in this
Hold as well as a few gold mines here and there. Also the best Nordic
mead is produced in Haafinheim. Main exports: Silver and mead.
Imports: Construction materials (stone), consumer goods, mining tools, iron, honey, spirit ingredients
Social and Political Structure of Skyrim
Original thread: [CLICK]
Chieftains:
Each village is ruled by a Chieftain and a Council of Elders. Chieftain
is a hereditary rank, inherited by the 1st born son of the Chieftain.
If a man can kill the Chieftain in a duel however, he will become
Chieftain. If the Chieftain does not have a son, the Council of Elders
will vote on a succsesor. The Elders are selected by villagers. The
Chieftain is the commander of the local warriors, settler of disputes,
responsible for making passing laws within his village, and governor of
general affairs within his terrirotry. The Council of Elders advises
the Chieftain, holds veto power over laws, handles taxes, and holds the
power to impeach the Chieftain.
Baron-Kings:
Each Hold (except for the Pale) is ruled by a Baron-King. These lesser
Kings command the armies of their hold, take a portion of the taxes
from each village within their hold, mediate disputes between villages,
pass laws, hold a seat in the Imperial Senate, as well as a seat in the
Council (name pending) that rules over Skyrim, and handle other
miscellaneous Kingly affairs. Their power is checked however by the
Chieftains within their territory, who hold the power to veto laws the
Baron-King passes as well as the power to overthrow him and appoint a
new King.
Jarls:
A Jarl is more or less a Nordic Hortator or Nerevarine, when a group of
clans, tribes, or villages rally under one Chieftain or Warleader for
martial purposes the leader is reffered to as Jarl. However Jarl is
often used as a title of respect for a leader ammongst groups of
warriors, bandits, mercenaries, reavers, knights, berserkers, and
whatever other fighters one can find in Skyrim.
Thanes:
In ancient times when all of Skyrim answered to one King, he was
referred to as Thane. However those days are long gone. Thane is now
used in referrence to a Baron-King who has a reputation as a warrior
and conqueror. It is also used in referrence to any King who rules over
more than one Hold.
The Council of Skyrim (Moot) and the Justiciar:
The Council of Skyrim is a council sat on by the Baron-Kings,
responsible for managing Skyrim's foreign affairs, settling disputes
within Skyrim, confronting Skyrim-wide cryses, appointing new
Baron-Kings when one dies and no clear succsesor can be found, and
should the necessity ever rise, field and command a Skyrim National
Army. The Justiciar is a Greybeard elected by all Chieftains
Skyrim-wide to maintain order within the Council of Skyrim.
Nordic Pantheons
Original thread: [CLICK]
Skaal Pantheon
Thartaag the World-Devourer (the Greedy Man)
Also known as the Adversary or "The Greedy Man". The Greedy Man is a
devil-figure to the Skaal tribes in Solstheim. He is the antithesis of
The All-Maker. Unlike the All-Maker, he is given a specific name, and a
gender. It is said that the Adversary has taken many forms over the
years. Perhaps he was once a man, before the Adversary entered into
him, but he is credited for bringing ruin onto the Skaal, by stealing
the gifts of The All-Maker.
The All-Maker
The Skaal tribes in Solstheim are somewhat unusual in Tamriel as they
seem to be the only monotheistic people in the known world. They
attribute the existence of all things to a being simply known as The
All-Maker. Very little is known about the nature of this deity. No
other name is given. No physical appearance is ever depicted. No gender
is even specified. The All-Maker is simply that which created all
things, and occasionally leads heroes on quests.
Nordic Pantheon
Alduin, Nordic World Eater
Alduin is the Nordic variation of Akatosh, and only superficially
resembles his counterpart in the Eight Divines. For example, Alduin's
sobriquet, 'the world eater', comes from myths that depict him as the
horrible, ravaging firestorm that destroyed the last world to begin
this one. Nords therefore see the god of time as both creator and
harbinger of the apocalypse. He is not the chief of the Nordic pantheon
(in fact, that pantheon has no chief; see Shor, below) but its
wellspring, albeit a grim and frightening one.
Dibella
Popular god of the Eight Divines. In Cyrodiil, she has nearly a dozen
different cults, some devoted to women, some to artists and aesthetics,
and others to erotic instruction.
Orkey, Old Knocker
A loan-god of the Nords, who seem to have taken up his worship during
Aldmeri rule of Atmora. Nords believe they once lived as long as Elves
until Orkey appeared; through heathen trickery, he fooled them into a
bargain that 'bound them to the count of winters'. At one time, legends
say, Nords only had a lifespan of six years due to Orkey's foul magic.
Shor showed up, though, and, through unknown means, removed the curse,
throwing most of it onto the nearby Orcs.
Tsun
Extinct Nordic god of trials against adversity. Died defending Shor from foreign gods
Mara
Nearly universal goddess. Origins started in mythic times as a
fertility goddess. In Skyrim, Mara is a handmaiden of Kyne. In the
Empire, she is Mother-Goddess. She is sometimes associated with Nir of
the 'Anuad', the female principle of the cosmos that gave birth to
creation.
Stuhn
Nordic precursor to Stendarr, brother of Tsun. Shield-thane of Shor,
Stuhn was a warrior god that fought against the Aldmeri pantheon. He
showed Men how to take, and the benefits of taking, prisoners of war.
Kyne
Nordic Goddess of the Storm. Widow of Shor and favored god of warriors.
She is often called the Mother of Men. Her daughters taught the first
Nords the use of the thu'um, or Storm Voice.
Jhunal
The Nordic god of hermetic orders. After falling out of favor with the
rest of that pantheon, he became Julianos of the Eight Divines. He is
absent in modern Skyrim mythology.
Shor
Nordic version of Lorkhan, who takes sides with Men after the creation
of the world. Foreign gods (i.e., Elven ones) conspire against him and
bring about his defeat, dooming him to the underworld. Atmoran myths
depict him as a bloodthirsty warrior king who leads the Nords to
victory over their Aldmeri oppressors time and again. Before his doom,
Shor was the chief of the gods. Sometimes also called Children's God
(see Orkey, above).
Ysmir, Dragon of the North
The Nordic aspect of Talos. He withstood the power of the Greybeards'
voices long enough to hear their prophecy. Later, many Nords could not
look on him without seeing a dragon.
Herma-Mora, The Woodland Man
Ancient Atmoran demon who, at one time, nearly seduced the Nords into
becoming Aldmer. Most Ysgramor myths are about escaping the wiles of
old Herma-Mora. Also called the Demon of Knowledge, he is vaguely
related to the cult origins of the Morag Tong ('Foresters Guild'), if
only by association with his brother/sister, Mephala.
Mauloch, Mountain Fart
Orcish god of the Velothi Mountains, Mauloch troubled the heirs of King
Harald for a long time. Fled east after his defeat at the Battle of
Dragon Wall, ca. 1E660. His rage was said to fill the sky with his
sulphurous hatred, later called the "Year of Winter in Summer".
This post has been edited 11 time(s), it was last edited by Psychotic: 10.04.2007 18:24.
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26.12.2006 19:57 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 1,918
Location: Croatia the Nether-Bringer
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Holy crap, that must've cost you couple of bloody fingers.
Awesome.
__________________ The Forgotten Ones have returned.
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26.12.2006 20:32 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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WOW!! Now I know how much I don't know about Skyrim!!!
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26.12.2006 21:36 |
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cow1787
First Knight
Registration Date: 20.05.2006
Posts: 133
Location: Raleigh, NC
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I agree with Lady Nerevar about including the architectural styles. But
it is nice to refer to just one post for referencing, nice work.
Would it be possible for a better map as well? As in a map that
includes all the little towns and villages. Or is that all of them?
Because I have been under the impression that there are more little
towns than just the 8 listed...but maybe I haven't been paying
attention.
__________________ .Make Art Not War.
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26.12.2006 22:37 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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That's great! Thanks for putting all this into one thread
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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26.12.2006 23:35 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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26.12.2006 23:54 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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27.12.2006 00:02 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Alasdair
Aspen and birch you say for the Rift? I'll modify my region editor presets appropriately
[...] |
Wait... are those from the heightmap? They're awesome!
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27.12.2006 00:23 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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No, they are just test worldspaces.
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27.12.2006 00:36 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Alasdair
No, they are just test worldspaces. |
Aww... oh well.
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27.12.2006 00:39 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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Just an fyi - if you hit the tilde before taking the pics, you won't have the hud stuff cluttering the pics. Nice shots.
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27.12.2006 01:13 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Lady Nerevar
seems a bit...warm. |
Only 50% of Skyrim is constantly under snow. You could say that it
looks a bit too sunny, but I doubt you could tell the temperature from
the screenshot.
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28.12.2006 00:23 |
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nerbod
Viscount
Registration Date: 06.04.2006
Posts: 623
Location: Hollandia
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This looks real, real good!
goodjob, Psychotic!
__________________ his
is what a heightmap looks like, this is what it does when it catches
hold of you, it's eating me alive and very soon now it will kill me.
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28.12.2006 09:45 |
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hugie
Guardian
Registration Date: 25.11.2006
Posts: 32
Location: the netherlands
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Nice post! suddenly I know a lot of skyrim!
but can you add a list of all major cities and a description (political
position, how important they are and there special things)
sorry for being such a spoiled guy
__________________ when I walk over the water this afternoon, tomorrow the people will say: the Prime-minster can't swim.- Margret Thatcher
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28.12.2006 15:47 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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28.12.2006 18:47 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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The grasses are from the Colovian Highlands, which I felt would have a similar climate to southern skyrim.
The fact they're yellow doesn't mean they have to be from a warm
climate. It just means that they contain carotenoids (carotene or
xanthophyll I think) (don't quote me on that though
).
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28.12.2006 20:41 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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It looks warm because of the hdr, not because of the yellow clor of the
grass.. very sunny combined with yellow grass just looks very sunny,
light looks different when its cold (or it does here)
__________________ ou av andanyammis
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28.12.2006 20:47 |
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Karzan
First Knight
Registration Date: 29.12.2006
Posts: 124
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For the Antlered Skeletons... I have a suggestion...
The Old Norse word for skull is hauss
The Old Norse word for butchering is slahtr
And the Old Norse for reindeer is hreinn
A mixture of these words? Or maybe just hauss and hreinn
The Slahtr Hreinn-Hauss
The Butchering Reindeer Skull
Hreinn-Hauss
Reindeer Skull
The Slahtr Hreinn
The Butchering Reindeer
I don't know... Just trying to help.
__________________ "I've never let my schooling interfere with my education."
-Mark Twain
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29.12.2006 04:09 |
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Greybeard
Chieftain of Skyrim
Registration Date: 21.05.2006
Posts: 721
Location: Shannara
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I like that as well!
Here's a link to an Old Norse dictionary, for those who are interested. This one's Norse to English.
And here's English to Norse. This one's a PDF file, so it's a little easier to download and use.
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29.12.2006 15:31 |
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