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Found 147 results

  1. The Prison at World’s End

    This was inspired in part by Coracavus Prison from Dragon Age: Inquisition, Taghira from MYST V: End of Ages, America’s Alcatraz, Australia’s Cockatoo Island, and similar infamous prisons, just so you know what to blame. —- On an island of black obsidian in what would now be High Rock, the First Empire erected an ancient prison, the Black Mountain. Those who had committed monstrous, unforgivable crimes would be imprisoned there for life. But an ancient power that the Dragonborn would benefit from is also locked away there, but most records of Black Mountain vanished when the Hurling Disk happened. —- So the quest can be broken down into four parts: locate the island, get there, get into the prison, collect the power and get out alive.
  2. Recruitment

    If you are interested in working on a remake of The Elder Scrolls Travels: Shadowkey, reply to this. We would be glad to have you working with us!
  3. Shadowkey Recruitment

    If you are interested in working on a remake of The Elder Scrolls Travels: Shadowkey, post here. Discord server link here: https://discord.gg/eNua5hP
  4. Magic Question about Three Kingdoms

    Hello everyone. Hope you're well and doing better than I am (messed up my back but was prescribed pain meds and a muscle relaxer thankfully). Anyways! I just wanted to say first and foremost that I am ECSTATIC about the upcoming pre-release for the Iliac Bay part of the Beyond Skyrim project! Alongside Cyrodiil and the Imperials, I just LOVE High Rock and the Bretons with a passion, and the fact we also get a look at part of Hammerfell is an added bonus. I do have a question though which might involve a spoiler, so if that's the case let me know - I don't want anything spoiled for anyone or myself. But I wanted to ask about one of the areas we'll be visiting in the pre-release and about magic in general in this pre-release. I read a post talking about the Schools of Julianos and other magic organizations in High Rock, in addition to Necromancy throughout the province (both in the North and hidden in places like Daggerfall and Wayrest though you'd need to do some looking iirc - correct me if I'm wrong or forgot anything btw), and I saw one thing that caught my eye. Jehanna - one of the areas we'll see as our introduction to Fourth Era High Rock in Three Kingdoms - is known for "golem crafting". Now, even though I love all things necromancy (Praise Mannimarco - also, I hope we see remnants of the Worm Cult's presence from the Third Era in High Rock at some point), I'm also a sucker for the creation of golems. So, I have to ask - will players be given the opportunity to learn this golem crafting practice in Jehanna for the pre-release, or would this be something either later down the line or something that's beyond our skill? ;P Also, any idea on what we can expect in terms of spells we'll be obtaining in Three Kingdoms? Thank you for your time and all the work you've all been putting in!
  5. Application - Writer

    Hello, My name is Basil Serpent I'm a writer and an avid fan of both The Elder Scrolls series and Beyond Skyrim. I have a few years writing experience and would like to apply for a position in the writing department of the Iliac Bay, which is my favourite region of Tamriel. I would love to work on this region as its medieval european atmosphere (this mostly applies to High Rock, of course) is just what fits me. I can link some of the things I have written, it's not all complete, but I believe I have something to show for my few years of experience now. Sorry if my application is incomplete, I could not find a comprehensible guide and I'm willing to add anything necessary to make this application viable. (These are all original fiction in my personally created worlds/universes) -The Sanguine Coffin (SFW, don't worry) Ayrika the sly, a succubus assassin, is sent to a vampiric brothel in a coastal city of the Virelli empire to retrieve a special object, she discovers it's more than just an object, however. https://drive.google.com/open?id=12cGLf3Hnp2546JOWgkIvOZeVe2A6FKx4kzVBaZde7Xg -The Night of Flames (SFW) Three men are skulking around in the halls of castle Daelvor of central Navarra, they've been sent by Lord Valdar Ebonheart to free Daelvor's captive dragon, Yraüssing the Black. They discover that the dragon has more than enough lust for revenge. https://drive.google.com/open?id=1sLuvHBqIf6-R1ZqqrqTgHAnSV0VVGSlW671CyDZXjec -The Red Demon (WARNING: If you do intend on reading the book I'm writing at some point, this will have some spoilers, if you don't plan on doing that, go right ahead!) The Dame of Ash and dragon hunter Yara Stormcleaver is travelling through the region of Yulvat in the southern kingdom of Yilgrad when she decides to take a rest stop in the capital city of the region. Here she is set upon by a strange woman that asks her to fulfill a contract for her. (This story is really new, I haven't edited it all that much so it might not be of the same quality) https://docs.google.com/document/d/19gKsnB_tl54AxdUMFBx4shQPXSxQrM5h-v5MgHlyVAo/edit?usp=sharing I have some sci-fi genre stories too, if that is required of me.
  6. Hi my name is Boston, and yes it's my real name, I am 19 (20 in January) and I just recently caught eye of your Bruma mod for Skyrim and I have to say that it is the single greatest expansion mod I have ever seen! When I first played it, it felt like an actual DLC made by Bethesda itself. I'm looking to hopefully be a part of that project in order to help it see fruition. Hammerfell is what really caught my eye, and I was really stoked to hear that not only were you actually creating Hammerfell with Skyrim's engine, but that you were asking for help to do it! Now as for my experience I actually lead my own game team at my College and our previous game won 2 awards at the IEEE Competition in Fullertonx California in June, and we are now currently working on a new, larger project to enter next year. On our last game I was the lead level designer and a concept artist and as of now I am the creative director, lead level designer, lead story writer, lead character designer, and lead weapon designer of the new project that I initially concepted and brought to the team. Although, contrary to what it may seem, I'm not all that busy with the game seeing as how right now the game is still in it's initial phases and my team has a lot of modelling to do before I can do too much. And on top of that, we only meet twice a week to work on our game at school. And now I would love to help out your project in any way I possibly can whether it be story writing, level design, character development, or anything that is not modelling, animation, texturing, and programming (because I have not learned those yet), or even just simple ideas and spitballing, just call me up and I'll help out. However minor thing is that I have not tried out Creation Engine/Kit yet for myself, however seeing as how I would only be world building and not actually programming, it wouldn't be to difficult to learn seeing as how it took me like a day to figure out most of Unity. Sorry about the long post, and I hope I'll hear from you soon. If I don't seem to reply in time enough for you just email me at Boston.r.bolles@gmail.com Thanks!
  7. Hello everyone. It's been awhile since I last posted anything on here, but I have to admit I have a few questions regarding something a bit.... odd, at least that's how I see it as (though I've always been a self-deprecating sort, but that's beside the point). Now... the names of the Bretons are something that's been a bit of a mixed bag since their creation in Arena to this day. As we know, in Arena and Daggerfall they had more English and fantasy-style names, but since Morrowind their names took on a more... Norman and French style (many being either real-world names or words and a few being styled after these inspirations yet are made up). Then with Skyrim there have been the more Celtic-aligned Reachmen names and ESO which seems to have a combination of the English and Norman/French style of names after looking over the list of NPCs... I have a few questions regarding Breton names in general, as well as about the creation process for making Breton NPC names for the Beyond Skyrim project. First off, when it comes to Breton names in the games starting with Morrowind, are there any names that any of you with an astute understanding or interest in names of the NPCs that would be considered made-up (ones that aren't used anywhere in the world, nor do they exist as actual words in any language) yet made to appear like a French name or word in its structure? Sometimes, it's hard to tell when doing some research if a name was made up or if it's an actual name due to conflicting resources. Second, what would you say the general approach is for making names for various races for this project - and in addition, how would you describe your approaches to Breton names? Would the Breton names be regional (a number of lore buffs and fans claim that this would be accurate, however...) or unified (a quote from one of the Breton's descriptions "...The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.") in each region of the province?
  8. Hello, my name is Zac and I'm a massive fan of the Elder Scrolls series, Skyrim in particular! I've been playing the game since it's release in 2011, and have created various different characters to replay the story several different times until the point where I now recognise the majority of the dialogue from NPCs within the main game engine. I have been following the Beyond Skyrim project for a couple of years now, and was inexpressibly impressed by the final result of Bruma. I've recently decided that I would love to be a part of the project under the title of writing dialogue for the NPCs the player would encounter within the mod project. I have worked on dialogue for a few smaller and non-game projects in the past two years for my other hobbies and interests, and after dedicating a large portion of my life to The Elder Scrolls, I believe that I'm fit for role! Hope you get back to me soon! Many Thanks, Zac
  9. Hello everyone. I'm new to these forums but I've always admired the concept of exploring the various provinces in the Fourth Era through a massive Skyrim project. And High Rock is a province near and dear to my heart, as are its native race - the Bretons. However, I have a question which has come to mind. Daggerfall had two institutions one could attend to learn about magic or obtain knowledge as a whole. One, the now defunct Mages Guild. The other, something that seems to have been ignored since Morrowind, the Schools of Julianos. The Schools are essentially the temples made to Julianos and is a place of learning - said to have been only second to the Mages Guild, and with its dissolution, I imagine its worth is now greater than before outside of Cyrodiil and in the Iliac Bay area where they were present in the previous mentioned game. Based on Julianos' teachings, no moral rulings would affect one's studies here so long as the sole sin against the God of Wisdom and Logic was avoided - ignorance. However, will they be present in the Iliac Bay part of Beyond Skyrim? In addition, for each 'guild' or college of magic in High Rock, are there going to be different specializations or views towards different schools of magic. Would Daggerfall's views be negative towards necromancy or conjuration while another city would view it in a more positive light? I ask because of something I've read on these forums before, discussing ideas for different magic institutions, with Daggerfall's being very much anti-necromancy and anti-witch and was curious if the whole kingdom would have such views or if it would just be this institution if this is the planned implementation.
  10. High Rock Catacombs Tileset QA

    High Rock Catacombs Tileset QA Here are some issues I encountered with the High Rock Catacombs (hrCat) tileset. They are listed in categories under their respective names in the CK. If you have any questions about this you can leave a reply or reach out to me on Discord (username TheBlackpixel). Collisions: HrCat4Waydmg Clipping/connecting: hrcatfloor512dmg/hrcatroomsquare02dmg Hrcatfloor256dmg/hrcat4waydmg hrCat1WayStairs160 Textures: hrCatFreehangingStairs160
  11. Update on Music by Theo for High Rockk

    I've done some more work on them, as previously noted the sounds are Sibelius sounds and therefore not all that good, however I intend to live-record any tracks that you guys want (hopefully all of them but that's overly optimistic) and if I can't do that then I can get them properly mocked up. I've tried to keep a Celtic-Medieval kind of style to it and not overuse instruments like the recorder and bagpipes. Let me know if you think i'm on the right track. I've also added some lyrics into the O Magnus Aetherium, mainly some fake latin-ey sounding words: "Magnus Dom-ei Aether Magnus Aetherium" is the general gist. I'm not sure if this is appropriate though so let me know. Also putting this up on the discord channel for lilac bay music. Theo the Composer.
  12. Beyond Skyrim Composer Music for High Rock

    Hello all, I'm Theo the Composer and a friend of mine suggested that I look at this project and see if I could submit any music to it for consideration. I've written three pieces as 'movements' all on the one track, there is a short gap of silence between each one. The Sound quality currently is fairly not-good due to it being playback from Sibelius 7, however if there is interest in it's use I will get it live recorded or at the very least professionally mocked-up. The Current sample is for concept purposes. The 'movements' are "The Winds of the Azurian, Adamantine Requiem and Roaming. All three are written to accommodation being repeated as needed. Thank-you for your consideration, this project looks amazing. Theo The Composer.
  13. Is High Rock going to be Generic?

    Hello, as a fan of TES games and their lore(both in and out of game) I was just curious, is High Rock going to be what people always say it is "Basically the most generic land in TES, typical high fantasy" Or will HR dig into the obscure and interesting lore, and not just be Westeros in Tamriel that some people think it is supposed to be. Just interested in knowing what the devteams take on this is as I am following BS pretty closely and watch ever with interest Best of luck with this mod and the other projects for multy team members and thanks in advance.
  14. [WIP] [Architecture] Burial Mound

    Making a burial mound for High Rock, for use in the kingdom of Northpoint. There will be 2-3 variants I used a standard granite block and am changing it ever so slightly (or less sligtly) for most of the other ones. UV is sometimes redone after that. So no samish-looking rock The Draugr is for size reference so I don't make the entrance too small. the leftmost rock has been sculpted into more detail after the definitive UV was applied; this will happen to the other rocks as well. With textures applied; the grass texture is the vanilla fieldgrass02, the granite texture is my own, made with photoshop:
  15. Bretic Wine Cellar

    I've started a small wine cellar tileset on a whim two days ago, and since it's really small and simple the basic geometry / layout is basically done - (my work process is to get a simplified version of the tileset functional and add in details when I'm sure everything works). I'd like to add timber framing to the bottom half of the walls, etc. but thought it's probably better I post this now to see what everyone thinks before putting in more work.
  16. Secondary Sentinel Map

    From the album Maps (ES Anthology, Concepts)

    Map displaying the six secondary Sentinels' areas of influence. Any towns not included within a secondary Sentinel's territory is only associated with the primary Sentinel of the area it belongs to. The faint yellow territories in Hammerfell represent the old Breton city-states of Lainlyn, Mournoth, and Ephesus.
  17. Primary Sentinel Map

    From the album Maps (ES Anthology, Concepts)

    Map displaying the three primary Sentinels' areas of influence. Caecilly Island is part of the Kambrian Sentinel's territory as well, but not shown on this map.
  18. The Liminal Network

    This is basically the design draft for most of the "metaphysical" background stuff everyone needs to know regarding High Rock's main quest and general in-house lore. Most of it is a combination of discussions between Deeza and myself, and virtually everything is based on either the main series' lore or the new lore ESO introduced and which has been surprisingly interesting. Some of this stuff, particularly the Sentinels, is an extension of ideas ESO introduced but spent very little time on. Rather than smash everything into some monstrous OP, I've divided the info into a series of posts to help readability. This first post just contains some basic info that is expanded on in the posts below. Also, while this has been a long time in the making, a lot of this was written while I was writing my final drafts for my 2 undergrad thesis projects, so these will probably be tweaked in the near future to work out the finer details and such. Important Terms: (each term has its own post in this thread below) The Liminal Network: the magical network contained within High Rock that acts as a metaphysical "anchor" for the Bretons and the province itself, empowered by the Wyrd Trees, standing stones, and Adamantine Tower. Also powers the seal keeping the Umbra'Keth within the Crypt of Hearts. The Wild: similar to the Bosmer conception of the Green, but basically includes everything that isn't man-made and is natural to High Rock's environment (so it isn't just about plants). Like the Green, it's very much linked to Jephre (the Breton name for Y'ffre), but for nearly all Bretons (excluding the witch covens) it's more of a metaphysical concept than anything and doesn't have an effect on their society like the Green Pact does for the Bosmer. The Wyrd Trees: trees of either oak, rowan, or maple which are physical extensions/manifestations of the Wild. All Bretons recognize them for what they are, and some of the more rural Breton populations still use them to worship Jephre. Their wood is incredibly magically potent, which has lead to more industrially-minded and pragmatic Bretons to cut them down to use in staves, bows, and shields (primarily staves), but in recent times this has slowed down. The Wyrd Trees are the "original" foci upon which the Liminal Network was constructed. The Standing Stones: the second half of the Liminal Network originally constructed by the Nedes and greatly expanded upon by the Bretons, the standing stone circles are great feats of Nedic and Breton mathematical and magical engineering. They are designed to focus magical energy from both Nirn and Aetherius in order to power their half of the Network and to allow the Bretons to enhance their innate magical ability. The Sentinels: nine Bretons who have been given tremendous power by Jephre, appointed to represent the Breton peoples and to maintain the part of the Liminal Network consisting of the standing stone circles. Ideally, they are "paragons" of the Bretons they represent, and each Sentinel represents a different region of the province (and thus a different group of Bretons). Witch Covens: all-female groups of witches who have chosen to forsake civilization and attune themselves to the Wild. They are dedicated to preserving and protecting the Wild and the Wyrd Trees, and usually keep to themselves unless they feel the Wild is threatened.
  19. Breton Adamantium concepts: Filigree Patterns

    From the album Concepts (High Rock, etc.)

    Examples of patternwork used on Breton adamantium items (both weapons and armor). The basic shape seems to be the graceful "S" shape, with smaller curving "branches" developing from the main curve.
  20. Breton Adamantium concepts: Axes

    From the album Concepts (High Rock, etc.)

    Concepts for the 1H and 2H axes for the Breton adamantium set. Some notes for the 1H axe regarding my poor drawing ability.
  21. Breton Adamantium concepts: Blunt Weapons

    From the album Concepts (High Rock, etc.)

    Concepts for blunt 1H and 2H weapons for the Breton adamantium weapon set. The 2H can either be a maul or a war hammer, not sure which yet.
  22. From the album ESO Breton Tileset

    The larger corner/endpiece, which uses two pointed arches per side rather than one. Like the other piece, this one can be "sunk" into the ground to achieve various heights to match the walls it's connected to.
  23. ESO Breton Tileset: City Wall (gate v2)

    From the album ESO Breton Tileset

    Another gate, which is a slightly narrower gate consisting of a true pointed arch within a normal flat wall section. All the gate pieces used in city walls are contained within wall pieces at their maximum height.
  24. From the album ESO Breton Tileset

    A close up of one of the flat wall sections in the previous image.
  25. From the album ESO Breton Tileset

    Another type of flat wall section, this one using taller pointed arches which are unconnected within the piece itself. This type of flat section is only used a few times where there is a significant height increase the wall must accommodate.
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