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Veniar

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  1. http://www.andoran.com/design/andoran_www/logo.png http://www.youtube.com/watch?v=sEhLY1x1J1o
  2. Grab some kudos for your fantastic pictures :)
  3. Trust me... work is going well...
  4. New Dwemer dungeons: http://static.skyrim.nexusmods.com/images/3142185-1355076581.jpg
  5. Andoran islands map: http://morroblivion.com/files/Golden%20Phoenix/images/AndoranMap(1).png
  6. Even before the release of Skyrim, the Andoran team had started work on transferring the project to the new Creation Engine (file formats of Oblivion and Skyrim are very similar). That decision meant we were able to include things of which the Oblivion engine is incapable, even expanding the gameplay possibilities along the way. Teaser:
  7. Andoran: Prologue - Non-commercial non-linear open world RPG http://images3.wikia.nocookie.net/__cb20120829204506/elderscrolls/ru/images/b/b3/Andoran_logo.png Peculiarities of the project: Freedom In Andoran one can do whatever crosses his mind and become whoever he wishes: from a smith to a knight, from a pearl diver to a vampire lurking in the night, from a killer to a diplomat who won't take a sword a single time during the game and will solve all the problems with persuasion. Non-linear plot The story of Andoran consists of plenty interconnected events. Information is of the greatest value in the game. The one possessing the necessary information has the potential to predetermine the plot and to turn the tide of global events. Logical madness What would it be, if the time went mad? Meeting your own self, talking rats, intertaining fleas, live cheese and horses walking on the sea is what a player will face in the Axis, one of the games areas. But things are not as they seem, the matters will become clear after a while and logic, though unusual, will replace the madness. Care for the traditions We hold strictly to the canons of the original TES lore. The only pre-condition not from it is the archipelago itself, the rest is rooted deeply in the Elder Scrolls history. Good or evil? The world cannot be rendered in black and white. Andoran will highlight the dark side of The Elder Scrolls, where diversely saturated shades of grey dominate. Various approaches Each problem can be solved differently, you just have to choose the approach, that suits you better. Want to get an item? You can kill the owner or steal the desired object. There is an opportunity to penetrate the owner's house dressed like a guard. A woman with the proper skill can jolly along the master, and while he is sleeping after a stormy night, she easily takes what she wants. What other options? Be ingenious and find them for sure. A rope and a sack In Andoran you can bind and carry away almost every character after having him knocked senseless or paralized. Besides, the unarmed fight has regained the option to knock senseless, not to strike dead. It is up to you, what to do with the captives. You may sacrifice them to the Daedra, interrogate them, or ransom their relatives, or maybe think of something more innovative. Elaborated and living world Talk to anyone you like: if you appeal to him, he may tell you an interesting story that once happened to him, all the stories are unique! All the NPCs have an accurately scheduled day plan. They don't gad around, everyone does his own business. Well, if they do gad around, then they're having a day off. Presumption of hitmansense Murder anyone you want. Only the Daedra are immortal and return to Oblivion after the death of the shell (you'll have time to rob that shell though), the rest of characters, even the quest ones, can be slaughtered, chopped, poisoned, cliff-dropped, and so on and so forth. They will die, not swoon. Attention to detail Details form atmosphere. For example, gates of a city are closed at night. Want to get through? There are several ways, find a suitable one. The action of Andoran unfolds in the setting of The Elder Scrolls. The location, where the Prologue takes place, is the island Andoran, one of the three islands of the archipelago south of Black Marsh, the native region of the pangolin-like Argonians. Andoran abounds with climatic zones and different cultures. Much attention is paid to the creation of unique places that will be on the players way. Gloomy caves, rapidly flowing rivers, lightful grassy glades covered with flowers, softwood forests, unexpected findings are designed to arouse the players interest and to entice him deep into the island. But beautiful scenaries are not sufficient to create the atmosphere, thats why we have imlied specific architecture for each city reflecting its history and geographical position. A city founded by magicians and a fort-city will expressly point to what they are built for, and one can easily distinguish between them. The new music written specially for Andoran contributes to the atmosphere. The Andoran Team wants to bring to life an unusual story, that will force you to make an uneasy chose, to consider carefully every step you take, and to decide for yourself, whether some actions or human egoism can be justified. Well try to make each character a kind of strong personality regardless of whether hes good or bad one, as it is impossible to state for sure, if it is good or bad, that a man is guided by. And indeed do they exist in their pure form? Prologue is intended to clarify the players the major trends and pre-conditions that will lead to the events of Andoran. During journeys you are off to learn the rich history of the archipelago - its past, present, and the large part of the future. Would you be in smb.'s service, intrigue or carry on independent research while hiding from annoying world is up to you. In any case,you'll be always free to implement your final way. There is no sence in being in a hurry, if you accomplish the chain of events, more questions are likely to stay unsolved without getting the answers. You'll have no choice but face past, thinking over and over it's mysteries and lost opportunities, knowing that future has already been predetermined. The player will be able to accomplish a great deal of extra short quests, as well as long ones. They will be interesting stories, funny and sad, requiring intellect and strong sword. Each of them is designed to supplement the players perceptions of the island, like gathering pieces of puzzle together. http://www.andoran.com/screens/ned/2012-11-11.jpghttp://pic.fullrest.ru/upl/di9PEhWS.jpghttp://static.skyrim.nexusmods.com/images/3142185-1362594366.jpg http://www.andoran.com/ LORE: From the materials of the Secret Blades' Archive "To: Beholder, Agent of Imperial Intelligence Service in the Southern Provinces Herewith you are informed of a new assignment which must be complied immediately and in the strictest confidence. In accordance with the order of Chancelor Ocato, you are to reach Andoran, one of three islands of the archipelago to the South of Black Marsh. Since this island has long been a limited-access area, it won't be easy to get there, so I suggest that you make use of your contacts among the smugglers. I'd like to remind you that the colonies on Andoran are an old cradle of distemper and conspiracy: for two thousand years of their history they have acquired independence several times, and only by significant effort of Cyrodiil were they restored in the Imperial domain. So you, as an experienced member of Imperial Intelligence Servive, are to keep track of every event that takes place, or even "may" take place, on the island. Keep in mind: the risk level is extremely high! The situation is also complicated by the fact that the substantial part of power is concentrated within the hands of Imperial Battle Mages who have not been showing enow loyalty to the Center for a long time. From the building of Battlespire and till the very its destruction there had been held the second stage of their training before the departure to the fortress. Has the island been chosen because of its remoteness, either because of the plenty of daedric ruins dotting its surface, or due to impossibity of opening major portals from the rest of Nirn or Oblivion - currently we don't possess any exact information. Anyway, the description of the real cause might be found in the Magin Academy or in one of the closed installations being investigated by the sorcerers. Try to penetrate in there without raising noise or suspicion. It may happen that there is some relation between the investigations and persistent rumors of the frequent cases of insanity and sudden disappearences of the settlers. It's said almost every lunatic saw talking rats in his delirium. We apprehend these incidents are the signs of another problem to impend. I recommend that your specific attention must be payed to the political situation around Andoran. Templars, loyal to the overthrown Tribunal, along with the last members of nearly demolished House Indoril have landed neighboring Unveron that previously almost entirely belonged to House Hlaalu. Such an act of agression couldn't avoid the attention of King Hlaalu Helseth, thus there are reasons to believe that full hostilities will shortly outbreak on Unveron, so two adjacent islands of the archipelago will anyhow be involved. Reports of the work done may be sent through our messenger. Should you require any reference or information, notify us without delay, the same concerns your money for expenses. Be aware: prices on Andoran greatly differ from those in Cyrodiil. Nine-Toes, The Headmaster of Imperial Intelligence Service in the Southern Provinces"
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