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Basic detail of Mod & Storyline


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GLmods

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This is the basic starting storyline of the Glmods Mod.

 

 

Due to turbulent storms Vvardenfells trade industry has gone into decline, and that the Empire is becoming concerned with the recent events. The Emperor has called upon a well-known imperial lord in Ebonheart to investigate the recent increase in storms in Vvardenfell; he has worked in conjunction with high-ranking members of the mages guild to attempt to locate the source of the storms. The Mages guild believe that the storms are linked to the recent decent of three celestial beings, which appear to have landed in the far West. With the aid of the Mages guild, he believes he has tracked the source of the storms down to an island to the south west of Ebonheart. As he is a lord and a member of the imperial legion, he has gathered his garrison together to venture forth to the island, and attempt to learn more and possibly stop the storms.

Your adventure begins when you begin to hear tales for imperial legionnaires that the lord is seeking new members to aid him in his quest, and anyone interested should consult a high-ranking official of their local imperial garrison.

After speaking with one of these officers you and two other young recruit’s have also volunteered for the journey, and you have been assigned to lead them to Ebonheart to venture on the quest with everyone that has volunteered. On your arrival at Ebonheart you realise how bad the storms have become when the ships are all anchored to the harbour and trees have been blown into buildings causing severe damage.

You meet up with the imperial lord and are taken aboard the ship, for immediate departure from the island. As soon as the ship leaves port, its journey is plagued by terrible weather and during the journey you are forced below deck, as it is far too dangerous to be on deck in the weather. However on the voyage, the boat suffers severe damage in the storm, when it is dragged onto rocks, as it begins to take on water you must attempt to escape to retrieve what ever items appear useful and escape the sinking wreck before its too late. As you escape the wreck, the boat appears to be caught on some rocks, and to your advantage looks stable enough for you to make one more trip to attempt to get more items, some of which will not be available again and must be retrieved as you escape.

The only land in sight is a lonely looking island, to which you swim to with much haste, it is here that your adventure begins, wreckage is strewn about the beach and some evidence of other survivors can be found, some survived that you did not know were even on board the boat, who are stranded on this lonely island with you…

 

The story takes many different twists and turns, and this is not the only island in the world, which is suffering the effects of the fallen celestial bodies, as the main quest unfolds you will discover that there is more to this mod than you think…

 

Landmass:

A large new continent will be placed to the West of the bitter coast region, and will extend down into the inner sea and upwards past Solstheim, the landmass will take up the large area of sea to the South, South West, West and a small part in the North (Above Dagon Fel). There will also be numerous new islands dotted around the map, and some which will not be on the map but are beyond the ingame map's boundaries, as will some, if not most of the new continent, with the islands and part of the continent not being on the Ingame map, it helps to show that these islands/continent have not yet been discovered and could be located anywhere in the vast world of Morrowind. With the new continents will bring new opportunities for new races, items, towns and all new weapons and armour ect. Also with the new continent will come various quests, ranging from low to high levels in difficulty. There will also be new regions on the map and some types of land that were not present in TES III Morrowind, for example vast Deserts, whole towns built onto and inside mountains, an underwater city and much, much more.

There will also be new opportunities to join totally new and unique factions. Also with this mod will also come the ability to befriend NPC's and adventure with then (This was a favourite of mine with mods like 'Partners' by Cutthroat mods). As this is still the early stages of development and design, we are open to any suggestions on what you out there have to say about what you would like to see in the mod, and in future mods, if there are any talented modders/3DSmax meshers out there who wish to help us, we would greatly appreciate your help, and your name will be included in the credits.

Lets see a summary of what this mod will include:

 

New Races, with their own unique attributes and skills

 

New towns, cities and areas to explore with their own unique items and styles

 

New Guilds, Factions and quests which vary in difficulty

 

New items, weapons and armour (some from the new races, some from the continent itself)

 

New native religions and beliefs and unique new temples and designs

 

In total there will be 11 NEW races, and a total of 21 races including the originals some playable some not.

 

There will be 33 NEW starsigns and Birthsigns

 

With the New factions will come 100 ranks (5 per faction TBC)

 

There will be 20+ NEW classes (some Playable)

 

There will be 25 NEW Factions

 

And Much, Much More!

 

As I mentioned above this is still the early stage in development and design so please bear with us and offer any ideas, suggestions or comments, as they will be appreciated greatly.

Stay tuned for more info on relevant mod info and new issues on design and ideas.

 

Thanks again for your time and patience

 

GLM team

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