Oblivion
Design Changes

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ZekAonar

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The region of Arunor has been divided into two pieces -- West and East -- each given its own separate worldspace and uniquely themed geography. This has been done in order to increase the overall size and detail of the world.

Also, due to technical issues with the city of Tyrendar, the city itself will not be making an appearance in-game. I have decided that, in order to preserve the mod's dark and nomadic atmosphere, major cities will not be accessible, and civilization shall instead appear in the form of small camps, forts and villages (much like Morrowind, for example). This, I feel, should help better capture the sort of dark, "war-time" atmosphere that I am intending for. Also, Arunor itself has been moved farther north, so that it is surrounded by the events of the war and the Shadowfall and will thus keep the player feeling tied much closer to the global politics and Asuron's general mood. Tyrendar will be referred to often however, and shall remain in the lore. And while Tyrendar itself may not be visited, the holy knights of Tyr's Hand will be seen in-game, and will occupy many forts and camps around the world, and especially in this part of the world, where it makes sense that they would naturally gravitate towards playing an active role in the war.

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