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SUGGESTIONS:

Setting & Environment

COASTS:

The coastline is a vibrant and beautiful setting. The waves crash against rock and lap the smooth, long beaches. Explore clear, tropical blue coral reefs.

CREATURES & WILDLIFE:

The creatures you encounter act more realistically, treating the player as just another aspect of the wilds. Some will attack the player on sight, while others act territorially, allowing the player passage within reason. Wolves only attack in packs of three or more, and only usually when they sense the player is wounded.

 

Creatures will attack each other as part of an active food chain, and feast on the carcasses of other animals, allowing the player to sneak by or hunt them easier. Many smaller animals will turn and flee the instant the player returns blows and most animals will flee if it is clear their lives are under threat.

 

Dragons:

Alduin revived the dragons in 4E 201, and now they are widespread throughout Tamriel once more. But without Alduin's leadership, they lack the same dreadful threat they possessed in Skyrim. It is revealed the Dragonborn embarked upon a crusade across Tamriel to police the dragons of Tamriel and consume those who became unruly. Combined with Paarthurnax's vow to teach dragons to control their instinct to dominate, this could explain their receding sightings.

 

Without the leadership of Alduin, it would seem the dragons have turned against each other, and it is not unheard of for two dragons to do combat in mid-air.

 

Miscellaneous:

  • Birds land on trees, chirp and fly away.

  • Formations of migrating birds fly overhead.

  • Creatures protect their cubs and lead them through the wilderness. Young are hunted for the tenderness of their meat and the softness of their fur.

 

Scent:

Predators can track prey that has fled by scent, even when the prey is not visible. This is amplified if the prey has a bleeding wound.

 

Sound:

Most creatures emit sounds when stalking or foraging, warning you of their presence. If the player hears the sound of a hostile creature, it will appear on the compass as a red dot, indicating a threat. Similarly, a ranger using a telescope or his naked eye from a vantage point will mark threats on his compass as soon as they are detected.

 

DAY / NIGHT CYCLE:

Unless travelling under a clear sky, the nights are much darker than in the vanilla Skyrim. The paths are well-lit, but straying into foreign territory after dark is a daunting prospect. This places a greater emphasis on sleep and setting up camp in the wilds. Optional.

 

DESERTS:

The central Ne Quin-al desert region of the province is arid, oppressive and interminable, evocative of Fallout: New Vegas' Nevada badlands. However, the desert conceals a treasure trove of cities and ruins underneath the sands. There are rumours of an enormous, underground network of ruins that once represented the critical trade route of the sixteen kingdoms.

 

When out in the open desert, stamina trains twice as quickly and regenerates slower. With stamina at zero, the player's health then begins to drain. These effects are lessened by wearing appropriate apparel or seeking shade. Optional.

 

DUNGEONS & CAVERNS:

In Skyrim, the greatest bounties of each dungeon or cavern tended to be collated in a master chest that indicated the end. This negated somewhat the pleasure of exploring these ruins. Unique treasure should be hand-placed, often in places that are not obvious, requiring perception on the part of the player to discover them.

SETTLEMENTS:

Settlements are more voluminous with NPCs. Some are place-holders with randomly generated names, while others provide brief interaction. Quest-related NPCs are marked on the local map for the player's convenience.

 

The towns are audibly and visually alive with activity:

  • The rumble of busy morning market

  • Urchins steal from market and evade the guards.

  • The raucous din of the pub.

  • Inns are alive with drunken revelry, drinking games, singing, vomiting etc.

  • NPCs play with animals.

  • Roosters crow in the early morn.

  • Stray animals in town scavenge dropped food.

 

Gambling: The revival of the mini-game comes in the form of gambling (dice, cards, pit fights etc.). Beware, a winning streak may be construed as cheating, which could have violent consequences.

Online Taverns: Optional- Within taverns, the player can interact with fellow players.

WEATHER:

  • Ominous clouds on the horizon lead to lightning and rain rather than a sudden change. Columns of inbound rain are visible on the horizon. Companions and other NPCs will comment on inclement weather conditions.

  • NPCs react to the weather. They stay indoors or equip umbrellas when it rains and offer pleasantries like "Lovely weather we're having" when the sun is out.

  • The wind has a visible effect on the trees and foliage.

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