Mephalan Vales

Mephalan Vales Cave #1

Attached is a spider cave that was made for Coronati Basin. It was agreed it would not fit in Coronati Basin, so we agreed to 'keep it on the shelf' until the Mephalan Vales redo.

Please use this for a spider cave. The second cell can likely be cut, unless you need a corridor to a daedric ruin.

The cell will need edits, such as polishing the interior - dealing with bleeders/floaters etc; updating to use region appropriate flora; and whatever else you need with it
 

Mephalan Vales Indoril villager rock carvings

Rock carvings found in the center of Indoril (Velothi) villages in the Mephalan Vales.

The idea is that some vestige of the rock-carving tradition that created the Daedric ruins throughout Morrowind is still present among the Indoril lower class of the Mephalan Vales, from where the rocks used in the ruins construction are implied (by TR) to be from.

Tusked Tarantula

Another set of spider enemies for the Mephalan Vales -- the Tusked Tarantula.

Unrelenting and agressive. These two words are enough to paint a clear picture of the tusked tarantula. These creatures, often described by foreign travelers as "unholy hatechild of tarantula and boar", are as much revered by the locals as it is feared by them.

Mephalan Vales low-level flora

Flora needed for the misty and canopied forests of the Mephalan Vales.

Needs at least a couple each of container and static fungi and plants. Some container fungi and plant assets already exist separately: https://www.tamriel-rebuilt.org/asset/madcane and https://www.tamriel-rebuilt.org/asset/funnelers-friend

Art by Athcliath97. Some higher-level concepts by be-a-stranger added for inspiration. Some fungi concepts still needed.

Mephalan Vales trees

Trees needed to create the damp and misty forests that fill the valleys between the purple cliffs and peaks of the Mephalan Vales. Should have choky and ancient-looking trunks, but long gnarly branches creating a thick canopy. Dark fantasy forest vibes

We should use at least two diferent species of trees, although one would probably dominate in creating the canopy.

Also needs a version covered with spiderwebs.

These need to fit in stylistically with Mournhold trees.

Mephalan Vales land textures

Land textures for the Mephalan Vales.

The rock should be purplish, but otherwise perhaps kinda like the AC menhir textures. The implication can be that MW's Daedric ruins are made of that stone.

Grass and dirt textures should go with the misty, damp forests that coverin the valleys and canyons between the peaks. So perhaps desaturated greenish?

The rock texture should also be used in this claim: https://www.tamriel-rebuilt.org/asset/mephalan-vales-rocks

Mephalan Vales rocks

Purplish rocks for the Mephalan Vales. Should include assets needed to create sharp peaks, cliffs and labyrinthine canyons, as well as general rocks for clutter.

However, this needs to be balanced with the need to make the landscape mesh do the majority of work for the region. To avoid encouraging rock-spam, it may be best to provide only 2 or 3 cliff models -- enough to define the landscape while being made to look deliberately samey so that they look poor when paired up excessively, thereby prohibiting cliff overuse.

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