The Elder Scrolls: The Battle for Tamriel is a modification based on the engine of The Lord of the Rings: The Battle for Middle-Earth II: The Rise of the Witch-King, the goal of which is to create a strategy with classic RTS mechanics in the setting of our beloved universe of The Elder Scrolls. Mod authors: LoRdNazguL and DaedraWarrior

Report RSS Morrowind: Magic of Oblivion

Sneak peek at spellbook of upcoming Morrowind faction

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"You can hear the words, so run away
Come, Hortator, unfold into a clear unknown,
Stay quiet until you've slept in the yesterday
And say no elegies for the melting stone"



2023 07 02 1

Morrowind is the first faction in the mod to use Magic of Oblivion to cast abilities from their spellbook. As we said earlier, this division in our mod is rather arbitrary and does not imply that this faction is considered unambiguously “evil”, like Mordor and Isengard in the original game. The Dunmer do not seek the destruction or subjugation of all of Tamriel, although some of the entities in their spellbook certainly would not refuse this. Binding to Oblivion for this faction is connected only with the fact that the dark elves are one of the few races of the Mundus who openly worship the Daedric princes.

In addition to Morrowind, four other factions will use Magic of Oblivion in Battle for Tamriel: Daedra, The Undead, Orcs, and Reachmen.

TIER 1


Ancestor’s Wrath
The cult of the ancestors is of particular importance to the Dunmer. The inhabitants of Morrowind build huge underground tombs for their dead and summon magical creatures to protect their peace. It is said that every Dunmer from birth possesses the power that, in a moment of despair, can call upon the wrath of their ancestors embodied in the form of a fiery whirlwind, which is able to save them from death and turn opponents to ashes.

The “Ancestor’s Wrath” ability summons a fiery whirlwind to the battlefield, which deals minor continuous fire damage to all who are in its epicenter.

Ancestors Rage

Ancestor's Wrath is a magic whirlwind that represents zealotry of Dunmer, defending their forebears legacy

Cliffracer
Those who venture on the rocky paths of the island of Vvardenfell should be prepared to face the threat of Cliffracers. These predatory flying lizards are unusually agile, attack suddenly, and their seething screams can make the blood run cold even in the hearts of most courageous travelers.

The “Cliffracer” ability allows player to summon a predatory flying creature as a scout. Cliffracer moves quickly around the map and has good vision range, and its presence cancels enemy Leadership effects.

Ashlands
One of the main and most notable sights of the island of Vvardenfell is The Red Mountain - a huge volcano, tirelessly breathing ash. Ashes constantly cover a good half of the already hostile lands of the island and have long been an important part of the culture of the Dunmer, because only they learned to survive in such inhospitable conditions.

The “Ashlands" ability covers the selected area in ash and razor-sharp rocks. Morrowind troops in this area get +50% Damage and Armor.

Ashlands

None among outlanders would fight Dunmer on their hostile fatherland with former eagerness

TIER 2

Saint Jiub
Jiub is a legendary character from The Elder Scrolls III: Morrowind, revered as a saint by the Dunmer. Jiub is credited with the extermination of all Cliffracers by the end of the Third Era. True or not, the Dunmer revere him as one of their Saints, and his presence on the battlefield can inspire warriors to fight with great zealotry.

The “Saint Jiub” ability summons Saint Jiub to the battlefield. In addition to unsurpassed melee skills, he is able to inspire warriors by reading his Opus, as well as throw a dagger that deals significant damage to monsters, especially flying ones.

The New House
After the fall of the Baar Dau meteorite, which claimed the lives of thousands of Dunmer on Vvardenfell, and the Argonian invasion, which turned many cities of mainland Morrowind into ruins, a redistribution of power began in the Council of Great Houses. House Hlaalu was stripped of its status as a Great House, and Redoran took all power into their own hands. The vacant Hlaalu seat was filled by the fledgling House Sadras, who quickly gained influence through control of trade routes and a vast network of cunning and executive Agents.

“The New House” ability allows summoning of two hordes of Sadras Agents to help the player - they are fast and deadly warriors who wield pairs of enchanted daggers in battle. Sadras agents are also capable of ranged combat, throwing those same enchanted daggers at opponents.

Sadras Agents

Sadras Agents are ready to dwell into darkness of Dwemer ruins

Outpost
The lands of Morrowind are vast, and many of its corners are unexplored and teeming with dangerous creatures. The borders of the lands of the Great Houses require constant defense, especially on the unexplored frontier of Vvardenfell. It is not surprising that throughout the land of Veloth you can find many outposts - small, but well-fortified and weather-protected fortifications, capable of holding back a sudden onslaught of an enemy detachment or a flock of wild monsters at the right time.

The “Outpost” ability allows you to quickly erect a defensive structure with four Great Houses Archers in it on the specified area of the map.

Restless Slaves
Slavery has been one of the most important pillars of Morrowind's economy for centuries. Enslaved Argonians and Khajiit work day and night on plantations in the Deshaan Plains and Telvanni Peninsula, as well as in the mines of Vvardenfell, extracting valuable resources, which are then sent for sale to other provinces.

The “Restless Slaves” ability allows you to temporarily increase resource output and production speed of the Slaves in selected Plantation.

TIER 3

Clockwork City Portal
Sotha Sil, the most mysterious god of the Tribunal, is known as the creator of a pocket dimension in which he built a huge fortress known as Clockwork City. Within the walls of his creation, Sotha Sil creates unprecedented mechanisms and studies the matter of Mundus and Oblivion in order to protect the mortal world from outside threats. Clockwork City is inhabited and guarded by intelligent automatons, factotums. Some of them resemble a human in their appearance, while others are more like giants from the northern lands of Skyrim.

The “Clockwork City Portal” ability summons a building in which the player can recruit Factotum Adjudicators, Factotum Arbalests, and Imperfects. The first and second units are armored swordsmen and archers with immunity to fear. Others are giants, capable of flattening opponents with their huge mechanical arms and legs, or incinerating enemy buildings with magical beams.

Blight
The inhabitants of the island of Vvardenfell have long been accustomed to the ashen plague from Red Mountain. When the air is covered with a thick red fog with clouds of ash, the Dunmer pull on their scarves and protective masks to hide them from the suffocating wind, but unprepared strangers can be taken by surprise by the coming of this cruel Blight.

Red Year

Only the strongest can survive in the ash storms of Vvardenfell

The Pestilence ability cancels enemy weather effects and summons an ash storm onto the battlefield, which cancels enemy Leadership effects mapwide and makes enemy units 15% slower.

Eruption
As you might guess, the Red Mountain of Vvardenfell has a special place in the way of life of the Dunmer. Every day, the fire-breathing volcano brings to the inhabitants of the largest island of Tamriel blight winds and lava flows descending from its slopes, to which the dark elves have long been accustomed. But woe to those who find themselves near this volcano when it wakes up and begins to erupt for real. Firestorms and red-hot stones flying from the mouth of the mountain once destroyed most of the settlements of Vvardenfell, and now the Dunmer always look at the mountain with fear, hoping that it will not wake up again.

The “Eruption” ability rains down burning stones on the selected area, sweeping away any troops and buildings in its path. Enemies, hearing the roar of approaching death, freeze in fear.

TIER 4

Hortator Reborn
One of the most sacred and revered figures in the culture of the Dunmer is considered the warlord Indoril Nerevar, the Hortator, who united the disparate tribes of the elves of Morrowind. A fearless warrior, he defeated in battle many enemies of the people of Veloth, from the barbaric Nords to the fearsome and mysterious Dwemer. For the Dunmer, there is no greater hero, and the appearance of his spirit on the battlefield will instill unbreakable determination in the hearts of the warriors of the Great Houses of Morrowind.

The “Hortator Reborn” ability summons the spirit of Nerevar Indoril to the battlefield. The Spirit of the Hortator is invulnerable, moves quickly across the battlefield, and his magical aura sets enemy units and buildings on fire. Enemies near Nerevar freeze in fear, and allies receive a significant increase in Damage and Armor and become a force that sweeps away everything in its path.

Nerevarine

The Spirit of Nerevar Indoril ready to guide his Ordinators into battle

The Tribe Unmourned
Long, long time ago, before the Chimer people were converted into the Dunmer, the Dark Elves, the lands of Morrowind were ruled not by five, but by six Great Houses. The Great House Dagoth was considered one of the most powerful among them, and Lord Vorin Dagoth was one of Nerevar's most loyal companions. However, during the war with the Dwemer, Vorin Dagoth killed Nerevar and claimed the powerful artifacts of the Deep Folk to himself in order to get divine power, but then he himself fell at the hands of the Nerevar’s advisors, Almalexia, Vivec and Sotha Sil, the future gods of the Tribunal, and his House was destroyed and forsaken for its betrayal. At least this version is spelled by the gods themselves and their followers. However, hundreds of years later, Lord Vorin and his brothers, under the influence of the Heart of Lorkhan, were resurrected as Ash Vampires - terrible and dangerous creatures that spread monstrous diseases. Taking the name of Dagoth Ur, the leader of the Sixth House accuses the gods of the Tribunal of lies and betrayal and vows to avenge his unmourned tribe, as well as free Morrowind from the oppression of imperial invaders.

The “Tribe Unmourned” ability summons Dagoth Ur and his seven brothers, Ash Vampires, to the battlefield. Presence of the lords of the Sixth House sends blight on everyone around, both allies and enemies, causing their health to slowly decrease, and their weapons have crushing power that can kill any, even the most persistent enemy.

Tribe Unmourned

Sharmat and his brothers at the ruins of Kogoruhn

That's all for now. We are glad to say that Morrowind is almost done and ready for release. However, where are few bits that need to be completed before that, one of which is voice acting for some units and, most importantly, faction announcer. We already found talented people to voice some of the Morrowind units and you will also hear new custom announcer for Dominion in this version, but for now we are searching actors who can help us record Morrowind announcer and few additional units. If you think that you can help us with that, please visit our Casting Call page where you can send your audition. If you wish to learn more about Battle for Tamriel and ask us a question about its development, as well as our other project, The Elder Scrolls: Total War, you can join our Discord server.

Yours, LoRdNazguL, Paws and DaedraWarrior

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MathijsRevora
MathijsRevora - - 4,017 comments

Great read! Keep up the good work guys!

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JohnnyKrosis2000
JohnnyKrosis2000 - - 60 comments

this is amazing thank you guys for your hard work this is easily becoming one of my favourits

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