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Elder Scrolls IV : Oblivion - Kingdom of Almar V1.4 Mod

This is the Kingdom of Almar Mod V1.4 for the game Elder...

Elder Scrolls IV : Oblivion - Kingdom of Almar V1.4 Mod

This is the Kingdom of Almar Mod V1.4 for the game Elder Scrolls IV : Oblivion.

About Almar (Brief Description)

Almar is a kingdom run by woodelves under Tamriel. Its capital city is Tiriel and it is the home of an ancient yet secret Druid culture. The city links to a complex set of tunnels that can take you around Tamriel without needing to go above a ground. With outposts and camps scattered around the map so you can stop to rest at key points and restock before moving on. Kingdom of Almar V1.4

Requires = The Elder Scrolls IV: Oblivion.

Requires = OBLIVION PATCH v1.2 and Shivering Isles

Creator's = giskard

Website = http://www.respawn.co.uk

This mods official forum Thread =

http://www.mechstorm.net/forums/index.php?showtopic=3797

Disclaimer

This is a "do not come crying to me if it breaks your game" release.

Support Page & Download Locations

http://www.respawn.co.uk/respawnportal/Kingdom%20of%20Almar.html

Forum for General Questions about the mod.

http://www.mechstorm.net/forums/index.php?s=50379b65f657d580e153160ac6961c15&showforum=71

About Almar (Brief Description)

Almar is a kingdom run by woodelves under Tamriel. Its capital city is Tiriel and it is the home of an ancient yet secret Druid culture. The city links to a complex set of tunnels that can take you around Tamriel without needing to go above a ground. With outposts and camps scattered around the map so you can stop to rest at key points and restock before moving on.

Known issues.

Also Since I switched from ATI to Nvidia I found Nvidia drivers seriously suck and lighting on Nvidia cards is notoriously bad. So some areas on this mod may appear darker than intended on Nvidia cards, other areas are delibrately dark, eg the Hall of Giants (Tip, sneak through that hall).

Installation:

Just extract the zip in to your oblivion folder (NOT THE OBLIVION DATA FOLDER). If your updating, say yes to any requests to overwrite files.

History of Almar

Back in the days when the Daedric Princes ruled the Tiriel, those who where fortunate enough to escape, hide them selves away and lived out their lives in secret. The woodelfs naturally flocked to wooded areas and one such area was what is called today the great forest. Back then it was almost all forest with 1 giant tree at the center which later died. The woodelfs made that tree their home in the forest and lived there for thousands of years unnoticed by the outside world.

Eventually they dug down the dead trees roots to make more living space and created the great Root City of Tiriel, which in time would become the capital of the Kingdom of Almar. As they did this, they came across monsters and creatures that live below ground. Fortifications were put up and patrols were sent out along the tunnel systems that the Woodelves found outside of the great trees root structure, in order to keep their young city safe.

Since that time the woodelves adopted a Druid culture and protect the natural world from those who would harm it. They had already mastered concealment within forested areas and the Druid culture reflected that mastery and the existing Woodelf beliefs at the time. Necessity then drove them further under ground to protect their city from the creatures that lurk below them and to hide from then Imperials who where taking over the surface world. Many druid cultures where crushed by the Imperials and wiped out, Almar is one of the last true surviving Celtic Druid realms.

The Druids of Tiriel do not use Magic as much as the surface dwellers do, they tend to focus more on potions which are made out the natural flora and minerals that are common place below ground. This have made the Druids Master Potion makers, much more so than the so called masters of Alchemy that exist above ground. The Druids have refined and improved upon the standard alchemy kits and even the standard alchemy bench. This allows them to make extremely powerful potions as found only in Druid stores or sold by Master Druids.

Druid potions are often confused with spells by on lookers, yet a standard Druid potion is more often a lot more powerful than a standard spell. But the Druids prefer to be under estimated because they would rather outsiders did not know the power held by the Druids and their potions. This makes druid potions very rare outside of Druid shops and guilds. Even then they are available in limited numbers.

The enemy of the Druids are the Dark Druids. These are evil Druids set on destruction of the natural world to fuel industrial development. The Dark Druids point to all the natural wonders and say with so many resources available its stupid to be so protective. At first this was just a disagreement between 2 minor factions of Druids but in centuries past it lead to a war that saw the Dark Druids all but wiped out in cave battles stretching across Tamriel. Since then origins of the dispute become a life style for both parties. The Druids religiously protecting nature and the Dark Druids fanatically destroying it.

Today the Dark Druid is a bed time story told to children in Tiriel who misbehave. Very few really believe the Dark Druids still exist. The Druids Guild how ever know they still exist and fight secret running battles with them below ground in the cave system outside Tiriel almost daily. Most of the population of Tiriel believe the fortifications are to keep creatures out of Tiriel when the nature of the defenses is clearly over kill for such a job.

They keep this news from the population to protect them but its a battle they are losing. Some day soon the evil that is helping the Dark Druids will make its move against Tiriel. When that day comes, if help does not arrive, Tiriel may well be lost forever like so many other ancient ruins scattered found around Tamriel.

Version 1 Features

A brand new under ground city called Tiriel (A City built in to the roots of an ancient tree)

Lots of Shops

Lots of Homes

Lots of Woodelf Guards that do arrest you.

A palace.

A Druid Guild

New druid alchemy equipment.

New Powerful Druid Altar

New Powerful Druid Potions

A tunnel system running the length of Tamriel.

New outposts found at key points around the tunnel system.

New Camps found within the tunnel system.

A Pub with custom rent a bed feature.

Support for Kvatch Aftermath Built in to the tunnel network if kvatch is installed.

Change Log

Update: 1.1

Removed the Tunnel links to the imperial city to fix a bug in MQ5.

New Sacred Garden Area of Tiriel.

New Workshop Area of Tiriel.

New Hall of Giants Level.

New Gorfladan level.

New Sacred Garden Quest to enable new features in 1.1.

New Workshop related features based on the players Armourer skill.

Background story expanded slightly,

Update: 1.2.

Remade the path grid in the hall of giants.

Made the monsters smaller in the hall of giants.

Added more monsters in the hall of giants.

Fixed some quest issues related to gamedayspassed.

Update: 1.4.

Fixed a quest issue with the "Druids have rebuilt the temple quest" appearing too early.

Future plans.

I will be adding lots of major and minor quests to this. Ranging from gather some items for shop keepers to "something stirs deep below ground" type quest. With regular repeatable quests to deal with those nasty dark druids.

Also since kvatch aftermath will link to this mod seamlessly but also work without it, you can expect to see some kvatch guards and the Druid guards meet up occasionally in the tunnels between each realm. Updates for one may every well mean updates to the other happen at the same time as is the case in version of 1 of Almar where support for kvatch is leading to me releasing 3.6 early with built in support for this mod.

Enjoy

Giskard

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