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[color=#0000ff][size=2]I do not supervise or test translations made by other users for my mods, not even those linked
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[size=5]Mihail Mods Development Report:
Sea Giants are sailing to Skyrim
[youtube]AfiHBsQ9o4w[/youtube]
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[img]https://i.imgur.com/O1O0Q2Q.png[/img][/center][center][font=Times New Roman][i][color=#6d9eeb][size=5][b]"They're not simple like the Giants on the mainland. No, they've got a
cunning to them. Skin's as blue as a frost-bitten toe. And as far as
their temper goes? I've met sharks with a kinder disposition."[/b][/size][/color][/i]
[size=4][b]Thane Ogvar, ESO
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[size=3]Planned to officially appear for the first time on the DLC: Greymoor, which will launch for ESO in late May / early June 2020, the Sea Giants are a mysterious and barely understood breed of sailing giants, who act relentlessly in piracy in the region of the Sea of Ghosts, navigating their large ships decorated with giant bones and totems. Their origin is as unknown as their culture and beliefs, but their motives are clear, plunder, and overlap the weak, which denotes a relentless and violent culture. As we will see later, although they generally act only as looters, some have already shown interest in territory expansions, trying to dominate areas of Skyrim, but not being successful. They are part of the legends of all people in the regions close to the north coast, and it is generally said that they only landed on dry land in the coldest winters, and never stayed for long, just looting and killing everything they found ahead, and shortly thereafter disappearing between the fog and the glaciers of the icy ocean, until the arrival of a new winter, or several later. This however proved to be false several times, with Sea Giants mooring their ships in Skyrim and nearby islands and establishing camps, from where they regularly plundered their actions, and even if from time to time one ship left, another arrived. Even so, given the rarity and the remote places they choose, it is natural for the Nordic people to think that they only appeared exporadically, and soon after they left, after stealing everything they could.
No one knows where these giant tribes live, it is believed to be on the islands to the north, and several of them exist and very little are explored, such as Roscrea, for example, and it is also unknown whether they live in just one island, or spread over several. But it is known that they are naturally close cousins to the Giants that inhabit the mainland, and to the Norse themselves. As is well known, all Nordic and Giants descend from the old Atmorans, a mythical and extremely powerful people that inhabited the now, supposedly, empty, frozen continent to the north. It is not known if there were already several types of Atmorans, which would have originated several different descendants, but it is known that in general they were similar to humans of high stature and power, with some being described as larger than mountains. Whether it is an exaggeration, or a frightening fact lost in time, no one can say today, but it is known that several waves of Atmorans migrated to Skyrim over the millennia, and not all of them had the same stature, something easily verified for example when comparing the stature of Ysgramor, approximately that of a half-giant according to our encounter with him in Sovngarde, with that of the colossal Atmora king found by Talos on that continent. What is known is that in a certain and mysterious moment, the atmorans in skyrim were divided between giants and nordic, with the giants retaining their great size and strength, but less intelligence and magical abilities, and the nordic people losing much of that impressive stature and physical power, but maintaining intelligence and magical abilities. This however does not seem to have occurred with the Sea Giants, as they are direct descendants of the Atmorans, or some of their variants, without any fragmentation. Sea Giants have retained intelligence and incredible magical abilities, associated with high stature and physical strength. They are the perfect combination of a nord and a giant, and the closest we can find to a legendary atmoran. With their blue-gray skin, covered with white tribal paintings, and beards and hair of a strong ginger (although some are seen with white beards and hair), these giants are skilled forgers of Stalhrim, the magical and mysterious ice that the ancient atmorans manipulated for creating the most resistant armor and weapons, and a knowledge that today, among the nords, is limited to the Skaal tribe. Sea Giants however retained that knowledge, making and enchanting their equipment with powerful offensive and defensive ice spells. They are also known for taming Snowrays and Grahls, who often appear as their pets when found in icy caves that they use as a hideout.
Despite being a recent novelty, the universe of the Sea Giants has been previously painted in little-known past games, such as the case of TES Travels: Dawnstar and TES Travels: Shadowkey, with the appearance of the Ice Tribes. Known as Half-Giants, they are mentioned by Thane Ogvar as [i]"Men half again taller then the tallest Nord. Some kind of half-breed, I reckon"[/i], and are, in fact, hybrids of Sea Giants with Nords. Slavers, the Sea Giants usually take hostages during their looting, which they take to their islands, and it is not known for what purposes, except the confirmed proposal of reproduction. Belonging to the same evolutionary line, and very close inside it, it is known that giants and nords can "easily" breed among themselves, giving rise to Half-Giants, with approximately intermediate height between a nord and a giant, and great physical feat, being Lyris Titanborn the best known example of one. However, given the rarity of these, the term Half-Giant ended up being more associated with those that are seen more often, and produced ostensibly, which are the hybrids of sea giants with nords.The reason for their ostentatious production is unknown, but scholars believe that the Sea Giants are only aiming to increase their numbers, perhaps due to a scarcity of female Sea Giants, as they are not commonly seen. It is also a fact that, although generally weaker than pure Sea Giants, the Half-Giants appear to be fully integrated into the pirate society of the Sea Giants, and treated equally. They are referred to as [i]"howling half-kin" [/i] by the ones who encountered them, for their habit of screaming gutturally in combat during their looting.
With always irregular appearances, an ostentatious invasion that became well known during the second era (and which will now be presented at ESO), took place on the island of Kyne's Aegis. Kyne's Aegis is an island bastion in the Sea of Ghosts. It is located on an island north of Solitude. Its original intent was to be a bulwark against northern invasions which approached the cost via the easiest channel. Thane Ogvar was given ownership over the fort and over time, it morphed into a northern fishing village in addition to a fort. The fort has remained peaceful with only the occasional northern squall cropping up to cause concern. But later, large longships appeared to the north. Before a proper defense could be mustered, these ships crashed into the island, disgorging Sea Giants and Half-Giants onto the island, led by the powerful Vampire lord Falgravn. These creatures of myth quickly overwhelmed the northern island and have begun the assault of the fort proper.This association with vampires has unknown reasons, and possibly it was simply an agreement in which the giants would offer their destructive force, in exchange for a great plunder opportunity, but according to the island's thane: [i]"I hear vampires can twist people's minds - make them see what they want to see. Maybe Falgravn put a hex on them. Chances are, we'll never know"[/i], so, what actually happened, and if it is the tradition of sea giants to ally with vampires, it is not yet known, and it will hardly be. However, the establishment of one of its docking ports near the castle of Volkihar during the fourth era, certainly worries the inhabitants of the nearby regions, for fear of a new invasion of similar association lines in the region.
In the third era, the most famous invasion was in Dawnstar, in the game of the same name TES Travels: Dawnstar, apparently made only by Half-Giants, at least at the front, and then known as Ice Tribes.The Ice Tribes of Dawnstar are infamous for their attempted sacking of the city. The tribes had often raided the settlement, despite efforts to negotiate peace and Dawnstar's pleading for aid from the Emperor. It wasn't until one of Dawnstar's four champions betrayed the city and formed an alliance with the tribes did they attempt a full attack on the city. Following the attack, the tribes besieged the city's walls and prepared for a final strike. Governor Cyril Vinticae rightfully suspected one of his champions of treachery, and banished them to the wilds surrounding Dawnstar. The tribes allied themselves with many monsters from the surrounding wilderness, including trollkin and the feared type of troll known as Gehenoth. The Ice Tribes and their monstrous allies then gathered around the walls of Dawnstar, and launched their final attack on the city.
Despite the city's defenses, sheer numbers allowed several invaders to get past the walls. With the aid of the three loyal champions and the power of Starfrost, the hero was able to defeat any interlopers who entered the city, culminating in a battle with the Thriceborn Gehenoth. The town's defenders emerged victorious, and the Ice Tribes never again threatened the city of Dawnstar.
In the same era, another tribe could be found in Skyrim, living more secluded and practicing only simple looting of nearby areas. The half-giants of Glacier Crawl, or Glacier Tribes as they were known, lived between the Reach and High Rock, and their tribe was geographically split from the tribes of Dawnstar. The tribe coexisted with Snowrays, dangerous flying creatures that resemble aquatic rays. The tribe lived inside large glacier caves, composed by many icy tunnels, and used a system of levers and frozen gates to defend Glacier Crawl from invaders. Sometime before the third era, an airship crashed into the glacier. The tribe raided the ship, killing the crew and taking a Star Tooth that they had captured from the sky. In 3E 397, the Soul of Conflict came in search of the Star Tooth, which was in the possession of the Glacier Chieftain. The hero killed all members of the tribe and retrieved the Star Tooth.
It is unknown whether both tribes that appeared on TES Travels still reside in Skyrim, with possibly only that of the Glacier Crawl actually living permanently in the province in third era, while the one that invaded Dawnstar was possibly just a temporary maritime invasive force.
During the fourth era they have been living in a more discreet way, only eventually invading small farms in order to steal resources, especially cattle, a meat that they seem to particularly appreciate. There are also reports of attacks on remote roads to merchants, and mainly attacks on merchant ships on the high seas.
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[/size][size=3]Having their own language, apparently a more complete and refined version of the language typically used by the mainland giants (and very little understood by the nords), and magical prowess, great and varied combat capacities, and advanced navigation techniques, in addition to the already mentioned expertise in handling Stalhrim, make the Sea Giants a maritime force that may only find a match in the also mysterious Maormer from the south.[/size][size=3]
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Sea Giant camps along the coast of Sea of Ghosts can be found, always built alongside their large ornate ships.
Some including tunnel systems inside glaciers.[/size][center][/center][center]
[u][img]https://i.imgur.com/OoCgDzt.png[/img]
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[font=Times New Roman][size=4]- 4 new types of creatures: Half- Giants (4 varieties) and Sea Giants (3 varieties)
with new sounds, effects, spells, behaviour;
Grahls with new sounds and loot;
Snowrays with new sounds, effects, loot
(grahls and snowrays appear in other of my mods, and on this one they appear exclusively alongside with the sea giants, and to have them as world enemies on vanilla you must donwload the grahl and snowray mods)
- 2 new weapon- stalhrim staff and explosive stalhrim arrows
- new areas- sea giant camps and caves
- new object- sea giant ships
[img]https://i.imgur.com/Yn6XeuD.png[/img]
[u][b]
- The last Skyrim Update[/b][/u]
[u][b]- DLC Hearthfire
- DLC Dawnguard
- DLC Dragonborn
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[img]https://i.imgur.com/s1Maz9p.png[/img]
Author:
Mihail- models, textures, animations, loot, effects, spells, sounds,
new areas and objects, new weapon, game implementation
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