Official Balmora
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10-13-2005, 12:17 AM,
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Official Balmora
Balmora
OFFICIAL THREAD OF BALMORA 1.NO HIJACKING 2.NO "RULES" ONLY COMENTS/NEED THINGS IN BALMORA
chilll, and lisen to di.fm
Woot pre-ordered oblivion!!!! DI.FM |
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10-17-2005, 03:00 PM,
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Ok, here is a updated overview of Balmora. It's written to somewhat follow the style of the "Guide to Balmora" scroll found in Morrowind.
I've split up each District and listed each house and who resides in them. Some places such as the South Wall Cornerclub and the Lucky Lockup are actually more bars than anything (although they do have beds for rent, but I figure they are for travelers and short stays), so all the people who just stood around in them in Morrowind have been given houses in the town somewhere (all in Labor Town, since both the NPC's and that District were present in Morrowind). The Publican's of each bar, though, have the ability to stay at there respective club (as well as the bar-keep at the South Wall Cornerclub). In that frame of thinking then, that would mean that all members of guilds could stay at their respective Guild Houses (Mages, Fighters, Temple, House Hlaalu, Morag Tong) and not have to worry about finding accommodations in the city. I haven't messed with the NPC's levels or ranks in their respective Factions/Guilds/Houses yet. I'm still trying to get a outline of what classes level at what rate, to get an idea of how for along everyone should be. I've updated the concept shots for each District, but am not still completely done with them. Eventually I might add in some details to help get a better idea of each one's personality and atmosphere. East Hills is the new Districts I created up on the hills above Labor Town. It has 8 new buildings with 15 new houses for residents, a new bar/club and a guard tower on the far northern hilltop. The bar/club was where I was thinking one of the larger city gangs would have it's hang-out. And now after reading through the Guide to Balmora, I realized that Fort Moonmoth is also under my supervision. Well I'm already taking the second largest city under my belt, what's a little fort as well? All I have so far is a listing of NPC's who are there right now. The Maintenance Log is a section I added to give everyone an idea of what is changing from TES III to present Oblivion time (six years difference). I've added the Local Employment section to list quests to be done in the town. Keep them coming and I'll post them here. If anyone has any comment, please let me know. I really would like to make Balmora fun and interesting again, not just a duplicate of Morrowinds. I need input from you guys. I can get most of the people in place, but I could use some idea's for quests and story's for them. :goodjob: _________________________________________________________
The Official and Definitive Guide to Balmora Balmora is the district seat of House Hlaalu, and the largest settlement on Vvardenfell after Vivec City. Balmora has five districts: High Town, the Commercial District, Labor Town, East Hills, and Fort Moonmoth. High Town On the hill to the west, has the Tribunal Temple, Hlaalu Council Hall, Morag Tong Guildhall, high-class manors, and better shops. Concept 1 Andala Manor
Morag Tong Guild
Milie Hastien: Fine Clothier
Nalcarya of White Haven: Fine Alchemist
Raddin's Fine Armor and Weaponry
Salvi Manor
Player Purchasable House Note: This is the player purchasable manor in Balmora. It can be bought from Dondos Driler in the Hlaalu Council Manor for a very heafty sum. The purchase price includes a staff.
Temple
Indala Manor
Hlaalu Council Manor
Western Guard Tower North
Duelist Manor
Tyravel Manor
Western Guard Tower South
Just west of the river, is centered on the large plaza north of the South Docks, with the strider port. The Guild of Fighters and Guild of Mages, and most of Balmora's shops and inns, are located along the streets of the Commercial District. Concept 1 The Razor Hole
Dorisa Darvel: Bookseller
Eight Plates
Clagius Clanler: Outfitter
Dan-Za's House
Guild of Fighters
Guild of Mages
Dralasa Nithryon: Pawnbroker
Ra'Virr: Trader
Dro'Ba's Merchant Stall
Lucky Lockup
Council Club
Terman's Apothocary Store
Rianele's Scholar's Shop
Silt Strider
Located on the west bank of the river and east to the foot of the hills, where the commoners and poor live, has several modest corner clubs and a few merchants. A small produce and food-stuff market has sprung up to the north across from the small docks to the north. Concept: West Bank - East Bank 1 Han-Zaw's Market Shack
North Gate Guard Tower
Alvis Teri's House
Arathor's House
Chuna's House
Heddvild's House
Llaalam Serar's House
Vorar Helas' House
Rithleen's House
Todwendy's House
North Harbor Cornerclub
Stargel's House
Tappius Esdrecus's House
Hecerinde's House
Tedryn Brenur's House
South Wall Cornerclub
Llandras Belaal's House
Drarayne Thelas' House
Shargam gro-Shagdulg's House
Located on the hill sides in the far east of town, is a newly built district. It is an expansion off Labor Town, and has houses for commoners and a new club. Beware though, at night this part of town is known to be dangerous to the unwary. Concept 1 East Hills Guard Tower
Ahdanj's House
Folsaes Nerothren's House
The Silver Spoon
Gadave Urns' House
Sedaves Girendal's House
Oreru Assaplit's House
Malpen Varro's House
On-Wan's House
Llaala Ralvani's House
A short walk southeast of town, houses the Legion garrison and the Imperial cult. Concept 1 Prison Towers
Interior
Not considered a district but is listed here for recording purposes. Located just south of Labor Town and East Hills, it is the newly built fortification that houses a barracks for city guards (can hold up to 100 recruits), guard towers for South Gate, and the offices of military officials in the city, all connected to each other through underground pathways. Concept 1 Balmora Military Offices
South Gate Guard Tower North
South Gate Guard Tower South
Barracks Note: Houses the Town Guards and all of their required equipment. Room for up to 75 recruits, but only holding 30, with 10% of those still being trained.
Is, again, not considered a district, but is listed here for recording purposes. With the increase of immigration and trade to the Vvardenfell District of the Imperial Providence of Morrowind, Balmora has become (despite it's distance from a coast) a center of shipping and merchant trade. With great thanks and contributions from the Great House Hlaalu, these docks have been built to help record and house incoming shipments, before they are dispersed to the rest of the populace. Concept 1 South Docks Guard Tower
Shipment Inspection, Recording, Processing and Storage Offices
House Hlaalu services are available at Hlaalu Council Manor in High Town. Temple faithful seek solace and services at the Balmora Temple in the northwest. Outlanders must travel outside the town walls, through South Gate and east along the roads to Fort Moonmoth for Imperial Legion and the Imperial cult services. The guildhalls of the Fighters Guild and Mages Guild are on the street north from the plaza in the Commercial District. Morag Tong services are available at their guildhall in the extreme northwest of High Town. West of the river numerous merchants are in the Commercial District, but better shops are in High Town against the hill in the north, and east of the river are a few traders in Labor Town. Inn's for the weary traver can be found in the Commercial District, as well as in the northern parts of Labor Town and East Hills. Notable Figures None of the Hlaalu counselors live in Balmora. Nileno Dorvayn at the Council Hall is the ranking Hlaalu local. At the Fighters Guild, Eydis Fire-Eye is the steward. Galbedir is the Mages Guild steward. Ethasi Rilvayn is the Morag Tong steward. Feldrelo Sadri is the ranking cleric of the Balmora Tribunal Temple. The colorful 'Sugar-Lips' Habasi, a freelance facilitator, is often rumored to be the local boss of the Thieves Guild. Transportation A good road leads southeast to Pelagiad, Seyda Neen, Ebonheart, and Vivec. There is also a road leading southwest along the Odai River to the fishing village of Hla Oad. Improved roads head north to Caldera and Ald'ruhn. An unimproved trail leads northeast up the ravines of Foyada Mamaea to Ghostgate; the path is easy to follow, but dangerous beasts threaten pilgrims who travel this route to Ghostgate shrine. The silt strider port is on the small island at the south end of town across from the Commercial District and the South Docks. Silt strider service goes to Ald'ruhn, Suran, Vivec, and Seyda Neen. Guild guides at the Mages Guild can teleport you to Ald'ruhn, Vivec, Caldera, and Sadrith Mora for a fee. A boat is usually available at the South Docks to take travelers to the towns in the Bitter Coast and Ascadian Isles regions (Hla Oad, Gnaar Mok, Seyda Neen, Ebonheart and Vivec). Town Maintenance Log's A listing of changes and projects done to the city over the last half-decade.
A listing and some details of jobs/quests/missions to be done for local residents and Factions/Guilds around town. House Hlaalu Quests Briras Tyravel
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10-17-2005, 06:30 PM,
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looks good... may I suggest that in TES4 the Bamora buildings will be higher?
as the population grows, most cities go out... BUT some cities go UP.... and I think since Balmora is a sort of mercantile city.. most imperialized of all houses... they'd go up more than out? like 3 story homes? 3 families in 1 housing complex? it would allow for dark paths, littered dumps, rats and scribs, criminals, smuggler hideouts, ....the stuff any big mercantile city would have.... the facade of a clean metropolis, but full of strife and corruption and poverty if one looks closer... kinda like how Rome was.... |
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10-17-2005, 07:44 PM,
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yeah, it'd be best going up rather than out.
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10-17-2005, 08:45 PM,
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Quote:Originally posted by falco1029:lmao: anyhow, I have yet another idea.... Although th Hlaalu are ambitioning navy more than any other Great House, they know they cannot get forces from the mainland to Vvardenfell fast enough if there is an attack. Therefore, in Balmora there is now a barracks / fort. It is for the training of militia, Hlaalu soldiers, and mercenaries- mostly drawn from the Fighter's Guild. So I think there should be a sort of mini-barrack/armory in the little Hlaalu fort at the SE of the city ....Ihave a feeling this is almost obvious, BUT you CAN maintain a fort with pre-trained troops... I was thinking of a training facility / fort. |
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10-17-2005, 09:32 PM,
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or just a pay-out house ^^
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10-17-2005, 11:58 PM,
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Quote:Originally posted by KuKulzAThat's not a bad idea. Maybe with a more detailed outline (or maybe the isometric) I could show enterances and doorways to the different area's. I could then go back and label them. Eventually, with the help of some interior designers (and you KuKulzA) I'll do some sketches of the interior structures.
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- TES IV: Vvardenfell Bringing Morrowind back to you |
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10-18-2005, 08:36 PM,
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ok im back, ya nice plans. Balmora is to be the "seattle" of morrowind, with VERY high towers. like ure drawings but they need to be changed. Balmora needs to be ruflly 1/3 the size of vivec and if have saw my vivec plans, its HUGE.
chilll, and lisen to di.fm
Woot pre-ordered oblivion!!!! DI.FM |
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10-18-2005, 08:47 PM,
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Quote:Originally posted by Dentar Eli-JaraWell, I had an idea and map with the outline of Balmora on it, but if you go over to the concept art thread, you can see the comments KuKulzA gave me on it. It was a little too grand. I have to agree with him when I say that only so much can be built in 6 years. I had Balmora twice the size it was in Morrowind, but had to scaled back. Even with only building up, they aren't going to be able to make "sky-scrapers" all over town in a matter of a few years (exspecially with having to build in sucha big dock as well). I think the borders of the town are probably a good estimate, and we should just worry about what the buildings themselves should look like. Now, maybe a couple buildings (like the Hlaalu headquarters most likely, and maybe the Fighters Guild building) could have been improved upon like your asking, but to keep as realistic as we can in a video game, I'm thinking the rest should be left at around 2-3 (maybe 4 on some) stories.
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- TES IV: Vvardenfell Bringing Morrowind back to you |
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10-18-2005, 09:00 PM,
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. Im working on the 6 year span, i think that its diff. but dont know. anyways, yeas it should be about 2x the size it was in morrowid. It was undersized in that game. so ya, i jsut ment that there would be bigger towers.
chilll, and lisen to di.fm
Woot pre-ordered oblivion!!!! DI.FM |
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