11-28-2005, 12:13 AM
Basic ideas and background: Edit: more info near the bottem of the page
Recently re-enforced by the Hlaalu higher-ups, the sleepy village of Gnaar Mok is now a key stopover and checkpoint for Nordic ships from the north, and even has a few Nordic inhabitants who have grown used to the slower pace of life here. The town is now centered around the central tree, and newer, more permenant, Hlaalu-styled buildings have been built around it creating a burgening town center.
Raynasa Rethan has also ordered the relocation and expansion of Arenim Manor with the intent of protecting the growing economic intrests of Nordic aliance and trade, and the traditional standby of fishing. And not only has she invested in the new building of the town center and manor, but the pier has been expanded out farther into the water as well.
Alsme Arenim, the Hlaalu House Mother who governs in Gnaar Mok, controls a larger force of Hlaalu soldiers than ever before and is still in the process of bringing the town into order so it can grow. Arenim hopes that the expansion and success of Gnaar Mok will continue, and eventually rival the likes of Suran and Hla Oad, becoming the chief Hlaalu city under Balmora, thus securing her promotion to Councilor.
Unfortunetly, this expansion and investment comes at a price, the lives of the citizens haven't really changed much at all, in fact life is worse for them in some ways. The Cammona Tong see all this as simply more woodwork to slip into, and consequently have an everstrengthing hold on the underbelly of the town, despite the best effots of Almse Arenim and her guards.
And the smugglers, well, while you may not actually see them, they are still here in full force, but you'll have to be crafty to discover their techniques... (I sense fun with RAI )
Quests Available
Main Gnaar Mok Quest: Secret of Arenim Manor
Ask around town and they'll tell you that most the changes have been quite recent and that no one is really sure what caused the sudden Hlaalu interest, but you are refered to the local bartender (a nord) who reportedly has Hlaalu connections. Eventually you'll discover whats behind it all in this quest.
Main Cammona Tong Quest: Double Agent
Take'em out! Alsme Arenim's Captian of the Guard is looking for a uniquely talented individual to follow a dangerous lead for him, that will eventually lead to either a reduction in power for the Tong in Gnaar Mok or the death of the Captain.
Main Smuggling Quest: Trifecta
Join one of the three smuggling groups in the area and work hard at not being seen, first you'll be a gofer, then an accomplished smuggler, then you'll eventually move onto trying to muscle the other two groups out of their business as well as their ill-gotten gains. The three groups will be called The Hidden Hands, The Silent Feet and The Bright Eyes
Sitxth House Quest: Cleanup; Isle 7
A traveling temple preist that you meet in the bar tells of the evil that he can sense in the swamps to the north, and refuses to travel any futher toward his destination of the temple in Gnisis, and pleads with you to purify the cave so he can continue.
(If House Dagoth) You will recieve the quest to kill a rogue dagoth in the area of Gnaar Mok from a House Dagoth quest-giver (you won't be told he resides in Illubui) and part of discovering his location is speaking with the preist (or you can just discover it on your own).
Monster Hunter Quest: Man O'War
Recently the fisher-mer of Gnaar Mok have been catching less and less fish and encountering more and more Dreughs, ask around and you'll hear of a sighting of a massive Dreugh, a Man O'War. When you track down the one who saw it, you'll have to persuade them to tell you where it is, then you travel there, fight a bunch of Dreughs and eventually kill the Man O'War. You get the Man O'War hide which can be crafted (if i can get specialty armorers to work) into unique amor at the Specialty Armorer's
Concept Art Explantions
1: Arenim Compounds two most important buildings, the longer guard barracks and Arenim Manor
2: The westernernmost building in the compond, the guard tower acts as the lookout point and allows for a view out to sea, the second building is the Captain of the Guards house
3: Fisher-mer shacks on the extended pier as well as the old traveling boat
4: The old plank bridge has been rebuilt and is now wider and sturdier, oh and more fisher-mer shacks
5: The new pier for short stops that don't require traveling around the island, as well as a new shack
6: Three new shacks (but what are they doing so far from the center of town...)
7: An Outfitter and a Specialty Armourer, The Outfitter is run by a Dunmer couple, the woman tends the counter and runs the shop, the man is an accomplished warrior who does the traveling, delivering and protecting.
The Speciallty Armorer is run by a pair of young Dunmer sisters, they repair armor and have a wide variety for sale. And (I'm still not 100% sure about this part yet) they also will create armor from a wide variety of substances, everything from precious jewels, (imagine emerald armor!) to creatures hides/shells (Guar and Shallk armor).
8: The largest building in the town center is The Ice Flow Pub & Inn, which is basically the town watering hole (almost everyone in town will have this place somwhere in their daily routine).
As you can tell from the name the Inn is owned by a Nord. He and his wife (who does the bartending) run the place, as well as a side merchant business run from the same building. They make good money trading with some of the the towns-people, but even more from trading with the fellow Nords and other travelers that are constantly passing through.
The other building is a Magick Shop, run by a Nord couple, the woman is an Alchemist who sells ingredients and potions, the man is a Mage who sells staves, rings, scrolls and other magickal items. The man also has a young apprentice.
9: The Land Dreugh and the town center. The Land Dreugh is little more than a seedy dive of shop (with a dirty little secret), and the center is made of the same material as the Hlaalu houses and is slightly raised from the surrounding muck, and the five buildings around the center are traditional Hlaalu styled buildings (see Construction Set Concept Shots further down the page)
well thats what i'm thinking for the basics of Gnaar Mok, what do you think? i'm open to suggestions and changes to any and all of the info above,
Recently re-enforced by the Hlaalu higher-ups, the sleepy village of Gnaar Mok is now a key stopover and checkpoint for Nordic ships from the north, and even has a few Nordic inhabitants who have grown used to the slower pace of life here. The town is now centered around the central tree, and newer, more permenant, Hlaalu-styled buildings have been built around it creating a burgening town center.
Raynasa Rethan has also ordered the relocation and expansion of Arenim Manor with the intent of protecting the growing economic intrests of Nordic aliance and trade, and the traditional standby of fishing. And not only has she invested in the new building of the town center and manor, but the pier has been expanded out farther into the water as well.
Alsme Arenim, the Hlaalu House Mother who governs in Gnaar Mok, controls a larger force of Hlaalu soldiers than ever before and is still in the process of bringing the town into order so it can grow. Arenim hopes that the expansion and success of Gnaar Mok will continue, and eventually rival the likes of Suran and Hla Oad, becoming the chief Hlaalu city under Balmora, thus securing her promotion to Councilor.
Unfortunetly, this expansion and investment comes at a price, the lives of the citizens haven't really changed much at all, in fact life is worse for them in some ways. The Cammona Tong see all this as simply more woodwork to slip into, and consequently have an everstrengthing hold on the underbelly of the town, despite the best effots of Almse Arenim and her guards.
And the smugglers, well, while you may not actually see them, they are still here in full force, but you'll have to be crafty to discover their techniques... (I sense fun with RAI )
Quests Available
Main Gnaar Mok Quest: Secret of Arenim Manor
Ask around town and they'll tell you that most the changes have been quite recent and that no one is really sure what caused the sudden Hlaalu interest, but you are refered to the local bartender (a nord) who reportedly has Hlaalu connections. Eventually you'll discover whats behind it all in this quest.
Main Cammona Tong Quest: Double Agent
Take'em out! Alsme Arenim's Captian of the Guard is looking for a uniquely talented individual to follow a dangerous lead for him, that will eventually lead to either a reduction in power for the Tong in Gnaar Mok or the death of the Captain.
Main Smuggling Quest: Trifecta
Join one of the three smuggling groups in the area and work hard at not being seen, first you'll be a gofer, then an accomplished smuggler, then you'll eventually move onto trying to muscle the other two groups out of their business as well as their ill-gotten gains. The three groups will be called The Hidden Hands, The Silent Feet and The Bright Eyes
Sitxth House Quest: Cleanup; Isle 7
A traveling temple preist that you meet in the bar tells of the evil that he can sense in the swamps to the north, and refuses to travel any futher toward his destination of the temple in Gnisis, and pleads with you to purify the cave so he can continue.
(If House Dagoth) You will recieve the quest to kill a rogue dagoth in the area of Gnaar Mok from a House Dagoth quest-giver (you won't be told he resides in Illubui) and part of discovering his location is speaking with the preist (or you can just discover it on your own).
Monster Hunter Quest: Man O'War
Recently the fisher-mer of Gnaar Mok have been catching less and less fish and encountering more and more Dreughs, ask around and you'll hear of a sighting of a massive Dreugh, a Man O'War. When you track down the one who saw it, you'll have to persuade them to tell you where it is, then you travel there, fight a bunch of Dreughs and eventually kill the Man O'War. You get the Man O'War hide which can be crafted (if i can get specialty armorers to work) into unique amor at the Specialty Armorer's
Concept Art Explantions
1: Arenim Compounds two most important buildings, the longer guard barracks and Arenim Manor
2: The westernernmost building in the compond, the guard tower acts as the lookout point and allows for a view out to sea, the second building is the Captain of the Guards house
3: Fisher-mer shacks on the extended pier as well as the old traveling boat
4: The old plank bridge has been rebuilt and is now wider and sturdier, oh and more fisher-mer shacks
5: The new pier for short stops that don't require traveling around the island, as well as a new shack
6: Three new shacks (but what are they doing so far from the center of town...)
7: An Outfitter and a Specialty Armourer, The Outfitter is run by a Dunmer couple, the woman tends the counter and runs the shop, the man is an accomplished warrior who does the traveling, delivering and protecting.
The Speciallty Armorer is run by a pair of young Dunmer sisters, they repair armor and have a wide variety for sale. And (I'm still not 100% sure about this part yet) they also will create armor from a wide variety of substances, everything from precious jewels, (imagine emerald armor!) to creatures hides/shells (Guar and Shallk armor).
8: The largest building in the town center is The Ice Flow Pub & Inn, which is basically the town watering hole (almost everyone in town will have this place somwhere in their daily routine).
As you can tell from the name the Inn is owned by a Nord. He and his wife (who does the bartending) run the place, as well as a side merchant business run from the same building. They make good money trading with some of the the towns-people, but even more from trading with the fellow Nords and other travelers that are constantly passing through.
The other building is a Magick Shop, run by a Nord couple, the woman is an Alchemist who sells ingredients and potions, the man is a Mage who sells staves, rings, scrolls and other magickal items. The man also has a young apprentice.
9: The Land Dreugh and the town center. The Land Dreugh is little more than a seedy dive of shop (with a dirty little secret), and the center is made of the same material as the Hlaalu houses and is slightly raised from the surrounding muck, and the five buildings around the center are traditional Hlaalu styled buildings (see Construction Set Concept Shots further down the page)
well thats what i'm thinking for the basics of Gnaar Mok, what do you think? i'm open to suggestions and changes to any and all of the info above,