Silgrad Tower from the Ashes

Full Version: BWRD0101 "Norgramyre Ruins" (Fully Adapted)
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Official 'Black Marsh' Claim for Dungeon Claim: Norgramyre Ruins



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Norgramyre Ruins
AVAILABILITY: Adapted from Edolsian by Ibsen's Ghost


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[Image: Norg01.jpg]

[Image: Norg02.jpg]


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Description & Details


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Xarphyrial is a special claim and is likely to be connected with quests. If claiming this at present, work can take place on beginning levels but later levels will need to be adapted to fit in with quests.

Squatting in the centre of the Everglades, Xarphyrial is positioned in the beautiful Longharrow Lagoon, a place famed in local folklore for retaining its natural beauty throughout all of the many changes that the marshes bring. Even so many years later, distinctly different flora grows there than that which characterises the gloom of the surrounding region.

It is, however, an area often given a wide berth. Although many Argonians are likely to raid Barsaebic ruins, Xarphyrial remains relatively untouched due to its reputation. Locals will be able to inform the PC that it was once a Marsh Elf capital, if not THE Marsh Elf capital and that what the Marsh Elves did there resembled, to some extent, the magics usually attributed to those that worship the Hist. Of particular note is the symbol of the spider which occurs regularly throughout the ruin.


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At-a-glance Details


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Tileset: Mossy Ruin
Exterior cell coordinates: (-14,3)
Cell Name: Interior cell not yet created.
Claim Difficulty: Easy.
Creatures: Creatures (Marsh Elves) & Ghosts / Undead. 1-5 for easy levels.
Mission Connections: None as yet.
Amount of Loot: Low (according to the above).
General Info: Check this space for a link to a thread detailing completed claims and future plans.


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Modding Directions


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You'll find the entrance for the ruin in the cell Norgramyre (-14,3) of the BlackMarshes worldspace. Use the latest esm (v2.32) or a higher version.

Don't forget to select snap to grid (32-64) and snap to angle, when creating the lay-out for your ruin.

You have to use the new Mossy Ruin tileset (Static>Blackmarsh>architecture>ruins>).

If plans for this Ruin extend, then it's fine to add more than the two levels as suggested. Just give the new cell the same name, except for the last part which should receive a suffix such as lvl1, lvl2 etc.


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Recommended Objects


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For any traps I recommend checking the original Ayleid Ruins and matching up the tileset items.
Just right-click on a trap and 'use info' to check the cell in question. Remember that Ayleid Ruins were excellent for traps so much fun can be had here.

For inspiration check people's favourite Ayleid Ruins such as Nenalata, Vindasel, Fanacasecul, Garlas Malatar and Miscarcand (used by the MQ) and, as the tileset names can be a little confusing and may need sorting, please report any problems to me.


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Cluttering your Dungeon


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You should use leveled lists for the loot but the ruin may be being used by some person or creature so you may wish to select accordingly. Ask around the forums for special loot if you wish to add some character to the ruin such as who once lived there and so on.

There could possibly be some gems, armor, weapons, gold, and other loot from travelling adventurers. If magic-users have attempted to examine the ruins, then you’d find ingredients, books, potions, and other mage-related items. Some special items for Marsh Elves might also be found - for example, we have a nice range of specialist staffs.

The preferred type of enemy for this ruin is listed at the top of this thread. You might be able to do something else though if you want - just check with the core first and we'll discuss this. However, for the time being, please keep to the vanilla levelled lists which can later be replaced.


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Lighting up your Dungeon


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Please look in the object window for any of BM's own candles such as Glo-shrooms but probably not oilplants as, being underground, it is unrealistic considering the fact that underground gases would be likely to cause explosions....unless you can, of course, include this somehow =). But your tomb can be as dark or as light as you want it to be, probably depending on whether the separate areas were densely populated by Marsh Elves or not. For a good example of excellent use of light of the very, very dark variety which really improves the gameplay of a ruin or tomb, I would advise checking out the early sections of ‘Gates to Aesgaard’ by ThePriest909 which makes for a sensationally spooky and jumpy gaming experience.


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Making Enemies


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The function of this ruin is up to you but, so that we can adapt it in places where quests use this location, please stick to the levelled lists for now....unless you have cleared your plans for what to use with the core already by using the forums or a PM. Try to make it interesting for the player, of course. If you have any specific ideas then let the core know about it.


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Final Tasks


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Add a pathgrid to the ruins/tomb. Playtest the entire layout and make any necessary corrections before submitting it for review.


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Additional Design Suggestion


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Finally, it has been noted by the team that this might serve as an ideal location for a Daedra quest. As noted elsewhere, the Daedra were extraordinarily quickly expelled from the Marshes...and yet such a location as this might offer them a place to retreat to. And, given the Ayleid tendency towards summoning then perhaps a chamber or pit fulfilling such a purpose would form the centrepiece of this dungeon.

NB: - Thanks to the 'Silgrad Tower' team for pioneering the claims system and for being such excellent all-round good eggs around these forums.
How about filling this one with Daedras?
Interesting idea. They might well have fled here, an abandoned Barsaeic ruin, for sanctuary once the Daedra invasion of Black Marsh failed so miserably.
Perhaps this could be their last hideout ^^

The idea actually came when I saw the Daedra Spider Statue on the screenshot...
Indeed...
As I understand it, the reason a lot of Ayleid ruins in Oblivion are full of skeletons etc. is that they were big on summoning stuff up from other dimensions, and left a lot of their experiments behind. (The remaining ruins being the ones the First Empire never got around to cleaning out after the rebellion).

In this case, you could have some kind of summoning chamber or pit that regularly pumps the things out. Would be a neat little quest to seal it up.
I love the look of that ruin, the adding dirt/moss ect gives it a really unique look Big Grin
I added an 'additional design suggestion' to the OP. Thanks for that. :check:
I used Edolsian's dungeon for this claim. Three levels are totally complete but the secret is that beyond the three levels provided is a fourth level that I have just put together (though it remains unfinished). This fourth level is a 'root hollow' that has been exploited by the Daedra. For anyone wishing to finish this dungeon off, please check out what has already been provided once this dungeon is merged.