Silgrad Tower from the Ashes

Full Version: PLRI0211 "Chasepoint: Sotho Tren Gambling Den" (Claimed)
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Official 'Black Marsh' Interior Claim: Sotho Tren Gambling Den



[/HR]

Sotho Tren Gambling Den
AVAILABILITY: Claimed by Nero


[/HR]

[Image: ChasepointMiddle.jpg]
[Image: 0BMSNMiddleHouse06.jpg]

(Please excuse the unattractive CS screenshots.)


[/HR]

Description & Details


[/HR]

Chasepoint is basically what has been salvaged from a ruin. At one time, Chasepoint stretched quite far out into the river. It's walls encompassed a large dock and, at one time, featured a lighthouse on the land now recognised as Darkmoor. It was the lighthouse that was the first to fall. Being outside of the high walls constructed by Imperial forces, it was taken down by denizens of the swamp. Tales of its demise remain to this day as it is said that the creatures took up residence there and conducted midnight attacks upon the residents.

The rest is down to the Argonian resistance. The nearby Kangumabog was significant in Chasepoint's downfall as a fully functioning trades route. Whereas the Sload N'Gashva was a patron of the likes of nearby Rock Grove and was largely responsible for its financing and construction, Chasepoint was thoroughly Imperial in its outlook. This did not sit well with the native Argonians who regarded the Sload merchant as a less aggressive force than the Imperials. After all, he at least brought wealth to some parts of the country.

So the Eastern side of Chasepoint was razed to the ground during a Naga-boat attack. It is claimed that the Naga themselves formed a temporary truce with their Argonian brothers to make this happen. As the Argonians charged the gates, the Naga slipped through the sluice-gates leading to the port via the river. As the city was in disarrary, the Argonians employed the Naga-boats to send flaming projectiles and even exploding seedpods into the melee with a vicious, albeit thoroughly effective, disregard for their own troops.

Now Chasepoint remains exposed to its most vulnerable side and it still suffers from the horrors that emerge from Darkmoor. Through careful employment of magical charms, it is able to repel these attacks to some degree. The rebuilt lighthouse is now used as a belltower to sound out when suspicious activities are witnessed over the fens. Yet this is clearly a border town with a backs-to-the-wall mentality and, as such, is perfect as a veiled meeting point for the more nefarious characters travelling south from Gideon. Trade still continues but the people here are hardened, highly superstitious and the most hostile towards Argonians that you will ever meet in their native land (even though some still dwell here for reasons of their own).

This interior claim is known (unofficially) as the Sotho Tren Gambling Den. However, more 'enlightened' members of the community will insist on referring to it as "the delightful Master Fenrhyrr's Fiscal Funhouse" which is, of course, a completely exclusive club open to only the most honoured guests of Chasepoint. The Master Fenryhrr himself is a sneering fox of an Altmer. Like many Altmer that stay too long in BM, Fenrhyrr has "lost his moral compass" and is now happy to work with the Sotho Tren.

The gambling den has become rather well-known and is making a booming trade, away from the prying eyes of rival criminal gangs and living in relative safety away from (and yet close enough to) the crime capital of Soulrest. Fenryhhr employs a number of scams to which the other townsfolk have become numb. By Black Marsh standards, they are still very rich and at least it kills the boredom of their dead town and takes their minds off Darkmoor.


[/HR]

At-a-glance Details


[/HR]
Interior Name: 0BMSNMiddlehouse06
Region: Parchlands/Darkmoor
Settlement: Chasepoint
Architecture: Chorrol Retextures
Exterior cell coordinates: (-21,-19 of the BlackMarshesGideonChildWS)
Claim Size & Difficulty: Easy-Medium (mini-claim).
Inhabitants: The owners have not been created yet.
Mission Connections: None as yet.
NPCs: 1. The NPC must have (full) dialogue and AI. Please choose an appropriate race (this can be discussed, if needs be). Don't forget the pathgrid for them. The NPC is already named but you may change the name if necessary, so please discuss this and other details in the claims discussion thread ('General Info' below). Here is JK's tutorial on dialogue: Dialogue Tutorial .
General Info: Please keep up to date on associated topics in the: Claims Discussion Forums .


[/HR]

How to mod your interior

Interior modding carries with it the same responsibilities as it does on our father project, Silgrad Tower. This means that there will need to be NPCs, Containers, Lighting etc. For a really nice checklist that is very, very thorough, try this one from Zurke: A handy checklist to create an interior for ST . Zurke is the most experienced and prolific interior modder I know of so it's all good advice.


[/HR]

Cluttering your Interior

This, like many of our claims, is a mini-claim which means that you can use the existing vanilla layout or delete everything in there and start over. However, whichever method you choose, you will need to bear in mind the need to replace many of the vanilla items with our own BM objects (whichever are appropriate to the owner and the purpose of the building). For more information about mini-claims, read this: Interiors Strategy .

Please try to use the BM objects as much as possible. And try to consider the story behind the owner of the house (which you may adapt unless stated) and add clutter as appropriate to them and the particular locations. This might include foodstuffs, flora, cutlery, paintings, tribal items, custom furniture, bedding and maybe a desk if this interior involves using the NPC as a trader. There are now LOTS of cultural objects for Argonian dwellings including cupboards, rootchairs and so on but other races can use some of our own items too, especially race-neutral objects such as cutlery, ingredients and books. Please ask or check this thread to find out more: Clutter Advice .

Please remember to light the area. Imperial lighting should mainly be used in Gideon and we have few lighting options that are especially unique so please consider SI lights as well if they fit with the interior. If you have any further suggestions, requests for models and so on then please consult this thread: Furnitures & Clutters or this one: http://www.silgrad.com/wbb2/thread.php?threadid=11447. Just ask if you have any special ideas for extra models.

Have fun! :goodjob:
hey, um i know i have not finished the Gro-Grambak's Family Home, I just want to do this and i wantt to claim it before deeza
i can work on 2 things at once

please

Smile
Yes, that's no problem. Our rules are generally that you cannot have more than 3 outstanding claims so you're free to take it.

Claim granted. :check:

Btw, you may wish to hang on a bit for extra resources. I had been planning to take a closer look at both of these mods to add a bit of spice to the Sotho Tren's activities: http://www.tesnexus.com/downloads/file.php?id=4170 (Gamblers Mod with dice model) and http://www.tesnexus.com/downloads/file.php?id=19140 ('collectable' but also potentially playing cards).
cool will check those out Smile this lightens my mood.
Some stuff may need to be merged, especially new models. It will help if you have plans on how to do this and/or can contact the modders themselves to see if they're willing to have some of their work merged if that's the case...but let me know what you're interested in doing.
You might like to take a look at the Fallout nexus. The models are wholly compatible and there might be some card or dice models there.
That may be an idea. In fact, we could always add the models now and just add any gaming AI later if needs be.
Yup. That sounds like the best plan. Also, could you come on msn for a few minutes? There are some new models I've acquired we need to talk about.
Sure, but I'm a little addled by whiskey and can't type fast... Big Grin