Silgrad Tower from the Ashes

Full Version: PLRD0103 "Kothringi Keep" (Fully Adapted)
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Official 'Black Marsh' Claim for Dungeon Claim: Kothringi Keep



[/HR]

Kothringi Keep
AVAILABILITY: Fully Adapted


[/HR]

No screenshots as yet.


[/HR]

Description & Details


[/HR]

Kothringi Keep is a cave that lies on the tiny island of the Kothringi ruins just South-East of Soulrest. It was built as a temporary stopping-off point and sailor's retreat for Imperial ships wishing to give Soulrest a wide berth for whatever reason. However, there is evidence of both Kothringi and Imperial architecture inside since the Imperials took over the remnants of this patch of Kothringi civilisation and made it their own. Lately, it has become abandoned.


[/HR]

At-a-glance Details


[/HR]

Tileset: Mossy Cave / Fort
Exterior cell coordinates: (unknown as yet)
Cell Name: BMDunKot01-04
Claim Difficulty: Hard.
Creatures: Various. 8+ for hard levels.
Mission Connections: None as yet.
Amount of Loot: High (according to the above).
General Info: Check this space for a link to a thread detailing completed claims and future plans.


[/HR]

Modding Directions


[/HR]

You will eventually find the, as-yet-uncreated, entrance for the ruin in the Parchlands region of the BlackMarshes worldspace. Use the latest esm (v2.53) 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 Cave (Static>Blackmarsh>Dungeons>) and vanilla Fort tileset.

If plans for this Cave 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.


[/HR]

Recommended Objects


[/HR]

For any traps I recommend using the whipvines in the activators section under 'blackmarsh'.

Some good ideas may include the use of roots and gnarled trees. Additionally, consider using the oilplants (under Light>blackmarsh), the land Glow-shrooms (under Static>Flora), BMWallmushrooms (under Static>blackmarsh>clutters) and perhaps the BMHangMoss varieties (under Static>blackmarsh>Environment). You can also use the rockswampmoss varieties with the cave tileset (under Static>blackmarsh>rocks>SwampRocks). I like the idea of using running water and sky objects where the cave is falling in but please use carefully.

For inspiration check people's favourite caves from the vanilla locations or take a look at what Leo Gura did with this cave tileset in the mod 'Lost Spires'.


[/HR]

Cluttering your Dungeon


[/HR]

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 particular races 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.


[/HR]

Lighting up your Dungeon


[/HR]

Please look in the object window for any of BM's own candles such as Glo-shrooms. However, vanilla lights are fine. 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 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.


[/HR]

Making Enemies


[/HR]

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.


[/HR]

Final Tasks


[/HR]

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

NB: - Thanks to the 'Silgrad Tower' team for pioneering the claims system and for being such excellent all-round good eggs around these forums.
I've almost prepared this one for use...
This one is now done and merely awaits an exterior. I added a lot of levelled lists besides. There are now light armour and weapons lists to equip some human foes. I created a Kothringi tribespeople who are seeking to reclaim all of the Kothringi lands that were left by departing Imperials. They are a radical bunch who may have some relation to the An-Xileel. They count some skeletons among their number which are controlled by Bhuru Shaman.
Will these be hostile to the player or a faction? I think if we are going to include any Kothringi we should keep it low-key, as they're supposed to be extinct.
Yes, they are hostile and no, they're not actual Kothringi. They have merely taken the name of the Kothringi for their tribe since they are seeking to liberate Southern BlackMarsh. The term 'Kothringi' may actually be an Imperialised term for the tribe who are actually An-Xileel. I guess I could change some of the names of the NPCs to reflect this so that they are referred to as 'An-Xileel Tribesman' etc. as opposed to Kothringi.

I only chose to call them Kothringi since they had taken over the Kothringi ruins in the Southern Parchlands.
Sounds good. Perhaps a little book could be lying around that explains their agenda?
That's a nice idea. I added this thread: CLAIMS: Writing Requests .