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Talks with Silgrad Tower

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Arcadea Administrator Joined: 21 Mar 2005 Posts: 48 |

Posted: Sat Apr 09, 2005 10:55 am Post subject: Talks with Silgrad Tower |

I'll be entering into talks with Silgrad tower about collaberation if you have any ideas about what needs to be looked into I need to know.

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haplobartow Administrator Joined: 05 Apr 2005 Posts: 70 Location: Georgia, USA

Posted: Sat Apr 09, 2005 1:35 pm Post subject: |

For anyone who doesn't know, and can see this board, the link to ST is here: http://silgrad.com/silgrad/ _________________ Everything except Scripting, Dialogue, and NPCs. -----------------
House Telvanni
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Razorwing Administrator Joined: 12 Apr 2005 Posts: 30 |

Posted: Thu Apr 14, 2005 8:18 pm Post subject: |

Below is a repost of my suggestion on the ST forum on how our groups can cooperate in straightening out the town situation. We've grown a bit fond of our new towns, especially Crossroads which have a helluva lot of stories written about it (not by me though). I think Ben Vagara wrote a lot of works around Crossroads and the characters that live there. If anyone is interested, here's a link to one of Ben's novels: http://forum.silgrad.com/thread.php?threadid=2405&boardid=95
Personally I also like Ebbedin, while I don't care that much about Steadhelm. Following the main story draft we have going, it would be deserted anyway since I figure the Empire is withdrawing from Morrowind.
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I've been studying the political map of Morrowind a lot lately, as I use it as a foundation for a lot of things in the texts I'm currently working on. I trust that it's as close to an official map as one can get. Is that Political map the same as the map from Prom you mentioned? If not then I'd much appreciate a link to it.
We have a special story surrounding Silgrad Tower, which I think is wonderful. It's described in an in-game book called "The Battle for Silgrad Tower" which is now reposted on our site, thanks to MWEdit.
To make it brief, we don't consider Silgrad Tower (the city) to be in the control of House Redoran; they lost it in a war with House Hlaalu and it is now run jointly by the three Great Houses as well as certain factions. The feel of Silgrad Tower is very important to me, and the main story draft rests heavily on our special backdrop. I can only speak for myself, but I don't want to give up our special city for anything short of Bethesda making an expansion featuring it.
I believe Oblivion may use an even smaller scale than Morrowind did. Some have said the landmass will be 5x larger than Vvardenfell, others as high as 10x. They were said in the "I believe the devs said somewhere that..." style... but judging from the screenshots, buildings will be huge compared to their Morrowind counterparts, meaning cities will be much larger as well, again, meaning that the landmass will have to be that much greater so towns don't crowd each other. Facts that support my idea might be that the random terrain generator makes it a breeze for the devs to create lands, but more importantly the fast travel system means you only need to reach a city on foot once, after that the player can fast-travel; that means they don't have to worry about players being angry because they have to spend an hour walking from town to town all the time. I know I got tired of walking from Balmora to Caldera after awhile.
So, since Oblivion might use a more detailed scale there is a good chance Silgrad Tower can both keep our made-up towns, as well as the towns noted by Tamriel Rebuilt. Our towns would be:
- Steadhelm, an Imperial settlement located in Hlaalu territory on the mainland shore opposite the 'head' of the island;
- Crossroads, which is basically just an inn with surrounding buildings, some way south of Reich Parkeep. I think I mistakingly put it north of Reich Parkeep in an earlier statement, since the crossing of the roads in TR's map is north of Reich Parkeep. We can move it north of Reich Parkeep for the new version of the mod though, at the same time making room for Maar Mok.
- Ebbedin, a Redoran fishing village located some way northwest of where TR has put the Hlaalu town Isra Nium. Comparing our map with TR's political map, we have indeed placed Ebbedin in Redoran territory just across the border. I remember talking to an old core member about them, and he noted that the old team had considered our new towns small enough that they wouldn't be noted on an official map. Those three are really quite small places; Steadhelm has about fifteen buildings, Ebbedin 8 or 9 depending on if you count the lighthouse, Crossroads a handful.
The TR towns that haven't been put in our mod is Hla Ruhn (Hlaalu), Isra Nium (Hlaalu) and Maar Mok (Redoran).
I suggest the following:
- Isra Nium and Ebbedin become neighbours across the water, by situating Isra Nium at the left 'spike' in the peninsula (of sorts); the one that is similar to a /, and is at about vertical 5, horisontal -16. Ebbedin would then be placed to the west of Isra Nium, across the water, on the opposing shore, in Redoran territory. Say, at vertical 5, horisontal -18. I can already see several possible stories about that setup that might be interesting. They'd both be fishing villages, naturally, that's usually how coastal villages survive; and always at each other's throat over the best fishing grounds. While walking the docks of Isra Nium, the player can see the burning lanterns in Ebbedin across the water. While it would mean moving Isra Nium one or two cells north, I think the overall position of that town compared to any official maps would still be pretty much accurate. Clumping them together would free up more wilderness and keep the area from feeling crowded, I think.
- We move Crossroads, and the road to Vernim Pass, to the north of Reich Parkeep as the road is supposed to go. Then, we create the Redoran town Maar Mok in its stead.
- We create the Hlaalu town Hla Ruhn far east of Silgrad Tower, according to the TR map.
- I'm not really sure what would happen to Steadhelm. Possibly we could move it so it becomes a fort north of Hla Run?
If you want, could you run this suggestion by a TR lore master and ask his oppinion on the matter?
Last edited by Razorwing on Sat Apr 16, 2005 7:07 pm; edited 1 time in total

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haplobartow Administrator Joined: 05 Apr 2005 Posts: 70 Location: Georgia, USA

Posted: Sat Apr 16, 2005 1:26 pm Post subject: |

This sounds excellent I think the town is 'Hla Ruhn' though. Also, if it's possible(which is probably is), we should add little shacks/cabins around the mod for those folks who don't really go anywhere or live in a town. _________________ Everything except Scripting, Dialogue, and NPCs.
-----------------
House Telvanni
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Razorwing Administrator Joined: 12 Apr 2005 Posts: 30 |

Posted: Sat Apr 16, 2005 7:09 pm Post subject: |

haplobartow wrote:
This sounds excellent I think the town is 'Hla Ruhn' though. Also, if it's possible(which is probably is), we should add little shacks/cabins around the mod for those folks who don't really go anywhere or live in a town.

Thanks, I've edited my post to correct the spelling.
I believe farms and fishermen cabins can be placed pretty much anywhere, as long as the landscape is suitable. ST had a real shortage of farms in TES3. I think many of the landscapers had a thing for mountains.

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