Vistamorn |
Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,090
Location: City of Blacklight
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Decided to go a little differently with Vistamorn. I've been working on
it and hated the simple Redoran village with huts and destroyed the
whole thing. I'm going to go with a pirate village who's ships torment
the whole of Morrowind. Make it into a type of Port Royal but not as
large. So putting it into a quest point:
- Since the plague upon Vvardenfell is now over, trade has resumed to
the large island. As a result, pirates have taken the old fishing
village of Vistamorn as a base of operation to raid ships heading to
and from there. The village has grown but remained quiet due to it
being close to Blacklight. The pirates are able to use the village as a
source of repairing weapons and armor, buying the newest pieces,
getting drunk at taverns, and you know what else (if you don't, you are
too young). The last part won't be used as one of the areas of questing
or elsewise but you know what I'm getting at. Now to decide on
Evenshore
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10.05.2008 02:31 |
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sandor
High Councilor
Registration Date: 21.03.2006
Posts: 4,851
Location: Belgium/The Netherlands
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I like this new concept.
It's much more interesting for the player.
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10.05.2008 11:35 |
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bob196045
Monarch of Morrowind
Registration Date: 14.05.2006
Posts: 4,068
Location: Dallas
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I like this
Any chance of getting the Legio Argonis involved in helping to extract the pirates ? (Its a dream I have)
As far as Evenshore goes I think it would be nice to keep it a quiet small fishing dock
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10.05.2008 11:52 |
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Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,090
Location: City of Blacklight
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We could do it. But Evenshore has to be a part of Operation Chaos (new post coming about it).
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10.05.2008 11:55 |
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blackbird
Inactive ST modder
Registration Date: 27.03.2007
Posts: 711
Location: Brugge (Flanders, Belgium)
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WHy should the legio argonis be involved. Blacklight is too far away from argonia. and even far from dumac.
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12.05.2008 23:01 |
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bob196045
Monarch of Morrowind
Registration Date: 14.05.2006
Posts: 4,068
Location: Dallas
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quote: |
Originally posted by blackbird
WHy should the legio argonis be involved. Blacklight is too far away from argonia. and even far from dumac. |
The Legio Argonis is in Silgrad Landmass, on the south of Latrys
Island, they have a fort their and have been figting off pirates for
the Imperials for some time now
Here is some info on it, theirs more in the Archives, it would take some digging
Legio Argonis plans
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13.05.2008 00:28 |
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Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,090
Location: City of Blacklight
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Interesting, was reading your post about raising undead NPC's for a
ship but I never played Secrets of Monkey Island. Can you give some
more info about it.
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15.05.2008 12:15 |
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Ibsen's Ghost
ST Modder
Registration Date: 14.12.2007
Posts: 1,411
Location: UK
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quote: |
Originally posted by Rodan
Interesting, was reading your post about raising undead NPC's for a
ship but I never played Secrets of Monkey Island. Can you give some
more info about it. |
Sure, although it's probably not going to be of tremendous use, really.
I was just indicating the Caribbean connection, where stories of
pirates were common, to Haitian voodoo practices. Secret of Monkey Island
was a game that exploited this connection to great effect. It also
revolutionised modern gaming and, to oldies like me, it was one of
those games that you can go all glossy-eyed over and start smiling
inanely about.
It was basically a graphic adventure by LucasArts (i.e. George Lucas'
firm) that had oodles of playability and charm. Of particular
significance was the legendary way that you won a sword-fight with
pirates by trading insults and, if the insult matched to the most
'cutting' response, you won a round. Just thinking about it makes me
have to discipline myself to not go hunting for a PC version right now.
Anyway, the main 'bad guy' was LeChuck, a pirate risen from the dead
who makes the most out of a lot of old pirate tales in the style of
Robert Louis Stevenson's 'Treasure Island'. Without which, 'Pirates of
the Caribbean' would have never have never come about to claim all the
glory for itself. Personally, I don't like the first film so I didn't
bother with the rest but, apparently, 'Monkey Island' was inspired by
the Disneyland ride as well. 'Secret of Monkey Island' was the first
indication that games could appeal to an older audience, due to its
general wit, style and intelligence. Just like Johnny Depp lifts the
films above ordinary action fests!
Anyway, if you'd like to read the diary that my NPC is based on then you can do so over here: Diary of a Redguard Necromancer - Anaster Marrowmir
. Beware, it's quite long for a diary! However, it could be adapted if
you wished to use Vistamorn as a location. The only slight problem is
that the 'Black Marsh' team have now taken to the idea, offering to
develop the NPC a little more because they already have some ideas for
Argonian voodoo planned out, and it may be better, in terms of the
storyline and ideal swamp location, to use Anaster closer to that
region. The problem is that, geographically speaking, this is opposite
to Vistamorn. However, pirates are pirates and they sail around coasts
in ships (bet you didn't know that!) so I guess they could set up a
port anywhere around Morrowind. It may even become a rather neat
teleportation option to get from North-West Morrowind to South-East by
travelling in pirate ship...if so, we could do with a few cliffs and
caves around the (Azura?) coastline, especially where there is an inlet
between Almalexia and Kithendis Falls. A cove would be perfect but
you'd need to speak with whoever is claiming that area of landscape.
Sandor could certainly advise on that.
This post has been edited 14 time(s), it was last edited by Ibsen's Ghost: 15.05.2008 15:02.
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15.05.2008 14:42 |
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Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,090
Location: City of Blacklight
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The ship teleportation is a definite yes. Going from city to city via
boat is an automatic. To go by pirate ship, you are giving me ideas (an
extremely dangerous notion).
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15.05.2008 22:14 |
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Ibsen's Ghost
ST Modder
Registration Date: 14.12.2007
Posts: 1,411
Location: UK
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I'm guessing you're already familiar with the 'Pirate Isles' mod by DarkSoul: http://www.tesnexus.com/downloads/file.php?id=6886
. Actually, I think he'd been planning to do something a little 'Monkey
Island'-ish with his final release but then it was left dead in the
water, if you'll pardon the pun.
I don't want to get you over-ambitious because that's how projects end
up not getting done but those games are potentially quite a nice source
of inspiration and they contain some elements that are missing in
Oblivion, like proper puzzles.
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15.05.2008 22:54 |
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Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,090
Location: City of Blacklight
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The one thing that anyone does not have to worry about is me being
over-ambitious. Each village, town and city in my area has to have a
story. Too many areas in Oblivion were a bit vanilla. So fleshing out a
tale would make things more interesting.
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16.05.2008 01:14 |
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Ibsen's Ghost
ST Modder
Registration Date: 14.12.2007
Posts: 1,411
Location: UK
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Good good! It's when people get too flashy and too detailed and they
start seeing stars that you feel people are headed for a
disappointment. But a solid storyline that you craft carefully and
stick to is a great sign!
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16.05.2008 19:50 |
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Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,090
Location: City of Blacklight
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I'm getting the first ship completed (there is probably going to be
another, haven't decided on it) as well as working on the exterior
walls. Could use a little help in deciding on a name though for the
first ship. Something interesting, but not used on Star Trek, Pirates
of the Caribbean, or from the History Channel.
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17.05.2008 21:52 |
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Quentin Fortune
The Fourth Horseman
Registration Date: 12.11.2002
Posts: 3,573
Location: Silgrad Tower, Upper Chambers 2
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quote: |
Originally posted by Rodan
[...] Something interesting, but not used on Star Trek, Pirates of the Caribbean, or from the History Channel. |
You're not going to make this easy for us.
Nevertheless, two shots
Aiskhron Kerdos (meaning "shameful gain")
The Prowling Poacher
... and anything else that comes to my mind right now is definitely Star Trek
maybe more later ...
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17.05.2008 22:49 |
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Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,090
Location: City of Blacklight
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I like both names so far. Especially the Aiskhron Kerdos.
Possibility of the PC being rudely acquired by the ship for either a
treasure hunt, raid on another ship, or something even more sinister.
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17.05.2008 22:53 |
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Ibsen's Ghost
ST Modder
Registration Date: 14.12.2007
Posts: 1,411
Location: UK
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Hello,
I did a little research recently on pirates as background for my work
on Anaster that I thought it would be good to share with you even
though some of it you will know and may have thought about already.
Some of this roughly involves Sandor's line of work so I'll PM him and
see what he thinks about some of the following suggestions. Other parts
may interest the 'Black Marsh' mod makers so, hopefully, Anaster's
story will flow neatly between the two mods. I shall mark these
sections as 'FAO Sandor/Black Marsh'. Most of this information comes
from an old piece of writing by an actual pirate called Alexander O.
Exquemelin who wrote about "the lives of the Buccaneers of the
Caribbean." Please view this as a resource that you can dip in and out
of for ideas.
#1 - If a pirate got wind of some tasty loot, he would
let it be known through their criminal connections that he was looking
for a crew and people would converge upon a noted local meeting point.
Some pirates for special missions, however, would be head-hunted (i.e.
sought out), where they were probably found in bars and engaged in
various 'orrible pursuits (but I'm guessing here.
After agreeing on targets, locations, approximate length of being at
sea and so on, they would pool their capital (money) into portions. 4-5
portions would go on the ship, 2 for the Captain who owns the ship, 1
for each crewmate and half a portion for younger boys. Although their
loot was strictly shared equally, any monetary loot they found was
split according to this scheme.
Pirates would also be compensated for losses e.g.
for a lost right arm = 600 pieces of eight (p.o.e.) or 6 slaves, lost
left arm / right leg = 500 p.o.e. or 5 slaves, left leg = 400 p.o.e. or
2 slaves and eyes/fingers = 100 p.o.e. or 1 slaves, although I find it
strange to value eyes so little...
In-game Ideas -
- Finding a contact should be one of the first ports of call,
followed by a rather fun recruiting session where you might have to
convince the best pirates to join you by doing something unspeakable.
Meanwhile, your meeting point is filling up as a growing campsite.
- The player could take slightly more responsibility for
finances, including agreeing wages, persuading some cantankerous (and
possibly violent) characters and maybe even some sort of puzzle whereby
you must work out from what a character says what piece of loot they
want and then face a series of options as to what you're going to tempt
them with.
#2 The pirates generally ate meat, meat and more meat
which they would salt in order to preserve them during voyages. This
would generally consist of pork and turtle. Personally, I would love to
see turtles (or something similar) along our coastlines. Exquemelin
mentions the fact that the Buccaneers would tend to capture farmers and
demand pigs from him or they would hang him. Personally, I think that
'pig rustling' would be a pretty cool night-time activity, too.
In-game Ideas -
- FAO Sandor & Black Marsh - Create an 'ST Turtle'
and/or 'ST Pig' - any chance of this, sandor? Also, as regards fauna
and flora, I was wondering if any 'Caribbean' airborne fauna such as
hummingbirds and dragonflies were possible to implement, particularly
for the swamplands of 'Black Marsh'...
- Create a few of 'supply and provision' missions before pirating begins including: turtle-hunting and pig rustling.
#3 The Buccaneers would regularly employ hunters with
hounds to help them find, hunt, kill and salt any additional meat which
they would then pile up in the hold on the ballast. Meanwhile, other
pirates are employed to do some careening (cleaning the ship on its
side) and greasing (for the moving metal parts).
Meanwhile, it mentions taking slaves from captured ships (or even
kidnapped from the mainland, particularly turtle fishers) where they
might be forced to row, cook, fish, generally labour or even entertain.
For the last one, you've got to wonder if these entertainers
volunteered because they had that particular skill or whether they just
became the butt of everyone's jokes and a source of cruel amusement.
In-game Ideas -
- Hire from a choice of hunters n' hounds. Deploy your men
according to which ones you think are fit for the rough stuff (Nords!)
and which are better at cleaning (Bretons?) with, if possible, some
implications e.g. leave an Orc to repair the hull of the ship and he
may get heavy-handed and punch a bloody big hole in it, thus delaying
you and costing you more money.
- From my own knowledge of Dark Elves in books (I'm not an MW
veteran!), ideas of law and justice are more like fashions and less
like absolutes. Therefore, due to the decree of King Helseth which
banishes slavery, it is this subject alone that could outlaw piracy.
Maybe the renowned cunning of pirates is mainly celebrated in MW but
more pressure has been put on them since King Helseth did what he did.
As in 'Secret of Monkey Island' you might be able to 'woo the sexy
female governor'
, although this makes things tricky for female PCs who are uncomfortable with the idea of homosexuality...
- The player could be forced to return to the mainland once
resources run low. If possible, you may be restricted as to which ports
and coves you are able to reach in time, thus heightening the
possibility of a clash with lots of militia if you turn up somewhere
strict or where you are infamous.
- Comic cruelty against slaves!!!
#4 The Buccaneers, for all the fact that they were
ruthless, and often amoral and/or sadistic, nonetheless lived according
to a code, swearing on the Bible to stick to the loot agreements etc.
and resorting to duels in the case of unresolvable conflicts. If anyone
broke this pact (that was often written down), then they were executed
by a crew member of their own choosing. This includes taking more (or
better) food than anyone else in the crew.
When they captured a vessel, they would often enslave the living
remnants of the crew whilst killing unwilling characters or making them
walk the plank / 'keelhauling' them. Keel-hauling is: by means of a
rope, they are dragged them under the bottom of the ship, where they
might have an encounter of a nasty kind with the rudder and various
sea-dwellers like sharks, before emerging at the other end.
In-game Ideas -
- If disposition, morale or loot intake drops below a certain
level, disagreements may break out between members and, depending on
whether the PC has done something really stupid, they may even punish
the PC themselves. This could include the possibility that the player
misses the fact that they themselves have broken the agreement by
taking too much food, on which basis they themselves spent time on
(with the pact) whilst recruiting.
- Lots of juicy opportunities for cruelty and killing!!!
#5 Buccaneers would often attack fleets of small fishing
and diving ships that were protected by one or more mercenary or
military ships. Negro slaves were used to dive for pearls, oysters and
other precious marine commodities.
In-game Ideas -
- FAO Black Marsh - Particularly near the coastal borders
between Black Marsh and the Southern Marshes of MW, the divers are
likely to be Argonian. If these Argonians aren't getting a good deal
for their work, they may welcome the intrusion of these pirates and
even give them tip-offs as long as they end up with a better return for
their work. This might be another area where Anaster has the chance to
forge even deeper bonds between his own voodoo-heavy culture and that
of the Argonians, which will, in turn, assist the player. Anaster is a
voodoo specialist, first and foremost, but is more likely a pirate PC's
'right-hand man' who will stick by him. But he should be difficult to
recruit, preferably allowing the player to be drip-fed fragments from
Anaster's diary along the way.
This post has been edited 6 time(s), it was last edited by Ibsen's Ghost: 19.05.2008 22:44.
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19.05.2008 21:59 |
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Ibsen's Ghost
ST Modder
Registration Date: 14.12.2007
Posts: 1,411
Location: UK
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04.06.2008 14:38 |
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Rodan
Spellbinder of Blacklight
Registration Date: 02.03.2003
Posts: 1,090
Location: City of Blacklight
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Gotten my interest Ibsen! I'll look in on those.
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12.06.2008 12:35 |
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