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The Old Ye Bard
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quote:
Originally posted by Deeza
The designs of hedge mazes in Europe were historically changed regularly (otherwise once everyone had done it once, it got very boring). I say make a new one up - it's been 20 years.

Just remember that occasionally there are spaces for statues.
http://www.silgrad.com/wbb2/attachment.p...achmentid=14392


Thanks! I'll make one up as I model it :)



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Example of a complete Hedge model :)



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Deeza
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Very nice work, and very fast, too. Keep it up!

By the way, I've written a little book for you, about the ancient origins of the city of Shornhelm. It also contains a possible explanation for its name and a quest for a lost artefact. I hope you like it!

Ulfgar Shornhelm, His Life and Legacy

The origins of the modern Breton city of Shornhelm can be traced long back past its partisanship in the War of the Red Diamond and subsequent Imperial Rulers, back even past the Direnni who made it their bastion in central High Rock. For city is named, bizarrely, after neither a Breton, nor Direnni, but a Nord.

The present location of Shornhelm marked, for many years, the furthest reach inland of any Nordic incursion into the former Direnni Hegemony. Following the incorporation of the West Reach as a Hold of Skyrim, many young, ambitious Nordic heroes sought to follow its example and liberate more of High Rock from the Elves, leading to the foundation of the coastal towns of Northpoint, Daggerfall and many others. But the most successful of these was the brave but impetuous Ulfgar Beornsson, who was famed for having never worn armour in battle, afraid that he would appear less courageous than his men, many of whom were poor and lacked armour.

In the year 1E 247, Ulfgar took ten ships and with six hundred men crossed the Gulf of Mafre Mori and made landfall at the furthest point south (up to that point) that any had dared penetrate into the interior of High Rock. The area around his beachhead fell without incident, and though many of his men were satisfied with claiming the new lands, Ulfgar had grander ambitions, and struck out inland, seeking to drive the Elves out of the whole Horn of High Rock.

But his rash decision did what no other Nordic raid had done, and provoked the full fury of the Direnni. A large army massed to meet Ulfgar's force - but this was a mere distraction. In secret, the Elves sent skilled archers to assassinate the Nord hero and cut off the leadership of his army at the crucial moment.

Luckily for Ulfgar, his friends were intelligent, and suspected as much. They begged him to wear armour, so as to at least lessen the risk. But he ignored them, until at last he made the small concession of wearing a simple helmet. Just as his friends had thought, as battle commenced, a High Elf hidden in a tree by the battlefield fired off a shot at Ulfgar.

But as luck would have it, the arrow hit his helmet, with such force that it broke into two pieces. Ulfgar survived with only a head wound, and threw his axe up into the tree with deadly accuracy, bringing down his attacker. Shaken by the experience, he always wore full armour thereafter, even whilst sleeping, and his men, having witnessed the incident, always referred to him as Ulfgar "Shornhelm".

Close to the site of the battle, Ulfgar founded a new settlement, which was eventually named from his nickname. His descendents ruled it for several generations, and though the city was eventually retaken and fortified by the Dirennis, Ulfgar remained a folk hero to the oppressed Bretons of the area in the centuries that followed.

The rediscovery of his legendary broken helmet by the local noble and amateur archaeologist Lady Nelawyn in the year 1E 502 was of major significance, as it provided the final rallying call amongst the peasantry for the last attack on Castle Gedris (now Castle Shornhelm) that broke the Direnni hold on the city. Unfortunately, it is long since lost in the tumultuous centuries that followed.


Perhaps your paranoid Septim ruler wants to recover the helmet, thinking it a protective talisman against assassination which will improve his popularity with his people? He has some records from the Royal Archives about what happened to it, and wants the player to investigate?

This post has been edited 2 time(s), it was last edited by Deeza: 2008.10.01 13:16.

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Braggi
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I agree with Deeza - TYOB that is fast work indeed. It is also perfect for the hedge maze idea for Wayrest too.

Yes

Also, please do review Deeza's writing. He is very good at it and I have three of his books ready to go into the CS already - One about the War of Bend'r Mahk and Jehanna and two on various aspects of Orsinium. I'd love to add a work on Shornhelm to the list.

Once you approve what he had written, I'll update the High Rock time line with the important dates and events.

Excellent work, both of you. When I look back at where we were two months ago, I can hardly believe it sometimes.

Good job!

This post has been edited 1 time(s), it was last edited by Braggi: 2008.10.01 13:48.

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The Old Ye Bard
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Hedge Maze for Wayrest :)

And that's a really good book + quest idea Deeza! :D

Braggi: When will a resource .esm be released?



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A resource ESM will arrive when I can find someone to help me get the resources compiled! I have actually posted a claim on getting this started - compiling the monsters as a first run. We have several creatures that need development as well and we need to start getting the other mods listed on the Resources post put together.

I can try to get some of that done, but I am a bit swamped at the moment. The forums are a big job and it will only get worse for a while - aside from what already needs to go into the CS, when Gyssar get the height map done, I'm going to be helping him get it into the CS and then we start removing the various flaws that will inevitably show up in the landscape. After that we have to start getting globals sorted out - weather patterns, land textures, regions and so on.

(So much for my copious spare time.)

Tongue =)

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Deeza
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Why not ask Ja'Ka'Jay? She appears to be an expert on asset merging matters, and could maybe point to a good tutorial or two.
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quote:
Originally posted by Braggi
A resource ESM will arrive when I can find someone to help me get the resources compiled! I have actually posted a claim on getting this started - compiling the monsters as a first run. We have several creatures that need development as well and we need to start getting the other mods listed on the Resources post put together.

I can try to get some of that done, but I am a bit swamped at the moment. The forums are a big job and it will only get worse for a while - aside from what already needs to go into the CS, when Gyssar get the height map done, I'm going to be helping him get it into the CS and then we start removing the various flaws that will inevitably show up in the landscape. After that we have to start getting globals sorted out - weather patterns, land textures, regions and so on.

(So much for my copious spare time.)

Tongue =)


Architecture should come before any other type of modeling right now, and I may be able to put together the .esm file, if I can find the time.

For the Heightmap, I suggest getting it made via photoshop, so you can acurately get the coasts, mountain ranges, etc, then using Lightwave's utilties import it into Oblivion :)



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Okay, well with further development on the visual side, it seemed appropriate for some more Lore Development.

The population in Shornhelm is mainly Bretons, Nords, and Dirreni High Elves. After Shornhelm was granted to the Andorak's, the Dirreni quickly swooped in and began purchasing land, being able to thrive under the Imperial Wealth brought to the city by the Andoraks, however this quickly brought down the local Bretons and Nords and many were forced into poverty by the political change, and the sudden influx of Elves in the city.
Most of the oringinal culture of Shornhelm lies lost, the current Andorak Septims having no love of its history or diveristy, preferring to keep close with Imperial Traditions, and those of the Dirreni, as such most of the Court of Shornhelm is made up of Elves, and those in good diplomatic standing with the Empire; that is to say those who have power or money.

When one walks through the city, it becomes quickly apparent at the differnces, on the South Western side of the city one notices tall hedges, kept finely trimmed, remiscent of the gardening prowess found in Summurset, with large spacious manors & estates behind them, when one travels towards the center of the city, one tends to notice a decline in any such richness, shops closely packed together, some struggling to stay open, yet others prospering, catering to the tastes of the Dirreni. Further east, and one finds themselves in an overgrown part of the city, almost if it were a park, however unkept, and spoiled by run down cottages owned by the poor and those wishing to stay unseen; however it is here were the true culture of Shornhelm lays, traditions kept alive by those of Breto-Skaldic descent, a culture similar to those found in Skyrim, and amongst the Reachmen. It is even rumored that the oringinal descents of Shornhelm still live among these people.



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Deeza
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Sounds good. It's definitely the only place in High Rock where there reasonably could be some powerful elves (the Breton nobility really hate them and would never let them get a look in elsewhere). Perhaps, although they imitate the Altmer in their dress and style of houses, there is a constant power struggle at court between the wealthy Breton merchant nobles, and the poorer (but more cultured and refined) High Elves?

(Most of the High Elves probably don't do much work, and owe their position to inheritance, whereas the Bretons in the city have done it by more recent merchant activities and sucking up to the Empire, causing a natural resentment between the two.)
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Sorry for the quiet day there folks. Had a bery busy time off line and was unable to get free to continue here. Let me fix that by answering each of you:

Deeza:
Regarding the resource ESM, I can likely merge things well enough using TESGecko. I've done some merging already for my personal mod collection with excellent results. However, I certainly won't turn my nose up at information on how to make the process both smoother and easier!

Yes

The main problem that we'll face in merging the resources is trying to make certain unnecessary stuff doesn't "come along for the ride" so to speak. A number of the resources mod oblivion directly, adding in new items/locations to Cyrodiil and we'll want to leave those parts out.

TYOB:
As far as development goes, I like what you are doing for Shornhelm, both in terms of visuals and Lore. Please keep right on developing Lore as your creativity directs and time permits.

:)

Once you hit a point where you have enough information please put it into an omnibus entry for the city. That way, we'll have everything in one place for development reference, right across the mod.

In fact, if you would like and once the omnibus is done, I'll happily add it to the initial entry for the thread to make it easy to find. This is a method I'd like to use for all of the cities as we go, so that quest modders and so forth have an easy reference right at their fingertips.

Finally, regarding an ESM, please do put that together and keep it handy. At some point we are going to have a file server ready - in fact, I happen to know that Gyssar is at work on that aspect right now (along with the HM) and is looking to get some preliminary tests done on it in the very near future. Once that server is up and reliably configured, you will be able to log in to it, upload any items you want to share for safekeeping and edit or alter them as you like, should a design change or a new idea come along in the future.

This post has been edited 1 time(s), it was last edited by Braggi: 2008.10.04 00:20.

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The Old Ye Bard
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Sweet :)

Well more on the lore development:

Shornhelm, isn't going to have snow in it. This is based on the description of the terrain around it in The Sage, as being rocky highlands, so it's out of the snow line, yet still cold.

Secondly, Shornhelm needs a knightly order, and I think the name 'Knights of the Helm' would be a nice name, though it's open to change. These knights would be mostly bretons and nords, and slightly more wealthy then the standard orders, having stronger finiancial backing (from the Andorak Septims) than what is normal. They routinely go throughout the kingdom enforcing the law, and upholding the nine divines (opposed to the Eight divines, the andorak septims converted the order). In the time of the oblivion crysis, they are routinely closing the gates (which are more severe around Shornhelm, with a great gate only just being closed once). The 'Shornhelm' helm of the oringinal king of Shornhelm is an artifact they revere, and they go on searches for it across Highrock (grail quest-esque), which will relate to the rulers quest where you present the Helm to the king, and he passes it on to the Knight for safe keeping, and you are then inducted into the Knightly Order.



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Yes, I think Knights of the Helm is a great name for the order. It is not on the list of previously created Knightly Orders from Lore, so that gives you a wide open field to play with. If you'd care to develop the order a bit more (heraldry, principles and so on) that would be good preliminary information to add.

I really like the way you are working in the "Shorn Helm" idea too. Any thoughts on the game properties and visual look of the helm to play with in creating the artifact in the CS?

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quote:
Originally posted by Braggi
Yes, I think Knights of the Helm is a great name for the order. It is not on the list of previously created Knightly Orders from Lore, so that gives you a wide open field to play with. If you'd care to develop the order a bit more (heraldry, principles and so on) that would be good preliminary information to add.

I really like the way you are working in the "Shorn Helm" idea too. Any thoughts on the game properties and visual look of the helm to play with in creating the artifact in the CS?


I'm thinking a very ceremonial look, so much so it might even look abit silly being worn (and impractical), lots of gold finishings, things inscribed into it, etc, but all of that extra stuff being built upon an allready present silver helm (what it would have oringinally been). In the this way, I think it would look far more ceremonial and give it a 'holy artifact' look to it.

The heraldry would be very similar to Shornhelm's(the city) own, seeing as they very closely intertwinned.


Heraldy of the city:



This post has been edited 2 time(s), it was last edited by The Old Ye Bard: 2008.11.21 23:54.

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Okay, well I've finished off all the main hedges needed for Shornhelm (all the ones surrounding the houses, and a rounded potted one that fits into a Kvatch planter). So essentially modding on the city can start as soon as the Height Map is finished :)

For the city wall set, I'm going to retexture the Kvatch set, and model a new Castle Mesh to match, after that I'll start on the building for the city, which will mostly be unique for every house :)

Btw, Arena has a refernce to Shornhelm being the keeper of the Crypt of Hearts. What's our stance on this?



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Can you give me the quote or location for that reference? I know Arena pretty well and can fire it up instantly on my legacy system if it is something from in-game. I don't remember running into that particular reference - I'm not doubting - just want to see the quote for mining potential in terms of Lore.

If we can nail this one down, it could have some great spin-off potential for developing the Crypt of Heats once we get to that point.

And, I love the Heraldry for Shornhelm. I'd very much like to add it to the Heraldry thread in the Concept Art subforum, with your permission.

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quote:
Originally posted by Braggi
Can you give me the quote or location for that reference? I know Arena pretty well and can fire it up instantly on my legacy system if it is something from in-game. I don't remember running into that particular reference - I'm not doubting - just want to see the quote for mining potential in terms of Lore.

If we can nail this one down, it could have some great spin-off potential for developing the Crypt of Heats once we get to that point.

And, I love the Heraldry for Shornhelm. I'd very much like to add it to the Heraldry thread in the Concept Art subforum, with your permission.


Link

It's from when Arena was in development, and planned to be an actual 'arena' game, and sure repost anywhere on the forum you want :)



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Excellent find! I had encountered this before, but missed the reference when I went though it.

Good job!

So, that returns us to your question - what is the connection between the Crypt and Shornhelm? There is very little Lore on the Crypt itself, that I know of. Thus, if we can locate some other solid information on the location, aside from what we know from the actually dungeon in TES1, we can really give the city some background and continuity.


Addendum
I posted the heraldry to the 2D Art - Heraldry thread over in the Visual Discussions forum. (I goofed in the thread title earlier, apologies - it has been a busy day!)

Thanks very much.

=)

This post has been edited 2 time(s), it was last edited by Braggi: 2008.10.04 04:46.

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quote:
Originally posted by Braggi
Excellent find! I had encountered this before, but missed the reference when I went though it.

Good job!

So, that returns us to your question - what is the connection between the Crypt and Shornhelm? There is very little Lore on the Crypt itself, that I know of. Thus, if we can locate some other solid information on the location, aside from what we know from the actualy dungeon in TES1, we can really give the city some background and continuity.


Well, it could have been that they built it as a crypt for their dead, and hence they have no graveyards in the city, over time it grew to a grand size, and other kingdoms also used it, as such it became quite a significant place to the people around it (e.g. all the rulers would have their own crypts there, etc). However, beacuse it is so vast, with sub-crypts in the grounds, Necromancers can often be found in some of the more forgotten and over looked Tombs and Crypts, so it is unwise to venture to deep.



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Castle Shornhelm:




I'm going to change the textures at a later date (when I retex wall pieces), and I'm going to model some seperate wall pieces, and some statue/gargoyle thingys that are going to leam out from the walls (and banners will hang from them).



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Silgrad Tower: Oblivion » Lore Discussions » Archive » Archived Non-Silgrad » High Rock » Counties, Cities and Settlements » Shornhelm