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Braggi
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This thread is to get the list of towns and settlements given from Lore sorted out. High Rock has a lot of towns to consider and not all of them appear on maps. What I want to do here is get a list, by game, of all of the town names figured out. Once that is done, we can try to get any Lore on them organized for development. Similar to the cities in the mod, towns are going to require a lot of work, research and creativity.

Note that getting this list organized and settled is critical to sorting out our claims for the new height map! Therefore, we can really use the assistance of anyone willing to help us get this done.



TES1 Towns
In TES1, the town layout was fairly simple. There were three main settlement types: city-states, towns and villages. See the attached map from TES1 to get a fully labeled list.

City-States
- Daggerfall
- Camlorn
- Shornhelm
- North Point
- Wayrest
- Evermore
- Farrun
- Jehanna

Towns
- Illessan Hills
- King's Guard
- Meir Darguard
- Old Gate
- Portdun Creek
- Vermeir Wastes
- Raven Spring
- Cloud Spring

Villages
- Reich Gradkeep - now known as Anticlere
- Glenpoint
- Ebon Wastes
- Moonguard
- Eagle Brook
- Meir Thorvale
- White Haven
- Markwasten Moor
- Thorkan Park
- Norvulk Hills
- Normar Heights
- Norvulk Hills
- Wind Keep
- Black Wastes
- Dunkarn Haven
- Karthgran Vale
- Dunlain Falls


TES2 Towns
This is one of the thorniest areas for development, since we have to refine the TES2 Lore heavily - there were literally dozens of (or in some cases over a hundred) towns and villages in each region of TES2 that were destroyed by the Warp in the West. (See the screen shot below of the region around Daggerfall to get an idea - every dot on the map is a settlement of some kind! Eek 2 The single black dot on the mainland slightly northeast of Betony which is a witch coven location.)

To keep things reasonably sane, we will list only the cities/towns that a TES2 Region was named after. Further, TES2 only developed perhaps 1/3 of the entire province, since it focused on the Illiac Bay area. As a result, we will likely need to create some items for the Western Reach, Camlorn and the Shornhelm-North Point locales. To see the labelled map from which these were drawn go to TIL, here.
Note: Anything in the list with an asterisk " * " has been carried over from TES1.

(Connected to the above, I have an idea to put out for consideration: All of those missing places have names. Technically we can view these as "Lore" although I think most would feel they are invalidated by the Warp in the West. However, in the interests of keeping our collective sanity, we may want to consider re-using some of the place names in other portions of the province.)

TES2 Region Capitols
- Daggerfall*
- Tulune
- Genumbra Moors
- Glenpoint*
- Northmoor
- Shalgora
- Ilessan Hills*
- Ykalon
- Anticlere (formerly Reich Gradkeep)*
- Urvaius
- Phrygias
- Keogria
- Alcaire
- Menevia
- Orsinium and Area
- Wayrest*
- Gavaudon


Shadowkey
This is a very difficult area to extract Lore from. The map of Shadowkey is nowhere near accurate to the areas it is supposed to cover, likely because the game was a very simplified version of the TES universe. The only useful items that can be added from here would be:

- Stout's Trading Post (Village/Hamlet)
- Azra's Crossing (Village)


TES3 and Beyond
Now come s the fun part. :) Although High Rock has not been directly developed siince TES2 and Shadowkey, we need to go digging through the various books and scrolls in the games to locate any references for High rock towns. This is for two purposes:

1. To get Lore on any of the existing items in the above lists.

2. To see if there are any new locations listed in text that are not in the current maps.

For example - in one of the continental maps of Tamriel (located here) there is a location marked as "Grim Dyke" (likely a mis-spelling of "Grim Dike"). I personally have never heard of this location, so my best guess is that this is mentioned in one the TES2, 3 or 4 book sources, since the cartographer appears to have really done his homework. This is something we need to confirm, along with any other settlement names we can track down.


Updating the List
This last part is going to be a long process - there are a lot of books to sift through. Therefor, I encourage anyone to drop a post to this thread with an addition or update. Please make certain to indicate and/or link to your Lore source! Verified items will be added to the list and once it is done, we can finalize it, based on a location's importance to the Mod.

Note also that the process of keeping or discarding is not just based on Lore. We also have a number of mostly-empty areas, especially around North Point and the Western Reach, that will need some fleshing out. These are important and we would do well to make certain we don't miss something that might fit here.

(Deep breath...) Here we go!

Braggi has attached these images (downsized versions):
TownsEverywhere!.jpg TES1HR.jpg

This post has been edited 2 time(s), it was last edited by Braggi: 2008.08.31 00:19.

2008.08.31 00:09 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
Deeza
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I believe "Dyke" is actually the correct spelling and that "Dike" is the typo.

Dyke is old saxon english for "ditch" or "moat". It's actually quite a coincidence, there is a real-world iron-age fortification not very far from where I live called "Grim's Dyke". Grim was a local version of the saxon Odin equivalent, the saxons believed it to have been built by the gods, because it predated their settlement of the area. Nowadays they reckon it was the defensive boundary of an iron-age tribe.

Possibly this is where Bethesda got the name from in the first place?
2008.08.31 00:35 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Braggi
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Thank you for the correction! And yes, that might well be where the location name came from.

I have just finished surfing TIL and have found no references to a town or settlement by that name. (Next up, the UESP...)

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2008.08.31 01:21 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
Braggi
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Sorry for the long delay in replying to this.

I did look over the UESP and was unable to find any references to Grim Dyke anywhere. If anyone can produce the Lore source it came from that would be very much appreciated. If it cannot be verified, then I'll suggest we delete it.

Thoughts?

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2008.09.23 22:03 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
Braggi
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Since we have no replies on the subject, I am going to make the decision to delete Grim Dyke from the list of towns and settlements. We certainly have more then enough locations to fill the province.

Yes

With that sorted out, the next post will be aimed at placing the locations on the prototype height map image and posting the finished product here for design reference. The final form will be posted once the finished height map is completed.

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Deeza
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Sorry I've taken so long to reply to this post. Black Marsh has been very active lately, as you may have noticed.

You can probably delete the Shadowkey villages as well, since nobody knows where they are.

The fact is that we'll be working on a much smaller scale than either Arena or Daggerfall (Oblivion's scale reduces the Imperial City, supposedly home to hundreds of thousands of people, to a small town), so very small villages would probably fade into nothing.

I would suggest that, except for Ilessan Hills, because it's important and large enough to show up on our scale, any villages from Arena called either "Heights" or "Hills" should literally be that - a geographic description, where we name a few cells after them. In this way we retain continuity without overcrowding the map. It would also allow us to put villages on top of each other if necessary (e.g. "XXXXXX Village" could be located in the "YYYYYYY Hills" area)

We can also name ruined castles after some of the missing villages, and say Numidium stepped on them and the inhabitants have emigrated to the larger towns.

I think Menevia and Anticlere should be kept, because they define the borders of the city-states and are disputed, producing some interesting quest potential.
2008.09.29 11:12 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Braggi
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I tend to agree with you about both the Shadowkey villages and the overall scale issue.

I also have a thought - this idea works well for the western and central portions of the province,which are going to be quite crowded at pretty much any scale we use if nothing is trimmed down. However we may want to retain a few of the villages intact in the eastern end. It is much more lightly settled, which makes sense considering the terrain, but we need more then just the city-states there.

Thoughts?

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Deeza
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I think that's a sound plan. It seems like it's supposed to be a pretty lonely place, but it shouldn't be empty. Which villages in particular were you thinking of keeping?

I assume Cloud Spring and Dunlain, because they're pretty much the only ones in the west reach, but once we get down to Evermore, it gets a bit crowded again. Since we've already taken out Grim's Dyke, that leaves Karthgran and Raven Spring.

Of the two I would say the lowest priority is Raven Spring, because we could just put a literal spring there with a couple of huts in the mountains.

What do you think?
2008.09.29 12:55 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
The Old Ye Bard
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quote:
Originally posted by Deeza
I think that's a sound plan. It seems like it's supposed to be a pretty lonely place, but it shouldn't be empty. Which villages in particular were you thinking of keeping?

I assume Cloud Spring and Dunlain, because they're pretty much the only ones in the west reach, but once we get down to Evermore, it gets a bit crowded again. Since we've already taken out Grim's Dyke, that leaves Karthgran and Raven Spring.

Of the two I would say the lowest priority is Raven Spring, because we could just put a literal spring there with a couple of huts in the mountains.

What do you think?


Imo, you could just put a Spring there, then have a cave, with a Enemy Witches Coven (they, after all come in the form of Ravens).



2008.09.29 13:01 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
Deeza
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That's not a bad idea. We know nothing about the witches in the east part of High Rock, so it would be a good place to stick a coven.
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Braggi
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Personally, I'd prefer to reverse them and make Kathgran Vale the coven location. My reason is nostalgic and can be easily out-voted - I may be the one of leaders of the mod, but I am the first to go with a majority idea. The main reason I would like to see this particular location is that the character I have beaten every Elder Scrolls game with is Dran Dreamdark and his original home base since TES1 has always been Raven Spring.

I do intend to include Dran in a cameo appearance as a long-retired Breton spellsword adventurer and I have a small, one-shot side quest developed and outlined through him as well. Thus, I was hoping to have him as a resident of one of the two towns mentioned above in his retirement.

As mentioned, the reason is nostalgic. I've just always wanted Dran to have his home.

(Slightly embarrassed grin)

Thoughts?

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The Old Ye Bard
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quote:
Originally posted by Braggi
Personally, I'd prefer to reverse them and make Kathgran Vale the coven location. My reason is nostalgic and can be easily out-voted - I may be the one of leaders of the mod, but I am the first to go with a majority idea. The main reason I would like to see this particular location is that the character I have beaten every Elder Scrolls game with is Dran Dreamdark and his original home base since TES1 has always been Raven Spring.

I do intend to include Dran in a cameo appearance as a long-retired Breton spellsword adventurer and I have a small, one-shot side quest developed and outlined through him as well. Thus, I was hoping to have him as a resident of one of the two towns mentioned above in his retirement.

As mentioned, the reason is nostalgic. I've just always wanted Dran to have his home.

(Slightly embarrassed grin)

Thoughts?


Split the differnce, what if he lived out in the cave?



2008.09.29 13:29 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List Send a Private Message to The Old Ye Bard View the MSN Profile for The Old Ye Bard
Deeza
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I like it, really. It adds a personal touch, and considering you dragged this project back from oblivion (no pun intended) I think you've more than earned it. :) I say go for it.

This post has been edited 1 time(s), it was last edited by Deeza: 2008.09.29 13:34.

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Braggi
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:)

Dran was definitely not a cave dweller, so I can't see that one working out really well. Also, he is now quite old (even for a pure-blood Breton), long-married (my wife intends to do the voice of his wife, just as I will be voicing him) and has developed a desire for a warm safe house to sleep in at night.

Hmmm... We could do a one or two farm settlement there - something similar to Cropsford (in its finished state) or Aleswell perhaps. In fact, that might even make a good cover for the witch coven too - they use the farm settlement's presence to divert attention from their activities and base themselves out of location nearby. Heck, they could even have a member running the other farm as a long-established cover with Dran none the wiser, since they were there when he came back to settle in the cottage he was raised in after adventuring before, during and after the Imperial Simulacrum

How is that for a compromise?

This post has been edited 3 time(s), it was last edited by Braggi: 2008.09.29 21:58.

2008.09.29 13:43 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
Braggi
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Addendum to the above:

TYOB: After going back and re-reading thoroughly (it was late last night when I posted too), I found I really liked your idea for the cave, spring and coven location. We need to start nailing down eastern covensteads, since none were detailed in either Lore or solid game play from anything in TES1-4 so far as I know.

If we were to combine it with the couple of farmsteads I mentioned in the info on Dran and then add in the "cover identity" idea I mentioned, this could work really well. (Creative input is always welcomed and yours here is quite creative. I like compromises that reward everyone too.)

Yes

What say you on that idea?

Also, in looking over the list of places from TES1, I noticed that Raven Spring is a large town, not a village. Thus, it is likely immune to the "delete the small places" idea. Eagle Brook on the other hand is a village and definitely could come under that rule.

This post has been edited 2 time(s), it was last edited by Braggi: 2008.09.29 22:22.

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Deeza
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I say it's a good idea and a fair compromise, and we should run with it.

Eagle Brook deletion get my Check of support. That's quite a narrow finger of land, and a lot of it will be taken up by Daggerfall I suspect. If we have a small stream with no name I guess we could call it Eagle Brook.

As for the other witch covens - I think some should be right up in the mountains, almost in Skyrim. Could be quite dramatic.
2008.09.29 22:42 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Deeza
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So how's this for a draft of where we've got so far with towns and villages:

City-state:
Daggerfall
Wayrest
Orsinium
Shornhelm
Farrun
Jehanna
Camlorn
Northpoint
Evermore

Town:
Anticlere
Menevia

Village:
Raven Spring
Cloud Spring
Meir Darguard
Ilessan Hills (? a bit too close to Anticlere maybe?)
Oldgate
Portdown Creek
King's Guard (boring name, in my personal opinion)
Vermeir Wastes (now very close to the position of Orsinium, perhaps remove?)
2008.09.30 23:11 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
The Old Ye Bard
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Ilessan Hills can be turned into a landmark, or simply an area named on the map, same with the Vermeir Wastes.

Portdown Creek can be turned into a Winery or Brewery (Portdown Creek sounds perfect for a Winery/Brewery).

King's Guard can be turned into a fort ruin (Fort Kingsguard, Fort Kings Guard).



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Deeza
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I like the way you're thinking.

"A bottle of Portdown Creek please, barman...." it just rolls off the tongue... :)
2008.09.30 23:26 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Deeza
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It just occurred to me...

What about the Isle of Betony? Presumably there is some kind of tiny fishing village on that?

And the Isles of Balfiera should probably have a settlement that isn't Direnni tower as well.

This post has been edited 1 time(s), it was last edited by Deeza: 2008.10.01 13:38.

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