|
Oblivion.Tamriel-Rebuilt.org New forums for Oblivion TR
|
View previous topic :: View next topic |
Author |
Message |
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. |
|
Back to top |
|
|
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
----------------- |
|
Back to top |
|
|
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.
-----------------------------------------------------------------------------------
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 |
|
Back to top |
|
|
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
----------------- |
|
Back to top |
|
|
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. |
|
Back to top |
|
|
|
Watch this topic for replies
|
You can post new topics in this forum You can reply to topics in this forum You can edit your posts in this forum You can delete your posts in this forum You can vote in polls in this forum You can moderate this forum |
|