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Zarkis
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Riften main quest - The Scepter of the Wolf Queen Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

The scepter of the Wolf Queen

The stage - Riften

Riften is the main city of the Hold of Riften, one of the nine Holds of Skyrim. Build as a Nord border fortress guarding both the way to Cyrodiil and the high pass to Morrowind, it is located at the gorge of Riften, a deep but narrow gully, which cuts through the land traversed only by a bridge. There is a strong imperial garrison in Riften to protect the vital trade routes.

Note: The main city will have its own cell. The garrison will be connected to the main town. The road to the bridge will be in between the too.

The town is walled and build around the castle which resides on a steep hill inside the city. It will have around 20 houses mostly in Nordic, some in Imperial style (many taverns because Riften is a town full of traders). The population consists of 60% Nords, about 20% Imperials, Bretons, Dunmer and several other races.

Below the city is a labyrinth of natural caves, Nordic tombs, abandoned cellars and secret passages, called the catacombs. While parts of the upper catacombs are used by thieves and smugglers, nobody dares to enter the deeper dungeons. The lower parts of the catacombs were sealed of with magic during the reign of King Gotemar (see below).

Current ruler of the Hold of Riften is Baron-King Adelmund III. He has his own household troops, the guards of Riften.

Historical background of the Quest

3E 67

Potema, the so-called Wolf Queen of Solitude, is born to the Imperial Family of Prince Pelagius (later is crowned as Pelagius II).
Source: Biography of the Wolf Queen.

3E 120

Kintyra II becomes the next Empress of the Septim Dynasty. At almost the same moment, Queen Potema, also known as Wolf Queen, with her allies (Skyrim and a part of Morrowind) launches a surprising attack on the Empire. This starts the war that is known as The War of Red Diamond, due to the Red Diamond symbol on the Queen Potema's banner. Kintyra II with the support of King Magnus of Lilmoth (Black Marsh), and King Cephorus of Gilane (High Rock) try to uphold the throne.
Source: A Brief History of the Empire.

3E 121

Kintyra II imprisioned by her cousin, Uriel III, who claims the Imperial throne. War of the Red Diamond, the symbol of the Imperial Family of Septim, commences. Kintyra II is captured by Queen Potema's forces. Shortly, Uriel III proclaims himself as the new Emperor of Tamriel.

3E 123

Kintyra II dies. The day (23rd of Frost Fall) is now remembered as the day of the Broken Diamond.
Source: Elder Scrolls Calendar, Broken Diamonds, The Wolf Queen.

3E 127

War of the Red Diamond ends when Uriel III is defeated in the Battle of Ichidag by his uncle, Cephorus. The Emperor Uriel III is captured by the forces of Cephorus. However, during the journey to Cephorus's castle in Gilane, an angry mob burns Uriel III to death. Cephorus becomes the next Emperor of the Septim Dynasty.

3E 137

Queen Potema Septim dies after a month long siege on her castle. At her death, Magnus appoints his son, Pelagius, as the titular head of Solitude, under guidance from the royal council.

"Potema continued to fight a losing battle, her area of influence dwindling and dwindling until only her kingdom of Solitude remained in her power. She summoned daedra to fight for her, had her necromancers resurrect her fallen enemies as undead warriors, and mounted attack after attack on the forces of her brothers, the Emperor Cephorus Septim I and King Magnus of Lilmoth. Her allies began leaving her as her madness grew, and her only companions were the zombies and skeletons she had amassed over the years. The kingdom of Solitude became a land of death. Stories of the ancient Wolf Queen being waited on by rotting skeletal chambermaids and holding war plans with vampiric generals terrified her subjects."
from Waughin Jarth's THE WOLF QUEEN, BOOK EIGHT

The scepter of the Wolf Queen

This scepter is a mighty artifact of unknown origin. It was one of the many means Queen Potema and her necromancers used to raise and control the army of zombies and skeletons in the War of the Red Diamond. One of Potemas generals, the Nord necromancer Raugal Orm, took the scepter when he escaped the siege of Solitude with a small force of vampires in 3E 137. They were hunted by Knight-Paladins of the Empire, which succeeded in killing most of Raugals horde in a cave near Whiterun, where Raugal had tried to hide from his persecutors. But the necromancer managed to escape again. His was finally defeated at the city of Riften. According to imperial sources, Raugal, being cornered by the knights, threw himself from a cliff into the water of the river below the city. Both his body and the scepter vanished in the swirling water. The knights searched the river for his corpse in vain and after several days declared him dead. Local sources tell a different story however. Farmers claimed to have seen a black clad figure who staggered out of the water a fortnight after Raugals defeat, disappearing in a cave under the city of Riften.

Seven years after the supposed death of Raugal, and because of ongoing rumors of undead activity, the only entrance to the lower catacombs of Riften was closed with a magically fortified door by Baron-King Gotemar, ruler of the Hold of Riften. Gotemar took the key to the lower catacombs with him in his grave. Unknown to him, the Breton enchanter Gister of Evermore, who helped him creating the door, did forge another key and took it with him to Evermore.

Note: The scepter (when hold) will raise the wearers summoning skills, regenerates mana and can be used to summon groups of skeletons (how many depends on the summoning skill), but they crumble to dust if the item is not worn. As a side effect it will drain fatigue. The scepter will also give a reputation hit (it's a evil item). Have to see how this can be modeled in OB.

Quest

To start this quest the player has first to become known in Riften, which is done by solving some minor quests and tasks (the player will get fame points; after achieving enough of them, the main quest will get triggered):

(1) On the road from Cyrodiil to Riften the player witnesses goblins attacking some merchants. If he helps to defeat the goblins, he will get fame points in Riften for each surviving merchant.
(2) The player finds a flyer, where an old lady asks for some help. She wants a cupboard moved from the cellar to her dining room. However she can't decide where to put it. The player will have to move it again, and again, and again... After the lady is finally satisfied she will asks the player to remove a chest, which was sitting behind the cupboard in the cellar. The chest contains belongings of her dead husband, who was a prospector in imperial service. A journal hints to cave in the Velothi mountains(leads to another quest....)
(3) A beggar will ask for money.
(4) A local priest will approach the player to .......
(5) .....

After the player acquired some fame in Riften, he will be approached by the scholar Sigis, a member of the household of Baron-King Adelmund, the current ruler of the Hold of Riften.

Part 1: The missing archaeologist

One year ago a member of the Imperial archaeological society, Elmeras Highleaf (a High Elf), visited Sigil. He was very interested in the catacombs below the city, presuming some old elven ruins there. He learned everything about the sealing of the lower part by King Gotemar and the Breton Wizard Gister of Evermore, but was denied access to the catacombs to search for the sealed entrance. He left Riften for Highrock, to find out more about Gister. One month ago he returned to Riften, but again King Adelmund denied him access to the catacombs. Several days later the argonian assistance of Elmeras was found near death at one of the entrances to the upper catacombs. He was gabbling about a big evil in the catacombs before he died.

Sigil wants the player to investigate the catacombs, because Adelmund refuses to send his men down there. Sigil advices the player where to enter the upper catacombs.

Note: The only known main entrance is at a graveyard. The door is locked but not guarded. There are some other entrances in the city, as well as outside the city, but all of them are hidden.

The player enters the catacombs. The upper levels are quite with the exception of some smugglers the player can talk to or fight (depends on his standing with the underworld and/or speechcraft skills). Near the entrance to the lower catacombs he will find some pieces of equipment of the missing archaeologist. A journal will inform the player about Gisten's second key and that Elmeras got hold of it in Evermore. The entrance itself is located in a big hall. The door stands wide open, glooming in the dark. When the player gets near the door, skeletons swarm through it and a lich with a scepter in his hand (Raugal of course) will shoot some spells at him, before the entrance closes. Unable to open the door the player has to visit Sigil to continue the quest.

Note: The catacombs will be multi level and big like in Daggerfall with many dead ends. The player will be challenged to find the right way.

Part 2: King Gotemar's tomb

When Sigil learns about Gisten's key, the opening of the entrance, and the lich with the scepter, who now controls the door, he will tell the player the story of Raugal. He also tells the player about the key of King Gotemar, which is supposed to be in his tomb. He asks him to find the tomb and return with the key (?The city is in danger. This evil must be destroyed?). In the meantime he will inform King Adelmund about the undead threat.

To reach the tomb of Gotemar, the player has to find a way through the gorge of Riften and a wood full of Sprigans. The tomb is guarded by some undead nordic warriors. The ghost of King Gotemar will not attack the player, but instead initiate a dialogue and inquire, why the player is here. If the players tells him the true story and takes an oath not to use the scepter for himself, Gotemar will give him the key. Alternatively the player can try to defeat Gotemar, which won't be easy. If he kills Gotemar, he won't get any help from him later but can plunder the tomb and get some useful anti-undead items.

Note: Gotemar will appear again in the last chapter but only if the player didn't fight him.

Note: When the player has the key and tries to enter the catacombs without seeing Sigil first (which is necessary to trigger the next part), he will find all entrances closed and guarded by the men of King Adelmund.

Part 3: Riften under attack

The player returns with the key to Sigil, who is in the throne room with King Adelmund. After a short dialog alarm is raised in Riften: Undeads are attacking the town through the catacombs! King Adelmund tells the player to get reinforcements from the imperial garrison.
The player has to fight his way through the town and has to dispatch all the undead with the help of the imperial soldiers.

Imagine undeads running amok in the streets and household guards and legion soldiers trying to stop them. I will script the most important civilians to seek for cover and not get killed....don't want to have a dead town afterwards.

Part 4: The last battle

The inevitable end part with the boss... :-)

After the undead are defeated, Sigil asks the player to lead the soldiers into the lower catacombs. The key will open the lower dungeons. There they will find indeed ruins of elven origin and the corpse of the lost archaeologist. They also will meet Raugal.

Raugal will be a tough guy who heals himself and summons skeleton after skeleton while more undead pour in through side doors. If the player did not kill the ghost of King Gotemar, some time after the fight started King Gotemar's ghost will appear and battle the Necromancer. Several ends are possible after Raugal is killed:

If Gotemar's ghost survives, he will ask for the scepter. If the players gives it to him, he will just disappear with it. If the player refuses to give up the scepter, Gotemar will attack the player and all remaining soldiers will join him.

If the players kills Gotemar and the remaining guards or Gotemar didn't survive the fight with Raugal, the player can keep the scepter. If he meets Sigil or King Adelmund again, they both will ask for the scepter, to get it destroyed. He can lie to them about the scepter (of course only if he isn't so stupid to show it...) and the death of all the soldiers. If he admits he has it or shows it, but refuses to give it to them, he will be marked as criminal, and as soon as he is arrested, the scepter will be removed permanently.

Attachment:
jpeg bigtamriel.jpeg (107.42 KB, 291 downloads)


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This post has been edited 3 time(s), it was last edited by Zarkis: 16.03.2006 18:37.

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Razorwing
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RE: The scepter of the wolf Queen - A ST teaser mod? Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

It's possible I misunderstood you, but as you know the western frontier will expand quite a bit in the Oblivion mod compared to the old mod, so it horizontally fills up the whole Morrowind Province. In the old mod Silgrad City lies in the southwest corner of the landmass but the Province is supposed to extend a lot farther westward. So, as the border expands westward, the position of the Ancient Gate moves with it.

We sort of have two members, Danath_in & Galrina (married couple), who joined us some time back but due to unforeseen events they had to take a leave of absence. They are in the process of returning though, and when they do they would like to pick up the project they've been working on; which is a Skyrim Province mod for Oblivion. I mention it briefly on the project hub page. If you'd like to know more you can search their profiles and find the posts they made here (Danath_in's profile | Galrina). I'm not saying that's an end to your plans, but you might want to work it out with them.

Isn't twenty buildings a low number for one of the nine major towns in Skyrim?

But I like everything else you posted, it was a very nice read. Good job!

This post has been edited 1 time(s), it was last edited by raggidman: 02.03.2006 11:23.

02.03.2006 08:46 Razorwing is offline Send an Email to Razorwing Homepage of Razorwing Search for Posts by Razorwing Add Razorwing to your Buddy List View the MSN Profile for Razorwing
raggidman
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RE: The scepter of the wolf Queen - A ST teaser mod? Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

I suspect that your two ancient returnees will be quite chuffed to get to grips with the potential in this Rw.

Although I have not had the time to settle down and give it some serious attention yet there is one aspect to this scenario that is very promising Zarkis - the undead connection. there seems to be a lot happening with necromancy in Cyrodiil in the 'present,' according to the interviews and screenshots, so a scenario that maintains that should be welcome.

However I hope that you have also considered the nature of 'true' Skyrim magic is that it is sung! The nords use music and song = wind magic as the basis for their art, and very powerful it is too by all accounts. They bring new meaning to the phrase: 'Bag of Wind.'

So it will have to be decided whether the Nord Magic holds sway in 'Nordern' Morrowind or whether it is like Bretony where it is more a rumour than a reality. And I suspect that the consensus will be to offer references rather than to actually create a Nord Magic System. But allowing for that, if you are going to work in that area, you might want to bind in those elusive references to Nord Magic that keep the mystery alive...

If you want to chat about your ideas then pm me...

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But, if one man does nothing can he be said to be good? raggidman

This post has been edited 2 time(s), it was last edited by raggidman: 02.03.2006 11:40.

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Zarkis
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RE: The scepter of the wolf Queen - A ST teaser mod? Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

@RW

If you look at the attached map (or any other), you will notice, that the direct road connection between the imperial capital and ST runs through Riften. So creating a mod with just this corner of Skyrim provides a direct connection between ST and Cyrodiil. Twenty houses was based on the amount of houses Bethsoft uses for the average cities in Cyrodiil. It realy depends on the scaling of OB and how much stuff fits into a reasonable space.

Doing a whole province is a daunting task. Why not start at one corner first and complete it? I will listen to any plans and ideas Danath-in and Galrina have.

@raggidman

Yes Don't worry, I did my homework and already gathered most pieces of information about Skyrim (which is not much btw).

According to official lore, the "Way of the Voice" is not much known any longer: "Today, the most ancient and powerful of the Tongues live secluded on the highest peaks in contemplation, and have spoken once only in living memory, to announce the destiny of the young Tiber Septim (as recounted in Cyrodiil). In gratitude, the Emperor has recently endowed a new Imperial College of the Voice in Markarth, dedicated to returning the Way of the Voice to the ancient and honorable art of war. So it may be that the mighty deeds of the Nord heroes of old will soon be equaled or surpassed on the battlefields of the present day."

However: "Septim's new college is staffed by hacks and charlatans -- the so-called Grand Master is said to have formerly earned his living as a street performer in Windhelm -- the students are scions of the most obsequious Nord families, hoping to curry favor with Tiber Septim's New Order"

I am not shure if that kind of magic can be created with the construction set. You would need to script a new skill in and connect it to some new spells. Sounds like a seperate project to me.

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02.03.2006 23:57 Zarkis is offline Send an Email to Zarkis Search for Posts by Zarkis Add Zarkis to your Buddy List
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Zarkis: That's true, and ArthmodeusD's map looks like that these days too. In an earlier version of his map there was a fork in the road that led both to Riften and to Silgrad Tower, so the idea was bandied about that Danath_in & Galrina would start modding Riften and the area around it so that we could give the player a hands-on choice; take that fork and you wind up in Skyrim, take the other fork and you wind up in Silgrad Tower.
03.03.2006 00:56 Razorwing is offline Send an Email to Razorwing Homepage of Razorwing Search for Posts by Razorwing Add Razorwing to your Buddy List View the MSN Profile for Razorwing
Galrina
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Well, as you know we were almost blown off our hilltop here. hehehe But the Gods were kind and we stuck, a little worse for wear but still kicking.

I love the quest idea you had Z, and would like to discuss it sometime. Landscaping is my specialty and the plans for Riften are for a little larger city than 20 buildings. Wink The city is a major center for the area and is basically the traffic center for Cyrodiil, Skyrim, Silgrad and MW. As such the city will have a metropolitan feel with representatives of various cultures and races residing there.

The Nord homeland is of such rugged beauty that while many would like to visit few have the grit needed to live there. Before we got blown away (so to speak) I was working on a terraced city/village plan for the interior cities of Skyrim. Since Riften sits on the knees of the mountains themselves, it is much softer in appearance and easier to travel to and from. Hence it's importance in trade to the surrounding region.

I have been thinking that Danath and I will have our hands full with land and city construction and some help with quests would be greatly appreciated.

I didn't much care for your goblin idea though, I think it would be too cold for gobbies (who are known to prefer little clothing). Travellers being waylaid by Falmer (aka Riklings) would be a much better choice. Not to mention they would definitely merit a warrior's aid since the little (**&(*& are such a pain in the posterior. (I am in the camp that the Riklings are the remnants of the missing Falmer race, obviously. It's the logical way to explain the presence of the nasty little pig-riding anklebiters.)

Oh, one more thing, there is quite a lot of Skyrim lore out there, you just reallllllllllllly have to dig for it. I had some help from those here on the list as well as spent a couple of weeks reading everything from Daggerfall on. The history lends itself well to several possible large quests, as you know.

The Way of the Voice is not necessarily song and music, although it can be sung in a lesser way. The Greybeards of Highrock cannot speak because they're mastery of the Voice is so extreme that they can literally kill with a mispoken word. That is the key.. a Word of Power. That is the root of the Voice and the secret to it's awesome strength. The Greybeards can move to any place they wish simply by speaking the right Word. They can do battle with a shout or kill with a whisper. It is easy to see why the charlatans in Cyrodiil are trying to recapture this "lost art", however without the aid of the true Masters of the Voice, all they can teach is a shoddy, gray remnant of the true power.

I was glad to see your suggestions for Potemka's quest. You have some awesome ideas there. Also, she is the one who caused King Pelagius madness with the amulet she tricked his son into buying for him. That amulet has also disappeared from modern ken and I fear it will show itself when least expected and wanted.

There is so much work to be done and I look forward to getting started. March 20th still feels like a long way away and I can't wait to see what we can get into once OB is finally here!

Galrina :)

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@Galrina

Welcome to this little quest project. Didn't know that there is already a Riften planned, but no problem. Let's integrate our ideas. It can only improve.

I did exterior and interior modding, as well as scripting, and setting up quests for the old ST mod, so I am versatile in all areas of the CS. Only dialogue is a problem...my English isn't good enough for this.

I too have some exterior design ideas in my head, most importantly the Gorge of Riften (mentioned in one of the Berenziah books), which I imagine as a deep ravine with steep cliffs on both sides and a river at the bottom, which leads to a reclusive lake enclosed by mountains (Gotemars tomb is on an island on this lake). I would like to see the city build at one side of the Gorge (or on both), which should create a dramatic vista.

Another thing I want to see in Riften is a bear pit. I have a quest invoving a bear tamer in my mind, and the tamed bears may later help the player, when the town is attacked by the undeads. Are there any hints that the Nords used animals in war?

Rikelings are fine...if there are any in OB. Otherwise the goblins get a white paint and are promoted to snow goblins... Wink There is a Nordic style town in OB (Bruma), which should provide us with most models we need. Also the fauna and flora should be in the game already.

What I am totaly unsure of is how religion is expressed in Skyrim. I know the list of gods of the Nords, but do they have temples?

So, enough for today. Looking forward to read your ideas.

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Nice to see you around the forum again Galrina =)
The details of you and Danath_in's absence were kept confidential within the core team though. I thought it should be the two of you's call whether it was to be public information or not.

Going by your description I think Riften will turn out to be an awesome place. Zarkis' idea of retexturing the normal goblins is good as well, but I can't help but cross my fingers that would be a temporary solution until a more suitable community-made creature was created. Maybe we would even be able to get the Max source files from the would-be creator of that community-made creature and so be able to customize the mesh a bit to look more like Rieklings.

The Gorge of Riften would surely be an awesome sight. I'd just like to chip in that rivers were extremely important in the pre-industrial area; it gave them fresh water to drink, a convenient and cheap way of transporting goods, as well as fish to catch. So, if there's a river there, it would make sense that the settlement was built next to or around it. Btw, maybe the river could be connected to the river system in Silgrad's lands? Just a thought.
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Galrina
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You're absolutely right Razor :) as usual. Rivers were the lifeblood of pre-industrial trade. I have been looking at the maps and trying to figure out how to tie the major centers together by water. I can see the possibility of short "portages" to get from one river to another (if necessary). I've also considered an underground river system that could conceivably connect Silgrad and Riften. I'm not real sure of that one yet and honestly I am leaning towards the portage method.

I do want to incorporate an underground river though, whether it will be suitable for trade purposes is doubtful however it would sure lend itself well to hidden caverns and dungeons.

Zarkis, the gorge idea is wonderful. With the new landscaping tools in the OB editor, I'm just itching to start working on it! I can see a gorge fitting in quite nicely at Riften (and other places). I'm hoping that some of my new textures for things like rock moss and alpine flowers will be usable in OB, although from what I have seen, there are several highland plants that I recognized in one or two of the screen shots so far released. I'm also thinking of new texture for deer. Something darker, rougher haired and smaller to inhabit alpine forests.

I think it will be fun to work with you Zarkis. I love your ideas. I think the bear pit you mentioned is viable. The Nords in Solstheim used a wolf pen and I can imagine a larger Nord city having the capability of keeping bears for a similar purpose (as well as defense for some high risk, high value areas).

Sooo much to work with! :) I can't wait. It will all depend on how it looks once we can actually mess with the editor. As we all know what looks good on paper may not fly well in the game. I think so far we're on safe ground but we have to keep our options open, just in case.

Gal :)

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Well, the river down in the gorge would not have a direct connection to the city. I want the gorge to be a rather dangerous area, kind of an outdoor dungeon with a dark and dense forest. I imagine a highland area (partly woods , partly farmland) in the mountains, cut in the middle by that great chasm. The city would be build at the narrowest part of the gorge, where a bridge can traverse it. We could build the city at both sides, with that great rift inbetween. One part could be the older one with the original fortress on a small hill. The newer one could be more influenced by the Imperials and house the imperial garrison. To sum it up: I want a dramatic city design in a dramatic landscape with a dramatic dungeon in a dramatic story. Do I ask for too much? Wink

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Can I recommend Rhineville's poetry to you all? I think he is well on the way to a substantial book of collected poems in an original but definitely Norse style - very ES...check his 3 contributions to date in Literature Developement - he has some unique stuff there...

Galrina and Zarkis
quote:
I do want to incorporate an underground river though, whether it will be suitable for trade purposes is doubtful however it would sure lend itself well to hidden caverns and dungeons.
That does sound like smuggler territory (small, high value goods) and would there possibly be a vampire connection quest (maybe a Cerro outpost) as the latest ideas for the Cerro have them starting out as corrupted Redorans who seek to defend the Redoran Heartland from the Nord invaders by hunting them and other 'invaders' down. ( :D Conveniently ignoring the fact that the Nords had an Empire in Morrowind before the Mer ever arrived on the scene! :lmao: - it's what I love about the lore...) Well there is a vampire Cerro thread, don't miss it.

Looking forward to exploring the Grotty Grottos of your fertile imaginations further Pleased

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This post has been edited 1 time(s), it was last edited by raggidman: 04.03.2006 21:46.

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Galrina
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Raggid: Thanks again! lol I am truly enjoying these discussions. Smuggler bashing is one of my favorite sports! I have to admit, after playing in Qarl's underground, I too have become enamored of vampires. There will have to be vampires down there! (No I have NO intention of trying to recreate Qarl's monumental work! His masterpiece should be left alone unless he himself decides to redo it for OB! (In my opinion anyway.. lol)

Zarkis: Again our thoughts are remarkably aligned! The Gorge I envision is vast indeed. It will be the outpouring of the underground river for one, and will span much more than the near environs of Riften. Although it may not jibe with the current maps, I feel a narrow, knife sharp gorge through the southern end of the mountains would not only fit the terrain but will lend itself well to several settlement/story ideas.

Postscript:
I just watched the demos again last night (showing them to our daughter and her boyfriend actually.. lol) and once again I'm just ITCHING to get my hands on that editor! I can do real mountains in there and I won't have to spend months with the undergrowth and forestation again! WHEEEE

lol.. I'm excited.

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05.03.2006 19:22 Galrina is offline Send an Email to Galrina Search for Posts by Galrina Add Galrina to your Buddy List
KuKulzA
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quote:
Originally posted by Galrina
I can do real mountains in there and I won't have to spend months with the undergrowth and forestation again! WHEEEE

well, since much of Skyrim is wilderness, that will be convenient Yes
although personally I like shaping the land "by hand"... but I can tired and lazy, as all humans do


...and seeing as how I don't have any bargain restore fatigue potions lying around... I'm can't just do it all by hand in a timely fashion... nor do an allnight homework spree.... got lots of homework... not gonna do it yet though... gonna post a bit more... :D

This post has been edited 1 time(s), it was last edited by KuKulzA: 06.03.2006 02:53.

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KuKulzA
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Registration Date: 07.09.2005
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quote:
Originally posted by Galrina
lol See? age does have some advantages! NO homework! mwahahaha

pssttt! (whisper)*do you know anyway to get old fast?*

...e-hehehe...:D ....

EDIT: alright I guess we should get back ontopic

This post has been edited 1 time(s), it was last edited by KuKulzA: 06.03.2006 03:11.

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Danath_in
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Riften - main quest Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

please post your quest ideas in this thread please.

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