The Hunting Grounds: General Brainstorming |
KnightOfShor
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Registration Date: 2007.07.10
Posts: 25
Location: Skyrim (at heart)
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The Hunting Grounds: General Brainstorming |
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Whether this officially becomes my claim or not, I thought I 'd go ahead and put these ideas out there.
First off, I have been unable to find any really solid information on
Hircine's realm anywhere- the Imperial Librabry and Elder Scrolls Wiki
have almost no information on it- which is good in a way, as it leaves
fairly high flexibility in designing the plane.
Basics
-I envision the Grounds as a gloomy, wooded realm with both dark
forests and wide, open fields of tall grass. At first glance, it may
just look like some particularly spooky, wild version of Cyrodiil
-Here's the crux of the idea- the theme that will define the realm in
almost every way. Everything- and I mean EVERYTHING- in Hircine's Plane
reflects some aspect of the relationship between predator and prey, or
the hunt itself. Wolves and bears stalk deer through a grove... or
maybe, sometimes just to make things interesting, those deer have sharp
fangs and it's the other way around. Even the trees themselves have
sharp branches that extend like talons, as if ready to grab and eat you
as you pass- if you're very unlucky, you might come across one of the
ones that actually does.
The tables could turn at any second. A mountain lion enjoying a freshly
slain meal of rat may find itself attacked by another rat- this on
three times its size. And that's just the tip of the iceberg.
-Other aspects seem to be placed to enhance the thrill of the hunt-
walls of foliage that form elaborate mazes for a thrilling game of
cat-and-mouse, covered pits that land you in a pitch dark grotto with
only one exit- and something stalking you in the darkness. Almost every
area you come across would put you, somehow, into a predator or prey
role- perhaps both at the same time.
Cities
Hircine loves the wilderness, so I don't see many major cities being
present in his realm, but I did have an idea for a capital called
Warden's Lodge- a large, wooden longhouse that the Prince calls home
with a number of smaller, outlying structures. Justice would be dished
out Telvanni-style: if you kill someone, that just proves you are the
better hunter and they probably deserved it.
Daedra
Feral Hunters would be the main dremoroid inhabitants. They would each
be able to assume a predator shape, which would vary from individual to
individual. Their upper class, Wild Wardens, would be the equivalent of
a "town guard"- standing by in case Hircine ever has need to defend his
realm.
All tentative of course. Feedback is always appreciated.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
This post has been edited 3 time(s), it was last edited by KnightOfShor: 2007.07.11 12:53.
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2007.07.11 12:50 |
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Siegfried
Chieftain of Skyrim
Registration Date: 2006.03.07
Posts: 2,562
Location: With Your Mom...
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Man, I love your ideas, if this comes out right it could be really
awesome. I suggest though that you look into getting yourself a
texturing program so you can create unique land and rock textures, ect
for the realm-- because frankly I don't think Cyrodiil's terrain
textures will do the realm justice. I *might* be able to get hold of a
way to create new trees for you too.
Like Psychotic said, I would prefer to have a larger more detailed
landmass in the veign of Shivering Isles (though certainly not of the
same massive size). However since this is first and foremost a Thras
project, and they only need a single more dungeon like realm, I suggest
you start just making that single realm for Thras, completing the new
resources ect, then moving on to creating a larger realm that can be
used by Skyrim and any other project. |
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2007.07.11 19:19 |
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KnightOfShor
Protector
Registration Date: 2007.07.10
Posts: 25
Location: Skyrim (at heart)
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First off, I FULLY intend to have new textures for the Grounds. That is
an absolute must. As far as trees, I'm fairly sure it wouldn't be too
hard to model new meshes... it's jut getting some of them to attack the
player that will be tricky.
While my original plan (which focused more on he quest than the realm
itself) fit better with modular sections, I'd be willing to adapt the
idea to a coherent landmass if that's the general consensus.
As to werewolves, I always saw them as more like Hircine's agents in
Mundus- but I suppose it makes sense, as there were plenty of motals in
the Shivering Isles. So yes, werewolves should play a large role, but
at the same time I'd keep the Hunters ain place as they would serve a
very different purpose, and we have yet to see any Daedric realm that
doesn't have some form of dremora living in it.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
This post has been edited 1 time(s), it was last edited by KnightOfShor: 2007.07.12 08:51.
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2007.07.12 08:50 |
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KnightOfShor
Protector
Registration Date: 2007.07.10
Posts: 25
Location: Skyrim (at heart)
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quote: |
Originally posted by Psychotic
Yeah, I suppose you're right about the werewolves mainly being Hircines agents on Mundus.
About the wardens... I think their normal form should have a very
animalistic look to it (pointy teeth, feral eyes, long and claw-like
finger nails, etc.), though still more human in contrast to their
predatorial form. |
Exactly. I'm not sure if any of you have ever played the Werewolf the
Forsaken/Apocalypse pen and paper RPGs, but I was thinking that they
would look like the Near-Human (Dalu- or whatever it was called in
Apocalypse) form of the werewolves- pointy teeth, hairy face, pointy
claws... I'll see if I can find a reference picture.
The Wardens (as opposed to the regular citizens) would have a sort of
helmet resembling a viking helmet, but with antler horns like those
that Hircine wears, and a variation of the Fur armor that's already in
the game- retextured and with some new touches like a chain of teeth
around the neck.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
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2007.07.13 01:41 |
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Psychotic
Jarl of Skyrim
Registration Date: 2006.07.30
Posts: 3,771
Location: Sheogorath's Realm
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quote: |
Originally posted by KnightOfShor
quote: |
Originally posted by Psychotic
Yeah, I suppose you're right about the werewolves mainly being Hircines agents on Mundus.
About the wardens... I think their normal form should have a very
animalistic look to it (pointy teeth, feral eyes, long and claw-like
finger nails, etc.), though still more human in contrast to their
predatorial form. |
Exactly. I'm not sure if any of you have ever played the Werewolf the
Forsaken/Apocalypse pen and paper RPGs, but I was thinking that they
would look like the Near-Human (Dalu- or whatever it was called in
Apocalypse) form of the werewolves- pointy teeth, hairy face, pointy
claws... I'll see if I can find a reference picture.
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I've only played Vampire - The Masquerade, but I think I know what you're talking about.
__________________ When the game is over, the King and the Pawn go back into the same box.
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2007.07.13 07:00 |
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KnightOfShor
Protector
Registration Date: 2007.07.10
Posts: 25
Location: Skyrim (at heart)
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quote: |
Originally posted by The Old Ye Bard
Xivialias(sp?) could be retexed with a fur-like texture which would give you a really good 'hunter' type beast.
Anyway, this shouldn't be that big a realm, limit the amount of towns to about 2, have more wilderness, for hunting and such. |
I never really intended it to be that large- and there was really just
going to be the one town, unless I see a reason to add a second one.
The more wilderness, the better.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
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2007.07.13 12:52 |
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Siegfried
Chieftain of Skyrim
Registration Date: 2006.03.07
Posts: 2,562
Location: With Your Mom...
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Well if you're going to use Xivlai's as your hunter creatures, Slof is making a Xivlai race mod
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2007.07.13 16:48 |
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OblivionMon
Baron
Registration Date: 2006.08.20
Posts: 309
Location: The Abecean Sea
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I consider werewolves, and any snow beasts Hircine's guardians, not
just agents. Dremora in my opinion just would'nt fit in such a place,
unless perhaps you gave some interesting story...
A group of dremora were given to Hircine by Dagon, but the dremora hate
the cold place they are now and hide in the corners with a fire cursing
at the ill fate that has fallen on them, they are of course used to
very hot weather. |
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2007.07.13 18:26 |
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KnightOfShor
Protector
Registration Date: 2007.07.10
Posts: 25
Location: Skyrim (at heart)
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quote: |
Originally posted by OblivionMon
I consider werewolves, and any snow beasts Hircine's guardians, not
just agents. Dremora in my opinion just would'nt fit in such a place,
unless perhaps you gave some interesting story...
A group of dremora were given to Hircine by Dagon, but the dremora hate
the cold place they are now and hide in the corners with a fire cursing
at the ill fate that has fallen on them, they are of course used to
very hot weather. |
The hunters aren't technically Dremora- they're just Hircine's humanoid Daedra servants like Sheogorath's Saints and Seducers.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
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2007.07.13 22:12 |
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nietzsche
Protector
Registration Date: 2006.01.19
Posts: 27
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If I remember correctly I have mentioned this topic already in the Skyrim forum. But since werecreatures, all
werecreatures are loyal subjects of hircine wouldn' t it be logical to
1. have variety of werecreatures in hircine's realm? And maybe 2.
player could join on one of the werecreature clans somehow? Also 3.
this would IMO solve the dremora problem as there would be different
climate areas in hircine's realm, for example one for werecrocs (warm)
and one where werebears, werewolves and wereboars (cold). So the
dremora, if implemented in this realm somehow, could dwell in the warm
climate area.
Anyways, IMO the werecreatures should be at least some kind of must in hircine's realm. Nothing else this time, just leaving this humble suggestion to your consideration
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2007.07.14 18:27 |
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KnightOfShor
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Registration Date: 2007.07.10
Posts: 25
Location: Skyrim (at heart)
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Yes, I think I already stated that werecreatures WILL play a large role
in in Hircine's realm. I really don't have any plan to use anything
besides werewolves and the occasional werebear at this point, but if
someone else wants to make a mod with other werecreatures that's just
fine with me.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
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2007.07.14 21:22 |
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blackbird
ST Modder
Registration Date: 2007.03.27
Posts: 525
Location: Brugge (Flanders, Belgium)
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quote: |
Originally posted by OblivionMon
I consider werewolves, and any snow beasts Hircine's guardians, not
just agents. Dremora in my opinion just would'nt fit in such a place,
unless perhaps you gave some interesting story...
A group of dremora were given to Hircine by Dagon, but the dremora hate
the cold place they are now and hide in the corners with a fire cursing
at the ill fate that has fallen on them, they are of course used to
very hot weather. |
Umm I thought that farwil said that the oblivion worlds depsite the lava were rather cold or they did have a cold wind.
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2007.07.14 22:03 |
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Psychotic
Jarl of Skyrim
Registration Date: 2006.07.30
Posts: 3,771
Location: Sheogorath's Realm
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I think the dremora idea is a bit misunderstood (IMO). As I see it,
from what KnightOfShor said, there are no actual dremora, only
intelligent humanoids who resemble the dremora in their intelligence
and humanoid form. I see these daedra as a race that, by default, has a
wereform of some kind (werewolf, werebear, etc.). So basically these
daedra ARE werecreatures, but in stead of having the humanoid form of a
race from Mundus, they have their own humanoid form, a form that
signifies a unique race (just like the dremora are a unique race that
exists outside of Mundus).
About the werecreatures present in the realm:
I agree that Hircine's realm would probably host all werecreatures, but
since what KnightOfShor is planning to make is NOT the entire realm of
Hircine, he can decide to create only those parts of the realm that are
the habitat of werewolves, werebears or whoever.
__________________ When the game is over, the King and the Pawn go back into the same box.
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2007.07.15 01:02 |
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Wolvman
First Knight
Registration Date: 2006.09.01
Posts: 117
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So if the whole land of hircine isn't going to be made how is it going
to be divided? Is it going to be on an island and then be surrounded by
an ocean so that you can't get to the other parts where the other
werecreatures live. If that is the plan then will their be weresharks
in the ocean seperating them.
P.S. incase you didn't already know (which you guys proabably do)
Here's the list of werecreatures I know are in TES 1. Werelions, 2.
Werecrocs, 3.Werewolves, 4.Weresharks, 5.Werebears, 6.Werevultures, and
7.Wereboars. Their may be more that you guys know about but I can't
really remeber any more. |
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2007.07.15 04:09 |
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KnightOfShor
Protector
Registration Date: 2007.07.10
Posts: 25
Location: Skyrim (at heart)
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quote: |
Originally posted by Wolvman
P.S. incase you didn't already know (which you guys proabably do)
Here's the list of werecreatures I know are in TES 1. Werelions, 2.
Werecrocs, 3.Werewolves, 4.Weresharks, 5.Werebears, 6.Werevultures, and
7.Wereboars. Their may be more that you guys know about but I can't
really remeber any more. |
Can you show me proof of this? I'm a big lore guy, so I only consider
it to be a part of the world if it's been Bethesda specified- if you
can show me a book or something that isn't from a mod, I'll consider
adding those other ones.
Werebears and Wereboars I'm willing to take liberties with since they fit Hircine's theme so well (I'm normally a strict wereWOLF
purist.) I do think my portion of Hircine's realm will be an island,
leaving open the possibility of more areas. I'll have to think over my
options on how to keep the player from leaving this island- but yes,
there will most likely be something big and nasty with lots of teeth to
motivate the player to stay put. Perhaps Hircine himself has an aquatic
aspect...
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
This post has been edited 2 time(s), it was last edited by KnightOfShor: 2007.07.16 00:46.
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2007.07.16 00:45 |
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KnightOfShor
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Registration Date: 2007.07.10
Posts: 25
Location: Skyrim (at heart)
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Since its a mod site, I'm hesitant to take their word for it, but let
me know if you see any official lore regarding other werecreatures.
__________________ A Nord, an Imperial, and a Redguard walk into a bar.
The Nord is unharmed.
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2007.07.16 01:11 |
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