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A draft for the main story
02-22-2005, 12:26 PM,
#1
A draft for the main story
<blockquote>
<p><font color="#FF0000"><strong>NOTE THAT THIS SUGGESTION, IN ITS ENTIRETY, IS WITHDRAWN.</strong></font><font color="#666666"><br>
<br>
The following is Razorwing's draft for the main story, started on Jan 17th 2005, posted Feb 22nd 2005, and
revised Apr 8th 2005 (and continually thereafter). It is to be considered a suggestion and not by any means
a final plan. If you have any thoughts, kindly post them on the forum (you may need to log in or register
first).</font>
</blockquote>
<ul>
<li><a href="#changestosilgrad">Changes to Silgrad Tower from TES3</a></li>
<li><a href="#gettingtoknowsilgrad">Getting to know Silgrad</a></li>
<li><a href="#workingforvalderon">Starter Quests - Working for Valderon</a></li>
<li><a href="#diverginginto">Diverging into five paths</a></li>
</ul>

<p> <blockquote><p><font color="#333333"><em>Cyrodiil is going through one of it's darkest times, with rebellions breaking out in certain places and portals to Oblivion opening up, spewing out floods of horrible creatures all over the province. The Empire is weakening, and in order to survive the threat from Oblivion it has to concentrate its forces to the Imperial province. As the Imperial Legion withdraws from Silgrad Tower we see the beginning of a new era for the city. The new time that's upon us holds optimism for a free and glorious Dunmer metropolis, but at the same time the melting pot is just one step away from chaos, turmoil and war as each of the factions set their designs for total control...</em></font> </blockquote><p>

<a href="#TOP"><img src="../../oblivion/images/up.gif" alt="Top of the page" width="14" height="14" border="0" align="right"></a>
<a name="changestosilgrad"></a>
[title]Changes to Silgrad Tower from TES3[/title]

<p><strong>This is a description of what will change in Silgrad after the TES3 mod and before the future TES4 mod begins. </strong><p><img src="../../oblivion/images/oblivion_cut_fire.jpg" alt="Part of an official wallpaper." width="100" height="136" align="right" style="margin-left: 10px; margin-bottom: 10px;">The Imperial Legion in Silgrad Tower has recieved report upon report of the increasing unrest back in Cyrodiil. The citizens of the city hear stories, told by travellers and merchants, that the Imperial province is becoming violent and unstable. Fear is starting to spread among the populace; Redoran leaders hold speeches in the town square, arguing that it's time for the Dunmer to take control over their own destiny, and it's not unusual to see a Silgrad guardian or two listening in, nodding silently. Monks from the Temple wander the streets, proclaiming to see signs that the end is near. Kinsmen of House Hlaalu take on the role of trying to convince the people that everything is fine; they firmly believe the powerful and glorious Empire will quench the threat from Oblivion, and they're not afraid to say so whenever a monk garners too much attention or the Redorans hold another rally. Their wealth hinges on coninued stability and control, although some are feeling the winds of change and are preparing to fall back to Verachen Hall. </font> <table width="150" border="0" align="right" cellpadding="6" cellspacing="0" style="margin-left: 10px; margin-bottom: 10px;"><font size="2"> <tr> <td bgcolor="#BABB71"><strong> Council of Elders:</strong><br>- Valderon<br>- House Hlaalu<br>- House Redoran<br>- House Telvanni<br>- The Temple<br>- The Duke<br>- Silgrad Guardians</td></tr></font> </table><p>When the order finally comes for the Imperial forces to pull out, few are surprised. The resources and equipment kept in the Tower of Silgrad are packed up, and a long caravan sets off for Cyrodiil.

<p>- <strong>Duke Oram Hlaalo</strong> sees fit to move back to his manor in the Upper Chambers, which is the wealthier side of town and home to most of Silgrad's nobles. Despite its name it lies in the southwest <a href="../gallery_maps_st3_st.htm" target="_blank">part of town.</a> The Duke retains his seat on the council. See his description in "<a href="bk_whos_who__council_of_elders.htm#duke">A who's who of Silgrad</a>".

<p>- The <strong>Imperial commander</strong> is the last one to go. He retracts his seat on the council, and in a public ceremony releases control over Silgrad Tower to the Council of Elders. <center> <a href="../../gallery/albums/userpics/Upper%20Chambers%20East%20Shot.JPG" target="_blank"><img src="../../gallery/albums/userpics/normal_Upper%20Chambers%20East%20Shot.JPG" alt="Upper Chambers, as seen in TES3." width="400" height="268" border="0"></a></center>

<p>- The <strong><a href="bk_silgrad_guardians.htm">Silgrad Guardians</a></strong> promptly move into the vacant keep, partly because it's better suited for official business matters, but mostly to keep it from falling into the hands of one of the factions. Richeard Bleau, an <a href="bk_silgrad_guardians.htm">Elite</a>, is recruited by the Council to fill the empty chair, since security matters are anticipated to become even more important without the Empire's dominance. See his description in "<a href="bk_whos_who__council_of_elders.htm#guardians">A who's who of Silgrad</a>".

<blockquote>
<p><font color="#333333"><em>For more information on the members of the Council of Elders, <a href="http://www.silgrad.com/wbb2/thread.php?threadid=962">see
their descriptions here</a>.</em></font>
</blockquote>


<p>- Both the <strong>Guild of Fighters, Mages, and Thieves</strong> in Silgrad Tower are essentially dispersed in the wake of the Empire's withdrawal from Morrowind. As there is no longer any Imperial legions governing the cities, the hostility from the Dunmer towards outlanders are felt more strongly, and operating became nigh-on impossible. Most of the fighters find service among the Silgrad guardians (which is one explanation as to their increased brutality), others return home to their various provinces, while yet others are adopted by the Great Houses in the city. Most of the Mages are reassigned to other branches of the Guild, but a few have made themselves so at home in Silgrad they instead choose to 'defect' to House Telvanni. The thieves simply disperse and go their separate ways, some joining Hlaalu but most relocates to more lucrative parts of Tamriel.

<p>- The Guild of Fighters building is taken over by the Silgrad guardians, who use it as a storeroom for supplies, while House Telvanni bring over more of their kinsmen and eagerly moves into the Guild of Mages building. With the Empire's presence gone, they can't afford not to grow their power in this city.

<p>Without the stern Imperial hand maintaining order over Silgrad, many of the citizens take advantage of their newfound freedom and speak out against the percieved power imbalances. The Silgrad guardians grow increasingly intolerant, and protesters and public speakers are brutally dispersed. This leads to a polarization between the various factions that make up the population; interaction between them become rarer, they keep to shopping at their own markets, and suspicions are rising. Open battles has yet to be seen, but it's clear the city is dividing itself into Redoran, Hlaalu and Telvanni districts where opposing members are fiercely kept out.

<table width="200" border="0" align="right" cellpadding="2" cellspacing="0" style="margin-left: 10px; margin-bottom: 10px;"> <tr bgcolor="#afa67f"> <td colspan="5"><center> <strong>Valderon Starts<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></font> </strong></center></td> </tr> <tr> <td width="20%" class="rightborder"><center>Val<br>de<br>ron<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#CCCD91" class="rightborder"><center>Tem<br>ple<br><br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#C8C98B" class="rightborder"><center>Hla<br>alu<br><br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#C4C585" class="rightborder"><center>Red<br>ora<br>n<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td width="20%" bgcolor="#C0C17F" class="rightborder"><center>Tel<br>van<br>ni<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> </tr> <tr> <td class="rightborder"><center>End<br>#1<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#CCCD91" class="rightborder"><center>End<br>#2<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#C8C98B" class="rightborder"><center>End<br>#3<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#C4C585" class="rightborder"><center>End<br>#4<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> <td bgcolor="#C0C17F" class="rightborder"><center>End<br>#5<br><img src="../../oblivion/images/arrow_mini_Down.png" width="7" height="3"></center></td> </tr> <tr bgcolor="#afa67f"> <td colspan="5"><center> Valderon Ends</center></td> </tr> <tr bgcolor="#BABB71"> <td colspan="5"><div align="right"><em>The main story begins with Valderon, and ends (in 5 different ways) with Valderon </em></div></td> </tr> </table><p>This is the situation the player is thrown into when he first comes to Silgrad Tower; Valderon and the Silgrad guardians are trying to keep an increasingly difficult peace as four factions work according to their own agendas to take over the entire city for themselves. "The destiny of Silgrad Tower is in your hands" so to speak.

<p> - <font color="#333333">Will you side with Valderon and re-establish Silgrad as an inspiration for cross-cultural Dunmer cooperation?</font>

<p> - <font color="#006600">Will you find yourself at home in the Temple and do your part in turning Silgrad into a theocracy?</font>

<p> - <font color="#9999CC">Does Hlaalu sound like your favourite choice, where control over Silgrad means control over the economy <i>(mob-type scenario perhaps)</i>?</font>

<p> - <font color="#990000">Or will you help Redoran take back what's rightfully theirs, allowing them to use Silgrads wealth to build a massive army to restore their former glory?</font>

<p> - <font color="#CC6600">Others may find they prefer the underdog in Silgrad, House Telvanni, who's desires far exceeds their grasp; serving them will present a much more difficult challenge, suitable for high-level characters.</font>



<p><a href="#TOP"><img src="../../oblivion/images/up.gif" alt="Top of the page" width="14" height="14" border="0" align="right"></a>
<p><a name="gettingtoknowsilgrad"></a>[title]Getting to know Silgrad[/title]
<p><img src="../../oblivion/images/items/quarl_sweetie.jpg" alt="One of Quarl's incredible faces." width="198" height="273" align="right" style="margin-left: 10px; margin-bottom: 10px;">In order to entice the player to come and explore Silgrad, a number of new NPCs are planted around the Cyrodiil province who talk a bit about what's going on, and then point to the "Emmisary of the Dunmer" for more information. The "Emmisary of the Dunmer" would be a new building in the capital of Cyrodiil, and its intended function is to promote politics favorable to Morrowind, although we wouldn't delve to deep into that. It's also a hostel, so the new NPCs planted in Cyrodiil have somewhere to sleep, and might have a bar with imported Morrowind liquor. But that's beside the point. Rather, the point of the Emissary building is so that representatives of the Temple, Hlaalu, Redoran and Telvanni can speak to the player and give their own skewed opinion on what's going on in Silgrad. All of them end by pointing the player to go and see Valderon in Silgrad, with whom the main story begins and ends.

<p>Regardless of whether the player has been to the Emissary or not, the main story would begin when he has a meeting
with Valderon, who still lives in the Council of Elders building. There'll be plenty of nudges in that direction
too, if the player talks to the people of Silgrad. He won't be able to get anywhere with the Temple or the Great
Houses as of yet, but can of course take advantage of the services offered by them. Walking through Silgrad,
the player would also get subtle hints that all is not well; people taunting each other, fights breaking out
here and there between different faction members, the Silgrad guardians arresting certain individuals (and more
or less, depending on what the new CS and Radiant AI is capable of).
</span>
<p>[title]Starter Quests - Working for Valderon[/title]

<table width="175" border="0" align="right" cellpadding="6" cellspacing="0" style="margin-left: 10px; margin-bottom: 10px;">
<tr>
<td bgcolor="#BABB71"><a href="#workingforvalderon">1.)</a> Hlaalu annoys Redoran<br><a href="#s2">2.)</a> Telvanni annoys all<br><a href="#s3">3.)</a> Temple annoys Telvanni<br><a href="#s4">4.)</a> Redoran annoys Hlaalu</td>

</tr>
</table>

<p><strong><font size="3">1.</font></strong> Valderon starts the main quest by asking the player to investigate a robbery that took place yesterday. With the current situation at hand, he suspects the robbery is House-related. Valderon knows he can trust the Silgrad guardians with his life, but they are citizens too and their views are skewed to favor one House or the other, and he needs your untainted view on the crime.

<p>Through this short quest the player is further introduced to the brewing conflict, and learns that the robbery was committed by Hlaalu (against Redoran) to bring in much-needed funds. The trade with Vvardenfell has receded, as there are no longer any Imperial forces to funnel the goods through the "right" (Hlaalu) hands, and the roads to Cyrodiil are becoming dangerous, with daedra attacks happening every other week. This has been very detrimental to House Hlaalu, to the point where they had to steal to pay off wages. But there are hints to the player that there's more to it than that, as he gets the sense that the sheer number of septims in the Hlaalu coffers are irrelevant - the point is to have more than the other Houses, as wealth is the only advantage they know how to use.

<p>Valderon congratulates the player and, in honor of his service, makes him a special member of the Silgrad guardians.

<p><a name="s2"></a><font size="3"><strong>2.</strong></font> The Telvanni are a chaotic and erratic source of problems for Valderon, cooperating one day only to side with the Temple the other, and now and then flex their muscles and proclaim world dominance as their only worthwhile goal. This time they decided they needed to grow a new building, and planted their seed at an empty patch in the center of Silgrad. Problem is that their Hlaalu neighbours thought that empty patch was a town square, and the pod is now blocking several entrances as well as disrupting local business. The Telvanni don't mind, as their door is twenty feet off the ground, and won't listen to reason. The player's job is to "fix it" - no deeper instructions are given. There are only one side of the argument, since no sane person would accept the loss off the town square, and the pod needs to go. If the player is strong enough he can cut down and destroy the pod, or if he's smart and well-spoken he can convince the Telvanni to abandon their pod. Choosing to cut it down will make the Telvanni like you less, but they won't like you more for talking them into abandoning. The quest would serve to give background information as to why the Telvanni want to expand their influence.<p><a name="s3"></a><font size="3"><strong>3.</strong></font> The Temple has been excavating below their building in the middle of town, to make room for a new tomb. Recently they broke through a wall and found a cave system, occupied with little more than mushrooms. They promptly got rid of the fungus and started building slabs for the new tomb. Soon, dark figures started coming out of the tunnels and harassing them, screaming they had invaded the Telvanni mushroom plantation that kept the Telvanni population from going hungry. The Temple won't destroy the tunnels they have meticously crafted, and the Telvanni are furious, so Valderon calls in the unbiased player to mediate the situation.

<p>The leader of the Temple is unusually pragmatic, thankfully, and says that the "Llormatha Ancestral Tomb" (or something along those lines) was built in what was originally a large cave system; the Llormatha family line died out a couple of centuries ago, and they never got around to pave the whole cave. The Telvanni can be granted official and permanent access to those caves (as long as they respect the dead).

<p>The Telvanni feel that it might be an agreeable solution, but want the player to prospect the caves first. He'll proceed to do that, and can have a fun time clearing them of animals if he wants, but in either case he reports back to the Telvanni, who are excited about his description of the caves. Completing the quest will negate any bad feelings the Telvanni might have if the player had cut down the pod in the quest before. Valderon is pleased when the player reports back.<p><strong><font size="3"><a name="s4"></a>4.</font></strong> A murder was committed the night before (perhaps it was a baker, lol). A witness, who was getting drunk on the corner outside the murder victim's home, came to see Valderon early this morning and said he heard the commotion inside and swore he saw a Silgrad guardian leaving the house shortly after. Since they all look alike in their armor, and the witness was drunk, he couldn't be more specific. The player is Valderon's best bet for an impartial investigation, and is quested to solve the mystery. I'll leave the middle part and other details hazy.

<p>It turns out the murderer was a Redoran, whose motive was to create unrest by making it seem Silgrad Guardians had started murdering citizens. At the same time, he took the opportunity to get rid of an enemy Hlaalu. The witness may or may not have been Redoran as well, and placed there to spread the word of the murderous Silgrad Guardians.

<p>Solving the quest means the player garners favor with the Guardians for exhonorating them from suspicion. When the player faces the showdown at the forest (see below) he can collect on the favor and bring Guardians with him; that will help low-level players from certain death. The number of Guardians he gets assigned depends on his level, but he'll always get at least one, since they won't refuse to pay back the favor even if the player is level 80.

<blockquote>
<p><em><font color="#666666">When the player has completed the starter quests, he has gained noteriety in Silgrad City, and most townspeople are familiar with the just and fair outlander which has solved some sticky situations. The majority of Silgrad's citizens belong to either of the four factions, while the rest feel they belong with Silgrad, period. The latter citizens try to influence the player to side with Valderon, and ensure the stability of cross-culture Dunmer cooperation, while factionists try to recruite the new hero to their side. The player won't be jumped everytime he talks to someone, he can still choose not to pursue any of the faction paths, but it will be in their dialogue until he does.</font></em>
</blockquote>



<p><a name="diverginginto"></a>
<a href="#TOP"><img src="../../oblivion/images/up.gif" alt="Top of the page" width="14" height="14" border="0" align="right"></a>
[title]Main story: Diverging into five paths[/title]

<p>In the TES3 version of Silgrad Tower there's a small park just north of the Temple, in the middle of town. In the TES4 version this patch is undeveloped forest that, until now, hasn't garnered any interest from anyone, and has had little use except as a playground for kids. When House Hlaalu brings up the matter at a Council meeting and demands that the trees be cut down to make way for a (Hlaalu-controlled) bazaar, the interest from the other factions rise considerably - now everyone wants to gain control of it, anxious to keep House Hlaalu from engulfing even more of Silgrad.

<p>The player will be the instrument in transforming the forest square, and in doing that he will cause a permanent change in the game world (for the duration of his game). At the same time he'll choose one of five paths to follow in the main story. Valderon is still the player's go-to-guy at this point, and lays out the situation while prompting the player to hear Valderon's own vision of the forest. The player can seek out the Councilor of any of the four factions <em>(see the <a href="bk_whos_who__.htm">"A who's who of Silgrad"</a> for more info on the Councilors)</em>, hear their arguments, then make an informed choice of who he wants to support.

<p>Below are the intentions of Valderon and the four factions as far as the forest square goes. Explaining this to
the player would probably be done through dialogue as the player meets with the Councilor.<br>


<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="20%" class="rightborder">5A. Valderon's vision is to create a memorial park, remembering all those who fought and died to create Silgrad Tower (which in reality are the screen names of people who worked on ST in the past, but has since left). He also hints rather strongly that the other factions disagree with him, so the player doesn't follow the Valderon path automatically.</font></td>
<td width="20%" bgcolor="#CCCD91" class="rightborder">5B. The Temple wants to create a tranquil park, with religious monuments and public sermons by the monks. It would be similar to what was there in TES3. Judicious use of fountains and statues might be good. The park would be arranged so it enhances the impression of the huge Temple building.</td>

<td width="20%" bgcolor="#C8C98B" class="rightborder">5C. House Hlaalu wants to create a large market (similar to the bazaar in Mournhold, perhaps), operated and taxed by their kinsmen. A couple of merchants would set up stands, selling this and that (nothing fancy) and a Hlaalu guard or two patrol and collect taxes.</td>
<td width="20%" bgcolor="#C4C585" class="rightborder">5D. House Redoran wants to build a military training ground, with a couple of military tents, a recruitment center, warriors fighting practice dummies, and tall Redoran banners flying proudly in the wind. It'd be a gritty, dirty and menacing part of Silgrad, and other House members who wander in would get the snot kicked out of them.</td>
<td width="20%" bgcolor="#C0C17F" class="rightborder">5E. House Telvanni would like to mostly save the forest patch as it is, with small herb plantations here and there and some alien plant life. It would be wild and untamed, and teeming with life; not as much botanical garden as tropical disease and poisonous bugs.</td>
</tr>
</table>

<blockquote><em>Either path starts off basically the same. The player talks to any of the five Councilors, support someone's idea, and then heads to the forest square with a small team of workers (provided by the Councilor). NPCs from the opposition have gathered there when the player arrives, and the mixture of actors fluctuate depending on what Councilor the player now fights for. Valderon is not represented, House guards represent the three Houses, and an Ordinator represents the Temple. The player supports one of the aforementioned, so the only time you'll see all NPCs together is if you play for Valderon - that situation is a bit easier though, as you see below. When the group arrives, the workers proceed into it and mill about while the player faces the consequences. </em></blockquote>

<table width="100%" border="0" cellspacing="3" cellpadding="3">
<tr>
<td width="20%" class="rightborder">5A. If the player is doing Valderon's work, he can opt to talk his way
out of a confrontation with the four factions. If he fails, or chooses to fight, the 4 opponents will attack
h-t-h. Fighting back with weapon counts as a crime. If the player's HP drops below 50%, two of the opponents
will start fighting each other instead.</font></td>
<td width="20%" bgcolor="#CCCD91" class="rightborder">5B. Pursuing the Temple path also means the player can
opt to talk to the opponents. If he fails, or chooses to fight, the three House reps will attack hand-to-hand.
Fighting back with weapon counts as a crime.</font></td>
<td width="20%" bgcolor="#C8C98B" class="rightborder">5C. Working for House Hlaalu means the player can choose
to bribe his opponents (with his own money). As long as he has the cash, it won't fail. If he lacks the
cash, or chooses to fight, the three opponents attack in full force with drawn weapons.</td>
<td width="20%" bgcolor="#C4C585" class="rightborder">5D. House Redoran has the most aggressive plan for the
forest patch, and the three opponents have little sympathy; they will assault the player immediately.</td>
<td width="20%" bgcolor="#C0C17F" class="rightborder">5E. House Telvanni isn't well liked, and their designs
to convert part of the city to their perverted sense of nature is frowned upon. The player won't have any
options other than to fight it out.</td>
</tr>
</table>

<p>[title]Main story: Valderon Path[/title]
<p><img src="../../forum/images/avatars/avatar-149.gif" width="120" height="177" hspace="15" vspace="15" align="right">
There's a fundamental difference between the Valderon path and any of the four faction paths. Valderon wants a peaceful city where everone works together, as it was during the Imperial reign, whereas the factions each wants to take dominance over the city. Each of the branches in the main story will transform the city in some ways, and the future of the central forest is the first step.

<p>- Investigate and solve more crimes, which aids in establishing that Silgrad is a calm and peaceful city.
<p>- Pursue and catch outlaws
<p>- Aid moderate elements in the other factions, by performing tasks that benefit them
<p>- Covertly hurt the radical elements, such as burning down farms and even targeted assassinations in some cases
<p>- Stamp out the fascist tendencies in the Silgrad guardians
<p>During the path you'll help to elevate the moderate elements to power in each of the four factions, ushering in a new era of understanding and cooperation that will ensure the Silgrad spirit lives on without Imperial meddling.</span>
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
02-23-2005, 01:16 AM,
#2
 
Very nice job mate! I like every bit of it! It gets pretty in depth too, and I like that! I especially like the transformation to the city. That is the coolest part.
I can see making a cutscene of everything that happened when the player first makes it to Silgrad Tower.

I would also like to have a larger city than what we had in Morrowind. I think Oblivion would allow that too. I have a picture in my head too.

Again, very nice job! Wink
Honorary Member of Silgrad Tower

Buy a Silgrad T-Shirt*
*not sold anywhere
02-24-2005, 01:02 AM,
#3
 
Excellent work!

I especially like the concept of having various factional paths to pursue...

Ben
So what happened to the Dwemer?
03-17-2005, 10:47 PM,
#4
 
Hi guys, sorry for my late reply Sad

I'm glad you liked some aspects of my proposal. Perhaps what I wrote can be tweaked, to a greater or lesser extent, to factor in your views on the story?

NR, please elaborate on your cutscene idea, it sounds exciting! Especially since I know you're a great artist. Perhaps a kindof storyboard setup which fades the images in and out, accompanied with a short narrated (spoken) story? Just an idea I had. Also I'm excited about the idea of you making sketches of how you see the new Silgrad. If you want to, that is. They would make for great advertising on the old index page, to show that we're still alive and kicking. But I'm jumping the gun again - what would you like to do?

I get screenshot flashes now and then in my mind when I fantasize about how the new Silgrad might look. One of the stronger ones is standing on top of a tall building overlooking the central canal, the water glistening and seagulls flying in the blue sky, and all around is a panoramic view of the entire city. People bustling about, merchants selling wares in the market squares... damn, I can't wait to start modding again Smile

I agree Silgrad should be much bigger this time around. Maybe a thousand residents would be a good number? BUT I also think we should start on a small scale, and carefully expand the city outwards. All that's needed is plenty of growing space around it. Also I'd like to see more farms around Silgrad (meaning: I'd love to build some).

I think making a bigger city will come more naturally in Oblivion than in Morrowind. Let's take a normal pub with, say, five employees. In Morrowind one would usually just slap a couple of bunk beds in the cellar and that would be it, but with the new interface letting us plan hands-on where an NPC works and where he sleeps, and the AI making them go from their home to their workplace etc, I think the incentive will be there to create homes for all five employees, including their spouse and possible kids. That's also a good reason for having plenty of growing space, I think.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
[Image: SignatureBannerRazorwing.jpg]
03-21-2005, 05:58 AM,
#5
 
Yes, the storyboard cutscene would be perfect. Very similar to what Fable did in theirs. I will also get around to drawing out what I see in my mind. I would like to see the tower to be more of a citidel in the middle of the city.. Cool
Honorary Member of Silgrad Tower

Buy a Silgrad T-Shirt*
*not sold anywhere
03-22-2005, 01:54 PM,
#6
 
those seats could go to the other two greatr houses maybe all 5 are trying to work together now that the imperials are out of the province or maybe thier trying to settle old scores that they may have had.
04-07-2005, 01:36 AM,
#7
 
I'm itching to start helping.

Following up on the building geography storyline, possibly could we have two House sections being separated by a large chain of mountains, (Redoran and Hlaalu?) and the only access is via a small gate controlled by the Hlaalu, who are intent to keep the Redoran out of the city by all means necessary. Valderon sends you to the Hlaalu officials in the area to ask what the situation is, and why they're doing this.

They explain:

"We've got our spies everywhere now, not just in the old dogs, now that the Legion is gone, we've got no one to watch our backs, so we have to watch our own. Just recently, a spy reported back and confirmed our worst suspicions.
The Redoran, with their hidden hordes of magical artifacts, have gone on a selling spree, to raise money. They in turn use this money to pay the Telvanni greatly for a special service - sabotage.
The Telvanni are summoning Daedra every other week to take out our trading caravans and to cut off supplies from us. It is quite the clever engagement, as they both stand to gain from this, however, if we shut the Redoran in, then there is no way for them to pay the Telvanni.
And we all know how vain the Telvanni are, they'll stop right away, and just as soon turn on the Redoran in their area, then join with them to claer this handy little barricade we've set up at the gate. We've got a special trade going on with the Temple, we're giving them artifacts we've been hiding for centuries, in return for safe harbor through their area and for prayers to strengthen our walls and our weapons.
I'm thinking of sending an emissary to the new Telvanni here in Silgrad to form an alliance, a mutual beneficiary, at least. How would you like to be that emissary?

---
From here, you can decline, and attack the Hlaalu guards in the area, and then active a kind of rod sticking out of the gates, and that'll start the script that allows you to unlock the gates(which have a semi-deadly trap, and lock level 100). This lessens your status with the Hlaalu, and greatly increases your status with the Redoran, who reward you with an enchanted sword or something.

Or, you can accept, and be sent to the Telvanni with a sealed letter. You hand it to the Telvanni Councillor(or whomever is in charge), who reads it over carefully. He accepts, on one condition. That you, who so successfully worked in the past, now sware to work for the Telvanni as a spy, to keep them informed of any plots or workings against the betterment of the Telvanni.
---
If you accept, the Telvanni gives you an order to go ask some guy about something(kind of like Caius' first quest. Ask Hasphat Antabolis, do a favor, and get the goods), and then come back, and it goes from there.

If you decline, however, the archmage runs away with the message - So be it! You've condemned yourself, and all who pity you!. You are then set upon by 3 or 4 Telvanni mages, who attack you to the death. If you lose, you die, and...erm...that's the end. If you win, then the moment you kill the final assailant, you are transported out of the tower(assuming you meet the Councillor/Archmage in a Telvanni Tower), with the message in your journal - saying something like

- You tried to create a mutual bond between the Hlaalu and Telvanni, however you failed dismally. It looks like they will be at odds now and forever. It goes from there. - And possibly a written note saying: "Dear pitiful *insert Hlaalu leader's name here*, your messenger failed, and now we are at odds again. Stupid Hlaalu.

---
More coming - I must get off for the night now.
|m0use.net|
04-07-2005, 01:34 PM,
#8
 
It sounds like a really good quest. It might need a little dialogue work to feel more natural. Dialogue in Oblivion will be a very different affair than it was in Morrowind, as all lines will be spoken directly to the player. We don't have to be that elaborate about voice work I think, but it'd be a nice touch when possible. All that's needed is a cheap webcam, I imagine.

Also I spotted a way you can both enhance your quest and ease the initial information load; why not have a prequel quest, where the player himself uncovers House Redorans sinister affairs with House Telvanni, and then reports back to the Hlaalu? Spying seems like perfect Hlaalu work to me.

So if you hand the note to House Telvanni, that would start the main Telvanni quest line? That'd be a good way to start it, I think.

I'm not sure about something as intrusive as a mountain range in the middle of town. Wouldn't an ancient wall that has fallen into disuse be equally effective? Like the wall in Old Town in Tallinn, if anyone's ever been there; it's a medieval wall in the middle of town that goes nowhere, but had great importance long ago. I'm thinking maybe a Redoran settlement with mountain range to the north and west, wall to the south and the river Ashunor to the east. Would that work, you think?
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04-07-2005, 02:33 PM,
#9
 
Sure, walls are excellent as well Big Grin I just saw the mountains mentioned being used, so I hopped on it. I like the wall better however. Here's that 4 page (on paper)quest outline I mentioned on the other thread. Just change all references of the mountains to the wall. Keep in mind, it's still VERY rough. (I did this at midnight =))

:::Chapter 1:::

Phase 2: - (continued from phase 1 above)

Once you get back to the Hlaalu leader, and he reads the acceptance or denial letter, then the path diverges. If you have failed, then he says this: "Stupid twit! I knew you were a mistake! Take these septims and get out of my sight. Don't come back for a while, either. You go back to Valderon, with the news of your failre. He is most distressed. and bids you return after a day or two, so you can sight-see, and familiarize yourself with the town.

You return, and he sends you through a secret tunnel to the Redoran{Phase3a}... If you succeeded in the messenger quest, however, then proceed to Phase 3b.

Phase 3a: - You sneak into the Redoran side, and inform their leader of the Hlaalu, & their deal with the Temple, as well as the secret passage. At first he does not believe you, so you have to convince him several times(maybe have his disposition to 80 before he accepts?). However, finally he sees that you speak truthfully, and attaches 4 retainers to you. You then exit back through the tunnel, this time taking a turn that exits a short distance away from the Hlaalu barricade. There are already 3 Redoran retainers from various areas of the city fighting to get back in and open the barricade.

You enter the fray, and it is now 9v6. You win easily. In the confusion, the Hlaalu leader fled, and seems to be gone from the city. The Temple, Redoran, Telvanni, and Valderon allow you to vote with them on the next Hlaalu leader. This way, Hlaalu likes everyone, and everyone likes Hlaalu. One down.

Phase3b: - So you've succeeded in united Hlaalu and Telvanni. Telvanni are now neutral towards everyone now. After a day or so, (maybe a quest could be added here) Telvanni and Hlaalu are actually on the path to liking-ness. Also, the Redoran, already stagnating, sneak out and decide to bide their time, unbeknownst to anyone but Valderon. It is now time to unite the Temple and Telvanni.

The Temple has uncovered yet another network of caves - a hideout for a gang of thieves believed to have had a connection to the Thieves Guild at one point in time. The Temple cleared them out, and started shoring up the walls and ceiling to build a new Library, Lecture Hall, and another tomb. (Andarin Baravel?)

However, characteristic of the Telvanni, they (the Telvanni) insistedon growing a new slave pod tower directly over the caves as soon as they found out about them. The Temple complains that within two weeks, The roots will cover all but an isolated portion in the back of the caves. Basically at this point, the Temple wins no matter which side you choose. It leans heavily on Valderon, and Hlaalu.

Once this is over and you've had time to do some more side quests, relax, etc., The underground site is complete, and the Telvanni and Hlaalu have set up teams to go evaluate the large forest to see what it's good for. The Temple quickly joins them, not wanting to be left out of this expansive phase. So far, from what I know, it's just uncharted woods at the beginning of the OB storyline(although in TES:III it was a park), but the Houses plan to change that.

The Hlaalu want the biggest and closest part of the forest, naturally, to sell timber and wood supplies to the Bosmer and others, and they also plan to tap into a recently hidden emerald deposit. This is fine with the Telvanni, who want a wide swathe in the middle for agricultual plantings, clipping patches, and a rare flora research building. The Temple is shakily agreeing, but they want for themselves very little. They've requested the part at the very back, the must secluded, for a shrine to a few saints, and to display their new artifacts from the Hlaalu.

Phase4a: - The Redoran, fully realizing they cannot stay where they are, and cannot go back to their former residences, start looking elsewhere in Silgrad. Their eyes rest upon the uncharted woods. (I still don't know where this is in relation to Silgrad) They move in with temprary camps while Hlaalu is busy mediating the recent Temple/Telvanni feud over the new caves. However, the Redoran meet an unlikely group while in the woods - the remnants of the Fighters Guild, along with a few sellswords & mercenaries from Silgrad.

The Redoran express their utmost joy as they form an alliance with their fellow warriors. [I was going to use the Thieves Guild, but I wasn't sure of their standing in ST.] Two days later, they are ready to re-enter SIlgrad city. However, they enter just as The Hlaalu/Telvanni/Temple teams are leaving for excavating and building.

::Mini-Phase 1:: - This is the phase from that quest you are sent on before the Telvanni accept your offer.
When the Telvanni tell you to get information on the Hlaalu, you're sent to their second in command.(Hlaalu's) He asks for 4 diamonds ni exchange. You get the diamonds, hand them over, and take the notes back to the Telvanni. They reward you with 2 rubies and 1000 drakes.
--- --- --- --- --- --- --- --- --- ---
Phase 5: - good - now everything is joined up again! - I can never tell where my quests take me - they seem to have a mind of their own sometimes!: YOu are relaxing after the Temple/Telvanni feud[OR the Redoran/Fighter's Guild meetup], when you get a note from Valderon asking him to meet you at the gates. Various members of each faction are milling about there. Valderon and the other heads are in a group by themselves, arguing.

You join in, and after much custom dialogue that has yet to be determined, and is probably not appropriate for the forums anyway, everyoen gets waht they want. The Redoran get a field to the east or the west of the now developed woods, for training facilities. The Fighters GUild is charged with the task of clearing out the stagnated ex-Redoran area, and removing the gate/blockade.

Valderon suggests that the Redoran move in with them, and help them out. He promises no tax and free trade on the entire areafor good - if the guild does it in less than 2 weeks. Eager for rewarding, and for something to do, they quickly re-habilitate the area. During the aftermath, you've settled down into a nice break. All seems at peace, and everyone is happy. Or are they?...

------------------------------
Chapter 2:
Outlaws, Treachery, and Deceit.
------------------------------
(COMING SOON)
I've got some great plans for this. Rogue Telvanni, a band of bandits roaming the town at night, and even an assassination attempt on Valderon's life.

--------------------------------------------------------------
So there you have it. *takes a really big breath* Sorry it took so long. Sorry it IS so long. But, hey. Tell me if it's good, excellent, horrible, or average!
|m0use.net|
04-08-2005, 08:57 AM,
#10
 
Maybe it's just me, but I think it's confusing. I think it would be a good idea for you to explain more in-depth and perhaps attach a flowchart or similar that you've scanned in, so one can get a direct overview of your stages.

Where in the imagined chain of the main story does your quest fit in? When does it start? What will the situation be after it's played through? Because in my mind, ideally we'd have X number of 'episodes' of the main quest with a clear (and explained) start and finish, so several modders can work independently of each other in building it, then a super moderator just strings it together. It's a good way to tie up loose ends, too.

If you do revise it, feel free to post the whole outline again in a new post.

Quote:The Hlaalu want the biggest and closest part of the forest, naturally, to sell timber and wood supplies to the Bosmer and others, and they also plan to tap into a recently hidden emerald deposit.

I think you're misjudging the size of the forest. It's the area that's a park north of the Temple in TES3's Silgrad, and it's not very large. 50x75 metres perhaps. The trees would be cut down in a day. A market square, on the other hand, would generate profits indefinetely, which is why I suggested that motive for Hlaalu. But if you come up with a plausible motive I won't object just because I suggested something else.

I'm curious; how come wood elves would be interested in buying timber?
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