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Silgrad Tower from the Ashes
Cerro Vampires - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Archived (closed boards) Silgrad TES IV & TES III & General discussions (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-Silgrad-TES-IV-TES-III-General-discussions)
+--- Forum: Quest Development Archive TESIV (https://www.silgradmodding.net/forum/Forum-Quest-Development-Archive-TESIV)
+--- Thread: Cerro Vampires (/Thread-Cerro-Vampires--3329)

Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13


- bob196045 - 10-31-2006

Edit: And in addition to all that stuff below

I found some screen shots from what Ladyluck had done with the Cerro....from reading the posts in the Old Forum LL had said (at time of leaving) that the Cerro interiors would be finished and submitted, but I have not found them except the screen shots, which are in the gallery under hidden locations.... but again I should be able to find them in the CS but they are not their

See Screenies of Cerro Clan Interiors



My ears are plugged now Smile

With regards to "special ingredients"


I thought about a place, and I found it, its an underground plantation, the screeny is only 1 of 4 interiors I thought it could be used for a place to hide special ingredients...going to other places might be fine for TES IV but we have nothing in the works for TES III, cept Skyrim and the rest of the western morrowind region, but their still sometime in the future

Anyway here it be........ please dis-regard the inconsistancies in the textures I am still working on it, but I wanted to give you a view anyways

Smile
Bob


- raggidman - 10-31-2006

:lmao:

... actually I was thinking in terms of a courier eventually arriving from Elsweyr? No fuss, no bother, after tens of quests and adventures that involve everything except the kitchen sink I just wanted to have a non-descript individual walk up to the player and ask name, npc hands over package with invoice for 'common ...name... root.

= nonexistant in Morrowind, but all over the place in the desert - under a different name.

the 'normal supplier' was the last of an old family that had been living high on the hog out of ripping their sole customer off for generations ...

~~~~~~~~~~~

The Cerro interiors are a real find - the first pic appears to be from that quest location - the one where the Hlaalu family have gone to knock off the renegade Telvanni necromancer. The Leader of th eHlaalu says her sister has been captured by the necro.

In the necro's inner sanctum there is a stair from a balcony just like that arround the edge of a pit - it seems that the interior creator just filled the pit with furniture...

But the metal grillwork I do not remember, and it does look spectacular.

--------------------------

The mushroom plantation, heh reminds me of the quote from Privateer 2 that came from a far older source: "I've been giving them the mushroom treatment."
"What's that?"
"Feed em shit and keep them in the dark."

The plantation could be very useful, to help explain why the Ancient Cerro retreat was never found = they had their own underground food sources. Add underground pools and river = source of meat, minerals, and even soil washed in from above...

Bat and bird guano is very rich too...


- bob196045 - 10-31-2006

... actually I was thinking in terms of a courier eventually arriving from Elsweyr

That sounds good to me.... no fuss, no worries


The Cerro interiors are a real find - the first pic appears to be from that quest location - the one where the Hlaalu family have gone to knock off the renegade Telvanni necromancer.

I believe you are referring to the "Vort" Tomb... but those interiors are not hidden anywhere's in Vort nor anywhere else I can find....me thinks they never made it in the esp. Sad

But the metal grillwork I do not remember, and it does look spectacular.

Don't get your happy feet yet.... Smile I can't find those either Sad :banana:


The mushroom plantation

And their are a few others that could be useful as well, it may become part of the Cerro's Underground Manors Smile

Bob


What the Nerev finds at the ship - raggidman - 10-31-2006

-------------------------------------

What the Nerev finds at the ship:

If the player accepts the commission continued: The player follows the raggidman - who is apt to appear and disappear at odd moments while the Nerev is busy herding the guar - they arrive at the site of the shipwreck to find that the survivors and the cargo are gone... continues below ...

~~~~~~~~~~~~~~~~~~

If the player clicks no Nerev: "Sorry, not interested, but thanks for the potion" he loses a lot of goodwill with the Redoran, Cerro and Indoril. End of conversation.

Even though the player rejected the commission if he visits the site of the wreck later he will find Naimer Indoril (who has tried to find a replacement) there with a small herd of Guar.

Naimer Indoril: Humph. So you changed your mind did you? Well, as you see I have got here without your aid, but you may go some way to redeem yourself.

~~~~~~~~~~~~~~~~~

The player is again given a choice:
nerev: No, just passing through - seems too late anyway old man.

Naimer Indoril: Then you will forgive me as I have business to attend to.

This is an end to any dealings between the University and the player. much will happen, and the University will be built, but who knows how much better it might have been if the Nerev had decided otherwise?

The player sees the raggidman approach an Argonian solier who is sitting on the rocks above the ship, and after a whispered conversation the two move off with the Pack Guar in tow... and out of view ... end of quest ... the player will not be able to follow them. How this is possible with a whole herd of guar is known only to the raggidman...

There is an aftermath.

Shortly after the twain leave a band of pirates burst out of the undergrowth, and immediately assault the player... a tough fight ensues, with some medium tasty booty.

Assuming that the player triumphs, there is the ship. If the player enters the ship it shifts, and sinks and lands on the sea-bed upside down. He/she cannot leave. He/she drowns or starves to death - endit.

----------------------
Book required - Naimer Indoril's Diary

Naimer Indoril's Diary
With great regret I have severed formal relations between our group and the Nerevarine. It was not the outcome I would have wished , but I had to accept that it would be very dangerous to attempt to force such a powerful individual. It was clear that my colleagues are in danger, but this seemed to make no impression and if the potion of unheard of power on the possibility of more that we offered was not enough to gain willing co-operation what else would?

So this is an end also to any future dealings between the University and this gigantic figure who is clearly so central to the major events at the end of this third era. There is much to be done, the University will be built, and when we record this arrogant and selfish individual's deeds it will be with the added bonus of personal knowledge. We now know beyond a doubt what will be behind the events that we must chronicle.

With a heavy heart I turned to my business - there was an Argonian Legionaire perched on the rocks above the ship. So I approached her carefully: "good day legionnaire, my name is Naimer Indoril, I am the leader of the scholars who were shipwrecked here. We journeyed here fleeing the damaging and incessant skirmishing on the Borders of the Indoril Heartlands in hopes of founding a University at Silgrad Tower. I had to go for help as I was the only hardy survivor, but sadly the help proved unreliable, " ... I sighed, pointing my thumb back over my shoulder at the Nerevarine, "and all that I have left are these guar.

Do you have any knowledge of events here after my departure? My colleagues were supposed to wait for my return, and I am very worried for them."

The Argonian, breathing deeply as she tasted the air, watching me carefully as is the way of her people, weighing my behaviour and words carefully, occasionally casting wary glances to where the arrogant youngster smirked.

"Thiss one senssess truth. Greetings to you hunter of wordsss," she sibilated, glancing down at the ink stains that not all the hardship of my recent adventures had been able to erase, "it would appear that we have common cause."




to be continued....













? and after a whispered conversation the two move off with the Pack Guar in tow... and out of view ... end of quest ... the player will not be able to follow them. How this is possible with a whole herd of guar is known only to the raggidman...








+
Rumors: required
little secret/s: required

For Naimer Indoril this is just a temporary setback - he will go on with the lArgonian Legionnaire to locate the pirate ship, and do by stealth what the Nerevarine might have achieved by main force or magic.

The Sages are freed and the precious books and other possessions regained. Having made their farewells to their new Argonian friend - whom they handsomely reward they return to silgrad City and they found their beloved University at the edge of the nearby Dark Forest.

Once his colleagues are safely at the new building site (with a squad of reliable guards) Naimer Indoril returns to the wreck of their ship with an able work crew to attempt to refloat the wreck.

When he arrives he is astonished to see a scene of utter carnage - pirates (and pieces of pirates) are strewn all over the place. And there is the Argonian wandering about in apparent bemusement.

Naimer tells her that if he had realised what a fercious warrior she was he would have let her do the fighting at the pirate ship. Then remembering his manners asks if she is wounded, and she explains that this was not her doing - she returned to find this, and veteran that she is, is clearly shocked by the scale of the carnage... no mercy has been shown.

Naimer then wonders what happened to the pirate ship, were there any pirates left to return there? leaving the work Crew to clean up the mess the two friends carefully make their way there, to discover that the ship is empty, so the Naiomer remains to guard it while he sends the Argonian to fetch the skeleton crew that he has hired to salvage the Sages Ship, and he sends their prize to the nearest friendly port.

The loot from the ship is considerable, but they do not sell it as this will be a very useful asset in the long years to come. It's not every University that owns a pirate ship! Wink Any the ship can usually be found at the port where they first berthed it. There the stands the proud new Captain in her splendid uniform. It is the Argonian Legionnaire who has taken honorable retirement from the Legion and hired on many of her old comrades to make room for the eager young bloods who wish to join the Legion. The ship now also serves as an auxhilliary defensive asset for the Redoran Portmaster in the event of Pirate attack - which brings in a tidy extra sum every year.

If sweet talked her attitude to the Nerev will temporarily improve and
she will be delighted to show them the unique sword she wears - the Pirate Captain had left it mounted on the wall of his cabin - and tell the tale. She remembers the Nerev as the one who was too busy to help and she makes clear that passage on the ship is only for University Personnel and their Honored Guests.

Once the conversation is finished she again regards the Nerev with suspicion.

Confusedhrug: What? Just to rub it in! Wink



~~~~~~~~~~~~~~

[I]... /continued form above, if the player says yes:
The two yes options join here:

The two travellers arrive at the site of the shipwreck to find it deserted, except for an Argonian Legio footsoldier sitting on the rocks above the ship.

If they talk to her the player may note that the social index is very low (this Legionnaire is clearly not in a mood to simply trust the unlikely pair) :

Argonian Legionnaire: Who are you? And what is your business here?

The player may try his/her social skills...

Nerev: Did you see what happened here?
If the player tries sweet-talking and is lucky or skilled the Argonian will explain that she has been following a group of pirates. They seized the scholars and the cargo. They would have looted the rest of the ship, but it shifted, and they decided that it would be too dangerous... so they took their prizes to their ship intending to return to see if anything could be done to loot or salvage the wreck later...... continued...[/I]

If the player tries bribery the Argonian assumes that they are pirates and attacks. Once the Argonian is disposed of....

.......................
choices:
watch for the pirates to leave their ship, then rescue the Scholars and their possessions, no time for looting the pirates are coming back...


etc.... add to this later
............[/quote]


- bob196045 - 11-04-2006

Off Topic On Subject

We need to discuss the Cerro Hiarchy, Some of the middle etchelon Elders may be directly involved with the university Ie Professors, Consultants, Registars etc etc

But the real High ups wouldn't come out and play but would remain in the lower secluded areas...

How many should we have ?

This would also help me in the making of interiors as each would have their own chambers

What Rank Structure ?

Also on the interiors, I have the Library, (its almost finished) what other common rooms should we have....... me thinks

A Great Hall
A Conference Room
A Laboratory
A Prison/Feeding Room (Ritual Chamber)

We also have the Chambers ( #? )
The Undedrground Plantation Caves and Planation Houses (for the workers)
Various Rooms for storing Stuff


Anything Else?


Bob


Cerro Hierarchy - raggidman - 11-04-2006

Off Topic On Subject

Quote:snip... the real High ups wouldn't come out and play but would remain in the lower secluded areas...

The Cerro HQ is in the Velothi Mountains somewhere: -

Council
hows about one Ancientest being crazy as a coot, but fun with it, and having odd wisdom- and some very strange potions...

A Council of 3 Ancients - who are very nervous about the Ancientest, and never quite know how to respond to him etc


supervisory staff
Quote:We need to discuss the Cerro Hiarchy, Some of the middle etchelon Elders may be directly involved with the university Ie Professors, Consultants, Registars etc etc

The Cerro use their go-between to interact with the Uni as she is very stable. Many of their middle rankers require time out to cope with the 'rages'

A few are in the Redoran Hierarchy - has to be a very small number or it becomes too obvious = Redoran gets a rep like Dres - but they may have an extensive spy network that is unaware of who they really work for.

A few in the HQ middle and upper levels, plus a 'special messenger'

A few more supervise the youngsters in scattered locations - depends how many 'scattered groups' exist.

That is min 11 already - quite a lot eh?

Quote:What Rank Structure ?
see above - apart from the council, no formal ranking, but based on respect


Interiors - bedrooms

Quote:This would also help me in the making of interiors as each would have their own chambers
Ancientest chambers - as odd as he is
+ 3 council members
+ 1 mid-rank to serve the council and pass on their commands
+ 2 mid-ranks to supervise the youngsters
+ There might be 'guest rooms' for visiting middle rankers from outside or temporary use.

+ Barracks for the younglings - aka guards and hunters


formal and practical rooms
Quote:Also on the interiors, I have the Library, (its almost finished) what other common rooms should we have....... me thinks

A Great Hall
A Conference Room
treasury, council records, Library you've done
A Laboratory
(+ Exotic Plants nurturing cave)
The cattle would not normally need to be kept in a prison. They would offer themselves up as required - but have they really been needed since the potions except by the ancients who feed the old way? Soon now a feed ing room might be needed again - depends how 'the rage' is to be dealt with.
A Ritual Chamber

A Prison



We also have the Chambers ( #? ) - which Chambers?
The Underground Mushroom Plantation Caves + Compost Heap and Plantation Houses (for the cattle please)
Kitchen + pantry
Various Rooms for storing Stuff: armory, agricultural, general materials,

To feed the cattle =
Underground River = fishing
Compost Heap


Quote:Anything Else?
There must be some deepest levels that go below the Council Members = to do with the original Imperial Vampire and the struggle to free themselves from him / her - plus

must think ...


- bob196045 - 11-05-2006

The Cerro HQ is in the Velothi Mountains somewhere


I am hoping this is still the plan Smile


hows about one Ancientest being crazy as a coot

Their is lots of folks that would fit this discription, but yes its a good Idea for this type of character very intelligent very wise but makes no sense most of the time.....at least not to others Wink

Ok so lets see if I get this correct

1 Arch(something) the leader
1 Assistant/Servant to the Archsomething ? =2
3 Chancellors =5
1 Assistant/Servant to each of them ? =8

or just 1 that interfaces between the upper 4 ? = 5

We put them on the deepest level
********************************
1 Baron: a go between, takes the orders from the Chancellors. gives those orders to the Viceroys who are incharge of the workers/hunters etc etc etc
***********************************************************

Does this sound ok so far ?


- raggidman - 11-05-2006

bob##### sez:

Quote:1 Arch(something) the leader
1 [Secretary] to the Archsomething ? =2 and to the
3 Chancellors =5
...snip...
[and the secretary also passes essential documents, instructions and so forth to the Masters plus to the Messenger when he/she is in the headquarters [the whole of which is known as the Council Warren]

Quote:We put the Council in the deepest [habitable] level
- beneath them there is scaary territory ... where bad ?things? happen ...
********************************
The Messenger: a go between, carries messages from the Chancellors or the interface. gives those orders to the ...snip... masters outside
***********************************************************

There are 3 Masters supervising the youngsers, cattle and any others in the Council Warren = 9.

Eldest - ? calls self Archie 1
Ancient Councillors =3 + 1 = 4
The Secretary (internal) = 1 + 4 = 5
The Messenger (external) = 1 + 5 = 6

Masters = 3 + 6 = 9

Plus Juveniles = Young Vampires that act as guards, hunt outside, etc ... may be a few promising Juveniles preparing to become Masters eventually = lab assistants, whatever ...

Sample ancient councillor Dialogue:- "what kind of name is that?"
" hard to say really."
"Well, we all know he is a bit, you know."
"Yes, quite."
"Umm, what kind of potions has he been taking today?"
"...silence..."
"oh no, not again..."


- bob196045 - 11-08-2006

9 is a good number! workable! not much fuss and room to grow


Yes under the lowest habitable level are scarry things..sounds good to me

Above ground we have the Normal Cerro, the working types, a noble or 2, maybe 1 in Veranis Hall and 1 in RP a few in the Guilds, Mages, Fighters, Thieves, Traders, Teachers.......they recruit, watch, inform etc etc

Other Normal Cerro might be Traders, Pawnbrokers, a Bank Teller, Inn Keeper etc etc

Then the regular Folk... Commoners, Farmers, Ranchers, Fisherman etc etc

Not to many in numbers but just enough, they also recruit, hunt, watch and inform

Then Underground we have the Lab with all those doing their thing to find a cure

Below them we the cattle and underground farms were ingredients are cultivated and tests a performed

Below that we have the Council, the main hall, meeting hall, banquet room
library and their bed chambers

Below that "Archie" His Chambers and Council Room and His Secret Private Library

Below Archie Scarry Stuff


Smile
Bob


- raggidman - 11-08-2006

:goodjob: The details of where can be decided according to MQ or other requirements later - as we balance things up these will emerge.


Quote: Bob sez: Then the regular Folk... Commoners, Farmers, Ranchers, Fisherman etc etc

Not to many in numbers but just enough, they also recruit, hunt, watch and inform
Let's be very clear here: if there are 'normals' contributing to the main Cerro Enclave/s then the Cerro will be discovered.

Quote:Other Normal Cerro might be Traders, Pawnbrokers, a Bank Teller, Inn Keeper etc etc
same here.

The idea is that the Young Cerro do their own hunting and gathering to supplement whatever is required 'below.' This is a testing and winnowing time to discover how each one reacts in different situations, and who might be useful in the senior hierarchy.

Any Redoran informers are handled separately by the senior

Time out ... continue later