Places to go, places to loot

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Places to go, places to loot

Post by Le Grimacier on Sun 18 Mar 2012, 3:29 pm

I'm just throwing some ideas of places to explore. Don't hesitate to comment and add your owns.
  • Smuggler caves: Of course, there is skooma smuggling but you can find it also in the cities. Can we do something else?
  • Tombs: There was many wars in Elsweyr. Tribes buried their deads under a small cairn of stones but others Khajiits can have their own tombs. Some can be haunted by the Dro-M'athra, the dark spirits who are represented by the inverse phases of the moons (Daedras?). Or mummies. Or ghosts. And khajiits zombies, of course.
  • Slavehunters camps: Dunmers of Morrowind have found their slaves somewhere, haven't they? I think TR is working on a slavehunter attire for the House Dres.
  • Tribes camps: It's in lore. Tribes have a war chief and a Clan Mother. Maybe we can do something like the Ashlanders?
  • Ruins: Khajiit civilisation is very old. It is said it was already when mens are barbarians came from Atmora. And many kingdoms have vanished during wars. We can make some dungeons but maybe we should make a special architecture, like the Ayleids ruins in Oblivion.
  • Halls of Collosus: It has its own lore. I'm just listing here.
  • Lost city of Ne Quin-Al: Inspired from this map

    Ne Quin-Al was the capital of Anequina and was destroyed during the Second Era by the chieftains who didn't want the union between Anequina and Pellitine. The city remains in the sand of the desert. What can you find here?
  • Fortress of the Blades: Inspired from the map above. You can see a little symbol representing two swords. On the Cyrodiil Map, there is the same symbol where you can find the Cloud Ruler Temple. It will be not in Akaviri style because it is written there is only the Cloud Ruler Temple and a temple in Rimmen that are built with this style. Blades are not all secret agents, they have also known places where they train or take refuge. As member of the Blades, the player could find allies here.
  • Imperial forts: There is at least one: Fort Sphinxmoth near Dune. It could be more, near the main cities. It will be useful for the player because he can use Divine Intervention.
  • Hidden masters: Khajiits are well known for their martial art. Some masters, meditating in remote places, have unique techniques (spell/ power/ ability) that the player could have to find.
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Re: Places to go, places to loot

Post by The Khan on Sun 18 Mar 2012, 4:43 pm

Smile They are lot's of very good ideas, good job. I have nothing bad to say about any of this.

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Re: Places to go, places to loot

Post by Ryu Hayabusa on Sun 18 Mar 2012, 11:39 pm

I'd like to know if P:C is doing the blades...If so, we could make them cross-province. Y'know, so it seems like the provinces actually have some relations? And about No Quin Al, I love the idea. I'd like to have a HUGE cave with the ruined town beneath. I don't think there would be people down there but it could have archaeologists poking about. Sort of like Kemel-Ze.

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Re: Places to go, places to loot

Post by The Khan on Mon 19 Mar 2012, 1:46 am

Or tribes using it as a base.

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Re: Places to go, places to loot

Post by Ryu Hayabusa on Mon 19 Mar 2012, 12:53 pm

OR undead.

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Re: Places to go, places to loot

Post by The Khan on Mon 19 Mar 2012, 4:51 pm

Or all three.

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Re: Places to go, places to loot

Post by Le Grimacier on Sat 24 Mar 2012, 2:56 pm

I just have a lore problem with Ne Quin-Al and the Temple of the Two-Moons Dance.
First, Ne Quin-Al is supposed to be the capital of Anequina (Ne Quin-Al is the khajiit word for Anequina) but it's nowhere on any recent map.
Secondly, in PGE 1st edition, we have:
The old capital, Ne Quin-al, fell to the rebels
and there is something like a ruin on the map.
But in PGE 3rd edition, it is written:
Ne Quin-al, where great warriors were born and trained — its Temple of Two-Moons Dance is famous even in our day — might trade its warriors to Torval in exchange for fish and other bounties of the sea.
And finally we have a book:
Master Zoaraym's Tale
The Temple of Two-Moons Dance in Torval has for many hundreds of years been the finest training ground in all Tamriel for warriors of foot and fist.
So I suggest to say the Temple of Two-Moons Dance was originally in Ne Quin-Al and when the city fell, the Mane had rebuilt the Temple in Torval to not lose the wisdom of its warriors. But if it's in Pellitine, the Temple itself is always a part of Anequina (political tension! Twisted Evil ). And the ruins of the previous temple can be visited in Ne Quin-Al. (And the player may be send here to find artefacts)
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Re: Places to go, places to loot

Post by Ryu Hayabusa on Sat 24 Mar 2012, 3:13 pm

I see. So it would have been rebuilt in Torval...okay, i think it would be cool to go retrieve artifacts such as an old weapon or some famous writings that were lost. Many possibilities there. I would love to find an old secret entrance to the buried town only to find that the evil spirits have taken over and guarded the place for centuries.

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Re: Places to go, places to loot

Post by The Khan on Sun 25 Mar 2012, 3:20 am

Reminds me of the start of the Mage Guild (Or what ever it's called) quest in Skyrim. Sounds fun.

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Re: Places to go, places to loot

Post by Ryu Hayabusa on Sun 25 Mar 2012, 3:36 am

Kinda does doesn't it? Well, I'm sure a gay intro and boss battle isn't in so don't despair!

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