City Development: Orcrest

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City Development: Orcrest

Post by Ryu Hayabusa on Tue 06 Mar 2012, 6:02 pm

This is the official thread for the development of Orcrest. All ideas are welcome as long as they are lore-friendly and possible within reason.

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Wed 07 Mar 2012, 5:23 pm

Many orcs! Orcish architecture could influence the style of the city.

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Re: City Development: Orcrest

Post by pROvAK on Wed 07 Mar 2012, 5:27 pm

That's exactly what I was thinking.

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Wed 07 Mar 2012, 6:12 pm

Medium sized?

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Re: City Development: Orcrest

Post by pROvAK on Wed 07 Mar 2012, 6:57 pm

Medium Sized, orcs, and some other stuuf I don't remember.

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Wed 07 Mar 2012, 7:44 pm

I was asking if that was the size of City we want. This is the development thread. bounce We want medium sized. I'd say a bit larger than Balmora maybe? More clustered though.

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Re: City Development: Orcrest

Post by SGMonkey on Thu 08 Mar 2012, 6:12 am

Are there any texts that suggest it is inhabited mainly by orcs other than the title of the city?

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Thu 08 Mar 2012, 6:05 pm

I played erena and it was inhabited by monsters and such. I figured orcs would be viable. There is also a text that says orcrest is the only large base other than orsinium.

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Re: City Development: Orcrest

Post by SGMonkey on Fri 09 Mar 2012, 5:53 pm

Ahh ok, that's pretty cool

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Re: City Development: Orcrest

Post by Le Grimacier on Sun 18 Mar 2012, 2:17 pm

I haven't found any reference to Orcs in Orcrest on UESP or on the Imperial Library. If you find it, could you post the link, please? I can't imagine Orcs building a city in the Khajiit territory.
I think Orcrest could be some sort of joke (like Elsweyr = elsewhere). It could be the place where khajiits defeated a powerful orc warlord. Orcrest is where he rests (in peace). And it doesn't need to invent a war. The Khajiit who beat him could be an assassin or kill him "cowardly". Or he tricked him like with David & Goliath. It fits perfectly the thinking of Khajiits.
From the map, Orcrest is in middle of nowhere so the city could be frequently attacked by beasts and, in the past, the city may have been abandoned several times. It could explain why it was inhabited by monsters in Arena.

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Re: City Development: Orcrest

Post by pROvAK on Sun 18 Mar 2012, 4:28 pm

The orcs did not build the city, they inhabit it. Not sure where that lore is, i'll have to find out.

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Sun 18 Mar 2012, 11:23 pm

No! pROvAK! LIES!!! This is a quote I had saved. Yes, I save certain quotes of lore for later.

"The Orcs built Orcrest after an internal war in Elsweyr as an alternate refuge to Orsinuim. This was to ensure that they had a home if Orsinuim was attacked yet again."

Now, I think this was wrote by a fan but I don't remember someone challenging this text. So, I think that even if there isn't lore on it, we can still include orcs without breaking lore.

"Just because lore doesn't say it's there doesn't mean it isn't."

Another quote I love. Too bad the author wasn't saved...I should start doing that.

I died by so many goblins in orcrest in Arena that if we don't put some in at least near the city, I'll be sad. (RANDOM)

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Re: City Development: Orcrest

Post by pROvAK on Mon 19 Mar 2012, 1:22 am

NO! YOU ARE WRONG!.....Okay, he's not. Just checked up on the I-Lib, and I guess I fucked up again....Hayabusa, I'm double checking crap with you now. Smile

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Mon 19 Mar 2012, 1:36 am

Where on I-Lib did you find it? (link?)

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Re: City Development: Orcrest

Post by Le Grimacier on Tue 20 Mar 2012, 5:54 pm

Only lore I've found have been created for the Elsweyr mod for Oblivion. Its city has effectively been built by Orcs mercenaries.
That doesn't mean that isn't lore-correct but that let us the choice to make Orcrest as we wish.
Orcs haven't many place where they can live in peace. Orsinium is frequently mentioned and I think strange Orcrest isn't if it is an important place for Orcs. We'll have to find an explanation to this.
Personnaly, I prefer a Khajiit city to an Orc city. Not to mention we'll have to invent an orcish architecture and its culture. And I fear the city will be a little "out-of-place".

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Tue 20 Mar 2012, 6:49 pm

I wouldn't feel right if we didn't at least put more Orcs there than in any other place in Elsweyr. That's all I'd say we should do if you oppose the full out Orcish way. Heck, I think that it'd be easier on us too. I wouldn't want to have to make a whole city from scratch. Plus, you're the only modeler we have with us. It wouldn;t be fair to try it. Wink So, I think just putting a few more Orcs than usual is fine with me.

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Re: City Development: Orcrest

Post by pROvAK on Tue 20 Mar 2012, 10:05 pm

Sounds like a good idea.

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Wed 21 Mar 2012, 1:03 am

Damn right it does. Very Happy

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Re: City Development: Orcrest

Post by Le Grimacier on Sat 24 Mar 2012, 2:27 pm

Idea I have an idea that could satisfy everyone. From the map, we can say Orcrest is the only city in Anequina on the fastest way between North and South. (Otherwise you have to pass by Dune or Rimmen) But it's a dangerous place to go because you have to travel across the desert.
The members of the local Guild of Fighters (mainly orcs) are frequently hired as mercenaries to protect caravans and travellers. The local head of the guild is an orc who think the local ruler of Orcrest is too laxist. Perhaps its a Khajiit who cares more about the economy or who thinks about arts and poetry or who lives secluded in his palace. Our Orc will use his influence to take the control of the city and the player could be involved in their fight.
His choices could make some littles changes in the city: more orcs, more guards, more weapons and armors in the shops, or on the contrary, mages become more influents, Guild of Thieves grows, etc...
But it's just an idea...

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Sat 24 Mar 2012, 2:55 pm

That's a great idea Le Grimacier! Yeah...I can see it now! That's something you don't see a lot of in Morrowind. How does everyone else feel about this?

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Re: City Development: Orcrest

Post by pROvAK on Sat 24 Mar 2012, 4:38 pm

I am totally in with that! It's a great idea.

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Re: City Development: Orcrest

Post by The Khan on Sat 24 Mar 2012, 10:30 pm

Loving it!! And you can hire mercenaries for a set amount of time and when that time expires they return.

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Sun 25 Mar 2012, 1:27 am

...I don't think that's a bad idea. Hiring The Fighter's Guild for yourself? That'd be cool.

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Re: City Development: Orcrest

Post by The Khan on Sun 25 Mar 2012, 3:23 am

Pay more, get more time. Maybe you could have a heart to heart conversation and try to convince them to stay with you (persuasion), or just pay them more.

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Re: City Development: Orcrest

Post by Ryu Hayabusa on Sun 25 Mar 2012, 3:45 am

HAHAHAHA! Heart to heart. Maybe a script that checks what your skill is(like in Skyrim) and bases their response after that? I doubt it's possible so maybe disposition could factor in. Y'know, if they like you enough, you can convince them but their disposition drops so you have to convince them again next time?

BETTER EXPLANATION: You persuade them so they like you enough to stay when you ask. Their disposition drops enough so you have to persuade them again to stay? Or just pay up.

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