2021-02-14 Meeting Summary (First Clambering Moors Template Meeting)

Queue: 

1. First, quickly go over the current implementation of the region. This stage is about taking stock of what we have to work with.

1.1. What does it currently look like

  • Large areas of RM 'mountains' that have rough landscaping, scaled up rocks strewn about and little to no other (such as gameplay) content. 
  • WG rocks on the big island (Labrys). 
  • Coastal BC
  • AI area southeast of Verarchen
  • A sort of hybrid BM region further inland
  • bordered by Grey Meadows to the North, Roth-roryn to the south, bits of Ascadian Bluff to the southeast, the Velothi Mountains border to the west and the Inner Sea to the east.

The AI and BM bits are mostly pretty well executed for what they are, but they are more of a repackaged “same old” deal. The RM, WG and BC areas don't look that great. In general, it’s a mismatch of stuff that can’t really be considered a whole region.

1.2 What is in it. (Settlements? Whose?)

Clambering Moors contains the Redoran settlements of Kogomar, Rhanim and Verarchen, with Kogotel on the western region border. It also contains several scattered Redoran structures and hamlets, an inland shack farm west of Rhanim, a half buried Chimer stronghold north of Verarchen, a fairly large Dwemer ruin on Labrys and a small number of caves and tombs.

2. What is the general purpose of the region? Why does it/should it exist?

2.1. What is its narrative role?

Clambering Moor should be a mid-level wilderness region with sparse settlement and few exploitable resources, representing the sort of undesirable  territory Redoran are stuck with patrolling. Historically, it had been a transitory region where people passed through, and only now does it garner more attention.

However, locally, the region is still desirable: scattered Ashlander and Orc tribes, Redoran families, and Goblins all compete for the decent grazeland.

2.2 What is going on there? (ie. is it challenging wilderness, or does it play an important role in commerce, pilgrimage, etc.?)

The various settlements and local ranches are engaged in local, low-level conflicts with the various encroachers, and want to do some encroaching on the untamed wilderness themselves. This mostly happens under the radar of the higher-up leadership, as they are more concerned with the current border regions in Roth-Roryn, the operations on Vvardenfell, and other matters (but mostly Vvardenfell). For everybody else, it is a region that you pass through and then forget about.

3. What is the identity of the region? This stage is about establishing the general appearance of the region.

3.1. Who inhabits the region?

Clambering Moor is mainly inhabited by members of the Great House Redoran.
Contenders are Orcs, Ashlanders, Goblins, and assorted Ne'erdowells.

3.2. What are they doing there?

Most of the inhabitants tend to their hoom (or beetle) herds and a series of minor, secret mines. Others prey on them and travellers. The bigger "attraction" is a mostly-intact Dwemer vertical garden that was mapped out by the IAS shortly after the Armistice. Getting it fully operational would add a second source of profit farm to a herder or miner family, or allow a tribe of Orcs to thrive, something that might not matter at a large scale, but could tip the balance of power in the region.

Note for meeting II: We still need assets for this, but it was meant to replace the supposedly-rare Observatory mesh: https://discord.com/channels/132891272666021888/401794229476655105/479385338981384194

3.3. Who used to inhabit the region (especially before the War of the First Council)?

Chimer of the proto-Redoran and proto-Ashlander variety inhabited the region, alongside a few Dwemer freeholds. The Nords, when they ruled the place, established a few permanent settlements and/or forts of which ruins remain to this day.

3.4. What did they do there?

Hoom/beetle herding and (vertical) farming, pretty much what the modern inhabitants are doing.
It should be noted that the region was less important at the time, because what are now the Grey Meadows and the bottom of the Inner Sea were more desirable and fertile. What is the Inner Sea now used to be a broad and fertile alluvial plain.

3.5. How densely populated (and where) is the region?

Clambering Moor is sparsely populated, with most inhabitants living in the peripheral Redoran settlements. In the interior, aside from some Redoran mines and structures such as ranches, almost all inhabitants, be they Redoran patrols, Ashlander, Orc, Goblin, or Ne'erdowells are mobile and could be encountered at any place in the region where the plot demands it.

4. What is the layout of the region? This stage is about discussing the implementation of the region in broad strokes.

4.1. How would the things within the region (dungeons, settlements) be arranged?

The settlements are located at the edge of the region, smaller Redoran ranches with their hoom and shalks (or such, pending the second meeting) herds and such are mostly along roads or the vegetated areas. The mines, Orcs, Goblins, and dangerous dungeons would be in the mountainous areas, with Nord ruins in the northwest.

4.2. How do we want the player to experience the region in-game?

The player will generally enter and traverse the region via roads or fast travel to settlements, which should be fairly safe, and will be drawn into the region's interior via quests and the visual draw of the region's prominent ruins, which will mostly be located on higher elevations and of higher difficulty.
We want the player to face mid-level content here, so a level 1 character should be overwhelmed fairly easily if they stumble across one of the hostile native tribes and isn't capable of escaping fast enough. At the same time, this is not the place for esoteric high-end quests which push the boundaries of TR into Cosmic TES'