Proposed Agenda
Dominions of Dust
Anything release-critical that needs immediate attention?
Future Releases
- Sorting out which cites have which guild halls
- Thieves Guild
- Morag Tong
- How much do the Temple and Cult need this?
- Resolving more Imperial Cult issues, perhaps up to a Template Meeting
- IC shrines start appearing in Thirr Valley and need a better overarching characterisation
- The faction endgame
- Same thing for the Psijjic Order.
- Requires Infragris and a whole lot of lore-aware people.
- Thirr Valley NPCing preparations
Future Releases Part II
- Where should the low/mid/high level quests go?
- Marakh-Bazhul geography
Tamriel Data
- Discussing cross-province armor and weapon stats
Administration
- Work to be done on the unified wiki for PT and TR
- Handbook structural revisal
Meeting Summary
Necrom Faction Content
If Necrom is to have an Imperial guild presence, it should be put outside the actual city. The current Waterfront is somewhat empty so adding a few guild buildings would not be an issue in terms of space. The Moth and Fire could also potentially be reimplemented in the docks, either as the Camonna Tong hangout or later Thieves Guild base.
Preview of a possible guild questline location.
Mages Guild
Relevant quest design: https://www.tamriel-rebuilt.org/asset/necrom-mages-guild-questline
Thieves Guild
It was suggested to tie in TG content with the vanilla Bal Molagmer subfaction headed by Jim Stacey. There would be no or little initial guild presence in Necrom, though there might be some kind of nudge towards Gentleman Jim Stacey. The player would establish the Bal Molagmer in Necrom and ensure their good reputation and good behaviour keeps the Temple from taking issue. Might involve a grand reverse-heist to return stolen goods to the catacombs.
Fighters Guild
Probably the easiest Guild to justify in Necrom. Both of the others need to be handled with a certain amount of care due to their need to not attract the Temple’s ire. The Fighters Guild mostly protects outlanders and outlander interests, as local factions already protect local interests pretty well, and obviously stays well clear of tombs.
Tongs
Relevant forum thread: https://www.tamriel-rebuilt.org/forum/native-tongs
Regardless of the presence of any of the Imperial guilds Tongs can be added to add native flavour.
Temple subfactions
Relevant Google Doc: https://docs.google.com/document/d/1ZxTrsUjAuRaaGd6Uf0G35IiJaOpuM9CeARF1...
As outlined by Why:
in no particular order...
The Artifects: Use sacred song and music to trigger Sotha Sil's enchantments woven into the stone upon which the City above Necrom was built, to expand the catacombs
The Waking Guides: Suspended between life and death, these priests venture out in spirit-form to guide lost souls (subjects of necromantic experiments, the lost, the daedric-stricken, etc) back to Necrom
then of course the Speakers were a more recent addition that people are generally more aware of
For 'tongs' in Necrom there's also the Sweeps who clean the catacombs and light the torches and whatnot and the Pallbearers who actually move bodies around. They would not, however, be playable.
DoD
There is some concern about the current state of the upcoming release. With RR and AA receiving all the “exterior rework” attention, Cicero is worried about SVM. New assets would be nice to make the region stand out more from the other regions bordering Skyrim and Cyrodiil.
Aside from the exteriors, there is the matter of several of the quest lines having been dropped or not having received updates (on the site at least) recently.
FG: Unclaimed
MG: Unclaimed
TG: Rats
TT: Why
IL: Unclaimed
Hlaalu: Mark
Baluath: Dillon
Orlukh: Mort