Okay, this is pretty much a fact-finding thread at the moment.
However, first here's the draft idea about Kemel-Ze from the meeting in 2018, various Discord Discussions and my own spin on things.
** TIMELINE **
Merethis Era
2500 ME - Time begins; Year 0 P.D. as the Aldmer leave Aldmeris and settle on the Summurset Isles.
??? - The Dwemer depart from the Summurset Isles (alternatively: depart during the travel to the Summurset Isles; alternatively: randomly appear) and settle on the north-eastern bit of Tamriel, anon [Morrowind].
??? to ??? - The Dwemer are ruled by a lineage of mortal kings and feudal lords.
1320 ME - "Antecedants of Dwemer Law" notes that the ideas behind Dwemer laws are still recognizably derived from the Aldmeri ones.
1300 ME - The events of "Chronicles of Nchuleft" take place, observed and written down by an Aldmer scholar. They are colored in some inaccuracies as Dwemer culture had already shifted from the Aldmeri model.
After 1300 ME - Deciding to [misinterpret] the idea of kingship, the Dwemer decide that "a king is somebody who speaks for all of us". The last king of the Dwemer orders construction of a machine that will allow the Dwemer as a whole to rule as kings.
??? - The finalization of the [Brass King] signals the beginning of the *First Dwemer Empire*. Formal kingship is absolished and the Dwemer form a union of Freeholds based around mutual decision-making by direct communication.
Dwemer Coherers and new Centurion models are created; the Coherers are used by the Dwemer to send [Callings] and the new Centurions are senstive and controllable by this new method.
??? - The Chimer arrive, local conflicts begin.
1E 240 - The Nords invade. Their thu'um-wielding warlords are quite capable of cracking Dwemer defenses and destroy many Freeholds in the western parts of [Morrowind].
1E 416 - Dumac rises to prominence and negotiates peace and cooperation with the Chimer. The First Council is formed, with the Chimer formally recognizing the Dwemer as equal to one of their [great Houses].
1E 420 - The Rourken Clan departs from [Morrowind], the remaining Freeholds form the Second Dwemer Empire under King Dumac. The Chimer has a voice in the Dwemer council as equals to any Freehold.
After 1E 420 - Use of the [Calling] as a decision-making tool decreases as the rise Dumac to rulership has invalidated one of the main reasons for the [Brass King]. The Second Dwemer Empire centralizes around the Freeholds around Red Mountain, the seat of Dumac's power. As peace has set on [Morrowind], it is considered more modern to just travel (via airship or by other means) to another Freehold for deciding local political issues.
At the same time, use of the [Calling] as communication device continues on, just for more mundane use. The "lighthouse of Andothren" was built to extend the [Calling] even to the Outer Realms during this time.
1E 668 - Battle of Red Mountain. Attempts were made to use the [Calling] to coordinate the military campaign essentially fails due to panic and confusion.
When the Disappearance of the Dwemer occurs (and causes the Year of No Sun), the Dwemer still attuned to the [Brass King] leave an echo behind. Over time, these echos form the Dwemer Ghosts we all know and love.
** Glossary **
[Brass King] - Alternatively: The Kings-Machine; Alternatively: The Consensus-Machine. The machine responsible for the [Calling]. Yes, it is an AI. It is not Skynet. It is more akin to Asimov's Multivac: a giant supercomputer built prior to integrated circuitry, hidden deep underground for security purposes.
[Calling] - Mentioned and explained in "Chimarvamidium" as a method of silent and magickal communication, the Calling was the intended function of the [Brass King]. By attuning themselves to the waveform of the [Brass King] by means of a Coherer, the Dwemer could communicate with each other instantly and form decisions quickly. They essentially turned themselves into Soulphones.
In "Chimarvamidium" it is mentioned that the Psijic Order has access to the same sort of communication. This is likely a layman's misunderstanding of Dreamsleeve Memospores.
[great House] - Not to be confused with the Great Houses of the Third Era. The great Houses were the most powerful members of the First Council (alternatively: each of them was speaking for many smaller houses and clans, as such they were acting as councils in themselves). My current headcanon (not final and not in a T_D book yet) is that they were Indoril, Andrano, Raathim, Sul, Arwia, Dagoth, and Dwemer, just to point out the potential difference and not as a final word. Alternatively: historians looking from the Grand Council backwards to the First Council and assigning Great Houses status where none existed in order to keep a coherent historical narrative.
[Misinterpreting] - Originally a snub from the 3rd Sermon of Vivec. The Dwemer, as splinter group of the Aldmer had an equal knowledge of the workings of the world. In order to learn new things, they had to consciously get things wrong, i.e. misunderstand or misinterpret them.
[Morrowind] - Alternatively: Dwemereth; Alternatively: Dunmereth; Alternatively: Chimereth; Alternatively: Resdayn. We all know the rough shape this thing has, okay?
** Structure of Kemel-Ze **
<Todo>
General setup:
Top level: Freehold; should be excavated and the base camp for the Archaeological Guild.
Medium level: Tombs of the Dwemer kings of legend. Logic puzzles should lock some of these tombs, others have been plundered/"researched". The path to the lower level should be cleared at this time.
Lower level: Research laboratories. Mostly unexplored. People who hold the "Attuned Coherer" will hear Static Unending.
Lowest level: Maintainance for the [Brass King]. All people who hold Coherers will hear Static Unending.
Ground level: The [Brass King] itself should be locked, but visible. This is the end goal of the final quest. If there are any "sapient" Dwemer ghosts, they should be here and talk to the player.
** Kemel-Ze questline **
Quest 1: Find the leftovers of a research team (in front of one of the Tombs)
Quest 2: Find the leftovers of another research team (in the Lower Level). Gain "Attuned Coherer", start hearing odd noises.
Quest 3: ???
Quest 4: ???
Quest 5: Go to the Brass King, meet a Dwemer Ghost who explains what's going on. Go back to the IAS camp. The questline ends.
** Asset suggestions **
Create Dwemer Nixie tubes by adding letters to light_dwe_bulb00.
Suggestion for navigability, place torches by the doors leading out of the ruins in explored cells and have dialog mention this
Attached are pictures of the currently existing Kemel-Ze cells. Their organisation is as follows:
2016-01-31 20:30
4 years 5 months ago
Have all of these current interiors been reviewed or does this still need to be done?
2015-09-28 20:13
2 years 7 months ago
Well, they are all in Mainland, so they technically have been reviewed. I've been linked another dozen Kemel-Ze cells which are not in Mainland yet, so currently stuck chewing on that.