Coordinates/Location of the Interior to be claimed.
General outline of its purpose/layout
Marog (27,-5)
1, 2, 3, 4, 5, 6, 7, 8, 9
General outline of its purpose/layout
From the looks of it its the telvani version of pelagiad, (exept no half way to balmora tavern ), so that is what its going to be.
As the post said "There should be one tavern, keep, and store placed into this location."
1 is going to be the telvani keep, theire seem some pods attached to the tower that arent really part of its structure, maybe ill turn those in to commoner houses, fit for one of the masters matreses or one of his favorits or maybe geust lodges. But who live's theire is meat for the story division for when its done.
3 the general merchant
4 isnt a house pod but just toad stool, that looks like a house pod when viewed from above.
5 is going to be a publician, I think ill name it the "two doors inn"
2,7,6 are going to be commoner houses
Dont have any good idea's for 8 and 9 they are imperial style, so probly the local tax collector. I'll contact the creator about what he wanted to do whit it.
Map 2:(27,-5) Marog/Helnim Wall Interiors [C]
Moderators: Haplo, Lead Developers
I'm not the creator of the town but I thought I heard this from him:
The Imperial buildings were put there to guard the nearby ruin of Kemel-Ze. The tower would house some guards while the other building would be an Imperial tavern/hostel, sorta like a resting place for foreigners who want to visit the ruins (and maybe pay a small fee). Outlanders would not be welcome in the Telvanni tavern that much though they would be tolerated...
Also, since nothing much is hapening in town, the guards would be pretty lazy since they have nothing much to do and the local Telvanni population would not see them as a actual thread.
I think taxes aren't collected in this town. The Telvanni would not like that. Maybe the Imperials guard the ruin and a part of the profit made from tourists would go to the Telvanni. (helps to keep the Imperials tolerated).
The Imperial buildings were put there to guard the nearby ruin of Kemel-Ze. The tower would house some guards while the other building would be an Imperial tavern/hostel, sorta like a resting place for foreigners who want to visit the ruins (and maybe pay a small fee). Outlanders would not be welcome in the Telvanni tavern that much though they would be tolerated...
Also, since nothing much is hapening in town, the guards would be pretty lazy since they have nothing much to do and the local Telvanni population would not see them as a actual thread.
I think taxes aren't collected in this town. The Telvanni would not like that. Maybe the Imperials guard the ruin and a part of the profit made from tourists would go to the Telvanni. (helps to keep the Imperials tolerated).
Last edited by Geowulf on Tue Dec 02, 2003 12:44 pm, edited 1 time in total.
Read the Books of Tamriel @ http://geowulf.tamriel-rebuilt.org
Currently doing:
- Bal Oyra interiors fix
- Bosmora, warehouse and indoor market
OOT status:
BoT (v1.4.)
CoT (v1.0.)
Currently doing:
- Bal Oyra interiors fix
- Bosmora, warehouse and indoor market
OOT status:
BoT (v1.4.)
CoT (v1.0.)
mmh, That is the weirdest building I would use for a tavern, and I dont see why that tower has been sunk in to the ground so deep.
But that shouldnt bother interior to much.
But that shouldnt bother interior to much.
"Our vision is to recreate Tamriel in a way truthful to how Bethesda Softworks would have wanted it to look like by using TES lore."
I'm releasing my claim on this town due to thecnical problems whit my comp, currently my grap card is beeing buggy and showing everything is way to bright.
That wasnt really a problem until now, because I cant check if I lighted the interior of buildings right.
Apart from that I'm getting bored whit telvani architecture and I dont want it to look rushed or unfinished.
here is the current plug in, exept for the lighting its done
[url]http://home.hccnet.nl/korstanje.roos/Junkyard/TR/TR_Map2_Marog_interior_prowler.ZIP[/url]
as I modded the exterior aswell you'll need the changed ext map aswell, its the same as map2 exept for the town marog and the 12 cells around it. (already mailed it to you rodan)
[url]http://home.hccnet.nl/korstanje.roos/Junkyard/TR/TR_Map2_Marog_update_prowler.ZIP[/url]
That wasnt really a problem until now, because I cant check if I lighted the interior of buildings right.
Apart from that I'm getting bored whit telvani architecture and I dont want it to look rushed or unfinished.
here is the current plug in, exept for the lighting its done
[url]http://home.hccnet.nl/korstanje.roos/Junkyard/TR/TR_Map2_Marog_interior_prowler.ZIP[/url]
as I modded the exterior aswell you'll need the changed ext map aswell, its the same as map2 exept for the town marog and the 12 cells around it. (already mailed it to you rodan)
[url]http://home.hccnet.nl/korstanje.roos/Junkyard/TR/TR_Map2_Marog_update_prowler.ZIP[/url]
Last edited by Prowler on Thu Dec 18, 2003 8:06 pm, edited 1 time in total.
"Our vision is to recreate Tamriel in a way truthful to how Bethesda Softworks would have wanted it to look like by using TES lore."