Status of 3-6
Moderators: Haplo, Lead Developers
Status of 3-6
Is 3-6 available then? I'd like a large claim, dramatic landscape. Thanks.
Most of my modding experience with Morrowind has been exteriors, including landscapes and exteriors of buildings and towns.
My most recent project was a "Port of Balmora" mod. I widened the Odai Rver all the way from its Inner Sea estuary to Balmora, and created a deep-water port just south of the city wall.
I built some port facilities on the western side of the new lake, and some residences up on the sheer cliff on the eastern side. Also, because of the widening and deepening of the Odai, I had to move some land-based monster generators, alter the course of some paths, and change the two plank bridges to higher rope bridges.
I have not, however, ever done any landscaping off of the main map of Vvardfenfell. My main concern is how to blend it in with neighboring sectors.
Fox
My most recent project was a "Port of Balmora" mod. I widened the Odai Rver all the way from its Inner Sea estuary to Balmora, and created a deep-water port just south of the city wall.
I built some port facilities on the western side of the new lake, and some residences up on the sheer cliff on the eastern side. Also, because of the widening and deepening of the Odai, I had to move some land-based monster generators, alter the course of some paths, and change the two plank bridges to higher rope bridges.
I have not, however, ever done any landscaping off of the main map of Vvardfenfell. My main concern is how to blend it in with neighboring sectors.
Fox
sorry if this seems like 50 questions but your on the ES forum right what's your name thier. You don't have to answere though.
Okay now I need to know if you have any plans for the area.
Okay now I need to know if you have any plans for the area.
I said I would return and I may have been right. The past must stay in the past as agreed. If the core needs me or has a job for me just ask for now I watch and write.
Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Former Moderator of the Core.
Was once called the Sotha Sil of the core.
- prometheus
- Developer Emeritus
- Posts: 1166
- Joined: Thu Aug 21, 2003 11:15 am
- Location: Italy Rome
- Contact:
fox
if this is your first claim in this project i sthrongly recommend u to claim a little land not a big one , no more that 4 cells so that u may find yourself more comfortable and we can help u better ...if u'll make errors
they'll be more simple to correct also u should read our rules , we do not allow several things for following the lore so creativity is goood , but it has to be guided by our lore rules...
if this is your first claim in this project i sthrongly recommend u to claim a little land not a big one , no more that 4 cells so that u may find yourself more comfortable and we can help u better ...if u'll make errors
they'll be more simple to correct also u should read our rules , we do not allow several things for following the lore so creativity is goood , but it has to be guided by our lore rules...
Totalwar site:
http://www.crimsonlegion.totalclan.com/
TR download website
http://prometheanlands.tamriel-rebuilt.org/
http://www.crimsonlegion.totalclan.com/
TR download website
http://prometheanlands.tamriel-rebuilt.org/
The way we blend claims is that you download the peoples claims next to yours, and try to line it up as best as possible. After you submit your claim for reviewing, it will be merged into a larger file.
"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
Arcadea:
My name on the Elder Scrolls Forum is the same as here (FoxTamer).
As for plans for this area, it seems like a broad wooded valley, with two major north-south rivers, bounded by mountain ranges on the east and west.
My idea was to center the civilized development along the rivers, with most focued on the western river. I was thinking of having this river run through a ravine, with houses built into the bluffs, balconies sticking out over the water, with little individual docks, and roadways running along the outside of the bluffs, connected to the hillside buildings. I had fun doing this in Balmore, and I liked the effect.
The eastern river would be less populated, a few lumbering and hunting camps maybe. The wooded area between would be pierced by few paths and containing some abandoned castles and dungeons.
It's my impression that this area is close in to civilized regions.
Promeheus:
Perhaps you are right; it's up to you guys anyway, the managers of this project. If I can do landscaping and exteriors, and not scripting, I think I'm up to it. But if you would prefer I start with another claim, might you suggest one?
I asked for a bigger one because it sees to allow more creativity. A small claim seems to serve more as a transition between one area and another.
Noirgrim:
Thanks for the reply.
A couple of questions:
1) First of all, it's my understanding that an exterior claim means landscape, and roads and paths, but does it mean exterior buildings of any towns, caverns, etc?
2) What do the brown dashed lines on the map mean?
3) Where do I get the "rules" about lore for this area? Can't seem to find them on the site.
My name on the Elder Scrolls Forum is the same as here (FoxTamer).
As for plans for this area, it seems like a broad wooded valley, with two major north-south rivers, bounded by mountain ranges on the east and west.
My idea was to center the civilized development along the rivers, with most focued on the western river. I was thinking of having this river run through a ravine, with houses built into the bluffs, balconies sticking out over the water, with little individual docks, and roadways running along the outside of the bluffs, connected to the hillside buildings. I had fun doing this in Balmore, and I liked the effect.
The eastern river would be less populated, a few lumbering and hunting camps maybe. The wooded area between would be pierced by few paths and containing some abandoned castles and dungeons.
It's my impression that this area is close in to civilized regions.
Promeheus:
Perhaps you are right; it's up to you guys anyway, the managers of this project. If I can do landscaping and exteriors, and not scripting, I think I'm up to it. But if you would prefer I start with another claim, might you suggest one?
I asked for a bigger one because it sees to allow more creativity. A small claim seems to serve more as a transition between one area and another.
Noirgrim:
Thanks for the reply.
A couple of questions:
1) First of all, it's my understanding that an exterior claim means landscape, and roads and paths, but does it mean exterior buildings of any towns, caverns, etc?
2) What do the brown dashed lines on the map mean?
3) Where do I get the "rules" about lore for this area? Can't seem to find them on the site.
- Rodan
- Developer Emeritus
- Posts: 1783
- Joined: Thu Aug 21, 2003 10:20 am
- Location: City of Black Light
- Contact:
Reading this thoroughly I'll try to answer your questions
1. exterior also means buildings, caves and other dungeon entrances
2. the lines mean nothing
3. The area is Indoril lorewise. We've been giving a loose idea of what is to be there but that will be changing with map 6. You have to follow the texture map for the area.
From what I've read, I think you can handle this claim. Keep the villages to a minimum size and let your creativity take control. Claim granted!
P.S. - keep us up to date on the status (once a week will be good till you've finished).
1. exterior also means buildings, caves and other dungeon entrances
2. the lines mean nothing
3. The area is Indoril lorewise. We've been giving a loose idea of what is to be there but that will be changing with map 6. You have to follow the texture map for the area.
From what I've read, I think you can handle this claim. Keep the villages to a minimum size and let your creativity take control. Claim granted!
P.S. - keep us up to date on the status (once a week will be good till you've finished).
Last edited by Rodan on Thu Nov 20, 2003 1:18 am, edited 1 time in total.
"Never take life too seriously, you'll never get out of it alive!"
- Bugs Bunny
Yes, that is a Dusty (my cat)
Projects done:
Black Light (5-1)
Released - v.1 (done)
Claim 2-34
Lots of interiors for Black Light
Current Projects:
None
- Bugs Bunny
Yes, that is a Dusty (my cat)
Projects done:
Black Light (5-1)
Released - v.1 (done)
Claim 2-34
Lots of interiors for Black Light
Current Projects:
None
As of 11/20/03, my 3-6 claim is off to a satisfying start. So far I have:
1) Run out to buy Tribunal, realizing that was probably necessary
2) Made a big 5 by 8 cell mud pie in the Construction Set
3) Checked out neighboring claims 3-3 and 3-1
4) Carved out the basic topography and ran most of the rivers through.
Can someone confirm that this claim really is 5x8? I thought it might be 5x9, it's hard to tell on the map
Also, are there to be no towns of any size in this area? It looks like a natural area for farm and townland.
Thanks
Fox
1) Run out to buy Tribunal, realizing that was probably necessary
2) Made a big 5 by 8 cell mud pie in the Construction Set
3) Checked out neighboring claims 3-3 and 3-1
4) Carved out the basic topography and ran most of the rivers through.
Can someone confirm that this claim really is 5x8? I thought it might be 5x9, it's hard to tell on the map
Also, are there to be no towns of any size in this area? It looks like a natural area for farm and townland.
Thanks
Fox
I'm finished with the bulk of the work in landscaping and texturing. I'm now into adding buildings, specific landscape features, flora, and miscellany.
So far I have a wide green forested valley, bound on the east and west by rivers, and mountain ranges beyond each river, making up the eastern and western marches of the claim.
The eastern range is more rugged and rocky, with a few caves and mines. Thee is one point where a minor tributary to the eastern river cuts into a deep, sheer gorge or canyon. There is a small fortress at the end of the gorge, at the end of a precarious walkway along a ledge on the nothern face of the canyon. Just to the south, there is an Indoril building on a bluff overlooking the river.
The western range is a rough tableland with sharp escarpments rising just beyond the river. I'm planning an alpine lake or two here. Two rivers intesect in the eastern central region of the claim; the river coming from the west cuts a deep gorge in the river. Where the rivers join I'm planning some houses built up into the bluffs, connected by hill paths.
The central valley is yet to be planned, beyond the basic topography.
So far I have a wide green forested valley, bound on the east and west by rivers, and mountain ranges beyond each river, making up the eastern and western marches of the claim.
The eastern range is more rugged and rocky, with a few caves and mines. Thee is one point where a minor tributary to the eastern river cuts into a deep, sheer gorge or canyon. There is a small fortress at the end of the gorge, at the end of a precarious walkway along a ledge on the nothern face of the canyon. Just to the south, there is an Indoril building on a bluff overlooking the river.
The western range is a rough tableland with sharp escarpments rising just beyond the river. I'm planning an alpine lake or two here. Two rivers intesect in the eastern central region of the claim; the river coming from the west cuts a deep gorge in the river. Where the rivers join I'm planning some houses built up into the bluffs, connected by hill paths.
The central valley is yet to be planned, beyond the basic topography.
- Rodan
- Developer Emeritus
- Posts: 1783
- Joined: Thu Aug 21, 2003 10:20 am
- Location: City of Black Light
- Contact:
3-9 is current. There is no file available (I've already talked to captaintrips and he still is working on it). Since we're focusing on maps 1 (for cleaning) and map 2 (getting those claims finished), 3 is not on the priority for finishing quickly.
"Never take life too seriously, you'll never get out of it alive!"
- Bugs Bunny
Yes, that is a Dusty (my cat)
Projects done:
Black Light (5-1)
Released - v.1 (done)
Claim 2-34
Lots of interiors for Black Light
Current Projects:
None
- Bugs Bunny
Yes, that is a Dusty (my cat)
Projects done:
Black Light (5-1)
Released - v.1 (done)
Claim 2-34
Lots of interiors for Black Light
Current Projects:
None
- Hermit
- Developer Emeritus
- Posts: 2373
- Joined: Fri Oct 17, 2003 8:59 pm
- Location: The North German plains
@ Liliath: Unless we can make someone do us a couple of simpler water surfaces (like BC filth or dwemer oil slick), we'll need vivec's palace water. It can be customized somewhat using scaling. I'd however appreciate a version that on scale 1 would be only half the sive of Vivec's palace's original water; I need it for Almalexia.
So go ahead ad use that water, Fox, it's all we have right now . I'll try and ask Kothloth or someone to help us there ...
So go ahead ad use that water, Fox, it's all we have right now . I'll try and ask Kothloth or someone to help us there ...
Elder Mod.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
Of course, I do everything gently...Originally posted by Liliath
Looks like it's getting gently built . Now I got a question : how are you planning to make alpine lakes ? Cause you of course know that water level is a constant in exterior cells... Vivec's plaza water ?
Yes, I was planning on using Vivec's Plaza Water (sounds like a kind of bottled water...look out, Perrier, here comes Vivec's Plaza Water)...
But I've never used the Plaza Water before, and I don't know how it behaves, so maybe I spoke too soon...
I've also been experimenting with outdoor grottos (caves). Just put an interior cavern on the ground, scoop the ground up around it, and pile some really big rocks on. Looks nice, and you can go into a cave without teleporting through a door.
Originally posted by hermit
I'd however appreciate a version that on scale 1 would be only half the sive of Vivec's palace's original water; I need it for Almalexia.
I've decided I have to get into 3-d Modelling because of all these ideas. Now if I can just get the software needed...
I'm adding lots and lots of trees (and other flora, and rocks), and 3 farms along the western river. I'd say the central valley area is now fully forested, and all areas have been textured.
Next on my list will be to add a couple of lumber camps along the eastern river, and some mines in the eastern and western mountain ranges.
Couple of questions:
1) Is there any reason I shouldn't include a Velothi temple in 3-6?
2) Is there any precedent for temples to be out in the countryside (not in a big city)...maybe near a sacred place, or something?
Next on my list will be to add a couple of lumber camps along the eastern river, and some mines in the eastern and western mountain ranges.
Couple of questions:
1) Is there any reason I shouldn't include a Velothi temple in 3-6?
2) Is there any precedent for temples to be out in the countryside (not in a big city)...maybe near a sacred place, or something?
Nevermind about the temples, I decided just to skip the idea.
I'm getting close to submitting this claim. A few more details and then some shading all over the claim. I'd like to submit it before I go away for Christmas holidays.
What I have so far (excluding the geography, which I've already described):
1. Two plantatations along the western river, each with an Indoril manor house and assorted shacks.
2. A small fishing village near the joining of the two western rivers, situated on a small island. The village is made of shacks and docks. There is also a small boat-yard with a launching-ramp where the villagers are building a fishing boat.
3. Several large mansions (Indoril) built into dramatic river-bluffs over the river in the west-central part of the claim. The mansions are connected by winding paths, stairways, and tunnels through the bluffs.
4. A lumber camp along the eastern river, with a small dock.
5. A Daedric ruin in a steep canyon in the southeastern mountains.
6. An Old Mournhold ruin in the northwest corner of the claim.
7. A few assorted mines and cave openings.
8. A miraculous outdoor shrine with a small altar bearing a stone from which water is flowing. The water from the stone becomes a tributary to the western river.
I'm getting close to submitting this claim. A few more details and then some shading all over the claim. I'd like to submit it before I go away for Christmas holidays.
What I have so far (excluding the geography, which I've already described):
1. Two plantatations along the western river, each with an Indoril manor house and assorted shacks.
2. A small fishing village near the joining of the two western rivers, situated on a small island. The village is made of shacks and docks. There is also a small boat-yard with a launching-ramp where the villagers are building a fishing boat.
3. Several large mansions (Indoril) built into dramatic river-bluffs over the river in the west-central part of the claim. The mansions are connected by winding paths, stairways, and tunnels through the bluffs.
4. A lumber camp along the eastern river, with a small dock.
5. A Daedric ruin in a steep canyon in the southeastern mountains.
6. An Old Mournhold ruin in the northwest corner of the claim.
7. A few assorted mines and cave openings.
8. A miraculous outdoor shrine with a small altar bearing a stone from which water is flowing. The water from the stone becomes a tributary to the western river.
Yeah, some floating rocks and trees.
I was thinking of calling it "the haunted forest" with "mysterious floating rocks and trees," but I don't think anyone would be fooled....
Plus, I got very sick Friday, too sick to even work on the computer. I'm from a warm place and now I live in a cold, snowy place, and it's hurting my health...
I was thinking of calling it "the haunted forest" with "mysterious floating rocks and trees," but I don't think anyone would be fooled....
Plus, I got very sick Friday, too sick to even work on the computer. I'm from a warm place and now I live in a cold, snowy place, and it's hurting my health...
Okay, here it is. I'm uploading 3-6, which I call Velas Vale.
I couldn't seem to upload the file straight; it's probably too big. I hope a ZIP file will do.
I'm including the claim file itself, as well as a Word document describing the claim and some of its points of interest, which I also will cut and paste here.
I wouldn't be surprised if there is still a floater or two somewhere on the map, but danged if I can find any more.
================
Velas Vale
Velas Vale (or just “the Valeâ€Â) is a broad wooded valley, bounded by rivers and craggy mountain ranges on the east and west. A third major river enters the Vale from the west, passing through a deep gorge. This gorge is the site of some ancient manor houses used as vacation homes and retreats by wealthy aristocrats from Mournhold (see 28, -22 and 29, -22). The manor houses were staffed and fed by villagers of the tiny fishing village of Dreynim (29, -22). Part of the reason for the presence of the manors in the Vale is the spectacular scenery and easy river access from Mournhold. But another attraction was the Velas Hot Springs located just to the north (28, -22 and 28, -21), accessed by winding but well-maintained mountain paths. The Hot Springs are a series of shallow pools heated up by lava vents from below. A spa resort was built at the location, to cater to both wealthy ailing visitors of the Hot Springs and to visitors to the ruins of the Spiral City of Zanammu.
The Spiral City of Zanammu (28, -21) is a complex of ruins in the Old Mournhold Style. The ruins are the remains of an ancient city built ingeniously in the cone of an extinct volcano; the town was heated by the volcanic vent beneath the city. Aqueducts also brought hot water from the same hot springs that attracted later generations. Zanammu’s fate is a mystery, but it is known to have perished in some calamity, and is now a place of dark rumor.
Velas Vale contains some rich arable land, especially along the inside of the two main rivers. Two plantations are sited along the inside of the western river (the Salvu plantation at 30, -22, and the Sadavel plantations at 29, -24).
Southwest of the Sadavel plantation is one of Morrowind’s important sacred places: the Velas Waterstone (29, -25). The Waterstone is a small boulder from which water continuously issues in a small torrent. The waters from the Velas Stone form a small tributary which feeds into the main western river; its waters are considered sacred.
Velas Vale also contains two Daedric ruins. The Shekashis ruins haunt a narrow gorge in the extreme southwest (27, -25 and 28, -25, continued from the 3-3 claim to the south). The Sirrilas shrine occupies a dramatic canyon in the far east (33, -24). It is a dramatic shrine site, situated on even older caverns, climbing the sheer walls of the canyon from there. A nearby dome built on a mountain spur is lit by a mysterious flame which ever burns, serving as an eldritch beacon for the surrounding area. The dome is accessed from Sirrilas proper by a series of steep ramps leading up the south face of the canyon. The entrance to Sirrilas canyon is guarded by an old Velothi outpost, now abandoned.
Neighboring Sirrilas to the north is Moriken (33, -23), a small stronghold set in a dell in the mountainside. A stone staircase climbs from Moriken to a platform (guard post?) on a high ridge overlooking Sirrilas.
OTHER POINTS OF INTEREST IN VELAS VALE:
Isolated manor house (32, -25)
Isolated mines (34, -25…34, -23…28, -22…34, -23)
Cavern entrance (33, -25)
Ancestral tombs (34, -24…33, -22…30, -24…28, -22)
Isolated shack (34, -22)
Grand Caverns (33, -21)
Lumber camp (31, -21)
Lakeside cave dwelling (30, -22)
Toll bridge (29, -23)
Velothi cavern entrance (28, -24)
Bandit camp (27, -21)
Dreynim Shipyard (29, -21)
Suspension Bridge (28, -25)
I couldn't seem to upload the file straight; it's probably too big. I hope a ZIP file will do.
I'm including the claim file itself, as well as a Word document describing the claim and some of its points of interest, which I also will cut and paste here.
I wouldn't be surprised if there is still a floater or two somewhere on the map, but danged if I can find any more.
================
Velas Vale
Velas Vale (or just “the Valeâ€Â) is a broad wooded valley, bounded by rivers and craggy mountain ranges on the east and west. A third major river enters the Vale from the west, passing through a deep gorge. This gorge is the site of some ancient manor houses used as vacation homes and retreats by wealthy aristocrats from Mournhold (see 28, -22 and 29, -22). The manor houses were staffed and fed by villagers of the tiny fishing village of Dreynim (29, -22). Part of the reason for the presence of the manors in the Vale is the spectacular scenery and easy river access from Mournhold. But another attraction was the Velas Hot Springs located just to the north (28, -22 and 28, -21), accessed by winding but well-maintained mountain paths. The Hot Springs are a series of shallow pools heated up by lava vents from below. A spa resort was built at the location, to cater to both wealthy ailing visitors of the Hot Springs and to visitors to the ruins of the Spiral City of Zanammu.
The Spiral City of Zanammu (28, -21) is a complex of ruins in the Old Mournhold Style. The ruins are the remains of an ancient city built ingeniously in the cone of an extinct volcano; the town was heated by the volcanic vent beneath the city. Aqueducts also brought hot water from the same hot springs that attracted later generations. Zanammu’s fate is a mystery, but it is known to have perished in some calamity, and is now a place of dark rumor.
Velas Vale contains some rich arable land, especially along the inside of the two main rivers. Two plantations are sited along the inside of the western river (the Salvu plantation at 30, -22, and the Sadavel plantations at 29, -24).
Southwest of the Sadavel plantation is one of Morrowind’s important sacred places: the Velas Waterstone (29, -25). The Waterstone is a small boulder from which water continuously issues in a small torrent. The waters from the Velas Stone form a small tributary which feeds into the main western river; its waters are considered sacred.
Velas Vale also contains two Daedric ruins. The Shekashis ruins haunt a narrow gorge in the extreme southwest (27, -25 and 28, -25, continued from the 3-3 claim to the south). The Sirrilas shrine occupies a dramatic canyon in the far east (33, -24). It is a dramatic shrine site, situated on even older caverns, climbing the sheer walls of the canyon from there. A nearby dome built on a mountain spur is lit by a mysterious flame which ever burns, serving as an eldritch beacon for the surrounding area. The dome is accessed from Sirrilas proper by a series of steep ramps leading up the south face of the canyon. The entrance to Sirrilas canyon is guarded by an old Velothi outpost, now abandoned.
Neighboring Sirrilas to the north is Moriken (33, -23), a small stronghold set in a dell in the mountainside. A stone staircase climbs from Moriken to a platform (guard post?) on a high ridge overlooking Sirrilas.
OTHER POINTS OF INTEREST IN VELAS VALE:
Isolated manor house (32, -25)
Isolated mines (34, -25…34, -23…28, -22…34, -23)
Cavern entrance (33, -25)
Ancestral tombs (34, -24…33, -22…30, -24…28, -22)
Isolated shack (34, -22)
Grand Caverns (33, -21)
Lumber camp (31, -21)
Lakeside cave dwelling (30, -22)
Toll bridge (29, -23)
Velothi cavern entrance (28, -24)
Bandit camp (27, -21)
Dreynim Shipyard (29, -21)
Suspension Bridge (28, -25)
first is this ready for review it sounds it but I need to hear it. also do you want to do the interiors or openm them up to claiming and I need a list of all inteior anyways so the list can be updatred. Thanks.
I said I would return and I may have been right. The past must stay in the past as agreed. If the core needs me or has a job for me just ask for now I watch and write.
Former Moderator of the Core.
Was once called the Sotha Sil of the core.
Former Moderator of the Core.
Was once called the Sotha Sil of the core.
It is ready for review, as far as I can tell. As for the interiors, I would prefer not to do them (I want to do more exteriors). So I'll open them up to claiming.
I have already listed the interiors in my cell and given their locations. Is that not sufficient? Or do I need to be more explicit, mentioning each building?
I have already listed the interiors in my cell and given their locations. Is that not sufficient? Or do I need to be more explicit, mentioning each building?
3-6 Interiors
Here is a more detailed description of all the interiors required in 3-6. I'm also including this in an attached Word file.
===========================
Velas Vale (3-6) Interiors
By FoxTamer (Matthew Bennett)
foxtamer@aol.com
Dreynim, a small fishing village (29, -22). Dreynim consists of 7 shacks, 4 of which sit on a small island connected to the shore by a wooden bridge. These will be peasant shacks, with perhaps a pub and a warehouse or two. Note that Dreynim also has a small shipyard which builds river vessels for sale up and down the river.
Aristocratic manor houses (see 28, -22 and 29, -22). There are at least 5 of these manors visible, nestled in steep bluffs along the river, plus one storage shack on a small dock. I will describe each manor a little:
Manor A, the largest manor, has its main building at 241566, -178919. It is a huge mansion, with at least 4 different stories and 3 wings. It occupies a high bluff at the junction of two rivers. The main entrance door is reached through a narrow stone passage strung up with blue lanterns, guarded by a gate leading to the river below. A second exterior door leads to an open patio overlooking the river below. A third exterior door opens onto a wooden deck high above the river, overlooking the village of Dreynim. This manor house will be large and complex.
A dockside shack sits at the end of the small dock outside the first manor. It has one exterior door, and may be used (or was used) by a caretaker or dockworker.
Manor B has its main building at 237893, -178867. This manor sits atop an underground passage which runs beneath it (yes, built as part of the exterior). The one obvious exterior door leads into a courtyard, through a gate, and down onto a dock passing along the north side. This building looks like at least 2 stories with 3 wings.
There are 2 exterior doors in the passage underneath Manor B. I imagined that they may lead to simpler homes, or maybe servants apartments underground. But maybe they lead to a secret underground complex….
Manor C is at 235863, -179676. It is small and square, with docks or wooden walkways running alongside the north and east edges. It has one exterior door and may only be one level.
Manor D is at 237969, -179695. It is at least 2 stories, and is built halfway into the bluff. It has 2 exterior door, one on each level. Each leads into a broad porch. The lower door leads to the narrow stone passageway outside. The upper door leads to a wooden bridge across the same passageway, and up onto the hillside behind Manor A.
Manor E is at 237263, -180689. It was built straight through a narrow ridge or pier of stone, and has 2 exterior entrances. The eastern door leads out in the passageway leading past Manor D, and the western door leads downstairs to Manor C or upstairs away from the manor area.
Hot springs spa building (28, -22). It has two levels, with an exterior door for each. The upper level door leads to the exit from the area, and the lower door leads to the hot springs area. This building was designed to be a place for ailing visitors to sleep, relax, and recreate by the side of the hot springs outside.
The Spiral City of Zanammu (28, -21). This is a ruined complex in the Old Mournhold style. It is built in a descending spiral pattern inside an extinct lava vent cone. I count 9 exterior doors among 4-5 levels of the spiral. This is a complicated interior, especially if the door lead to areas connecting to each other.
Salvu plantation at 30, -22. A 2-story Indoril house with a field outside. 1 exterior door.
Sadavel plantation at 29, -24. A small, square Indoril house with 2 exterior doors, and 2 shacks for field workers, each with 1 exterior door.
Shekashis, Daedric shrine (27, -25 and 28, -25). There is one exterior door at the top of the eastern complex (28,-25), located at 231556, -200443.
Sirrilas, Daedric shrine (33, -24). There is one Daedric-style “spider†exterior door at the top of the main complex tower. There is also a cavern door deep in the bowels of the lowest level of the structure. Below this level, in a water-filled secret channel under the shrine complex, is a third “scallop-shaped†Daedric-style door. This door will only be found by swimming the mossy channel under the complex.
Velothi outpost (33,-24). This is a small building set into the wall of the canyon leading to Sirrilas. It seems to be guarding the canyon, but it may now be deserted (you decide). One external door.
Moriken, small stronghold (33, -23). This is a small stronghold with one exterior door.
Isolated manor house (32, -25). Probably 2 stories, with one exterior door on the lower level. The house is isolated and sits at the foot of a natural bridge. Maybe the home of an iconoclast. Maybe abandoned. Maybe haunted.
Toll bridge with shack (29, -23). This is simply a shack sitting on a wooden bridge. I think it’s a toll bridge.
Lumber camp (31, -21). Three shacks and a dock.
The rest of the interiors of 3-6 are simple and self-explanatory:
Isolated mines (34, -25) (34, -23) (28, -22) (24, -23)
Cavern entrance (33, -25)
Ancestral tombs (34, -24) (33, -22) (30, -24) (28, -22). The one at (28, -22) has two entrances, one on the upper path to the east and one on the lower to the west.
Isolated shack (34, -22)
Grand Caverns (33, -21)
Lakeside cave dwelling (30, -22)
Velothi cavern entrance (28, -24)
===========================
Velas Vale (3-6) Interiors
By FoxTamer (Matthew Bennett)
foxtamer@aol.com
Dreynim, a small fishing village (29, -22). Dreynim consists of 7 shacks, 4 of which sit on a small island connected to the shore by a wooden bridge. These will be peasant shacks, with perhaps a pub and a warehouse or two. Note that Dreynim also has a small shipyard which builds river vessels for sale up and down the river.
Aristocratic manor houses (see 28, -22 and 29, -22). There are at least 5 of these manors visible, nestled in steep bluffs along the river, plus one storage shack on a small dock. I will describe each manor a little:
Manor A, the largest manor, has its main building at 241566, -178919. It is a huge mansion, with at least 4 different stories and 3 wings. It occupies a high bluff at the junction of two rivers. The main entrance door is reached through a narrow stone passage strung up with blue lanterns, guarded by a gate leading to the river below. A second exterior door leads to an open patio overlooking the river below. A third exterior door opens onto a wooden deck high above the river, overlooking the village of Dreynim. This manor house will be large and complex.
A dockside shack sits at the end of the small dock outside the first manor. It has one exterior door, and may be used (or was used) by a caretaker or dockworker.
Manor B has its main building at 237893, -178867. This manor sits atop an underground passage which runs beneath it (yes, built as part of the exterior). The one obvious exterior door leads into a courtyard, through a gate, and down onto a dock passing along the north side. This building looks like at least 2 stories with 3 wings.
There are 2 exterior doors in the passage underneath Manor B. I imagined that they may lead to simpler homes, or maybe servants apartments underground. But maybe they lead to a secret underground complex….
Manor C is at 235863, -179676. It is small and square, with docks or wooden walkways running alongside the north and east edges. It has one exterior door and may only be one level.
Manor D is at 237969, -179695. It is at least 2 stories, and is built halfway into the bluff. It has 2 exterior door, one on each level. Each leads into a broad porch. The lower door leads to the narrow stone passageway outside. The upper door leads to a wooden bridge across the same passageway, and up onto the hillside behind Manor A.
Manor E is at 237263, -180689. It was built straight through a narrow ridge or pier of stone, and has 2 exterior entrances. The eastern door leads out in the passageway leading past Manor D, and the western door leads downstairs to Manor C or upstairs away from the manor area.
Hot springs spa building (28, -22). It has two levels, with an exterior door for each. The upper level door leads to the exit from the area, and the lower door leads to the hot springs area. This building was designed to be a place for ailing visitors to sleep, relax, and recreate by the side of the hot springs outside.
The Spiral City of Zanammu (28, -21). This is a ruined complex in the Old Mournhold style. It is built in a descending spiral pattern inside an extinct lava vent cone. I count 9 exterior doors among 4-5 levels of the spiral. This is a complicated interior, especially if the door lead to areas connecting to each other.
Salvu plantation at 30, -22. A 2-story Indoril house with a field outside. 1 exterior door.
Sadavel plantation at 29, -24. A small, square Indoril house with 2 exterior doors, and 2 shacks for field workers, each with 1 exterior door.
Shekashis, Daedric shrine (27, -25 and 28, -25). There is one exterior door at the top of the eastern complex (28,-25), located at 231556, -200443.
Sirrilas, Daedric shrine (33, -24). There is one Daedric-style “spider†exterior door at the top of the main complex tower. There is also a cavern door deep in the bowels of the lowest level of the structure. Below this level, in a water-filled secret channel under the shrine complex, is a third “scallop-shaped†Daedric-style door. This door will only be found by swimming the mossy channel under the complex.
Velothi outpost (33,-24). This is a small building set into the wall of the canyon leading to Sirrilas. It seems to be guarding the canyon, but it may now be deserted (you decide). One external door.
Moriken, small stronghold (33, -23). This is a small stronghold with one exterior door.
Isolated manor house (32, -25). Probably 2 stories, with one exterior door on the lower level. The house is isolated and sits at the foot of a natural bridge. Maybe the home of an iconoclast. Maybe abandoned. Maybe haunted.
Toll bridge with shack (29, -23). This is simply a shack sitting on a wooden bridge. I think it’s a toll bridge.
Lumber camp (31, -21). Three shacks and a dock.
The rest of the interiors of 3-6 are simple and self-explanatory:
Isolated mines (34, -25) (34, -23) (28, -22) (24, -23)
Cavern entrance (33, -25)
Ancestral tombs (34, -24) (33, -22) (30, -24) (28, -22). The one at (28, -22) has two entrances, one on the upper path to the east and one on the lower to the west.
Isolated shack (34, -22)
Grand Caverns (33, -21)
Lakeside cave dwelling (30, -22)
Velothi cavern entrance (28, -24)