The Riches of Darnim
Moderators: Haplo, Lead Developers
- Silvone Elestahr
- Developer
- Posts: 183
- Joined: Mon Oct 06, 2003 11:10 pm
- Location: Pelagiad
- Contact:
The Riches of Darnim
Final Version
Riches of Darnim
The small village of Darnim, isolated in the swampy region of the Inlet Bog in Azura's Bay, is avoided by most travelers, and perhaps rightly so. However, the knowledge of the dangers one might face is often more than enough to keep death at bay. The truth of Darnim is hidden beneath the swampy bogs, the cliff racers and durzogs, and the unsurprisingly sour disposition of many of the region's inhabitants. Darnim is a veritable gold mine of alchemical ingredients, ancient cultural traditions and stories, as well as undiscovered treasures within the region's many dangerous ruins.
Darnim is an old village, having supported generations of Dunmer fishermen. Oral culture speaks of ancestors in these lands since early in the Second Era -- perhaps longer for all anyone knows. Their many traditions and practices have been passed down through the generations. While the village of Darnim itself has had a recent influx of foreigners, the Inlet Bog is dotted with isolated homes of long-time residents of the region.
Darnim is well-known as a fishing village, and for good reason; this village supplies much of the north-east coast of Morrowind with the marine fauna it catches. A good example would be the harvesting of Eyestar's eyes. A relatively dangerous creature, the Eyestar carries a variety of diseases or poisons that can infect the unwary harvester. Their rarity is a part of the reason why they are so valued across Morrowind. The harvesting of these marvelous creatures is done primarily by the elder Dunmer, who have retained the "secret" practices that have been passed down from their own ancestors. Supposedly, eating the eye of an Eyestar can actually increase the chances of harvesting one.
Kollops dot the coast of this region, as they do along much of the coastline of Morrowind. But the inhabitants of the Inlet Bog region have developed a keen ability to harvest the pearls of these kollops in significant amounts. In fishing and diving for pearls, the natives use the dangerous flora of the surroundings to an effective use. They harvest the plants of region, particularly the ampoule pod of the Draggle Tail plant, and the Luminous Russula mushroom, both of which grow in abundance in the Inlet Bog, even around the village of Darnim itself. Traditionally, female Dunmer gather the plants from the Inlet Bog. After mixing the crushed plants in a shallow bog-a particularly popular spot being the large bog just behind the village-the fisherman bathe in it to absorb their useful properties while avoiding the toxins. It is said that the ampoule pod makes the Dunmer's feet resistant to the water, which allows them to move across the waters of Azura's Bay in search of fish without the use of a boat. The Luminous Russula helps them hold their breath longer underwater, granting them more time to pry open a kollop, or negotiate a particularly nasty Eyestar.
Beyond what they provide to the surrounding areas via their coastal expertise, the Dunmer of Darnim provide an excellent table. Deep knowledge of the plants of the Inlet Bog, as well as its many usually unsavory inhabitants, has granted them a skill in cooking unsurpassed in many larger towns and cities. Cliff racer meat spiced with the coda flower of the Draggle Tail is particularly popular among the more recent inhabitants of Darnim. With the slightly intoxicating effects of the coda flower, mixed with a good ale provided by The Windbreak Hostel, one is left feeling unnaturally soothed.
Despite all of these promising attributes of the Inlet Bog and its inhabitants, there are indeed good reasons to avoid it. Not the least of which are the cliff racers that make their nests in the thick canopies of its trees. A cliff racer is never far from sight, even sticking to the roads that cut through the region. The thick canopy oftentimes makes it difficult for an arrow or fireball to find its mark. Not to mention, these airborne nuisances are far more likely to see you before you can see them. Perhaps the worst of the bog's myriad creatures are the durzog, particularly because of their tendency to travel in packs. Few Dunmer in this region, even those with the ancient hunting secrets passed down by their ancestors, are willing to tackle more than one or two durzog at a time; many hunters, however, have made a name for themselves in the number of durzog hides they've brought back from the depths of the Inlet Bog.
Criminals are another problem, and the coast is rife with them. The hills beyond the Inlet Bog, bordering on the Mephalain Mountains, are filled with caverns that provide strongholds for paranoid smugglers from Vvardenfell or bands of vicious highwaymen. While venturing through the region, a traveler must be prepared to cross paths with these brigands, and be ready to either pay or fight. Perhaps surprisingly, that rule holds true with the isolated inhabitants of the Inlet Bog. There is no scarcity of rumors of rude or strange dark elves deep in the swamps. Some claim they take more lives than either the brigands or the creatures that make the swamps their home. The Dunmer of Darnim take it in stride; isolationism has been their way of life, and oddities are to be expected.
Suppose, however, that you are prepared to deal with the various brigands, dangerous beasts, and strange dark elven residents of the Inlet Bog. Traveling into the deepest recesses of the swamp might reveal treasures all but lost to time. The residents of Darnim speak of a dwarven ruin not far from the village itself, and of worse places deeper in the swamp: an Imperial fort derelict on a lake, and an old shrine to the Daedric Lord Azura, long abandoned by her worshipers. These places may contain treasures that are perhaps well-guarded, but all-the-more valuable for the test that it provides.
Riches of Darnim
The small village of Darnim, isolated in the swampy region of the Inlet Bog in Azura's Bay, is avoided by most travelers, and perhaps rightly so. However, the knowledge of the dangers one might face is often more than enough to keep death at bay. The truth of Darnim is hidden beneath the swampy bogs, the cliff racers and durzogs, and the unsurprisingly sour disposition of many of the region's inhabitants. Darnim is a veritable gold mine of alchemical ingredients, ancient cultural traditions and stories, as well as undiscovered treasures within the region's many dangerous ruins.
Darnim is an old village, having supported generations of Dunmer fishermen. Oral culture speaks of ancestors in these lands since early in the Second Era -- perhaps longer for all anyone knows. Their many traditions and practices have been passed down through the generations. While the village of Darnim itself has had a recent influx of foreigners, the Inlet Bog is dotted with isolated homes of long-time residents of the region.
Darnim is well-known as a fishing village, and for good reason; this village supplies much of the north-east coast of Morrowind with the marine fauna it catches. A good example would be the harvesting of Eyestar's eyes. A relatively dangerous creature, the Eyestar carries a variety of diseases or poisons that can infect the unwary harvester. Their rarity is a part of the reason why they are so valued across Morrowind. The harvesting of these marvelous creatures is done primarily by the elder Dunmer, who have retained the "secret" practices that have been passed down from their own ancestors. Supposedly, eating the eye of an Eyestar can actually increase the chances of harvesting one.
Kollops dot the coast of this region, as they do along much of the coastline of Morrowind. But the inhabitants of the Inlet Bog region have developed a keen ability to harvest the pearls of these kollops in significant amounts. In fishing and diving for pearls, the natives use the dangerous flora of the surroundings to an effective use. They harvest the plants of region, particularly the ampoule pod of the Draggle Tail plant, and the Luminous Russula mushroom, both of which grow in abundance in the Inlet Bog, even around the village of Darnim itself. Traditionally, female Dunmer gather the plants from the Inlet Bog. After mixing the crushed plants in a shallow bog-a particularly popular spot being the large bog just behind the village-the fisherman bathe in it to absorb their useful properties while avoiding the toxins. It is said that the ampoule pod makes the Dunmer's feet resistant to the water, which allows them to move across the waters of Azura's Bay in search of fish without the use of a boat. The Luminous Russula helps them hold their breath longer underwater, granting them more time to pry open a kollop, or negotiate a particularly nasty Eyestar.
Beyond what they provide to the surrounding areas via their coastal expertise, the Dunmer of Darnim provide an excellent table. Deep knowledge of the plants of the Inlet Bog, as well as its many usually unsavory inhabitants, has granted them a skill in cooking unsurpassed in many larger towns and cities. Cliff racer meat spiced with the coda flower of the Draggle Tail is particularly popular among the more recent inhabitants of Darnim. With the slightly intoxicating effects of the coda flower, mixed with a good ale provided by The Windbreak Hostel, one is left feeling unnaturally soothed.
Despite all of these promising attributes of the Inlet Bog and its inhabitants, there are indeed good reasons to avoid it. Not the least of which are the cliff racers that make their nests in the thick canopies of its trees. A cliff racer is never far from sight, even sticking to the roads that cut through the region. The thick canopy oftentimes makes it difficult for an arrow or fireball to find its mark. Not to mention, these airborne nuisances are far more likely to see you before you can see them. Perhaps the worst of the bog's myriad creatures are the durzog, particularly because of their tendency to travel in packs. Few Dunmer in this region, even those with the ancient hunting secrets passed down by their ancestors, are willing to tackle more than one or two durzog at a time; many hunters, however, have made a name for themselves in the number of durzog hides they've brought back from the depths of the Inlet Bog.
Criminals are another problem, and the coast is rife with them. The hills beyond the Inlet Bog, bordering on the Mephalain Mountains, are filled with caverns that provide strongholds for paranoid smugglers from Vvardenfell or bands of vicious highwaymen. While venturing through the region, a traveler must be prepared to cross paths with these brigands, and be ready to either pay or fight. Perhaps surprisingly, that rule holds true with the isolated inhabitants of the Inlet Bog. There is no scarcity of rumors of rude or strange dark elves deep in the swamps. Some claim they take more lives than either the brigands or the creatures that make the swamps their home. The Dunmer of Darnim take it in stride; isolationism has been their way of life, and oddities are to be expected.
Suppose, however, that you are prepared to deal with the various brigands, dangerous beasts, and strange dark elven residents of the Inlet Bog. Traveling into the deepest recesses of the swamp might reveal treasures all but lost to time. The residents of Darnim speak of a dwarven ruin not far from the village itself, and of worse places deeper in the swamp: an Imperial fort derelict on a lake, and an old shrine to the Daedric Lord Azura, long abandoned by her worshipers. These places may contain treasures that are perhaps well-guarded, but all-the-more valuable for the test that it provides.
Last edited by Silvone Elestahr on Fri Aug 09, 2013 4:15 pm, edited 3 times in total.
37: Rejoice as TeeAr rebuilds these lands that have been ravaged by war and famine. May those who STand in his way be smited by his many hands in an unrelenting torment.
-Noirgrim
-Noirgrim
Okay but I think it needs a little shift in emphasis. At the moment it's mostly describing the game's Alchemy mechanic in an in-universe way. On it's own that kind of superfluous because it's rehashing stuff the player likely already knows. The books are a great way for the player to learn completely new things about the world- things that don't have to exist in the game.
What would be cool would be if you focused on this strange little region and community of Darnim in more depth. Keep the alchemical stuff if you like but express the technical details in a more esoteric way, and make reference to the customs and traditions of the locals. Do they have a superstition about why Ampoule Pods help them walk on water? Do they have a special use for the water breathing properties of Luminous Russula? Do any of these ingredients taste good fried with saltfish? You've already done this a little and that's good, but be bolder!
What would be cool would be if you focused on this strange little region and community of Darnim in more depth. Keep the alchemical stuff if you like but express the technical details in a more esoteric way, and make reference to the customs and traditions of the locals. Do they have a superstition about why Ampoule Pods help them walk on water? Do they have a special use for the water breathing properties of Luminous Russula? Do any of these ingredients taste good fried with saltfish? You've already done this a little and that's good, but be bolder!
Test
- Silvone Elestahr
- Developer
- Posts: 183
- Joined: Mon Oct 06, 2003 11:10 pm
- Location: Pelagiad
- Contact:
I completely agree, and thank you for pointing that out. In fact, I intended for more of that to be in there, but I lost it somewhere along the way. I will have a rewrite up as soon as I can.
37: Rejoice as TeeAr rebuilds these lands that have been ravaged by war and famine. May those who STand in his way be smited by his many hands in an unrelenting torment.
-Noirgrim
-Noirgrim
- Silvone Elestahr
- Developer
- Posts: 183
- Joined: Mon Oct 06, 2003 11:10 pm
- Location: Pelagiad
- Contact:
Version 2... still needs a solid ending, I think. And could be fleshed out in a few more areas, but I'd like to get some more opinions on it at its current point.
Riches of Darnim
By xxx
The small village of Darnim, isolated in the swampy region of the Inlet Bog in Azura's Bay, is avoided by most travelers, and perhaps rightly so. The dangers of this region can easily kill any adventurer or traveler who is not prepared for them. However, the same can be said of any corner of Morrowind or Vvardenfell. The truth of Darnim is hidden beneath the swampy bogs, the cliff racers and durzogs, and the unsurprisingly sour disposition of many of the region's inhabitants. Darnim is a veritable gold mine of alchemical ingredients, ancient cultural traditions and stories, as well as undiscovered treasures within the region's many dangerous ruins.
Darnim is an old village, having supported generations of fishermen. Oral culture speaks of ancestors in these lands since early in the Second Era -- perhaps longer for all anyone knows. This means that many of the traditions and practices these Dunmer follow have been time-tested. While the village of Darnim itself has recently opened up to foreigners, the Inlet Bog is dotted with isolated homes of long-time residents of the region.
Darnim is well-known as a fishing village, and for good reason; this village supplies much of the north-east coast of Morrowind with the marine fauna it catches. A good example would be the harvesting of Eyestar's eyes. A relatively dangerous creature, the Eyestar carries a variety of diseases or poisons that can infect the unwary harvester. Their rarity is a part of the reason why they are so valued across Morrowind. The harvesting of these marvelous creatures is done primarily by the older demographic of Dunmer, who have retained the "secret" practices that have been passed down from their own ancestors. Supposedly, eating the eye of an Eyestar can actually increase the chances of harvesting one.
Kollops dot the coast of this region, as they do along much of the coastline of Morrowind. But the inhabitants of the Inlet Bog region have developed a keen ability to harvest the pearls of these kollops in significant amounts. Supposedly, their success is attributed to the fact that they harvest the plants of region, particularly the ampoule pod of the Draggle Tail plant, and the Luminous Russula mushroom, both of which grow in abundance in the Inlet Bog, even around the village of Darnim itself. Traditionally, female Dunmer gather the plants from the Inlet Bog, which the fishermen take with them on their fishing trips. It is said that the ampoule pod makes the Dunmers' feet resistant to the water, which allows them to move across the waters of Azura's Bay without the use of a boat. Eating the Luminous Russula, diluted to reduce the inherent poisons, actually helps them hold their breath longer underwater, granting them more time to pry open a kollop, or negotiate a particularly nasty Eyestar.
Beyond what they provide to the surrounding areas via their coastal expertise, the Dunmer of Darnim provide an excellent table. Deep knowledge of the plants of the Inlet Bog, as well as its many usually unsavory inhabitants, has granted them a skill in cooking unsurpassed in many larger towns and cities. Cliff racer meat spiced with the coda flower of the Draggle Tail is particularly popular among the more recent inhabitants of Darnim. With the slightly intoxicating effects of the coda flower, mixed with a good ale provided by The Windbreak Hostel, one is left feeling unnaturally soothed.
Despite all of these promising attributes of the Inlet Bog and its inhabitants, there are indeed good reasons to avoid it. Not the least of which are the cliff racers that make their nests in the thick canopies of its trees. A cliff racer is never far from sight, even sticking to the roads that cut through the region. The thick canopy oftentimes makes it difficult for an arrow or fireball to find its mark. Not to mention, these airborne nuisances are far more likely to see you before you can see it. Perhaps the worst of the bog's myriad creatures are the durzog, particularly because of their tendency to travel in packs. Few Dunmer in this region, even those with the ancient hunting secrets passed down by their ancestors, are willing to tackle more than one or two durzog at a time; many hunters, however, have made a name for themselves in the number of durzog hides they've brought back from the depths of the Inlet Bog.
Smugglers are another problem, and the coast is rife with them. The hills beyond the Inlet Bog, bordering on the Mephalain Mountains, are filled with caverns that provide strongholds for these criminals. While venturing through the region, a traveler must be prepared to cross paths with smugglers, and be prepared to either flee or fight. Perhaps surprisingly, that rule holds true with the isolated inhabitants of the Inlet Bog. There is no scarcity of rumors of rude or strange Dunmer deep in the swamps. Some claim that these Dunmer claim more lives than either the smugglers or the creatures that make the swamps their home. The Dunmer of Darnim take it in stride; isolationism has been their way of life, and oddities are to be expected.
Suppose, however, that you are prepared to deal with the smugglers, dangerous beasts, and strange Dunmer residents of the Inlet Bog. Traveling into the deepest recesses of the swamp might reveal treasures all but lost to time. The residents of Darnim speak of a Dwemer ruin not far from the village itself, and of worse places deeper in the swamp. These are treasures well-guarded, but all-the-more valuable for the test that it provides. After all, is not the Dragon's Hoard the most iconic test of a true hero?
Riches of Darnim
By xxx
The small village of Darnim, isolated in the swampy region of the Inlet Bog in Azura's Bay, is avoided by most travelers, and perhaps rightly so. The dangers of this region can easily kill any adventurer or traveler who is not prepared for them. However, the same can be said of any corner of Morrowind or Vvardenfell. The truth of Darnim is hidden beneath the swampy bogs, the cliff racers and durzogs, and the unsurprisingly sour disposition of many of the region's inhabitants. Darnim is a veritable gold mine of alchemical ingredients, ancient cultural traditions and stories, as well as undiscovered treasures within the region's many dangerous ruins.
Darnim is an old village, having supported generations of fishermen. Oral culture speaks of ancestors in these lands since early in the Second Era -- perhaps longer for all anyone knows. This means that many of the traditions and practices these Dunmer follow have been time-tested. While the village of Darnim itself has recently opened up to foreigners, the Inlet Bog is dotted with isolated homes of long-time residents of the region.
Darnim is well-known as a fishing village, and for good reason; this village supplies much of the north-east coast of Morrowind with the marine fauna it catches. A good example would be the harvesting of Eyestar's eyes. A relatively dangerous creature, the Eyestar carries a variety of diseases or poisons that can infect the unwary harvester. Their rarity is a part of the reason why they are so valued across Morrowind. The harvesting of these marvelous creatures is done primarily by the older demographic of Dunmer, who have retained the "secret" practices that have been passed down from their own ancestors. Supposedly, eating the eye of an Eyestar can actually increase the chances of harvesting one.
Kollops dot the coast of this region, as they do along much of the coastline of Morrowind. But the inhabitants of the Inlet Bog region have developed a keen ability to harvest the pearls of these kollops in significant amounts. Supposedly, their success is attributed to the fact that they harvest the plants of region, particularly the ampoule pod of the Draggle Tail plant, and the Luminous Russula mushroom, both of which grow in abundance in the Inlet Bog, even around the village of Darnim itself. Traditionally, female Dunmer gather the plants from the Inlet Bog, which the fishermen take with them on their fishing trips. It is said that the ampoule pod makes the Dunmers' feet resistant to the water, which allows them to move across the waters of Azura's Bay without the use of a boat. Eating the Luminous Russula, diluted to reduce the inherent poisons, actually helps them hold their breath longer underwater, granting them more time to pry open a kollop, or negotiate a particularly nasty Eyestar.
Beyond what they provide to the surrounding areas via their coastal expertise, the Dunmer of Darnim provide an excellent table. Deep knowledge of the plants of the Inlet Bog, as well as its many usually unsavory inhabitants, has granted them a skill in cooking unsurpassed in many larger towns and cities. Cliff racer meat spiced with the coda flower of the Draggle Tail is particularly popular among the more recent inhabitants of Darnim. With the slightly intoxicating effects of the coda flower, mixed with a good ale provided by The Windbreak Hostel, one is left feeling unnaturally soothed.
Despite all of these promising attributes of the Inlet Bog and its inhabitants, there are indeed good reasons to avoid it. Not the least of which are the cliff racers that make their nests in the thick canopies of its trees. A cliff racer is never far from sight, even sticking to the roads that cut through the region. The thick canopy oftentimes makes it difficult for an arrow or fireball to find its mark. Not to mention, these airborne nuisances are far more likely to see you before you can see it. Perhaps the worst of the bog's myriad creatures are the durzog, particularly because of their tendency to travel in packs. Few Dunmer in this region, even those with the ancient hunting secrets passed down by their ancestors, are willing to tackle more than one or two durzog at a time; many hunters, however, have made a name for themselves in the number of durzog hides they've brought back from the depths of the Inlet Bog.
Smugglers are another problem, and the coast is rife with them. The hills beyond the Inlet Bog, bordering on the Mephalain Mountains, are filled with caverns that provide strongholds for these criminals. While venturing through the region, a traveler must be prepared to cross paths with smugglers, and be prepared to either flee or fight. Perhaps surprisingly, that rule holds true with the isolated inhabitants of the Inlet Bog. There is no scarcity of rumors of rude or strange Dunmer deep in the swamps. Some claim that these Dunmer claim more lives than either the smugglers or the creatures that make the swamps their home. The Dunmer of Darnim take it in stride; isolationism has been their way of life, and oddities are to be expected.
Suppose, however, that you are prepared to deal with the smugglers, dangerous beasts, and strange Dunmer residents of the Inlet Bog. Traveling into the deepest recesses of the swamp might reveal treasures all but lost to time. The residents of Darnim speak of a Dwemer ruin not far from the village itself, and of worse places deeper in the swamp. These are treasures well-guarded, but all-the-more valuable for the test that it provides. After all, is not the Dragon's Hoard the most iconic test of a true hero?
37: Rejoice as TeeAr rebuilds these lands that have been ravaged by war and famine. May those who STand in his way be smited by his many hands in an unrelenting torment.
-Noirgrim
-Noirgrim
-
- Lead Developer
- Posts: 1971
- Joined: Mon Oct 04, 2010 11:39 am
- Location: substitutional world
Nitpicking on a good text:
I have marked the parts I dislike red (with brown as the superlative). There are not too many of them, and some are very easily dealt with by removing.
Does "the village of Darnim itself has recently opened up to foreigners" have a footing in lore? If so, disregard my red color.
I don't see much of a virtue in stressing that traditions are "time-tested" (what else should they be?), particularly not using this overused word.
The formulation "Supposedly, their success is attributed to the fact that they harvest the plants of region" sounds slightly stupid, not least because of redundancy ("Supposedly" and "attributed to"). Maybe better: "In fishing and diving for pearls, the natives put [or have been putting?] the flora of the surroundings to [good] use" (and then continue as you do).
I don't like the "provided by The Windbreak Hostel" thing. Did the owner pay for that product placement? If you want to hint the player towards this place (which I must say isn't very necessary from a gameplay perspective -- but of course, this isn't a reason not to do it), maybe more subtly.
To the traveler, the problem isn't "smugglers" but bandits/highwaymen/brigands. Being a smuggler outside of video games doesn't normally make one randomly attack passers-by. You might want to include a few sentences about the role of smuggling in the economy/society of the Bog (we even have a quest given to the player by a smuggler), but they shouldn't be portrayed as maniacs on a killing spree.
I didn't hunt for typos, but I randomly spotted three: "inherant", "tendancy", "stronholds". Also, "you can see it" should be "you can see them". Good writing, all in all.
I have marked the parts I dislike red (with brown as the superlative). There are not too many of them, and some are very easily dealt with by removing.
With every other travel text in video games warning the player of dangers, I feel we don't need to overstress this here, even though the Bog is one of the most dangerous places in its surroundings. Maybe you should try saying exactly that: the Bog is feared for being a tough place despite of its central location; it is not a Red-Mountain like Mordor, though, and not even the Velothi Mountains, and it is totally doable with the appropriate preparation. (Of course, this needs to be translated into non-gameplay terms.) Things you could also mention are an Azura shrine that has been deserted for a long time and a derelict Imperial fort on a lake.Silvone Elestahr wrote:Version 2... still needs a solid ending, I think. And could be fleshed out in a few more areas, but I'd like to get some more opinions on it at its current point.
Riches of Darnim
By xxx
The small village of Darnim, isolated in the swampy region of the Inlet Bog in Azura's Bay, is avoided by most travelers, and perhaps rightly so. The dangers of this region can easily kill any adventurer or traveler who is not prepared for them. However, the same can be said of any corner of Morrowind or Vvardenfell. The truth of Darnim is hidden beneath the swampy bogs, the cliff racers and durzogs, and the unsurprisingly sour disposition of many of the region's inhabitants. Darnim is a veritable gold mine of alchemical ingredients, ancient cultural traditions and stories, as well as undiscovered treasures within the region's many dangerous ruins.
Darnim is an old village, having supported generations of fishermen. Oral culture speaks of ancestors in these lands since early in the Second Era -- perhaps longer for all anyone knows. This means that many of the traditions and practices these Dunmer follow have been time-tested. While the village of Darnim itself has recently opened up to foreigners, the Inlet Bog is dotted with isolated homes of long-time residents of the region.
Darnim is well-known as a fishing village, and for good reason; this village supplies much of the north-east coast of Morrowind with the marine fauna it catches. A good example would be the harvesting of Eyestar's eyes. A relatively dangerous creature, the Eyestar carries a variety of diseases or poisons that can infect the unwary harvester. Their rarity is a part of the reason why they are so valued across Morrowind. The harvesting of these marvelous creatures is done primarily by the older demographic of Dunmer, who have retained the "secret" practices that have been passed down from their own ancestors. Supposedly, eating the eye of an Eyestar can actually increase the chances of harvesting one.
Kollops dot the coast of this region, as they do along much of the coastline of Morrowind. But the inhabitants of the Inlet Bog region have developed a keen ability to harvest the pearls of these kollops in significant amounts. Supposedly, their success is attributed to the fact that they harvest the plants of region, particularly the ampoule pod of the Draggle Tail plant, and the Luminous Russula mushroom, both of which grow in abundance in the Inlet Bog, even around the village of Darnim itself. Traditionally, female Dunmer gather the plants from the Inlet Bog, which the fishermen take with them on their fishing trips. It is said that the ampoule pod makes the Dunmers' feet resistant to the water, which allows them to move across the waters of Azura's Bay without the use of a boat. Eating the Luminous Russula, diluted to reduce the inherant poisons, actually helps them hold their breath longer underwater, granting them more time to pry open a kollop, or negotiate a particularly nasty Eyestar.
Beyond what they provide to the surrounding areas via their coastal expertise, the Dunmer of Darnim provide an excellent table. Deep knowledge of the plants of the Inlet Bog, as well as its many usually unsavory inhabitants, has granted them a skill in cooking unsurpassed in many larger towns and cities. Cliff racer meat spiced with the coda flower of the Draggle Tail is particularly popular among the more recent inhabitants of Darnim. With the slightly intoxicating effects of the coda flower, mixed with a good ale provided by The Windbreak Hostel, one is left feeling unnaturally soothed.
Despite all of these promising attributes of the Inlet Bog and its inhabitants, there are indeed good reasons to avoid it. Not the least of which are the cliff racers that make their nests in the thick canopies of its trees. A cliff racer is never far from sight, even sticking to the roads that cut through the region. The thick canopy oftentimes makes it difficult for an arrow or fireball to find its mark. Not to mention, these airborn nuisances are far more likely to see you before you can see it. Perhaps the worst of the bog's myriad creatures are the durzog, particularly because of their tendancy to travel in packs. Few Dunmer in this region, even those with the ancient hunting secrets passed down by their ancestors, are willing to tackle more than one or two durzog at a time; many hunters, however, have made a name for themselves in the number of durzog hides they've brought back from the depths of the Inlet Bog.
Smugglers are another problem, and the coast is rife with them. The hills beyond the Inlet Bog, bordering on the Mephalain Mountains, are filled with caverns that provide stronholds for these criminals. While venturing through the region, a traveler must be prepared to cross paths with smugglers, and be prepared to either flee or fight. Perhaps surprisingly, that rule holds true with the isolated inhabitants of the Inlet Bog. There is no scarcity of rumors of rude or strange Dunmer deep in the swamps. Some claim that these Dunmer claim more lives than either the smugglers or the creatures that make the swamps their home. The Dunmer of Darnim take it in stride; isolationism has been their way of life, and oddities are to be expected.
Suppose, however, that you are prepared to deal with the smugglers, dangerous beasts, and strange Dunmer residents of the Inlet Bog. Traveling into the deepest recesses of the swamp might reveal treasures all but lost to time. The residents of Darnim speak of a Dwemer ruin not far from the village itself, and of worse places deeper in the swamp. These are treasures well-guarded, but all-the-more valuable for the test that it provides. After all, is not the Dragon's Hoard the most iconic test of a true hero?
Does "the village of Darnim itself has recently opened up to foreigners" have a footing in lore? If so, disregard my red color.
I don't see much of a virtue in stressing that traditions are "time-tested" (what else should they be?), particularly not using this overused word.
The formulation "Supposedly, their success is attributed to the fact that they harvest the plants of region" sounds slightly stupid, not least because of redundancy ("Supposedly" and "attributed to"). Maybe better: "In fishing and diving for pearls, the natives put [or have been putting?] the flora of the surroundings to [good] use" (and then continue as you do).
I don't like the "provided by The Windbreak Hostel" thing. Did the owner pay for that product placement? If you want to hint the player towards this place (which I must say isn't very necessary from a gameplay perspective -- but of course, this isn't a reason not to do it), maybe more subtly.
To the traveler, the problem isn't "smugglers" but bandits/highwaymen/brigands. Being a smuggler outside of video games doesn't normally make one randomly attack passers-by. You might want to include a few sentences about the role of smuggling in the economy/society of the Bog (we even have a quest given to the player by a smuggler), but they shouldn't be portrayed as maniacs on a killing spree.
I didn't hunt for typos, but I randomly spotted three: "inherant", "tendancy", "stronholds". Also, "you can see it" should be "you can see them". Good writing, all in all.
Much, much better. One thing i'd change is 'the older demographic of Dunmer' which sounds a bit modern. Just 'elder Dunmer' or similar would be better. And I would still encourage you to throw in something truly weird...!
Also if you decide this book is written by a non-elven outlander, i'd be inclined to change 'Dunmer' to 'dark elves' and 'Dwemer' to 'dwarves'. That's subjective though so I leave it up to you.
Also if you decide this book is written by a non-elven outlander, i'd be inclined to change 'Dunmer' to 'dark elves' and 'Dwemer' to 'dwarves'. That's subjective though so I leave it up to you.
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Thanks for the pointers! I see I'm still having the problem of viewing, and relating, this text too much from an in-game mechanics perspective. That is certainly a glaring problem with the smugglers. I will indeed fix that.
I agree with all of your points really... I wasn't stressing too much about most of it yet, because I plan on fine-combing it for word/phrase usage later. But it never hurts to get those taken care of right away.
As far as Darnim recently opening up to foreigners, I had assumed, based on the typical Dunmer attitude toward "outlanders" that all influx of foreigners is a relatively "recent" thing. Darnim is a backwater village; therefore, in my opinion, becoming inhabited by Outlanders would be far more recent than, say... Kragenmoor. Or Narsis, or Silgrad Tower (I'm pretty sure that name has changed...). I could still remove it though.
As far as something truly weird... I will certainly put some thought into that.
I agree with all of your points really... I wasn't stressing too much about most of it yet, because I plan on fine-combing it for word/phrase usage later. But it never hurts to get those taken care of right away.
As far as Darnim recently opening up to foreigners, I had assumed, based on the typical Dunmer attitude toward "outlanders" that all influx of foreigners is a relatively "recent" thing. Darnim is a backwater village; therefore, in my opinion, becoming inhabited by Outlanders would be far more recent than, say... Kragenmoor. Or Narsis, or Silgrad Tower (I'm pretty sure that name has changed...). I could still remove it though.
As far as something truly weird... I will certainly put some thought into that.
37: Rejoice as TeeAr rebuilds these lands that have been ravaged by war and famine. May those who STand in his way be smited by his many hands in an unrelenting torment.
-Noirgrim
-Noirgrim
I ran through and fixed those two or three misspellings for you. It irked me while reading
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I think that's reasonable. The great thing about writing as an in-game figure is that you don't always have to state things with complete accuracy.Silvone Elestahr wrote:As far as Darnim recently opening up to foreigners, I had assumed, based on the typical Dunmer attitude toward "outlanders" that all influx of foreigners is a relatively "recent" thing. Darnim is a backwater village; therefore, in my opinion, becoming inhabited by Outlanders would be far more recent than, say... Kragenmoor. Or Narsis, or Silgrad Tower (I'm pretty sure that name has changed...). I could still remove it though.
I think that's ok- lots of historical travel memoirs namecheck specific inns and alehouses, either as a favour to the landlord or to add some local flavour.I don't like the "provided by The Windbreak Hostel" thing. Did the owner pay for that product placement? If you want to hint the player towards this place (which I must say isn't very necessary from a gameplay perspective -- but of course, this isn't a reason not to do it), maybe more subtly.
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I've edited the first post with version 3.
I tried my hand at something more weird... but I'm not really sure I like the idea. Let me know what you think.
I kept the name of the hostel for a few reasons. Primarily, I don't like reading an in-game book about a place, and then finding that nothing really fits that text when you actually arrive there. You won't see dark elves bathing in a bog, or fishing, or anything else described. But, at the very least, you will see the Windbreak Hostel. It anchors the village you see in the game to the village described in the text.
As for the ending... I'm not sure what I'm going to do with that yet. I don't like it as an ending, and I've always had trouble with endings.
I think I fixed everything else that was mentioned. I changed Dunmer to dark elves, but let me know if I missed any or used it wrong anywhere.
I tried my hand at something more weird... but I'm not really sure I like the idea. Let me know what you think.
I kept the name of the hostel for a few reasons. Primarily, I don't like reading an in-game book about a place, and then finding that nothing really fits that text when you actually arrive there. You won't see dark elves bathing in a bog, or fishing, or anything else described. But, at the very least, you will see the Windbreak Hostel. It anchors the village you see in the game to the village described in the text.
As for the ending... I'm not sure what I'm going to do with that yet. I don't like it as an ending, and I've always had trouble with endings.
I think I fixed everything else that was mentioned. I changed Dunmer to dark elves, but let me know if I missed any or used it wrong anywhere.
37: Rejoice as TeeAr rebuilds these lands that have been ravaged by war and famine. May those who STand in his way be smited by his many hands in an unrelenting torment.
-Noirgrim
-Noirgrim
I think Morrowind natives call themselves Dunmer and Dwemer rather than dark elves and dwarves. I'm positive about the latter; dwarven is explained as an Imperial term in vanilla dialogue.
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- Silvone Elestahr
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Of course it is, and the suggested change was based on the possibility of the author being non-dunmer, which I think might be the case. Which is why I changed it.
37: Rejoice as TeeAr rebuilds these lands that have been ravaged by war and famine. May those who STand in his way be smited by his many hands in an unrelenting torment.
-Noirgrim
-Noirgrim
Even so, if the locals refer to is as Dwemer, I don't think the author would go out of his/her way to use a different name. Also, "worshipper" should be "worshiper".
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Fixed, thank you.
Would he/she not, if the intended audience was foreigners who were familiar with the term dwarves rather than Dwemer? The intent of the book is to draw outsiders to this strange region, and the best way to do that is to mix a bit of the original with mysterious. I suppose using Dwemer would count toward mysterious, but really, I think it could swing either way. With strange dark elves around every turn in Morrowind, an Outsider would more likely attach themselves to things they are more familiar with.
Would he/she not, if the intended audience was foreigners who were familiar with the term dwarves rather than Dwemer? The intent of the book is to draw outsiders to this strange region, and the best way to do that is to mix a bit of the original with mysterious. I suppose using Dwemer would count toward mysterious, but really, I think it could swing either way. With strange dark elves around every turn in Morrowind, an Outsider would more likely attach themselves to things they are more familiar with.
37: Rejoice as TeeAr rebuilds these lands that have been ravaged by war and famine. May those who STand in his way be smited by his many hands in an unrelenting torment.
-Noirgrim
-Noirgrim
If I were an outlander writing a book to educate other outlanders on Dunmer customs, I would make sure to use the names they used, so that I could talk to Dunmer about it. That's the whole point of doing research and educating others about it. Otherwise why bother? We could just look at it and make up our own words. But that's just me.Silvone Elestahr wrote:Would he/she not, if the intended audience was foreigners who were familiar with the term dwarves rather than Dwemer? The intent of the book is to draw outsiders to this strange region, and the best way to do that is to mix a bit of the original with mysterious. I suppose using Dwemer would count toward mysterious, but really, I think it could swing either way. With strange dark elves around every turn in Morrowind, an Outsider would more likely attach themselves to things they are more familiar with.
When I want to learn about a culture, I try to do it right, rather than do it the easy/lazy way.
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Sort of like how everyone who wrote about the indigenous inhabitants of the Americas called them 'Indians' until about 1970. Serious anthropologists with notebooks, even.Haplo wrote:If I were an outlander writing a book to educate other outlanders on Dunmer customs, I would make sure to use the names they used, so that I could talk to Dunmer about it. That's the whole point of doing research and educating others about it. Otherwise why bother? We could just look at it and make up our own words. But that's just me.
When I want to learn about a culture, I try to do it right, rather than do it the easy/lazy way.
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Doing things right vs catering to the majority, gro-Dhal.
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Or, you know, use the actual term your audience uses so they can understand what you're talking about.Haplo wrote:If I were an outlander writing a book to educate other outlanders on Dunmer customs, I would make sure to use the names they used, so that I could talk to Dunmer about it.
If it's an Imperial text for an Imperial audience, it makes way more sense to use a term Imperials are familiar with. Don't act like catering to the majority and doing the right thing are mutually exclusive. In our current-day hyper-correct science, maybe they are. In Imperial-centered Elder Scrolls fantasy-science however, I think it makes way more sense to stick with a (slightly) Imperial view. See indians. Imperial understanding on Dunmer is far from complete, and it's only natural for them to assume an Imperial point of view when trying to expand it.
On the original topic, I really like the text. Keep it up and don't be discouraged by our nitpicking and fighting.
Nice. Learned a few things, but the fake info on eating eyestars I like the most. :>
- but even then the author'd need to define the term first, if there's the slightest chance that the audience is unfamiliar with it. Vanilla dialogue and books already take care of that, would be boring to rehash.
- sounds weird to me? (expecting "earlier", or time rather than duration)since early in the Second Era -- perhaps longer
- probably just Eyestar eyesEyestar's eyes
- that they provideThese places may contain treasures that are perhaps well-guarded, but all-the-more valuable for the test that it provides.
Wouldn't be absurd for an Imperial author to use "Dunmer" for exotic flavour in a cultural/travel, rather than educational, text - think, IRL, how a westerner might speak of "Zhongguo" or "Nippon". Makes one sound like a twat though, especially since they're still really thinking "China" and "Japan" in their mind...Dunmer/Dark elves
- but even then the author'd need to define the term first, if there's the slightest chance that the audience is unfamiliar with it. Vanilla dialogue and books already take care of that, would be boring to rehash.
The key difference here is that it is for Imperials in Morrowind, not Cyrodiil. It only makes sense for the author to introduce Dunmeri terms to Imperials when they are visiting Dunmeri lands. Even a "Dwemer ruin (dwarven, for those who aren't familiar with local terms)" would be better.Why wrote: If it's an Imperial text for an Imperial audience, it makes way more sense to use a term Imperials are familiar with. Don't act like catering to the majority and doing the right thing are mutually exclusive. In our current-day hyper-correct science, maybe they are. In Imperial-centered Elder Scrolls fantasy-science however, I think it makes way more sense to stick with a (slightly) Imperial view. See indians. Imperial understanding on Dunmer is far from complete, and it's only natural for them to assume an Imperial point of view when trying to expand it.
@rot, I don't think we can assume this will not be the first book people will read on the subject of the Dwemer, especially once there are mods which start the game on TR lands.
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- Silvone Elestahr
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To put my own two cents in, I do agree with Haplo's latest post. This text is for Imperials/other foreigners that are already in Morrowind, both to entice them to visit a particular region as well as to educate them on Dunmer ways. Perhaps the best way to do this would to begin with terms that foreigners would be familiar with, and then ease them into the Dunmeri version of those words: i.e., Dunmer, Dwemer, etc, rather than dark elf, dwarven,...
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I think what it comes down to is whether or not I want the author to be intelligent or typically biased. I could have an enlightening text written by a man worth his words, or something largely useless with hidden nuggets that may or may not actually be gold. I'm leaning toward the first, but I think I will have to play around with it before I decide.
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I'll need to go over it again, once or twice, and make sure I like it and have taken into account all of the suggestions. Will do it today if I have time, but I've got quite a list already Owning a house sucks sometimes.
Sorry it took a while to respond. I did not see this.
Sorry it took a while to respond. I did not see this.
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The final version is up. To address the previous arguments, I have changed the wording so that dunmer is used to address the "civilized" inhabitants of Darnim, and dark elves used to address the more mysterious and dangerous inhabitants isolated in the swamp itself. I left dwarven as dwarven for that same reason. It takes it down one level from the "studied dwemer" to the "mysterious dwarven." At least, that is how I see it.
I also decided to leave the text as anonymous, as that also solves the problem of who would write it how, without me having to rewrite it completely to fit a specific point of view. Perhaps in Imperial wrote it... perhaps not. The author can probably be derived from the text. If not, that suits me as well.
I know this missed the latest release, but I guess it can always make it into the next one. And, on that note, if there are any other changes or suggestions, feel free to let me know.
I also decided to leave the text as anonymous, as that also solves the problem of who would write it how, without me having to rewrite it completely to fit a specific point of view. Perhaps in Imperial wrote it... perhaps not. The author can probably be derived from the text. If not, that suits me as well.
I know this missed the latest release, but I guess it can always make it into the next one. And, on that note, if there are any other changes or suggestions, feel free to let me know.
37: Rejoice as TeeAr rebuilds these lands that have been ravaged by war and famine. May those who STand in his way be smited by his many hands in an unrelenting torment.
-Noirgrim
-Noirgrim