Darconis Interiors

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Darconis Interiors

Post by Assassinace »

(25,1)
1 Mining Operation Headquarters - Prowler
2 (house) - Prowler
3 (house) - Prowler
4 (apothecary) - Prowler
5 (house) - Kalfar
6 Daboss
7 (Clothier) - Haplo1234
8
9
10* Entrance to all Guard Towers (*T)
11 (House) - Vegor
12 (House) - Vegor
13 (House) - Vegor
14 (Pawnbroker) - Vegor (w/ smuggler underneath)
15 (Tavern or Inn) - Vegor
16 Manor House - Vegor
17 (house) - Neoptolemus
18 Daboss
19 General Store - Prowler
22 (House) - Vegor
23 (house) - Vegor
24 (house) - Vegor
25 (house) - Vegor
26 (House) - Vegor
27 (House) - Vegor
28 (Smith) - Vegor
29 Inn (Theives guild actually)- Trueman
30 (House) - Neoptolemus
31 (House) - Neoptolemus
32 (Research center) - Arcadea
33 (Research Center) - Arcadea
*T - Guard Towers with no access to exterior

(26,1)
1 Alehouse - Haplo 1234
2
3
4 Haplo1234
5
6
7
8
9
10
11 Manor House
12* 3 visible entrances, Mad Telvanni lord’s tower.
(Xerox currently has this claim as the great library so it would be nice to get this worked out)
13 House - Vegor
14 Inn - Blademan
15
16
17 Healer - Vegor
18
19
20 Enchanter shop - Vegor
21* Pod could not be seen in this picture but is underneath the branch (Potion shop)
22 house - Turelio
23 Manor - Turelio
*T

(26,2)
1
2

Slums
1 - cave Entrance/Interior
2 Slum houseing - Haplo
3 Slum houseing - Scheu
4 Slum houseing - Scheu
5 Tool Storage - Scheu
6 Slum houseing - Hellbovine
7 Slum houseing - Hellbovine
8 Slum houseing (Abandoned) - Indoril
9 Slum houseing - Neoptolemus
10 Slum houseing - Neoptolemus
11 Slum houseing - Neoptolemus
12 Fishing Shack – Neoptolemus
13 Boat Storage shed - Scheu

Palace
1 - Imperial Cult - Haplo
2 - Prison Facility - Haplo
3 - Palace - Haplo
Last edited by Assassinace on Thu Jun 17, 2004 1:09 am, edited 18 times in total.
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Post by Assassinace »

Please discuss what needs to be in town and other organization topics here.

A background of the town can be found in the Info on Darconis thread
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Post by Arcadea »

16 should be the mages guild I belive just a gues think Caldera.
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Post by Assassinace »

I don't think there should be a mages guild in a telvanni city. (Yes I know Sadrith Mora but vvardenfell was a bit of an exception).
I think a thieves guild would fit but not fighter or mages.
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Post by Noirgrim »

I agree, there should be no mages guild in Draconis.
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Post by Assassinace »

Here are some buildings that need to be added but it doens't matter where
Trader, Clothier, Jewelers, Armorer/smith, Carpenter/shipwright
Last edited by Assassinace on Thu May 20, 2004 1:45 am, edited 1 time in total.
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Post by Túrelio »

Any major Tavern or Inn could basically be the where the Thieves guild operates. They are not exactly public so it would be hard to stop them anywhere that Outlanderes are allowed. Definatly no Mages Guild, and probably no Fighters guild I would think.
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Post by Haplo »

except, the building which the local Thieves Guild occupies must be large, for it must look like the guild members are regular patrons spread out around the place, instead of having 4 or 5 people in a corner and 2 other people and the owner spread out around the room.
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Post by Anonymous »

What about moraq tong, where there are telvannis there are bound to be moraq tongs :D
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Post by Haplo »

No, the Mora-G- Tong is for Vvardenfell. Their Tamriel counterpart is Dark Brotherhood. I thought you knew this Bladmand...
Anyway the DB doesn't care quite as much about Telvanni as does the Morag Tong.
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Post by Assassinace »

Actually morag tong is Morrowind and the DB is the rest of Tamriel. However the tong and telvanni don't really go together. They go more with Hlallu and Dres.
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Post by sirwootalot123 »

A mages guild actually would fit, as the goal of the city's founding was for the two forces in the city to piss of each other as much as possible. The site was a COMPLETELY bonkers telvanni lord (who I hope to create wootwoot)'s tower, but then the imperials built a city there. Darconis is mainly imperial, as is the mages guild. SO, actually, it would fit very well if you ask me.
Now, what really wouldnt fit would be a fighter's guild.
Morag tong would work well too, as the town itself is built so imperials can control smugglers - which there would be MANY writs on. in fact, i'd go to say darconis is the 2nd best place in upper morrowind for the morag tong (best being kogo'tel). I say upper, because 4/5 of the mainland morag tong will probably be in places like tear, narsis, and corkarth (silnim dale seems more "dark brotherhood-ey" to me, being morrowind's shadiest place).
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Post by Assassinace »

Actually only the telvanni want to piss off the imperials.
I don't know if imperials use the morag tong so that may or may not work.
And no I don't think the mad telvanni lord would allow a mages guild nor are any of the buildings well suited for it.
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Post by Haplo »

Assassinace I've claimed shack 2
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Post by Prowler »

What is this for sort of town? What do the pepole life from? Are theire any imperial guilds?
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Post by Assassinace »

No imperial guilds except maybe a thieves guild. It's has a big port and a daimond mine. So that is the largest amount of what the town does as well as being an imperial post against pirates. There is also a very powerfull Telvanni wizard and possibly the great telvanni library.
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Post by Haplo »

also ace I've submitted the shack #2 and I've claimed and submitted The Palace and Prison as well.
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Post by Assassinace »

I thought those were already done and just needed touching up?
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Post by Haplo »

yes thats what I did. I touched them up. But the Imperial Cult has no interior. Also the underground sewer needs touching up in the Palace Area
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interior 29 Darconis

Post by Trueman »

The Inn in Darconis (the one with the thieves guild) i have claimed(. I believe its building #29.
I already posted this but didnt see it as being claimed yet, so i figured id let you know.

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Post by Trueman »

Also...

Is there anything i should keep in mind with the Inn considering its the thieves guild. Im actually almost done but i can make changes to it if you guys have any good ideas :)

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Post by Anonymous »

haplo12345 wrote:yes thats what I did. I touched them up. But the Imperial Cult has no interior. Also the underground sewer needs touching up in the Palace Area
About that, MH sewers there seems alittle bit odd. Perhaps we should design an imperial like sewer system :)
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Post by sirwootalot123 »

Agreed. May I have the honour of creating these pieces (retexture of OM sewers with bricks)?
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Post by Prowler »

Why are the tower connected to 1 building? in_common_tower statics have a exit door build in to them.

Nobody would be digging a tunnel for that. Its a waist of money and going theire will be anoying because its a long walk for nothing.
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Post by Haplo »

Bladmand wrote:
haplo12345 wrote:yes thats what I did. I touched them up. But the Imperial Cult has no interior. Also the underground sewer needs touching up in the Palace Area
About that, MH sewers there seems alittle bit odd. Perhaps we should design an imperial like sewer system :)
alas, I did not touch the sewers...didn't even see em there chap. feel free to tear em to smithereens!
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Post by Assassinace »

With the sewers I have no opinion and I don't think there was any reason why they were mournhold sewers unless they predated the imperial stuff which I doubt.
As for the towers who knows maybe the mad lord kept walking inn and doing wierd stuff to the gaurds so they had to make it more secure from inside. You could add a underground complex that may explain the reasoning or something. Might have to do with the corruption of the imperial head honcho?
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Post by Prowler »

About the towers
Now that makes sence? That mad lord might fidling around whit gravity aswell. So the Gaurds have to build a huge nettting around the town to prevent everybody from flying away.

In this case you are letting a story influence the gameplay to much.
Walking through underground cave's to get to a gaurd tower wich are a long way appart and not spots of incredible importance, is a waist of time esp because its relavance is so little so it will be one big annoyance.

All the resons for having a door
Because nobody knows, because of gameplay resons, because the way the meshes are, because this hasnt been done before, and because of the fact that pepole dont dig caves when they can place a door.

All the resons for having a tunnel
A mad lord is pestering the gaurds so they do something that takes a decade and probebly wouldnt help.

About the sewers
No imperial city has sewesr unless its really big. Now this is a really new settlement, I dont think they have even gotten around to build a sewer.
Mourhold sewers are to big for this, theire interior is bigger then that of most houses above it. So retexturing wont help you either.
What is the point of sewers when you live next to water? Nobody is going to pay to get rid of his shit when for the same amount of cash you can hire a servant who is going to follow you for the rest of your live and clean up the shit behind you.
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Post by Haplo »

well how bout we revamp it to be a natural sewer? (need a new 1-piece interior cave)
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Post by Assassinace »

Ok in order to keep all the Darconis info together I'm posting the storyline here.

Ok I think it's mostly figured out.

Originally the mad lord was a very intelligent and powerfull telvanni Mouth ready to become a counciler. However (Haven't completally figured this out yet) he had dealings with Shoegarath. This left him completally mad. He now has fits of different delusions usually becomeing childlike and inthralled easily (Much like Sirwoot posted). However some of the time he has fits of lucidness and regains his former intellect and sense however it doesn't last long. Regardless he is always very powerfull and dangerous.

Of course the reason he would become a councilor was because he destroyed his master with the help of the Deadric prince. However, After his madness hit he was expelled from the telvanni for doing things like randomly filling rooms with conjured mushrooms and other things that generally ticked off the councilors. Unfortunitally thier first attempt at getting rid of him by force left 2 councilors wounded and 20 gaurds dead. They then explained to a childlike and mad lord that he was needed on the west coast and they would make him a councilor. Darconis was soon founded and the mad lord taken away(although they still humor him when they have to deal with him).

At any rate things went fine with him terrorizing those at Darconis untill the Imperials demanded land from the Telvanni for port cities to help fight the pirates (Part of the agreement when Morrowind was taken). The Telvanni despising the imperials and unhappy with the mad lord hatched a plan. They gave the imperials Darconis a very well positioned port on the stipulation that they leave the (slightly mad and feeble) ruler of the town in peace. Thier hope that the mad lord would be killed by the imperials thus legitimizing hostile actions or at the very least they could be satisfied that the imperials would have no end of trouble with the mad lord. The imperials however had however found a daimond mine and wanted a port near one of the biggest dwemer finds in history so they hastily agreed with the demands.

Darconis would have been just another garrison city with a powerfull port and an odd mad lords tower except the huge Daimond vane was "discovered" shortly after the Imperials moved there. So now despite the original difficulties a large town has flourished.
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Post by Haplo »

excellent, however I'd say that despite the agreement between the Imperials and the Telvanni, attempts would probably still be made at the mad wizards life, from both sides.
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Post by Assassinace »

Probably but not overtly and untill now the mad lord has easily taken care of them. If someone is that insane it's likely people try to kill him very often.
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Post by Haplo »

about the sewers...maybe to fit them in with a quest, the mad telvanni lord was fearing death at one point in his life but stopped fearing after a while cause he was so strong, but during the time he was scared, he built a secret tunnel, and when he grew bolder, he turned it into a private sewer for his household, giving access to all nearby houses for numerous hiding places and escape routes.
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9 and 8

Post by Juhazar »

I claimed (26, 1) 9 and 8. It will be Census and Excise office.
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Post by Haplo »

I've dropped all my palace interior claims, and I am the one who has claimed the abandoned shack, not indoril.
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Post by Aaron »

I have a question regarding a cave near Darconis, it's up on the cliffs above the sea to the northwest of the diamond mine entrance. I'm curious as to A: What it is, and B: has it been claimed. Also, if it hasn't been claimed, is it supposed to be connected to the diamond mine? If so, since I did the mine, I'd like to claim it, however I'd rather if it were the beguinings of a second mining bore, preferably abandoned due to a cavein or some other mishap.
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Post by Garriath »

OT-Was the Altmer vs. Dunmer debate ever finished for the Mad Lord?
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Post by Haplo »

will this thread be updated assassinace?
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