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Glasgia
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Postby Glasgia » Sun Jan 10, 2016 2:44 pm

The Armed Republic of Dutch coolness wrote:
Glasgia wrote:
Might've been intended.... Might also not have been, but I guess you could ignore that if you like. Whatever floats your goat.

I'm not Welsh.

Wait, those are sheep, my bad.


Afghan? Saudi?
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Sun Jan 10, 2016 2:49 pm

Glasgia wrote:
The Armed Republic of Dutch coolness wrote:I'm not Welsh.

Wait, those are sheep, my bad.


Afghan? Saudi?

I'll settle with Saudi.

I mean, I guess that's a valid reason for accidentally bombing the Iranian embassy in Yemen, right?
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Glasgia
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Postby Glasgia » Sun Jan 10, 2016 2:53 pm

The Armed Republic of Dutch coolness wrote:
Glasgia wrote:
Afghan? Saudi?

I'll settle with Saudi.

I mean, I guess that's a valid reason for accidentally bombing the Iranian embassy in Yemen, right?


"She worth three goat! Three goat and camel!"
"No, no, two goat, no camel"
"No camel?!?"
"Two goat, no camel!"

*boom*
Today's Featured Nation
Call me Glas, or Glasgia. Or just "mate".
Pal would work too.
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Sun Jan 10, 2016 2:54 pm

Glasgia wrote:
The Armed Republic of Dutch coolness wrote:I'll settle with Saudi.

I mean, I guess that's a valid reason for accidentally bombing the Iranian embassy in Yemen, right?


"She worth three goat! Three goat and camel!"
"No, no, two goat, no camel"
"No camel?!?"
"Two goat, no camel!"

*boom*

Oil trade in a nutshell.
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The Lendol Archipelago
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Postby The Lendol Archipelago » Sun Jan 10, 2016 2:56 pm

The Armed Republic of Dutch coolness wrote:
Glasgia wrote:
"She worth three goat! Three goat and camel!"
"No, no, two goat, no camel"
"No camel?!?"
"Two goat, no camel!"

*boom*

Oil trade in a nutshell.

For Russian oil trade, simply replace livestock with vodka and kalishnikovs.
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Glasgia
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Postby Glasgia » Sun Jan 10, 2016 2:56 pm

Well, not forgetting....

'MURICA
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Cybraxia
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Postby Cybraxia » Sun Jan 10, 2016 3:05 pm

still waitin on faal

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Lieutenant Major Glenn Friendly
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Sun Jan 10, 2016 3:21 pm

The Lendol Archipelago wrote:
The Armed Republic of Dutch coolness wrote:Oil trade in a nutshell.

For Russian oil trade, simply replace livestock with vodka and kalishnikovs.

ah blyat
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Zanera
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Postby Zanera » Sun Jan 10, 2016 5:38 pm

I might have the Oryeh-Neven meeting before entering Solitude, so the Imperial Legion wouldn't know about the bear-riding thing unless they found that report from the Imperials' Gorge officer or from random reports.

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New Aksarben
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Postby New Aksarben » Sun Jan 10, 2016 7:07 pm

Zanera wrote:I might have the Oryeh-Neven meeting before entering Solitude, so the Imperial Legion wouldn't know about the bear-riding thing unless they found that report from the Imperials' Gorge officer or from random reports.

Bear Riding?
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Cybraxia
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Founded: Mar 25, 2015
Democratic Socialists

Postby Cybraxia » Sun Jan 10, 2016 8:10 pm

New Aksarben wrote:
Zanera wrote:I might have the Oryeh-Neven meeting before entering Solitude, so the Imperial Legion wouldn't know about the bear-riding thing unless they found that report from the Imperials' Gorge officer or from random reports.

Bear Riding?

Neven rides a bear.

Long story, involves Sanguine, copious amounts of alcohol.

Represented in the WA by:
Ambassador General Flash Quint
General Peter Van Doorn
Lieutenant Major Glenn Friendly
"When an entire world changes, there are no innocent bystanders. Only those who turn the wheels and those who let them be turned."

— Doug Fetterman

Chronically Ignored
Nation takes inspiration and is based on many things:
Mega Man
Ghost in the Shell
X-COM
Eclipse Phase
And others!

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New Aksarben
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Postby New Aksarben » Sun Jan 10, 2016 8:17 pm

Cybraxia wrote:
New Aksarben wrote:Bear Riding?

Neven rides a bear.

Long story, involves Sanguine, copious amounts of alcohol.

Sounds like a fun thing to watch.
Happiness is when
what you think,
what you say,
and what you
do are in harmony.
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Ameige
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Founded: Jan 17, 2014
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Postby Ameige » Mon Jan 11, 2016 2:16 am

Tel Vanni wrote:
Ameige wrote:Would it be too unrealistic to have some dwarven tech at the front of the cave/grotto entrance? Some sort of dwarven version of a vault door with some intercom next to it that you have to press a button and then speak into, to get it to open, but is otherwise magically sealed?

I dunno if dwarves had intercoms or not. they had a lot of fancy confusing stuff.
If not then the intercom can be some sort of magic based thing.


A pipe that you have to lift the cover and speak into. You wouldn't have to be a Dwemer to build that.


Well if that was the only intention, I guess it could work. The reason I was asking is cause in skyrim there is a dwemer ruin with a locked door and the only way to get it to open is with a certain harmonic resonance by hitting a dwemer machine at certain angles with a fancy sword.
My idea was that there could be a small intercom instead of this big complicated machine, and you play a certain song on a lute in front of the intercom and the harmonic resonance would be sent through the intercom, to the door, possibly via pipes or wires or something, and then it would open.

But I might have to think of something else instead.
Last edited by Ameige on Mon Jan 11, 2016 2:17 am, edited 1 time in total.

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Tel Vanni
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Postby Tel Vanni » Mon Jan 11, 2016 6:10 am

Ameige wrote:
Tel Vanni wrote:
A pipe that you have to lift the cover and speak into. You wouldn't have to be a Dwemer to build that.


Well if that was the only intention, I guess it could work. The reason I was asking is cause in skyrim there is a dwemer ruin with a locked door and the only way to get it to open is with a certain harmonic resonance by hitting a dwemer machine at certain angles with a fancy sword.
My idea was that there could be a small intercom instead of this big complicated machine, and you play a certain song on a lute in front of the intercom and the harmonic resonance would be sent through the intercom, to the door, possibly via pipes or wires or something, and then it would open.

But I might have to think of something else instead.


So you have to blow the special, top-secret dog whistle next to the pipe, which carries the note to the machine.
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Ameige
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Postby Ameige » Mon Jan 11, 2016 7:02 am

Tel Vanni wrote:
Ameige wrote:
Well if that was the only intention, I guess it could work. The reason I was asking is cause in skyrim there is a dwemer ruin with a locked door and the only way to get it to open is with a certain harmonic resonance by hitting a dwemer machine at certain angles with a fancy sword.
My idea was that there could be a small intercom instead of this big complicated machine, and you play a certain song on a lute in front of the intercom and the harmonic resonance would be sent through the intercom, to the door, possibly via pipes or wires or something, and then it would open.

But I might have to think of something else instead.


So you have to blow the special, top-secret dog whistle next to the pipe, which carries the note to the machine.


essentially yes, though I haven't heard of a dog whistle existing in the elder scrolls game, but that is the general idea.
Its a special town hidden away from most of society. Don't want just any random vagabond to stumble upon it.

Imagine it as a skyrim version of tenpenny's tower from fallout 3. big walls and a sealed gate that cant be opened manually so unless you got some sort of code, or your in good with someone on the inside, you are screwed.

The idea is that the intercom would be a small box attached to some wires or pipes leading up to whatever locking mechanism is keeping the door shut in place and releases it, letting the door slide open when someone plays the right song.
Pressing a little red button at the bottom of the intercom would be unlocking the device for use, kind of like a lock on a door.

Plus, as much as I would like it, I doubt it would be possible for the town to be completely self-sufficient so eventually word is going to get out about it and this top secret way of getting in wont remain top secret forever.

But OP said no intercom so I might have to think of something else.
Last edited by Ameige on Mon Jan 11, 2016 7:20 am, edited 3 times in total.

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Ameige
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Postby Ameige » Mon Jan 11, 2016 7:25 am

How big are we saying rorikstead is? In my latest post I am trying to make it sound not much bigger than it is in the game.
It is an out of the way tiny farming village, not a place that sounds like many people would want to live in unless they were farmers.

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Tel Vanni
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Postby Tel Vanni » Mon Jan 11, 2016 7:49 am

Ameige wrote:
Tel Vanni wrote:
So you have to blow the special, top-secret dog whistle next to the pipe, which carries the note to the machine.


essentially yes, though I haven't heard of a dog whistle existing in the elder scrolls game, but that is the general idea.
Its a special town hidden away from most of society. Don't want just any random vagabond to stumble upon it.

Imagine it as a skyrim version of tenpenny's tower from fallout 3. big walls and a sealed gate that cant be opened manually so unless you got some sort of code, or your in good with someone on the inside, you are screwed.

The idea is that the intercom would be a small box attached to some wires or pipes leading up to whatever locking mechanism is keeping the door shut in place and releases it, letting the door slide open when someone plays the right song.
Pressing a little red button at the bottom of the intercom would be unlocking the device for use, kind of like a lock on a door.

Plus, as much as I would like it, I doubt it would be possible for the town to be completely self-sufficient so eventually word is going to get out about it and this top secret way of getting in wont remain top secret forever.

But OP said no intercom so I might have to think of something else.

The Dwemer were really good with sound. If anybody understood the concept of a dog whistle, it would be them.

What would be more fun would be a steam-powered pipe organ. You have to play the right notes, in the right way, to open the door. That would be totally Dwemer.
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Tel Vanni
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Postby Tel Vanni » Mon Jan 11, 2016 7:51 am

Ameige wrote:How big are we saying rorikstead is? In my latest post I am trying to make it sound not much bigger than it is in the game.
It is an out of the way tiny farming village, not a place that sounds like many people would want to live in unless they were farmers.

Even if you expand it to a more reasonable size for what it is supposed to be, it should still probably be a one-street town.

A typical village of this kind should have more businesses and public buildings in the center, than just an inn, most likely including:
    General store
    Blacksmith
    Stable
    Public flour mill
    Watch post
And might optionally include other businesses of interest to farmers, such as:
    Chandlery
    Abattoir (if enough farmers are raising animals for meat)
    Cheesemaker (if enough farmers are raising animals for milk)
    Places to sell crops
    Cider press (if at least one farmer is a grover)
    Meadery (if at least one farmer is a beekeeper)
    Campground for the seasonal workers, which would probably not be directly on the street
    Textile mill (if enough farmers are raising sheep)

Other than that, I would add more houses on either side of the businesses, but not too many. What Rorikstead would mostly need more of would be farms. Also, the farmhouses really should have other buildings behind them, mostly barns, stables, silos, sheds and outhouses. The farms ought to stretch out across a few miles on the downhill side, and maybe a couple up the mountain.
Last edited by Tel Vanni on Mon Jan 11, 2016 8:22 am, edited 2 times in total.
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Mon Jan 11, 2016 8:33 am

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Ameige
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Postby Ameige » Mon Jan 11, 2016 8:36 am

Tel Vanni wrote:
Ameige wrote:
essentially yes, though I haven't heard of a dog whistle existing in the elder scrolls game, but that is the general idea.
Its a special town hidden away from most of society. Don't want just any random vagabond to stumble upon it.

Imagine it as a skyrim version of tenpenny's tower from fallout 3. big walls and a sealed gate that cant be opened manually so unless you got some sort of code, or your in good with someone on the inside, you are screwed.

The idea is that the intercom would be a small box attached to some wires or pipes leading up to whatever locking mechanism is keeping the door shut in place and releases it, letting the door slide open when someone plays the right song.
Pressing a little red button at the bottom of the intercom would be unlocking the device for use, kind of like a lock on a door.

Plus, as much as I would like it, I doubt it would be possible for the town to be completely self-sufficient so eventually word is going to get out about it and this top secret way of getting in wont remain top secret forever.

But OP said no intercom so I might have to think of something else.

The Dwemer were really good with sound. If anybody understood the concept of a dog whistle, it would be them.

What would be more fun would be a steam-powered pipe organ. You have to play the right notes, in the right way, to open the door. That would be totally Dwemer.


As tempting as that sounds, the issue would be is that it would be outside, against the elements. And we are talking solstheim here.
Either sand or snow. A steam powered pipe organ wouldn't last long.

The intercom would just be a small box covering a wire or pipe filled hole, so that would be more likely to be still intact.

My only other idea right now is to copy one I saw in oblivion where magic spells for fire lighting and frost open a spiral staircase that was hidden in a pillar.

Use the right spells in a certain order to open the door. But that sounds boring compared to a musical entrance, and more likely to figure out, especially if your frustrated enough. "why wont this door open?!" starts chucking destruction spells at it, eventually opens.

Musical would be better, but I might have to settle for that.

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Ameige
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Postby Ameige » Mon Jan 11, 2016 8:55 am

Tel Vanni wrote:
Ameige wrote:How big are we saying rorikstead is? In my latest post I am trying to make it sound not much bigger than it is in the game.
It is an out of the way tiny farming village, not a place that sounds like many people would want to live in unless they were farmers.

Even if you expand it to a more reasonable size for what it is supposed to be, it should still probably be a one-street town.

A typical village of this kind should have more businesses and public buildings in the center, than just an inn, most likely including:
    General store
    Blacksmith
    Stable
    Public flour mill
    Watch post
And might optionally include other businesses of interest to farmers, such as:
    Chandlery
    Abattoir (if enough farmers are raising animals for meat)
    Cheesemaker (if enough farmers are raising animals for milk)
    Places to sell crops
    Cider press (if at least one farmer is a grover)
    Meadery (if at least one farmer is a beekeeper)
    Campground for the seasonal workers, which would probably not be directly on the street
    Textile mill (if enough farmers are raising sheep)

Other than that, I would add more houses on either side of the businesses, but not too many. What Rorikstead would mostly need more of would be farms. Also, the farmhouses really should have other buildings behind them, mostly barns, stables, silos, sheds and outhouses. The farms ought to stretch out across a few miles on the downhill side, and maybe a couple up the mountain.


Aside from the textile mill, most of those seem like they might make sense for such a small area.
I feel like a textile mill, at least what I know of as a textile mill, seems a bit big for such a small town.

Personally I don't remember seeing many actual animals in that town, except maybe chickens. I think most of the farmers are crop farmers.
So, while an abattoir would make sense in general, I dunno that it would make sense in that town unless OP says we are going to rp as there being large animals there.

As for selling crops, for a town that small, I would think they would either sell it to the general store,
or wait until they have harvested a lot and head off to market in a larger town to sell off their stuff.

Cheesemaker falls under the same issue as the abattoir.

The other stuff seems plausible, if some farmer has bees or a grove of trees. All I found there were vegetable crops from the ground,
but I guess realistically someone could have come by and built a grove or something.

But I digress, the only reason I was asking was to make sure I wasn't going to be unrealistic in the amount of stuff my character tried swiping from there seeing as we are rping as even the tiniest town, in this case I think 3 or 4 houses, is bigger than what it is in-game.

I just wanted to be clear it wasn't going to be substantially bigger in any way.
Last edited by Ameige on Mon Jan 11, 2016 9:20 am, edited 3 times in total.

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Tel Vanni
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Postby Tel Vanni » Mon Jan 11, 2016 9:52 am

All of those things depend on how many farms you would add to the town. The more farms are added, the more services they need and can support.

At its minimum, a textile mill is a place to make yard and thread out of wool. They might ship the thread from there, or weave it into fabric. It wouldn't be a Levi Jeans factory.

A place to sell crops would be basically an agricultural distributor, who does nothing but buy crops, put them in wagons and haul them off to the city for resale. Obviously, some farmers would prefer to haul the crops to the big city and get the higher price, but many farmers would just sell to the local guy and get back to their fields. There might also be craftsmen who make things out of specific, local products - perhaps somebody is making sourkraut out of all those cabbages and shipping the kraut.

There might not be much in the way of animal farms in the game. There certainly aren't any apple orchards in the game. These have to be somewhere, though. In the RP, there's no reason you shouldn't be able to find them. Apples and cheese are certainly common enough in the game.

However, out of all the possibilities I suggested, I thought the campground would interest you the most.
Last edited by Tel Vanni on Mon Jan 11, 2016 10:09 am, edited 2 times in total.
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Mon Jan 11, 2016 1:39 pm

I'd add quite some stuff to the town, as well as a whole bunch of farms in the area.
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Glasgia
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Founded: Jul 28, 2011
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Postby Glasgia » Mon Jan 11, 2016 1:43 pm

Tbh, couldn't see Rorikstead being much larger than it is in game. I'd imagine that most similar villages would increase in quantity in a more realistic Skyrim, not necessarily in individual size. Most major services would most likely be provided in the nearest market town - In this case, Whiterun.
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Call me Glas, or Glasgia. Or just "mate".
Pal would work too.
Yeah, just call me whatever the fuck you want.




Market Socialist. Economic -8.12 Social -6.21
PRO: SNP, (Corbynite/Brownite/Footite) Labour Party, SSP, Sinn Féin, SDLP
ANTI: Blairite "New Labour", Tories, UKIP, DUP

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The Armed Republic of Dutch Coolness
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Founded: Dec 02, 2012
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Postby The Armed Republic of Dutch Coolness » Mon Jan 11, 2016 1:44 pm

Glasgia wrote:Tbh, couldn't see Rorikstead being much larger than it is in game. I'd imagine that most similar villages would increase in quantity in a more realistic Skyrim, not necessarily in individual size. Most major services would most likely be provided in the nearest market town - In this case, Whiterun.

Which would be several days worth travelling..
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