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by Glasgia » Sun Jan 10, 2016 2:44 pm

by The Armed Republic of Dutch Coolness » Sun Jan 10, 2016 2:49 pm
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by Glasgia » Sun Jan 10, 2016 2:53 pm

by The Armed Republic of Dutch Coolness » Sun Jan 10, 2016 2:54 pm
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by The Lendol Archipelago » Sun Jan 10, 2016 2:56 pm

by Glasgia » Sun Jan 10, 2016 2:56 pm

by Cybraxia » Sun Jan 10, 2016 3:05 pm
| 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! |

by The Armed Republic of Dutch Coolness » Sun Jan 10, 2016 3:21 pm
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by Zanera » Sun Jan 10, 2016 5:38 pm

by 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.
Happiness is when
what you think,
what you say,
and what you
do are in harmony.
-Gandhi
Official Squirrel of PL
Agnostic
Democratic Socialist
Comp Sci Major
History Enthusiast
Amateur Artist - My Art!
Nonbinary/Genderqueer
Gay
Wragon Furry
Brony
✎ Member - ℘ædagog
Roleplays I'm part of:
Personification Life
Sburb: The Roleplay
Fallout Equestria
Imagine Dragons-Demons
Sabaton - Carolean's Prayer, A Lifetime of War, Carolus Rex, Lion From the North, and Coat of Arms
DragonForce - Through the Fire and Flames

by Cybraxia » Sun Jan 10, 2016 8:10 pm
| 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! |

by New Aksarben » Sun Jan 10, 2016 8:17 pm
Happiness is when
what you think,
what you say,
and what you
do are in harmony.
-Gandhi
Official Squirrel of PL
Agnostic
Democratic Socialist
Comp Sci Major
History Enthusiast
Amateur Artist - My Art!
Nonbinary/Genderqueer
Gay
Wragon Furry
Brony
✎ Member - ℘ædagog
Roleplays I'm part of:
Personification Life
Sburb: The Roleplay
Fallout Equestria
Imagine Dragons-Demons
Sabaton - Carolean's Prayer, A Lifetime of War, Carolus Rex, Lion From the North, and Coat of Arms
DragonForce - Through the Fire and Flames

by 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.

by 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.

by 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.

by Ameige » Mon Jan 11, 2016 7:25 am

by 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.

by 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.

by The Armed Republic of Dutch Coolness » Mon Jan 11, 2016 8:33 am
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by 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.

by 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
And might optionally include other businesses of interest to farmers, such as:
Blacksmith
Stable
Public flour mill
Watch postChandlery
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.

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

by The Armed Republic of Dutch Coolness » Mon Jan 11, 2016 1:39 pm
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by Glasgia » Mon Jan 11, 2016 1:43 pm

by 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.
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