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[WIP]Idea: Blackreach Ultimus


chaosgod21

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::IDEA: (WIP):: ::THIS WILL MOST LIKELY BE LARGE::

::PLEASE BE PATIENT WHILE READING::

::THOUGHTS, SUGGESTIONS, OPINIONS, AND CRITICISM WELCOME!::

 

Blackreach Construction Mod

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{Prerequisites} [These Quests must be completed to begin this mod, and you must be at least level 20]

--Discerning the Transmundane.

--Elder Knowledge.

--A Return To Your Roots.

 

{Quests that can be performed while clearing Mzinchaleft and Raldbthar}

:Mzinchaleft:

--Grimsever's Return.

--Kill Maluril.

:Raldbthar:

--Mourning Never Comes.

+Notes: Those quests which are not finished after the reconstruction may vanish or be incompletable.+

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{What is to be Rebuilt}

Blackreach

Alfthand

Mzinchaleft

Raldbthar

 

{Blackreach sections rebuilt}

--Debate Hall

--Derelict Pumphouse

--Farm Overseer's House

--Hall of Rumination

--Raldbthar's Deep Market

--Reeking Tower

--Tower of Mzarch

--Silent City Catacombs

--Silent Ruin

--War Quarters

--Sinderion's Field Laboratory

--The Arena [looks like an arena]

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----{City buildings, Shops, Inns, and Homes}----

 

+{NOTE}+: [This is a list of what may be added; The items mentioned on the list can be subject to removal or additional items added may be added.]

 

Not all of these will be newly added exteriors and interiors. Many of the homes, shops, and inns will take up the space throughout the various rooms and halls of Blackreach, Alfthand, Mzinchaleft, and Raldbthar. Others will newly added buildings placed in-game by the Construction Kit. [whenever that is released]

 

{What is to be added}

 

 

--Dwemer Dungeon

--Dwemer Torture Room

--Dwemer Theater

--Dwemer Library

--Dwemer Medical Center

--Dwemer Alchemest lab [is used for creating your own potions and inventing others] (maybe will involve some quests)

--Dwemer Armory {2}

--Dwemer Manor {5}

--Dwemer House {14}

--Dwemer Control Room

--Dwemer Waterworks

-- Fixed streetways

--Street-lights

--added flora

--More Shrooms

--Fixed damage inside and out of the Dwemer ruins

--General Goods store

--Forge [Construction of the Animunculi?]

--Smith

--Botanical store

--City Archives

--Park

--Guard Towers [4]

--[Minor] Winterhold guild hall?

--[Minor] Thieves Guild hall?

--[Minor] Companion Guild Hall?

--[Minor] Dark Brotherhood Guild Hall?

--[Minor] College of Bards Guild Hall?

--Clothing and Jewelry Store [2]

--Book store

--Bank?

--Bar [3]

--Tavern/Inn [2]

--Leathery

 

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+{NOTE}+: My idea for the city-layout is somewhat similar to how the Imperial City in Oblivion was set-up or how the city of Mournhold was designed; the idea of Sectors. I thoroughly enjoy the thought of having:

-- A Merchants Sector [Could be called the Bazaar?]

-- The Temple Section [The Temple?]

-- The Palace Section [The Palace? Or some more fanciful name such as, Dwarf-King Palace? or, The Copper Palace?]

-- The Arena Area [Could be Called, Deepstone Arena or plainly just, The Arena or Blackreach Arena]

-- The Noble District [Could be called 'The Noble District, or Something more fanciful?]

-- Poor Distract [Could be called the Beggar's Corner, or something of the sorts]

-- The Mines [Well, there's no need for fanciful names] (Blackreach Mines)

 

+{NOTE}+: I am currently working on multiple maps to layer out the city, and street formations, and working on names. [That's about all I can do right now]. '

 

 

THOUGHTS AND NOTES::

 

 

Story wise, it would make sense, since the Dwemer left the city practically intact. A bit of renovation and its inhabitable again. Markarth is an example of that. If Dunmer or Argonians want to make buildings in their own way, they need massive amounts of resources. Which means they need massive amounts of money, something racial minorities like Dunmer and Argonians probably do not have available.

 

Mining Possibilities: [Definitely unique and valuable] Soul Gems. [eh] Silver ore. [i can't remember the rest but i think there was a couple others]

Produce: [eh] Mushrooms. [very eh] spring water. [even more eh] Fish. [Alright] Dwemer Artifacts.

 

Possibilities for NPC's too move to Blackreach Construction:

--Chance for freedom from the outside world.

--Escape racial treatment

--Great for studies

--Great for Artifact Hunting

--Ideal location for mining

--Has rare Soul Gem ore

--Great place for mages and their work

--Great for starting new life

--[still working on others]

 

--Oh, and to throw out some more ideas; logically, and to be Lore friendly, once you become the Lord of Blackreach, and the communal watch around it, there will be plenty of political ordeals that might even start before you become lord. For instance, eventually other Holds will get wind of this and probably wish to investigate the build of this community. This could be a bad thing or good thing. It would also begin political relationships with the Jarls of Skyrim, though I imagine the Jarl who owns the land Blackreach is located on wouldn't be so pleased.

 

Besides that, I also imagine the Thalmer forces would be less-then-pleased to learn about the community, which means they would investigate. If so this mod would provide you with the chance to work along with the Thalmer and other Jarls, and let [mainly the Thalmer] them instigate a base to make sure that Talos worship isn't being performed or anything they dislike. While on the other hand, you could choose to defy the Thalmer or at some-points [dependant on the case], the Jarls, causing a small war between them?

 

I plan to make Darkreach, Alfthand, Mzinchaleft, and Raldbthar a mighty, majestic Quad-City. [As Dark_Lord said, I will focus mainly on the construction of it all, before working on the Political and Guild Expansions. Even so, the Construction of this Quad-City, will indeed be quite an undertaking.

 

:::However, what I have also noticed, is that Blackreach still looks just like mere ruins, there is way too much bareness to Blackreach, not counting the occasional building here and there. [A bit too spread-out]. Traditionally, now this is very important, cities, or at least the larger ones are closer built together. And there were some specific pieces of Alfthand, Mzinchaleft, and Raldbthar that I really loved. --For instance, while digging deeper into Alfthand, {the first Centurion you have to fight, where it opens up into a decent-sized cavern, walls, and I believe it was once a theater or something--.

 

That is why I like the idea of including Alfthand, Mzinchaleft, and Raldbthar. ----In full explanation--- I won't ruin the beauty and uniqueness of Bleackreach by filling it full with buildings and other things, instead, I will fill the blanks in some areas, while the addition of Alfthand, Mzinchaleft, and Raldbthar will be what makes this Quad-City a metropolis.

 

Some brainstorming with this idea:

 

Possible 'Technomer' items:

 

* Gun shaped weapons that act like staffs do.

* 'Light sabers/axes/maces'

* Batteries that act like filled soulgems but are much lighter in the inventory.

* Night eye glasses/helmet

* Cybernetically enhanced Bonemould armor. Its acts like normal enchanted armor, but its traditional Dunmer armor with a technological flair fitting with the theme of this mod.

 

Other ideas

* A workshop where the player may craft above items.

* people driving around in car like vehicles/mounts.

* Robot fighting contests (first as something only NPCs do and maybe later an expansion that allows the player to participate)

* One of the outer ruins, Raldbthar, Mzinchaleft or Alftand, will function as a foreign quarter, like Vivec had, so the Blackreach society will be able to trade with the surface without the fear of spies. The only people allowed in the city itself are those who have proven extreme commitment to it, like the Dovahkiin.

 

--In acquiring Sotha Sil tech--- artifacts could appear with some random people fleeing from Mournhold or, amongst some argonians. Eitherway, a small quest in retrieving the "Mazed Band" is even more plausible. Just add a little journey based on some rumor or small-knowledge of an individual. The idea of the Barilzar's Mazed Band is still highly possible.

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I had a similar idea when i first saw blackreach. The place is perfect for a mod of this type and i particularly like your idea of including the adjacent ruins and the political aspects of leadership. I don't have any real skill in terms of actual modding (coding, scripting, etc) but i'd love to help out on the more creative side of things, like plotlines, gameplay ideas, that sort of thing. Send me a message if you're interested
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