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Return to the Imperial City


Dianadoesitbest

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Hello,

 

My name is Diana and I here to propose a massive new project. The return to the Imperial City. We all are familiar with the Imperial City from Oblivion and Aerna. Personally the game space was somewhat lacking according to the lore. It seems like a dead city, devoid of personality and hardly the bustling ancient metropolis settled by Tiber Septim. I propose the the construction of a massive new world space, made entirely of a re-imagined imperial city. Where each district can be a city within itself. The concept of this mod is to be completely city driven. In addition to contructing the city/worldspace The idea is to create an initial campaign, but leave a majority of it open ended, essentially so the modding community can add to it and build upon it as well adding their own quests and stories to for the community to enjoy.

 

This is not meant to build a copy of the Imperial City from Oblivion, although including landmarks such as taverns and the like is more then welcome and especially encouraged.

 

City campaigns can be deadly affairs full of politics, intrigue, betrayal, power-struggles, and all manner of lowly denizens ready to cut the first purse – or throat – that comes along. All the elements of a good story can play out against the backdrop of a city.

 

 

The Imperial City (also known as Cyrodiil City) is the capital of Cyrodiil and the whole of the Empire. The circular city is located on City Isle, an island in Lake Rumare in the Nibenay Valley at the center of the Imperial province. At the middle is the Green Emperor Way district, containing the Imperial Palace and its White Gold Tower. Surrounding it are six districts, starting in the northeast and going clockwise:

 

  • Market District
  • Arena District
  • Arboretum
  • Temple District
  • Talos Plaza District
  • Elven Gardens District

Also on the island is the Arcane University, the Imperial Prison and the Waterfront, which is the harbor of the Imperial City. A single bridge connects the island to the mainland near Weye. Roads lead from the capital in all directions.

 

The city has an extensive underground. The sewers connect up with the crumbling substructures, which in turn break into the many natural caverns on the island. The White Gold Tower in particular has a vast basement system, which links into an Ayleid ruin known as the Hall of Epochs. This underground system is a haven for those who don't wish to be found. Bandits, goblins and vampires dwell in the sewers, and occasionally endanger the above-ground inhabitants.[1] The basements beneath Imperial Palace were used as a refuge for Jagar Tharn and his servants. Many secret passages, such as the Old Way, are used by the Blades to move around the city, but using them poses serious risks. Emperor Uriel Septim VII was assassinated by the Mythic Dawn in one of these passages, below the Prison District.

 

Some time in the early Fourth Era, when the Third Empire had dissolved and all Tamriel was in chaos, Titus Mede captured the city with a mere 1000 men and crowned himself the first Emperor of a new dynasty. [2]

 

In 4E 174, in the height of the Great War between the Aldmeri Dominion and the Empire, Thalmor troops burned the city in the infamous Sacking of the Imperial City. The Imperial Palace was burned, the White-Gold Tower was looted, and all manners of atrocities were carried out on the innocent populace by the vengeful Thalmor army.

 

What I would like the Final release of the Mod to entail:

 

Stage 1: Construction - Building The Imperial City and its Districts We must remember that it has only been 30 years since the sacking of the imperial City by the Altmeri Dominion. The city itself in ancient and still feeling the pains of the war. The City should reflect this. Each district should also be unique in its inhabitants and shops, and over all feel. Each being recognizable as being a part of the Imperial City at large but subtly unique from the Other Districts, each will have left over space for modders to create plugins and quests. Buyable player homes and other properties. and Each will have several tiny story driven quests and story arcs

 

 

Market Discrict

  • Various Shops, cafe's and NPC's and street performers. Should have an almost county fair, or Renaissance carnival feel to it. In addition to shops implemented in the main mod, We will leave a number of shop front open for other modders to create custom shops and so forth, and increase the content
  • Home to one of the Thieves Guild offshoots that operates like a mafia or Yakuza,

Arena District

  • Home to the Imperial City's Champions Colosseum - expanded and built upon By Titus Mede after the oblivion Crisis as a gift to the people, now lies damaged, and under repair as ordered by Titus Mede II. Although damaged it's use has not halted.
  • Home to a slave market where gladiators can be bought and sold via auction, with a possible connection to one or more of the Thieves Guild offshoots.
  • A Lutus for each gladiator team with underground corridors leading to the blood works
  • betting and gambling and better experience as an observer, with Several varieties of games ranging from classic gladitorial combat to reinactments of famous battles in Cyrodils history (Just like the Roman Empire used to Do. ( I was thinking the Battle of Bruma would be great. with one team summoning Daedra against Gladiators (we have a lot of lore to refer to!) Also Man & Mer vs. Beast games , Bears. Trolls, Wolves and Giants you name it( Maybe a special dragon)
  • Possibly an Imperial Prison related quest: STOP RIGHT THERE CRIMINAL SCUM! Pay your Fine. Serve your Time, or earn your Freedom!

Arboretum

  • The Arboretum is, as the name implies, the park of the Imperial City. There are statues of the Nine Divines, Now a only Eight with a Grand Fountain, or other centerpiece in the center (and perhaps a small discreet shrine to Talos hidden near by). It should be rather Large, There is a high crime rate at night and many muggers are a foot, possible territory for one of the Thieves guild offshoots. During the Sacking of the City During the Great war the Waterfront was obliterated. Now the Poor live scattered throughout the Arboretum fearful the survivors fearful of ever taking up residence outside the walls of the city((more suggestions welcome)

Temple District

  • The Temple District is a section of The Imperial City that formally housed the Temple of the One where new Emperors lit the Dragonfires to take the throne. After the oblivion Crisis and the white cold Concord it became the Temple of the Divine Avatar. The temple, still houses the Remnant of Akatosh and outside in the courtyard is a memorial to Martin Septim and all those lost in Oblivion Crisis. (Possible location for the Altmeri Embassy.) (Suggestions more them Welcome Community!) It's ALso home to the Head Quarters of the Order of the Virtuous Blood, which has had some time to do some remodeling in the Past 200 Years.

Talos Plaza District - (Renamed After to the White Gold Concord. Name Suggestions everyone?)

  • This is the district where the wealthiest people of the Imperial City live. Note the relatively grand houses and the beautiful statue at Talos Plaza. I Don't have many ideas for this district, other than a modular area for the Community to create Player Homes, and house NPCs, Really have no idea what to Include here
  • Give me some ideas!

Elven Gardens District -

  • Another residential District - ideas welcome!

Sewers, the Sewer System in Oblivion was a nice idea, but far too small to reflect the lore, The sewer System will be Vast, confusing maze like and none linear. It should be very easy for players to get lost, and turned around. The Sewer will be a realm within itself. Home to bandits, Vampires, and other Vile creatures, and the haunting Essence and an old Foe. And with Skyrims flowing water Dynamic, all the more dangerous. More Ancient and deep areas of the sewer may or may not only be accessible as an argonian or with water breathing magic. Not only should there be several major quests involving the Sewers. But it should fun to explore as well.

 

 

Stage2 New Factions/Guilds/Quests

 

 

The Arcane University - Join the Faction, and enroll at the Arcane University as a new initiate or as the Visiting Archmage of The College of Winterhold

Remnants of the Thieves Guild. - After the sacking of the City The Thives guild has split into various gangs of thieves, cut throats and bandits. Each claiming to be a remnant of the true Guild, two or three will be join-able, however, only one will be joined at a time. Placing the Player in opposition to the other Factions. Including the Guards

The Imperial City Guard - Join the City Watch and Rise through the Ranks to Lieutenant. This Factions storyline will intersect with the Thieves guild quest lines

Vampires - For those whose characters are Vampires, there will be a vampire faction brooding in the Underbelly of the City, in the Deepest recess of the Imperial City Sewers, whose plot threatens the entire imperial City.

Order of the Virtuous Blood (Vampire Hunters) - A faction throw back to the old quest from oblivion, that I always wished was more expansive than it was. Partially a noir detective story and part vampire hunting goodness.

Various undecided "Jobs" -

Thalmor - A faction that you can choose to Side with or fight against, thinking about having tie ins to Certain guilds as we all know these Altmer are subversive bastards, they will have a Consulate built in the Temple District.

The Arena - Story line planned to remarkably similar to the one in oblivion, but a little more detailed. (May or may not have the option to be forced to fight in the Arena, Several Teams and event types - The Famous Blue Team will make a return( who have made the Hero of Cyrodil a kind of Patron Saint, and for one reason or another, some of the members are a bit "Mad") , Along with the Yellow team, The Red Team, and the Green Team, all with Major unique NPCs and back stories.

 

Stage Three Details, Details Details

Radiant Encounters

  • The City Streets are dangerous to walk, especially at night, cutthroats and muggers prey on those who travel the Alleyways and back streets
  • Vampires are sneaky to prey seduce their prey, Anyone can be a vampire even someone you have interacted with or bought goods from, maybe even completed quests for.
  • Always open to ideas, this is a community project after all
  • The city Watch is less lazy in this Era, You may see them take down some Criminal Scum and vampires
  • The City is vast and home to Many Taverns and social clubs. You may bump into some drunks around town.
  • You're Friendly Neighborhood Dovahkin: Save that citizen from a would be mugger.
  • And many other instances depending on Factions you're involved in, who your friends are and who you made into an enemy.

 

 

 

 

 

Well I started writting this an hour ago, and came up with all of this off the top of my head. What does everyone think? I know it seems like a big Project, but since we don't have to build an entire Province, I see no reason why Each district cannot be created in modular releases .

 

 

 

 

 

 

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I like it, sounds like you want to add a lot of detail that the vanilla cities seem to lack. I've been planning on trying something similar for a long time. I'm not sure I know enough to be of much help though. It sounds like you'll be needing to make a lot of custom models, which I've been trying to teach myself to do but it's slow going.

 

IIRC the mage's guild has collapsed since the beginning of the fourth era. I suppose there would still be some mages around the Arcane Univ. trying to rebuild it though, or maybe the Thalmor have claimed it. One other detail I'd like to add is catching diseases from swimming in the sewer. :yucky:

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I like it, sounds like you want to add a lot of detail that the vanilla cities seem to lack. I've been planning on trying something similar for a long time. I'm not sure I know enough to be of much help though. It sounds like you'll be needing to make a lot of custom models, which I've been trying to teach myself to do but it's slow going.

 

IIRC the mage's guild has collapsed since the beginning of the fourth era. I suppose there would still be some mages around the Arcane Univ. trying to rebuild it though, or maybe the Thalmor have claimed it. One other detail I'd like to add is catching diseases from swimming in the sewer. :yucky:

 

Thanks for the info. I'm not a great modder but, I feel I have lovely story ideas.

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"Hi heres a huge mod idea, make one for me"?

 

No thanks.

 

It doesn't appear to be a mod request, but a project. The poster seems to want to work on it, which makes a difference.

 

 

I personally really like the idea proposed, but unfortunately I think it seems like the kind of ambitious, grand project that looks amazing and never actually gets made. :<

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Where is the prrof of content to show that there is a skill to back up 'suggestions'? Its not exactly a quick fix mod, or even an armour set. It is an entire world space that is being asked to be made.

 

Where are questions asking for specific modders with expertise in other areas?

 

Where is the other coding, such as creation of new factions? NPC's? Radiant Quests?

 

Ive been into modding too long (over several games) to not recognise "spitballers". After all, I was one, until I learnt how to modify the game files, one step at a time.

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Marieh,

 

I made this thread mainly for discussion of the idea and how to implement it. I'm sorry if you feel that this is "spitballing" or me begging other people to do the work for me. Thats your opion and I respect it. But if you don't want to be a part of the project or get involved thats also your choice. I just came up with the idea three days ago. So obviously I have no proof of concept yet. And I don't feel I need one at this stage. And why should I start creating something without initial planning or advice/suggestions from more seasoned modders such as yourself? I am looking to initiate a community project, mostly because it would be fun. This is meant to be a collaborative community effort. Obviously people who want to volunteer are more than welcome to and encouraged.. So if you have any advice, suggestions, or links to modder resources you think would help things speed along that would be most appreciated.

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