13/Nov/16 Meeting Feedback (Roth-Roryn #1)

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ThomasRuz's picture
Senior DeveloperDeveloper
2016-05-09 13:13
Last seen:
3 weeks 5 days ago

This thread is there to give people who could not take part in our last online meeting a place to provide feedback on what has been discussed in it, before any decisions are finalized. Any feedback here will be reviewed at the start of next week’s meeting, after which this thread will be archived and replaced with a new thread for that meeting.

Meeting 1: Conceptualization

First, quickly go over the current implementation of the region. This stage is about taking stock of what we have to work with.

  •  What does it currently look like?

Roth-roryn is a region furrowed with hills and ridges (for the most part), eroded grasslands, and canyons (in places). It contains a river and a few smaller bodies of water, but is otherwise landlocked.

On technical implementation, some of the roads follow the slope of the landscape rather than being properly sunk (‘worn’) into the landscape, and some of the rock formations (2.0-sized rocks mashed together) and old cliff meshes appear rather ugly.

  • what is in it. (Settlements? Whose?)

Limited Redoran settlement in the Northwest, amounting to Kartur, Bodrem and a few scattered buildings, limited Hlaalu settlement in the southeast amounting to Menaan, some plantations and scattered houses and shacks, and then a few Daedric and Dwemer ruins scattered about. Limited Ashlander presence and one Temple monastery.

What is the general purpose of the region? Why does it/should it exist?

  •  ​​​​​What is its narrative role?

Roth-roryn serves mostly to illustrate Velothi history. It might serve to explore the aftermath of the Hlaalu takeover of Redoran and Indoril lands as well, and (more actively) the continuing sidelining of the Ashlanders. The region has never been heavily populated and has always been favoured by recluses.

  • ​​​​​​​What is going on there? (ie. is it challenging wilderness, or does it play an important role in commerce, pilgrimage, etc.?)

Roth-roryn is mostly challenging (upper-mid level) wilderness, with a few easterly plantations, which is also where the only trade passes through. Lots of adventuring, very few services.



Brown Beetle

Cliff Racers? - not a crazy amount

Crested Alit

Goblins - isolated instances

Guars - relatively limited in number, both wild individual and small, tame groups, the latter especially in open areas.




Nix-hounds (variant?)

Trolls - renamed from swamp troll, found in western Morrowind especially in caves along the Velothi Mountains


General notes:

The “TR_i4-261-hla Monastery” and “TR_i4-261-hla Monastery, Lower Level” interiors are to be used elsewhere, perhaps for a Buoyant Armiger base, with some adjustments (kill the statues), or an Ordinator training ground, in the mountains, at the west of Bodrem.

A new interior should be created for the building; a monastery dedicated to St. Aralor whose monks are mostly ex-Camonna Tong thugs. Maybe built on the location of the cave where Aralor was trapped and rescued by Almalexia?

Kevaar's picture
Developer EmeritusQuest Developer
2016-01-19 19:35
Last seen:
4 months 3 weeks ago

To go along with this, here’s my proposal for what to do with that mismatched interior: http://tamriel-rebuilt.org/forum/iliath-temple-tamriel-rebuilt

Templar Tribe's picture
Templar Tribe
2016-01-17 16:36
Last seen:
2 years 2 months ago

Well for what it’s worth Roth-Roryn is my favorite region in all of both TR and vanilla MW so far. There’s so much flair and culture to it. I think it would be worth it to look over the region and see where we could perhaps hide some ancient artifacts. For some reason I get the feeling that the region is really old and sacred and has a lot of history behid it. Perhaps there can be ancient Chimer burials *very* scarely littered through the region? We could really use new models for the Old Mournhold architecture to use in this region, too.