Museum of Dwemer History

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Museum of Dwemer History

Post by Stalker »

Title MoDH main quest
[img]http://www.cuneo.us/tesmw/images/Stalker/MoDH.jpg[/img]
Quest maker: Stalker, opelcity, Garriath
Owner's background:
Once upon a time, there lived an adventurer. He was Nedlir Andrethi, a Dunmer who traveled through Morrowind living the brave and dangerous life of an explorer. During his travels, he wandered into a Dwemeri ruin. He was shocked by how big and beautiful it was and decided to learn more about the Dwemer: He visited libraries, spoke with scientists and became more and more infatuated with them. Once, he decided to share his knowledge with the rest of the world. But, he needed some money to fulfill his plan. His father, who died a rather long time ago, had been a member of House Redoran, so he decided to use this opportunity. Because it would be foolish to just come to the Council and ask for money, he decided to prove his worth; he started completing tasks for his House. During one of his missions, he was given a mission to clear the cave from smugglers. Once he had killed all of them, he found a half-dead Khajiit slave. Nedlir freed him and brought him to a healer. Unfortunately, the healer was Dunmer, so he refused to heal the Khajiit. In the end, it took a rather large sum of money to convince him. When the Khajiit awakened, he swore to remain with his newly-acquired master until his death. His name was J'Afir. After a while, when Nedlir returned to receive another duty, the taskmaster sent him to Ald-Ruhn to see the Council. Upon his arrival, he was promoted to House Brother. The Council asked what were his plans for the future and what he was going to do to help House Redoran. He said that he wanted to study the Dwemer and to open a museum in their honor. However, almost every councilor was against the idea. To persuade them, he said that Dwemer technology could be used to help with Redoran mining operations. The Council spent a few days to discuss the matter. When he met with them again, they said that only because of his father's name & his deeds were they able to give him a such a massive sum of money as well as a piece of land to build a manor in Black Light (in which the political situation was rather unstable for the moment). In truth, that sum of money was only enough to build the museum itself. In his travels in the past, he had once found a pack of Dwemer satchel charges. He decided that maybe, if he brought those charges to the Council and explained that these could really help in mining, they would agree to give him extra funds. The Council was rather pleased with the effect of the satchels, so they agreed to give him some more money. He was able to collect and bring a decent number of exhibits and build himself a suitable house with that money. His museum quickly gained popularity. J'Afir got a job as a museum guard and was quite proud of it. Once, he told a bartender in a local tavern, "Master gave J'Afir a really important task to guard enormous Dwemer treasures." This tavern was also known as a Thieves' Guild hangout . . . They decided to send an apprentice, thinking that such a guard wouldn't be much trouble. The next morning, J'Afir was seated next to an unconscious thief tied to a chair waiting for his master to pass judgement on the thief. Nedlir was shocked when he found out what had happened, and he decided to learn who the thief was (the thief was seating in a mask which J'Afir hadn't taken off). Nedlir was shocked once again when he found out who the thief actually was. It was an incredibly beautiful Dunmer woman ! She told him that she joined Thieves Guild because her family was poor and she needed the money. He talked to a local guild master and told the guild to forget about her, him and his museum forever. Time passed, the museum grew, everyone was happy. And one day, a person, who was also known as Nerevarine, entered the museum...

NPCs involved
Nedlir Andrethi - museum owner, dunmer, Redoran noble.
Madar Andrethi - museum owner's wife, dunmer, Thieves Guild apprentice in the past.
J'Afir - museum guard, Khajit.
Locations invlolved
1. MoDH
2. MoDH workshop
3. Multiple dwemer ruins
4. Underwater facility

Addition info Any help is welcomed. Especially in dialogue and story writing, meshing, texturing and landscaping.
Last edited by Stalker on Fri Aug 06, 2004 8:02 am, edited 6 times in total.
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Post by Stalker »

I won't mind having a little disscussion here...
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Post by Nomadic1 »

He wants to build a submerisble. Some detail would get some discussion (for example, how does he know where to obtain his parts? What parts specifically are he after? etc.)
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Post by Stalker »

So here ya go. You invented a topic for disscussion :) I only gave the general idea. And want to hear your suggestions ppl.
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Post by sirwootalot123 »

I just finished an underwater dwemer ruin. Perhaps we can tie them together?
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Post by Stalker »

Maybe. Can I have a look at it ?
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Post by Nomadic1 »

Give us a bit more to work with :)
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Post by Stalker »

OK. Than I need sub sketches :) Because I don't even know how it should look like. Definatly dwemerich but how exactly...
Also I want to hear idea on what should be in underwater ruin, how it should look like etc. Because I imagine it but still some suggestions will help.
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Dwemer Submersible

Post by Graff »

I'd probably have something similar to a sphere centurion before it is open, with a large interior and a window to look out to the water. Or maybe something similar to an elongated diamond, made out of dwemer iron.

On another note, an issue would be how to stop the PC from simply using god mode to reach the location.
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Post by Nomadic1 »

The submerged Dwemer ruin would have to be coastal, or near the coast, for it to be believable that there was a submersible there. How many quests do you reckon it would be - 3, 4, 5? Four is a good number, but five might make a better series of quests (then again, maybe not).
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Post by Anonymous »

I think that a long cylinder with rounded ends would be best, classic glass hemi-spherical front +odd dwemer pipes and detail.
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Post by Stalker »

There will be only one but really long quest in Dwemer Ruin. Player will be unable to recall or teleport from the place neither espace in any other way before completing the quest. So the ruin must be VEEEEEEEEEEEEERY big.
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Post by Nomadic1 »

Hmmm... since no Dwemer ruin would be that big, there should be a series of caves and underground rivers that the PC has to go through.
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Post by Túrelio »

I believe that making a huge ruin would be fine, most Dwemer ruins only feature the upper portions of the ruins and they usually go much deeper then you can go in them.

Two things have to be thought of however. First why did the Dwemer build it underwater, and second why did they all die? This could prove very interesting, and I imagine that the ruins would be very deep under water if you are going to not allow the player to teleport out.
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Post by sirwootalot123 »

hell-o? my ruin IS huge. :P
check the "here you go!" thread in the interiors forum.
Also, I made the main feature of the ruin, which was a supposed dwemer centurion factory, blocked off.
When this quest is to be made, I suppose I could build that part for the quest.
also, your "no recall" thing is perfect for it - I designed it so the main door locks behind you and the only way out is through a well-hidden passage (which can be made even more well-hidden for the quest).
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Post by Nomadic1 »

Well, that is pretty good then. 8)
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Post by Stalker »

Gone checking it out. About why did all the dwemer died BEFORE the War of The First Council... Hmmm That's a mystery :) Maybe from a plague. Or reuins were flooded. Or smthing else. Your suggestions ? I have something in my mind but I want to hear suggestions.
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Post by Túrelio »

I was definatly thinking flood, or perhaps they were merely trapped, and had no way of reaching the surface.
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Post by Stalker »

Durin the time I'm seeking for a suitable sub on the net and Garriath is making ruins lore I want to hear your opinions on what race should the guard be and how do you like the following names for museum owner an his wife:
He:

Yakel Veloth
Zeriv Andrethi

She:

Adoeweth Veloth(or Andrethi or what will be his surname)
Madar Senatam (in the case she hasn't taken his surname)

If you have better suggestions - I'm open to hear them.
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Post by Stalker »

I found it ! I finnaly found the picture how submatine should look like:
Numero uno
[img]http://home.comcast.net/%7Epchathaway/images/dwemer_sub.jpg[/img]
Numero duo:
[img]http://home.comcast.net/%7Epchathaway/images/dwemer_bathysphere.jpg[/img]
Sadly number one is not for download. I dunno if the project was cancelled but I think one of our modellers can do something simular. So which one ?
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Post by Zalzidrax »

Frankly, I don't much like either of 'em.

The sub really needs to be more than a ball with junk attached to the outside, in my opinion, and it needs less drab textures, too.

I know I'm being overly picky, but hey, the cooler it looks, the better.
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Post by Nomadic1 »

Sadly I agree with Zalzidrax. It doesn't look remotely like anything the Dwemer would make.
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Post by Stalker »

OK. It could be a concept art. So our modder will look at it and make somthing better. Aby ideas on how to actually make it better ? I think we should take the first pic as a base.
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Post by Stalker »

BTW here's how I imagine the Dwemer sub. It must look something close to the one on the first picture. Of course with more detail. It looks dwemerish enough to me but could you ppl please explain why it's not dwemerish to you ? In the interior there should be a few levels to control the sub and a closet with aqualung. That's all. Plus the window of course. Interior and exterior should be the same model so when the player enters the sub he's actually teleported to the inside. That's the main outline. Sub must not and will not become the another house-that-moves. It will be just cool way of transportation on underwater exploration.
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Post by Anonymous »

I belive there is a large under water dwemer ruin in map 2 the coordinates are....

(20,-14),(21,-14),(22,-14):
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Post by Túrelio »

Personally I think that this ruin needs to be built out at sea, somewhere between Vvardenfell and the Mainland, and something someone hasn't done yet. It needs to be very deep to warrant the use and need for a submersable, otherwise one could just swim down.
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Post by Stalker »

Túrelio wrote:Personally I think that this ruin needs to be built out at sea, somewhere between Vvardenfell and the Mainland, and something someone hasn't done yet. It needs to be very deep to warrant the use and need for a submersable, otherwise one could just swim down.
That's the point.
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Post by opelcity »

his it decided to be a dwemer "submarine"? or could it still be made into a "submersible" elevator?? the platform could serve as a small "base of operations" maybe with 1 or 2 NPC´s (museum clerks/hirelings the player has to find or hire in an earlier quest) operating the winch/oxygen pump on the submersible elevator. (the steel bar/cable could be part of a construction pumping oxygen/air into the ruins)of course the player will have to construct the platform similar to the stronghold construction...


see the rough sketch (sorry ´bout the poor artist skills...):
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Post by Stalker »

If it'll be a platform it won't be so fun. It's much more interesting to ride your own sub and explore the depth of the Etheric Ocean...
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Post by Assassinace »

Don't forget that the MoDH is already a stretch. You have a Redoran obsessed with Dwemer history (odd). And he has almost every dwemer item in game (uber). And he is going to let you use an item that will let you breath water in any of the seas indefinitally (umm yeah). A platform might be better in this case. Just a thought.
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Post by Stalker »

1. It's not odd but uncommon to have Dwemer-obsessed Redoran.
2. It's not uber for a museum to have very common dwemer item. But if you want I can make the museum empty and make the player to collect all the stuff. So we will have only furniture and big items like Dwemer Gigasd Ballista there.
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Post by Stalker »

Oh and about indefinite water breathing in the sub. How about adding H20 ballons player must recharge in order to breath in the sub ? I don't want to make this quest uber and unbalacning. I want to make it fun and interesting to play.
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Post by Assassinace »

I would either limit the sub to a certain area or make a platform. (Or possibly give it 1 min of extra water breathing every time you go back to a certain area or surface or something). And yes I think a few items and several big/unique items would be good and have the player collect the rest.

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Post by opelcity »

But if you want I can make the museum empty and make the player to collect all the stuff.
you could put empty shelves/mannequins into the museum and use the same script as in the mournhold museum or the "library of vivec" plugin...

...or if there are common dwemer items, it might mbe possible to put them inside a display case, which cannot be accessed from the outside...on the downside, it would mess up the parts of the museum you already did so far, wich actually looked really cool (especially the placement of the sword into the hands of that dwemer centurion...)
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Post by Stalker »

That's the thing. OK let it be so (about player collecting all items).
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Post by Stalker »

OK. So Garriath cam up with a story. It looks not really dwemerish to me but anyway here it is:
Roughly the time the Dwemer were in their golden age (I'm really bad at dates in Tamriel) a small, curiously hollow rock floated up on the beach of a coastal (Eastern Morrowind) Dwemer fortress. A curious Dwemer broke it in half, and was amazed to find a tiny strain of some unknown reddish material. He reported it to his superiors, who were intrigued. The small reddish material failed to disolve in any of their acids and refused to shatter under any of their blows. However they could not act on it.
It stayed as such for several decades, perhaps a generation (I don't know how long the dwemer lived.)

At that time a notorious dwemer assassin murdered the ruler of the fortress (perhaps the ruler killed his father or something.) The Dwemer responded by giving him the worst punishment they could think of: bury him alive in the ocean. They created a brass sphere that was enchanted to survive any waterpressure. They then placed him in. Although they screwed the lid on, they didn't lock it. They felt that if he opened, he'd drown himself. They also enchanted the sphere to be transparent, to give him more of a nightmare.

They brought the sphere out to sea and dropped it. It was extremely heavy and sunk very rapidly. As it hit the bottom, however, it struck something. That something burst open. The dwarf assumed it to be a rock, until he looked down and saw, through the brass, that it was gleaming red in the dim ocean light.

I don't know how he escaped, but somehow he got back to the fortress. The guards were about to execute him until he informed the new ruler of his discovery. The ruler remembered the rock that had floated up decades ago, and spared the assassin's life. He then sent a single sumbersible down to the place the assassin fell. Its pincers smashed several more of the rocks, and the pilot saw the semitransparent red substance glittering tantalizingly before him. He returned, and the ruler commissioned a colony to be built there. He knew he couldn't hope to do it alone, so he invited several of his neighbors to join in for an equal share of the profits. It took all of the magicka of most of the dwemer enchanters to strengthen every single fiber in the colony while it took all of the skill of the dwemer architects to design and create before it was lowered into the site. The ruler appointed Vargen, his chief engineer, to oversee the site. His son, the warlike Osfedge, also came with him. The assassin, whose name was Vaelnam, was also forced to come.

The colony began very successfully, its first few loads being very rich in this new material. Vargen sent a note that there was a huge inactive volcano near the site. He formed the hypothesis that this material was basically the same substance as the green glass of Red Mountain, yet it had been forced into insane pressures and an odd mix of fire and water, giving it not only its reddish color but extremely strong texture.

In the last shipment that arrived, a note came. All it said was, 'things not good.' There was no sign of a living being on the cargo ship.

Meanwhile, the ruler of the first fortress had begun to smuggle some of this waterglass away from the cargo before it could be distributed amongst him and his neighbors. On this last ship he stole nearly 50%. And someone noticed.

His neighbors demanded he gave them all of what he had stole. He refused, and a terrible battle ensued, until the ruler and most of his soldiers lay dead. The neighbors set stewards in his castle and waited eagerly for the next shipment.

It never came.

The neighbors couldn't believe it. They hadn't nearly enough waterglass for what they needed. They only had enough to forge a few sets of armor, or a handful of weapons. The neighbor's coffers were completely drained with their investment in the colony and they couldn't hope to pay for another. Eventually all of the dwarves dissapeared (at the battle of Red Mountain) and the few waterglass weapons were lost in time.



The MoDH knows this much (or perhaps finds out through a few of the missions they send the PC on) and wants the PC to go, on a submersible, to the colony, to a: find out what happened and b: to try to salvage some tools. Think about it, Dwemer mining tools could be REALLY useful for Redoran's glass mining! Anyway, I haven't come up with a definite plot for what DID happen. But here're the things I have thought up:

1. Vargen and Osfedge killed each other.
2. Vaelnim was responsible, at least partially.
3. The dwemer there split up and had a full civil war under the ocean, some siding with Vargen, others with Osfedge. They both had waterglass weapons.
4. A huge battle was fought in, say, the opening main hall (BIG room.) The PC could open up and find a ton of rotted skeletons with dwemer armor (waterglass weapons should be rarer, though.)
5. Somehow another large room was breached and flooded, and in it is a HUGE fish (like a gigantic angler, maybe, if we can get Vorrheis to maybe do it.)
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Post by Stalker »

So nay ideas on how to remake it ? I like the general idea of the waterglass but I don't think dwemer will have assasins, civil wars and fortress rulers smuggling something.

And again back to the sub. I think I'll stick to the idea when player must refill H20 tanks to swim underwater.
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Post by Assassinace »

Ok this has a few problems
(Waterglass a super strong retextured version of glass?)
(A full dwemer colony underwater?)

Filling up tanks should be fine but shouldn't be explained to the PC as such imo.
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Post by Stalker »

OK what will be your explanation on filling the tanks ?
And yes I was also talking about those uber-glass and assasins. Can somebody think of a better story or modify this one ?
And BTW nobody what to actually join the project ?
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Post by Assassinace »

It would probably be unknown. The concept of air in morrowind is probably pretty shakey and noone alive has ever been in a submersible. Just saying that the submersible needs to come to the surface every so often because it becomes hard to breath.
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