The High Rock 427 forums feel bare and I don't know if there is a plan for anything behind the scenes. I'm just posting this because I was looking at pictures of Wayrest from Daggerfall and it got me thinking. So here it goes.
Role: Controls the mouth of the Bjoulsae River
Region: Bjoulsae River
Ruler: Queen Elysana (and King Woodborne)
Architecture: Farm/Hut/Shack set (lower class), Bjoulsae Common Tile set (middle, upper class), Wayrest Castle (unique)
Size: Large, 60-80 interiors
Economy: Farming (outside city), Fishing, Trade, Banking
Factions: Fighters Guild, Mages Guild, Thieves Guild, Akatosh Chantry/Order of the Hour, Knights of the Rose
The city grew more from trade as opposed to conquest so I imagine the city would be somewhat less fortified than say Daggerfall or Evermore. The castle is more of a palace as shown in TES2, and it reminded me of Nymphenburg in terms of aesthetics. There are fairly spacious grounds depicted around it and I would expect to see some rose gardens hence the name Knights of the Rose. As the most populous and richest city in High Rock, the upper class district would be fairly large compared to other cities, and using the same general style as the castle for the upper class housing would be nice. Elysana is more cunning and prone to backhanded schemes. Therefore the look and feel of the city should be nice and pleasant on the surface, but less so once you scratch the surface. Wayrest doesn’t need to appear to have as much strength as Daggerfall, because the alliance with Orsinium provides more than enough for that. That’s not to say the city isn’t strong or defensible though. It’s the “Jewel of the Bay” and should look as such, not like a garrisoned fortress. Trade is what gave them strength, and that should be the focus. I do believe the city should have walls but they should look nicer, as well as be functional. Not like the vanilla Imperial forts at all.
Being such a large city, I imagine the Fighters and Mages guilds would each have a significant presence in the city, as well as the Thieves Guild near the waterfront. The Akatosh Chantry is the main temple in Wayrest, so it should have an Imperial Cult temple or chapel, as well as a headquarters for the Order of the Hour. The waterfront and market district should be fairly large. The docks should have a couple ships as well as maybe a crane or two. At least one of each type of shop possible should be located in the city, from armorer to enchanter to bookseller to grocer. For some types, there should be multiple class levels, some selling better than others, such as clothiers. A bank or treasury would be fitting as it is the richest city in the province. Cemeteries were also a big thing in TES2 and I thought Wayrest should have one (and a small crypt for the nobles).
Role: Capital city as well as major port and trading and transportation hub
Region: Iliac Bay
Ruler: King Gothryd and Queen Aubk-I
Architecture: Farm/Hut/Shack set (lower), Common Tile set (middle, upper), Daggerfall Castle (unique)
Size: Large, 60-80 interiors
Economy: Farming (outside city), Trade, Banking, Refineries/Smiths
Factions: Fighters Guild, Mages Guild, Thieves Guild, Temple of Kynareth/Kynaren Order, Knights of the Dragon
Daggerfall has always felt to me like the quintessential medieval city. If ever there was a Camelot or King Arthur in TES, then in my mind that would be Daggerfall. It has just always given me that vibe. Others might disagree, but that’s just the feeling I get. Daggerfall is more militaristic than Wayrest and should feel as such. The walls and gates would appear to be better-suited defensively than those of their rival Wayrest. The castle should appear more fort-like and it is shown in TES2 as having a moat around it. The city was founded by Nords and I would imagine that any of the longer lasting buildings would show some Nordic influences that have been overcome by Breton influences. It is described as having four city gates, one for each cardinal direction King Gothryd has control here and the general consensus around the bay is that his marriage is very strained and many think Aubk-i married him against her will (regardless of their true feelings to each other). With Wayrest’s alliance to Orsinium and Elysana’s cunning, combined with the bubbling tensions with Sentinal, Daggerfall should be the most militarized and combat ready city of Western High Rock. Therefore the look and feel of the city should be rather fortified, guard heavy, and have a decent-sized garrison. The city should have walls but they should look well maintained and nicer, compared to your average legion fort. The middle class should be the largest presence here as opposed to the upper-class heavy Wayrest.
Being such a large city as well as the capital, I imagine the Fighters and Mages guilds would each have a significant presence in the city, if not their provincial headquarters that would then answer to Cyrodiil. The Thieves Guild would have a major influence here as well since Daggerfall is said to have an expansive black market and shady underside with skooma trade. While it rose to power through strength, trade is still a big part of the city’s economy. I would imagine that Daggerfall would have more smiths and armorers than clothiers in their markets due to their militarism. Perhaps here is where you’d find some master trainers for those skills. Given that it is the capital, there should be embassies for the other provinces within the city, as well as a seat of power for a representative of the empire. Probably should work with P:C on who that would be though as I’m not up to date on whatever structure for extra-provincial government they’re using. Daggerfall is host to a Temple of Kynareth and the Kynaren Order, and should house an Imperial Cult chapel or temple devoted to her as she is the region’s patron deity. The headquarters for the Knights of the Dragon would be housed with the city’s garrison I assume. The waterfront and market district should be fairly large as I believe only Wayrest, Sentinal, and Anvil rival it in size. The docks should have a couple ships as well as maybe a crane or two. At least one of each type of shop possible should be located in the city, from armorer to enchanter to bookseller to grocer, but should tend toward the armorer/smith side of things. Daggerfall seems like a candidate for a major location where raw materials are sent to be refined and made into usable goods such as armor, such as a final destination for raw iron or ebony from Solstheim. For some types, there should be multiple class levels, some selling better than others, such as weapon smiths. A bank or treasury would be fitting as next to Wayrest it is the second richest city in the province. Cemeteries were also a big thing in TES2 and just as before I thought Daggerfall should have one, but smaller, with a larger crypt than Wayrest, maybe even an old Nordic barrow if you delve far enough into it.
Role: Allied to Daggerfall, tensions with Northpoint and Evermore
Region: Camlorn Coast?
Ruler: Duke Senhyn
Architecture: Farm/Hut/Shack set (lower), Common Tile set (middle, upper)
Size: Medium-Large, 40-60 interiors
Economy: Farming (outside city), Trade, Mining
Factions: Fighters Guild, Mages Guild, Knights of the Dragon
Camlorn has just recently been allied to Daggerfall through marriage of Lady Kelmena and Prince Camaron. It has been said that along with Daggerfall, Camlorn was founded by Nords. Camlorn would therefore also show a very small amount of Nordic influence just as Daggerfall would. I picture this city as essentially a smaller, less unique, version of Daggerfall. A similar comparison would be Narsis to Balmora or Kragenmar. Given that Daggerfall is the main military might of the region, I would guess that the military presence would be smaller in Camlorn. Due to the alliance, I think a small presence by the Knights of the Dragon should appear in the city. A smaller Mages/Fighters Guild hall should appear in the city as well, but I’m not so sure about the Thieves guild. There may be members, but no actual meeting location for them. There are fewer shops than the major cities, but at least one of each type, allowing the player access to all the services they need. There should also be a castle of some sort, but a less impressive one than those of Daggerfall or Wayrest. Just a place to house the Duke and family, as well as a few other important regional figures. Camlorn wasn’t in TES2 and I don’t have much to go on for things like Temples or sigils or other factions. Plus, having every city be a major power would be overwhelming and a lot to deal with.
Role: Allied to Wayrest, the homeland of, and safe haven for, orcs from throughout Tamriel
Region: Wrothgarian Mountains
Ruler: Gortwog gro-Nagorm
Architecture: Orsinium set (unique), Stronghold of Orsinium
Size: Medium-Large, 40-60 interiors
Economy: Animal rearing/ranching (inside and out of city), Mining (orichalc?), Mercenary work, Smithing
Factions: Court of Orsinium, Orcish legion(?), Knights of the Rose
Nova Orsinium has been rebuilt through the strong and determined leadership of Gortwog. Unlike the traditional depiction and stereotype of orcs in the game, he is very intelligent and cunning. While the orc kingdom stood alone, they were isolated and only recently beginning to gain respect from the other kingdoms. Gortwog’s alliance with Wayrest however has now made them each a force to be reckoned with throughout the Iliac Bay and the rest of High Rock. Wayrest is a center of trade and wealth and Orsinium backs them up with appropriate military might. Orcs being a strong and warrior heavy race, the city should be quite militarized. Orc citizens who are not part of it should look up to Gortwog’s orcish legion and consider them heroes for trying to further their goal of making Orsinium a greater kingdom. The city itself is described as being made of iron, so having a very “forged” feel to it would add to that effect. I also read that it is built both on and into the side of a mountain. So I imagine there will definitely be some exterior buildings, but you could have lesser interiors just cut out of the mountain with nothing but a door placed into the side of the rock.
Due to the alliance, I think a small presence by some Wayrest emissaries or some Knights of the Rose should be allowed to live in the city. No Imperial guilds should make an appearance in the city as it is still too hostile (note that I don’t mean overtly violent though) for any outsiders to make any kind of foothold in the city. There are fewer shops than the other major Breton cities. Maybe not even one of each type, forcing the player to go elsewhere for specific services they need such as a bookseller. There should be at least one general store and various smiths and armorers though. One major feature of the city is its fortification. The entire settlement should feel like a self-sustaining fortress. The main focus of the city is the Stronghold of Orsinium, essentially the city’s castle. It is large, imposing, and should dominate the city in the same way Ald-Skar dominated Ald-Ruhn. Here is where Gortwog (and probably family) as well as his political advisors would be housed. Political guests from Wayrest would also be allowed to stay in a room or two here, begrudgingly so for the orc guards. There was a description of Emperor Uriel Septim beginning to consider Orsinium being recognized as a separate province, so an empire official should be located in the stronghold and Gortwog’s goal is to impress them and give them a good impression to send back to the empire in the hopes it will convince them to finalize that idea. That being so, the orc citizens still have great dislike for non-orcs. Therefore, the combination of all these opinions and the fortress-like appearance should give the player a weird sense of passive hostility upon entering the city for the first time. The orcs only tolerate the Wayrest citizens staying there because Gortwog requires them to and they trust in him.
I know it mainly showed up in TES5 but orcish armor is said to be made up of a combination of orichalcum and iron. Orsinium is said to be located on “Black Mountain” at this time, and orichalcum could be the cause of that name. Therefore I think a large mine should be located either within or right outside the city for raw orichalcum, with an iron mine nearby. Having these types of mines prevalent throughout the Wrothgarian Mountains would be a plus. Given that Orsinium was rebuilt on land nearby the previous ruins, I think a set of Old Orsinium ruins would be a nice touch. Throughout the city are various statues to orc heroes such as Mauloch, Torug gro-Igron, and maybe even Gortwog himself, among others. Gortwog has also been trying to reestablish a cult of Trinimac as opposed to Malacath which many outside Orsinium consider heresy. So a shrine to Trinimac rather than Malacath should take place as the central religious aspect of the city, with Trinimac deified and Malacath demonized. Those outside the city would still consider this a point of contention, showing their dislike of Gortwog’s ideals.
For other cultural aspects of the city, each household should be fairly large as orcs are polygamous with one main alpha male chieftain of each tribe. So rather than consisting of a husband, wife and maybe a son/daughter, there would be an alpha male, 3-4 wives (give or take a few), and a handful of children. This makes the NPC per family count rather high, but means that there will be fewer (though larger) interiors in the city for housing. Orsinium is also a haven for “lesser” goblin-ken such as ogres and goblins. These could make up the lower class along with weak orcs. This would make a good place for players to interact with ogres and goblins as NPCs rather than enemies, giving any lore writers a chance explore their unique cultures as well. One final aspect is the mention of large wooly centipede-like herd beasts. These I would imagine would take the place of pack-guars and alits as food and beast-of-burden as well as a silt strider form of transport. Therefore they should make a large presence in the city through either a ranch of some sort or animal rearing farm. Their fur and hide could even be used for orc-style clothing and an orc version of light armor as they’re said to be good with leather.
Role: Isolated by mountains and the reach, hostilities with reachmen and tensions with Skyrim
Region: Western Reach
Ruler: Unknown, king or queen
Architecture: Farm/Hut/Shack set (lower), Western Reach Set (middle, upper), Farrun Castle (unique)
Size: Large, 60-80 interiors
Economy: Fishing, mining, logging
Factions: Fighters Guild, Mages Guild, Thieves Guild, Imperial Cult
Not much is known of Farrun. Mainly just that it is a port city known for icy winters. So Farrun sounds like it could be a “cold” version of a Breton city. As if Breton culture were transplanted onto Skyrim geography such as tundra or glaciers or more likely taiga forest. I envision it as a large city, being the regional power and one of the major ports on the top of the continent along with Northpoint, Solitude, Winterhold and Windhelm. The image that came to mind is that of the Breton nobles trying to forge their way for their civilized culture into the hostile and barbaric territory of The Reach. For that reason I imagine the noble upper class using the same architecture set as Northpoint, and the middle and lower classes using the Western Reach tile set as Jehanna would use. I’m hoping that when used together they would provide a more striking clash visually to show the difference between the Western High Rock and Eastern High Rock cultures. This is something that I feel would be tough to pull off in the game without it looking odd. Given the proximity to Skyrim and the coast, some slight Nordic influences would fit here as well. Just as Daggerfall, Farrun would be the military power of its region. With resistance to Skyrim’s influence waning in Jehanna combined with the continuous strife caused by the reachmen, Farrun considers itself the probable next target for Skyrim’s expansion. I read through the link to the old SHotN thread briefly, where they discussed Jehanna, and I liked some of the ideas but took it in a slightly different direction. Rather than Evermor conquering Farrun, I pictured Evermor focusing its attention west while Farrun was locked in a cold war with Skyrim and with Jehanna caught in the middle. Just as Daggerfall and Wayrest are rivals, Farrun’s antagonist is the Western Reach in general.
A set of Imperial guilds should appear in the city. The Mages/Fighters Guild halls should be the main halls for those guilds in this corner of High Rock given how far this city is from the provincial capital. A shop of every kind should be made available here as the next large city that would fill the same need (Evermor) would be roughly the distance of Ald-Ruhn to Pelagiad away. Along with good sized docks, I am picturing the bones of a large whale or sea creature lying on the coast of the city, showing that the fishermen don’t just catch tiny things, they bring home the big fish from the Sea of Ghosts. The surrounding areas would be forested or mountainous, and that would provide a logging industry for Western High Rock. So combine lucrative lumber mills and fishing docks with a few farms and mines, and you have a fairly self-sustaining city that’s looking to both defend itself from, and civilize, those barbarian reachmen and heathen Nords.
I hope this is what you were looking for in this thread. Feedback perhaps?
Last edited by Jet133
on Sat Feb 28, 2015 4:35 am, edited 2 times in total.