Kvatch Locations

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Infragris
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Kvatch Locations

Post by Infragris »

Notable locations in the release area/county of Kvatch.

Kvatch
County capital and semi-official capital of Colovia. The city is home to the Duke of Colovia, the Consul of the western seaboard, and an important temple of the Akatosh cult. The city rests on a lonely, flat-topped hill in a broad valley, just south of the Colovian Highlands. Despite its importance, Kvatch is known as a small and cramped city, mostly due to lack of space on the hilltop. Kvatchi are known to be arrogant and haughty, and consider themselves the only true example of the Colovian spirit.

Notable locations:
  • The Palace of the Duke: a massive cliff-fortress in the traditional Colovian style, taking up most of the western side of the city. The palace is home to the ailing Duke of Colovia, Haderus Goldwine, and his feuding relatives.
  • The Consulate: an administrative center for the Imperial Curia, coordinating government activity for the western seaboard. Records from the census and excise are kept here.
  • The Principal Temple of Akatosh and all the Divines: the second-most important religious place in Colovia, after Sancre Tor. This enormous octagonal temple is home to the oldest and most influential branch of Akatoshite orthodoxy in the Imperial Cult.
  • The Kvatch Arena: this modest fighting theatre is set in the east side of the city, and was built along Redguard principles of sanctioned combat. Combat follows Colovian standards, favoring small skirmishing bands or mock battles showcasing "Legion" tactics. Fights against animals are also shown. The eastern side of the arena faces the edge of a cliff which ends at the foot of the hill, far below the city. In the old times, the bodies of the fallen were thrown over the edge.
Shardrock
A small settlement in the foothills of the Colovian Highlands. Once home to a prosperous mine, the village has since fallen on hard times. Most locals work as goat herds. The town is governed by Lord Linchal, a minor Colo-Nordic lord.

Hal Verovar
An isolated settlement in the western Highlands. Inhabitants are mostly miners. The town is governed by Baron Wariel, another Colo-Nord.

Hal Vincherik
A northern village deep in the Highlands, on the border of the Imperial Reserve. According to legend, the town was once an independent kingdom. The local lord, Hastrel, is active in the Free Estates Movement.

Fort Istirus
This Legion garrison guards trade on the Gold Road and Strid River. In times past, it served as a border fort against the Camoran kings of Valenwood, though lately it has been more concerned with the unruly nobles of the Colovian Highlands.

Miscarcand
This Ayleid ruin was once one of the largest cities in the west. It's lower levels still lie undisturbed.

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roerich
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Post by roerich »

Sounds like Kvatch is in overwhelming danger of becoming incredibly rad.
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R-Zero
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Post by R-Zero »

Agreed! We better make some bitching statue of Akatosh for the temple :D

Considering Miscarcand, doesn't it play an important role in Oblivion's main quest? For the sake of continuity, how should we approach this? Make some of the areas inaccessible, kinda like Anudnabia in vanila MW, but at the same time opening some other locations for this time period?

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Infragris
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Post by Infragris »

It would be up to the interior designer. We could just drop a couple of rocks in front of the relevant door. City-ruins like these should be very expansive, so it's not like player will miss having access to every part of the ruin.

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Post by roerich »

Having the arena located on the edge of the cliff is a great idea. I wonder if the player would be able to utilize that if he/she ever gets to fight in the arena. A Fus Roh Dah shout would certainly come in handy.
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Anumaril
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Post by Anumaril »

Some thoughts and proposals on the locations surrounding Kvatch:

Miscarcand:

Nearby Kvatch is the Ayleid ruin of Miscarcand, one of the few remaining examples of Ayleid surface structure in Post-Alessian Cyrodiil. Narrowly avoiding destruction during Emperor Gorieus' assault on Colovia thanks to Rislav the Righteous, Miscarcand was one of the longest-lasting Ayleid settlement in Cyrodiil, it's people possibly remaining until well into the Second Era (though this detail is hightly disputed by scholars). Expeditions into the ruins pose even greater a threat than most, as Ayleid defenses are far more abundant, thanks to the magicka flowing from its intact Great Welkynd. Not even the Council of Mages have managed to make much progress into the preserved depths of the ruins, suspending future plans despite the Imperial Archeological Society's please, citing 'casualties beyond anticipation' after their last expedition.

(For this ruin, I propose we move the nearby shrine of Meridia from where it was in Oblivion, into Miscarcand itself; and incorporate the Great Welkynd stone within into the design of Meridia's statue. This large and imposing ruin would contain a number of intact surface structures, giving a greater glimpse into Ayleid culture and history than the crumbling subsurface tombs more common throughout the province. Quests surrounding the ruin could perhaps center around the local Imperial Archaeological Society chapter, and their desire to uncover what lies within the deep vaults of the city. Culturally, this would be among the Meridian city-states, and adhere closely to the White-Gold pantheon, though perhaps with a greater emphasis on the Magne-Ge and Merid's relation to them. In my lorebook regarding Nilichi, I wrote of the 'epicine lord Nilyondil of the Salt', one of perhaps a line of Sorcerer-Kings from Miscarcand. His and a number of other historical figures' undisturbed tombs could lie within the ruins.)

Varondo:

An ancient Ayleid city north of Kvatch, Varondo was at one point converted into a Colovian state after the original elven inhabitants abandoned the city. This history is evident in the Second Era ruins atop and surrounding the Ayleid ruins , with the crumbling architectural amalgam currently populated by a band of Colovian rebels united under a warlord.

(An Ayleid ruin present in Oblivion, north of Kvatch.)

Dasek Moor:

Southeast of Kvatch, along the Gold Road, is the ancient fort of Dasek Moor. Once the proud Enclave of the Hourglass, headquarters of the Order of the Hour, its now said to be haunted by vengeful spirits of the Order. Local rumor insists that the ruins now harbor a charismatic band of Akatosh faithful, who mourn for the legions of Emperor Gorieus, many of whom are said to have perished nearby the site to Rislav's onslaught. They beg at the walls for relief of the Order spirits, whose neo-Alessian roots count them among Gorieus' cursed western legions.

(Dasek Moor was present in Oblivion as well as ESO, though I think the location would benefit greatly if we were to combine its history with that of the extremely close Enclave of the Hourglass from ESO.)

Trumbe:

A relatively small subsurface Ayleid ruin northwest of Kvatch, while resembling a traditional Ayleid tomb, Trumbe appears to have functioned instead as some form of sanctuary. Its name meaning 'Protection', it's possible that this site was re-purposed as a shelter for the denizens of Miscarcand when the Alessians set their eyes on the Colovian Estates and the remaining Ayleid of Cyrodiil.

Fort Amiel:

An abandoned fortress from the First Era barely holding its place atop a butte in the Colovian Highlands north of Kvatch, all paths to which have deteriorated to the point of which only the most dedicated pilgrims are willing to make the ascent. The ruins are home to a rather elebaorate shrine to Father Belharza and tended by the seemingly unintelligent Men of Tor, whom pilgrims will claim speak only to the Alessian faithful.

(Proposed)

Fort Berich:

An ancient fort not utilized since the Redguard invasion of Colovia and lying between the cities of Kvatch and Sutch, Fort Berich stands as a monument to the forgotten hostility between Colovia and Hammerfell. Recent reports in Kvatch of the selling of antiques has suggested looting activity, but despite a desperate outcry from local members of the Imperial Archaeological Society, little attempts has been made by the city guard to investigate the matter.

(A First Era ruin northwest of Kvatch, present in Oblivion as Fort Wariel.)

Fort Istirus:

Mounted on high cliffs overlooking the Strid River, monitering the borders of Elsweyr and Valenwood, Fort Istirus serves as one of the oldest military structures still utilized in Cyrodiil. While unknown when the location first saw use, it’s faced such conflicts as the innumerable border skirmishes between Kvatch and Skingrad, Emperor Gorieus’ failed assault on Colovia, and famously served to house and protect many inhabitants of Kvatch County from the forces of the Camoran Usurper. Rebuilt and renamed many times throughout history, it’s halls run deeper than the cliffs it stands on is high. Recent rumors suggest Imperial corruption to be rampant within the fortress, and it serving as a major gateway for the Renrijra Krin Skooma trade into Colovian Cyrodiil.

(An operational Second-Era fort, southeast of Miscarcand, present in Oblivion.)

Talwinque:

An Ayleid ruin victim to time, as the majority of its exterior has been displaced and washed down the cliffside by the many rain seasons since its abandonment. While its proper entrance is inaccessible due to landslide, the unstable and warped interior has recently been exposed; allowing entry, but releasing a number of Redeemed Servants into the exterior vicinity, as reported by the Imperial Rangers in Kvatch.

(An Ayleid ruin north of Miscarcand, present in Oblivion.

Fort Faleria and Belletor's Folly:

Fort Faleria once stood as the first line of defense at the foot of Kvatch's winding road, but little exterior evidence remains that it ever stood. At some point in time, a tribune of Kvatch (argued by some historians to be a particularly intelligent minotaur) vowed to defend it from legions of shadow set upon them by the Ayleid lord Nilichi. It's said this Tribune of Kvatch swallowed the shadowed beings, becoming shadow himself. However, whether this tale holds any merit or is strictly folklore, cannot be known. Although, within the sunken halls of Fort Faleria, something may be stirring.

(An unimportant cavern in Oblivion, along the road leading to Kvatch. ESO expands on this location, calling it 'Tribune's Folly' and referring to it as the ruins of Fort Faleria. A corrupted minotaur named Limenauruus is present within ESO, who summons horned shadowed beings, which imply a more manlike form for the ancient sons of Belharza.)

Belene's Branch:

A small, family-run inn situated north of Fort Istirus, on the west end of the bridge crossing the Larich Gorge, along the Gold Road linking Kvatch to Skingrad. Owned by Free Estates supporters, its stood for generations, having originally been named after the famous Belene, who united the famously rivaled Kvatch and Skingrad states.

(Proposed)

Rellesel:

An Ayleid fortress whose remains are torn between the high cliffs overlooking the River Strid and the low bank beside it. While its proper entrance has been long lost, skilled climbers or magick users may discover an alternate passage within the cliffside.

(Proposed)

Kvinchaynav:

An old Colovian barrow, roughly translating to 'Meadow of the Children'. Dating roughly to the period in which the Thrassian Plague ravaged the coasts of Tamriel, this barrow is populated largely by the remains of children. Inscriptions within the barrow refer to it as some 'monument of innocence', perhaps being built as some plea to Stendarr. It's similar to other barrows, save for the open 'meadow' cavern within, an area still brightened by carved holes that sunlight fills and allows the plants within to thrive.

(Proposed)

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Post by Anumaril »

Miscarcand

The original interior "Sel Vanua" plays little significance in the overall tone of this ruin, though "Morimath", or: 'Darkened Home' may prove effective in hinting toward the fate of the Ayleid, which I feel should be at least hinted toward more and more as Province: Cyrodiil continues.

When available, I will admit for an interior claim over these ruins, including a number of lore documents I will send to Infragris for review.

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Infragris
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Post by Infragris »

Have you checked the region planning thread on Kvatch as well? Some of this stuff seems to be in conflict. I think we had a couple of locations planned out on the old forums, but I can't find the documents anymore. A lot of design stuff is discussed on the discord server, too. I will say, in general, that it's not really necessary to plan out elaborate backstories for every ruin unless you want to involve them in quests and stories. It can turn into a waste of good concepts, especially since there is often no real way of showing these ideas in-game that does not come across as very artificial (why is this remembered? Why was this written down? How can the player read this inscription? Why are all these ghosts explaining their life story to me? etc.).

Refer back to the ruins on Vvardenfell: very little information is given about, say, a specific ancestral tomb, daedric ruins, or even the large dunmer strongholds which dominate the landscape. At best, we are told roughly when they were built, and by which culture group. There is no "clean" way of imparting this information to the player (without sounding like a school teacher), there is also no necessity to give this information outside a really specific quest, and it can cause hosts of extra problems where you also have to juggle the disparate backstories of a hundred different locations for plotholes, contradictions, etc.
  • Miscarcand: I think some aspects of your plan conflict with the planned history of early Colovia, which has the Nordic invaders fight several major battles with the remaining powerful cities. In general, the surrendered enclaves should not be power-house states like Miscarcand, but minor, secondary states. The rest of the proposal is fine. If you're interested in building a large Ayleid city, the ruins of Beldaburo near Sutch might interest you. Interior claims for Miscarcand are not in the near future.
  • Dasek Moor: we have decided not to reference the knightly orders, please see the relevant topic in general planning. Basically, the concept of knights was a bit too close to the generic medieval fantasy stuff we want to get away from. Dasek is also very far from the battlegrounds of Rislav (which are in the Highlands), and the glorious legions of Gorieus were zealous Marukhati, s no akatosh. A note on design: it's a very MMO kind of design where you encounter some wayside tribe with a quest or two in a single location, without clear means of sustaining themselves or link to their environment.
  • Fort Amiel: does this refer to the Emperor Ami-El or to the Tiber-era admiral Amiel Richton? Either way, doesn't really work: Ami-El and Belharza were marukhati Emperors, so not relevant in Colovia. Also doesn't really fit in the local profile: Colovians are pious towards the Divines and their saints, but otherwise not that religious. That's the Nibenese shtick. In general, your proposals lean too much on themes of the early Ayleids, the Rislav stuff (which is more relevant to the West Weald/Highlands area northeast of here) and religion. A ruin like this would be better placed near Sancre Tor or in one of the Nibenese worship-lands. Specific Colovian themes would be ruined Colo-Nordic cliff-forts, military installations, and ruined mines and quarries. Imperials do not perceive Minotaurs as unintelligent: there is trade and cordial relations with some tribes, and many minotaurs communicate through a kind of sign language.
  • Fort Berich: Wariel is a Colo-Nordic baron governing the isolated village of Hal Verovar, as noted in the first post in this thread. This idea could be recycled closer to the border.
  • Fort Istirus: this is a modern Imperial fort utilized by the Legion, as noted in region planning and Legion discussion. It's location is chosen both as a sentry for Valenwood activity following the Usurper business, and to keep an eye on the restless local Colo-Nordic lords. It's role in the Krin drug trade is doubtful given elementary geographical reasons: it's opposite Valenwood, not Elsweyr.
  • Talwinque: Imperial rangers? Again, too much backstory. Barring special circumstances, exterior workers are free to determine the look of ruins.
  • Belletor's Folly: plan for this location is to have it as a mine run by the titular Belletor, looking for a "mines of king Solomon" style legendary vein of gold beneath the hill. There is a small quest associated with the location. I don't care much for what ESO does with these locations, and attempts to stitch the lore together are in my opinion bound to fail. This whole shadow thing smacks of generic fantasy magic.
  • Kvinchaynav: we don't have children's bone assets and I'm not about to add them for the purpose of a single misc location. The idea of an interior meadow is nice, but such things are at the discretion of the interior maker.
Are you on the discord server, Anumaril? A lot of this stuff is easier to hash out in conversation. The link's in internal discussion.

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