Release Area : Anvil

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Infragris
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Re: Release Area : Anvil

Postby Infragris » 09 Aug 2014, 12:05

MoonAndStar wrote:Here's a map for reference into drawing limits to the release area:


How up to date is this map? I remember there was at least one Imperial fort ruin finished, does it feature here? And has the placement of Colovian barrows been discussed at all?

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Scamp
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Re: Release Area : Anvil

Postby Scamp » 09 Aug 2014, 16:56

Add N9 and N10 to finished and you have it.

The Imperial fort ruin should be in N10. Colovian barrows have been placed, but they aren't marked on this map. Not sure what you mean by "discussed", TR places ancestral tombs whenever they want to without discussing it, so I figured we wouldn't need to discuss placement of our equivalent.
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Infragris
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Re: Release Area : Anvil

Postby Infragris » 09 Aug 2014, 22:03

Bad wording, I only wondered if they had been placed.

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SamirA
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Re: Release Area : Anvil

Postby SamirA » 10 Aug 2014, 03:21

Yes, they have been placed, the maps are quite outdated.
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Worsas
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Re: Release Area : Anvil

Postby Worsas » 18 Aug 2014, 09:40

As I have expressed towards Praedator, I'm not satisfied on what we are doing in this city yet. I don't think the city needs to be turned upside down to do it justice, but some modification or repurposing in a few places would be in order to turn it more believable in places.

In particular I would like to get the question of the imperial navy building/s settled. While I agree that they could be in a regular Anvil building, I think a relatively small citadel/towerbuilding without real defending purpose, would make the connection to the imperial legion, of which it is the naval branch basically, much more visible and palpable. Then again, I agree that it may not be entirely easy to add in such a building without making it sting out.

My other concern evolves around the so-called boating club. In and for itself, it could be a funny thing to have. I'm not 100% against using modern concepts within this universe. But we are right now having a Casino that looks like a mediterrain restaurant, a little coach company building and now a boating club. I find that a bit too much personally. I don't think this should look like a TES-caricature of a modern holiday site.

There is also the question of where the Census & Excise Office should be. The Census & Excise controls/protocols the ship traffic and possibly even the people getting in and out, if I'm not mistaken. With the role of Anvil as a major trading port with other provinces the Census should have a somewhat large building for themselves, preferably close to the harbour. That's why I suggested to have it in the current boating club in the first place.

These are the biggest concerns I currently have. What do you others think?

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Re: Release Area : Anvil

Postby EJRS » 18 Aug 2014, 10:06

Worsas wrote:My other concern evolves around the so-called boating club. In and for itself, it could be a funny thing to have. I'm not 100% against using modern concepts within this universe. But we are right now having a Casino that looks like a mediterrain restaurant, a little coach company building and now a boating club. I find that a bit too much personally. I don't think this should look like a TES-caricature of a modern holiday site.


This sums up something that has been a great concern to me, as well. That last line really nails it, although bluntly. While I'm not altogether against using some modern concepts either, since Tamriel does not 100% match or world and thus cannot be equated to any specific location or era of ours, there are simply so many modernities (ubiquitous framed, naturalistic landscape paintings, an extensive printing industry and widespread litteracy, an abundance of comfy, roomy, well-furnished upper-middle class apartments etc., which are in comparison to the things Worsas pointed out pretty light offenders) that the poor inhabitants of this fictional world are really starting to come off as jackasses for running around with broadswords and plate armour, and for never having figured out and utilized dwemer steam-power technology on a large scale.

Suspension of disbelief is held together by a fragile surface tension, and cultural as well as technological and economic developments tend to be linked. The world we inhabit is a good point of reference for how this works (since it is and actual real world), and while some deviations are part of what makes TES3 especially charming (example: litteracy), I feel that they can only be taken so far before it all just becomes rather farcical.

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Re: Release Area : Anvil

Postby Praedator » 18 Aug 2014, 12:43

Worsas wrote:As I have expressed towards Praedator, I'm not satisfied on what we are doing in this city yet. I don't think the city needs to be turned upside down to do it justice, but some modification or repurposing in a few places would be in order to turn it more believable in places.

In particular I would like to get the question of the imperial navy building/s settled. While I agree that they could be in a regular Anvil building, I think a relatively small citadel/towerbuilding without real defending purpose, would make the connection to the imperial legion, of which it is the naval branch basically, much more visible and palpable. Then again, I agree that it may not be entirely easy to add in such a building without making it sting out.

My other concern evolves around the so-called boating club. In and for itself, it could be a funny thing to have. I'm not 100% against using modern concepts within this universe. But we are right now having a Casino that looks like a mediterrain restaurant, a little coach company building and now a boating club. I find that a bit too much personally. I don't think this should look like a TES-caricature of a modern holiday site.

There is also the question of where the Census & Excise Office should be. The Census & Excise controls/protocols the ship traffic and possibly even the people getting in and out, if I'm not mistaken. With the role of Anvil as a major trading port with other provinces the Census should have a somewhat large building for themselves, preferably close to the harbour. That's why I suggested to have it in the current boating club in the first place.

These are the biggest concerns I currently have. What do you others think?


You have been very rude in this post Worsas I hope you understand that, I am no caricaturist nor is Anvil.

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Infragris
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Re: Release Area : Anvil

Postby Infragris » 18 Aug 2014, 16:51

I think you're misunderstanding these buildings and their place, Worsas, mostly because they haven't really been assigned any names or character. The casino makes perfect sense for Anvil both as a city of great mercantile importance, the site of the Order of Dibella, and a focus of the Thieves Guild. When you hear casino, don't think Las Vegas, but think a place like the Ridotto in Venice. In many ways, Medieval Venice is a great economical and cultural example for the kind of place Anvil could be - a sophisticated, wealthy city where you could nevertheless still find plenty of poor people and plate armor. The same thing goes for the boating club: there's hardly a lack of precedent for this kind of exclusive clubs and gatherings. Even calling it a club isn't that far-fetched, if you accept the corner-clubs of Morrowind.

All that is needed is to ground these concepts in what we know of the city, and what we want it to be.

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SamirA
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Re: Release Area : Anvil

Postby SamirA » 19 Aug 2014, 00:10

I agree with Infragris. The names of the places are not in yet so it sounds odd and modern, but that is simply an issue with coming up with a name.
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Yeti
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Re: Release Area : Anvil

Postby Yeti » 19 Aug 2014, 08:34

Some brief thoughts of mine:

Definitely don't call it a casino. Call it a gambling den instead. A boating club doesn't sound like a good fit for Tamriel. The Census & Excise should definitely have a major presence in Anvil. I don't think the Imperial Navy building needs to be fortified.

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Re: Release Area : Anvil

Postby Praedator » 19 Aug 2014, 12:31

@Infragris: Thank you for the best explanation I could wish for Infragris...I am so bad with words.

@SamirA: I am sure that good names will be found, its just not my capability

@Yeti: I agree with all but boating club, but then again it will be renamed and it will be a snobbish club of rich. CEO has a new location, nr 31 on the map, adjecent to poor passenger harbour where most issues would occur. Actually if you walk up after arrival you walk into the door of CEO.

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Infragris
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Re: Release Area : Anvil

Postby Infragris » 04 Oct 2014, 13:05

3. The Praetorian villa: both the house and offices of the Praetor, highest administrator of the Gold Coast and member of the Imperial administrative nobility. The Praetor is mostly focused on how to tax and regulate trade, import and export, and the vice industry (brothels, casino). The census & excise office answers to him, but he has little power over the military and navy school - both are fiercely loyal to the Countess.
22. The Abecette: the great casino and hotel. Founded a couple of years ago to act as a legitimate alternative to the many smaller gambling halls that used to dot the city. The Abecette, and Anvil in general, is wildly popular as a seasonal destination for Imperial nobility, especially the Nibenese, who travel across the province on "pilgrimages to Dibella". The casino is a mayor source of income for the county. Access to the Abecette is limited to the upper classes (in practice, based on how expensive your clothes are). Of course, there's a dark side to the Abecette: the Thieves Guild does a brisk business swindling nobles with large gambling debts, by offering them loans in return for help in their criminal activities.
24. property of the Imperial Cult? I thought the Temple of Dibella or any other shrine in the city served as the cult HQ. What happens here?
52. Breton Trading Warehouse: the property of a consortium of Wayrest and Daggerfall traders. Specialize in the export of magical weapons, armor and scrolls, in return for silk and wine from Cyrodiil.
53. Redguard Trading Warehouse: the property of a wealthy Redguard merchant, who lives in Sutch. He is a major backer of the Kali Mes, and supports their independence movement. This obviously does not make him very popular in Anvil - he rarely visits here, and the warehouse is controlled by a local assistant. I was thinking someone could set fire to this warehouse if after the Sutch questline (either an angry mod or the player himself)
61. Silk Weavers Guild - Warehouse and Silk Shop: this is a depot for the export of silk to the Abecean region. No actual silk weaving happens here, though a representative of the Guild is present. One thing I wanted to propose was to make silk shops a kind of stock exchange avant la lettre: large amounts of goods are bought and sold through bolts of cloth with specific messages woven into them. this would help to make silk look more important from the player's perspective (as normally it would not have a lot of practical application as weapon, armor or consumable).

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