Caves of Stirk

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SamirA
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Caves of Stirk

Postby SamirA » 02 Mar 2011, 15:40

Ok guys its time to open up discussion on some caves that we will have on Stirk. We are planning on having two caves on the Isle that are not connected with our pirates or the Ayleid ruin. So here we are going to discuss what these caves should be and how big they should be, etc.

The things to think about are
1. Names
2. Sizes
3. Relative locations
4. Type (ex. Natural, Bandit, Goblin, Grotto, etc.)
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Scamp
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Re: Caves of Stirk

Postby Scamp » 02 Mar 2011, 16:12

May I suggest having a medium sized grotto and a large Goblin cave? I think we should totally have an appropriate amount of goblin caves in Cyrodiil. At least, I wouldn't recommend a bandit cave here if there will be those pirates in the ruin anyways, let's go for something non-human in these caves.
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SamirA
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Re: Caves of Stirk

Postby SamirA » 02 Mar 2011, 23:16

I like those :)

Ok, so we have...

1. Medium Grotto
Name: Unknown
Location: Unknown

&

2. Large Goblin Cave
Name: Unknown
Location: Unknown

I'll suggest some names. Maybe Cyrus' Grotto (named for the Redguard hero) and Deep Rend Caverns? I dunno those sound decent to me, I'm open to better suggestions.
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Tarius
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Re: Caves of Stirk

Postby Tarius » 02 Mar 2011, 23:19

I agree non-human as well. Although I think a small goblin "outpost" would be good as once you start getting large numbers of goblins they want to go attack things, unless of course you want to make that part of a quest; stopping the goblin attacks, or perhaps goblin/priate war.

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SamirA
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Re: Caves of Stirk

Postby SamirA » 02 Mar 2011, 23:48

Haha, well we are on the same page so it's all good. This should be a large Goblin cave full of baddies and entrenched goblin fortifications. A quest for this cave is certainly a possibility.
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ZackG
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Re: Caves of Stirk

Postby ZackG » 07 Mar 2011, 05:57


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SamirA
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Re: Caves of Stirk

Postby SamirA » 07 Mar 2011, 06:14

That is indeed an awesome grotto idea.
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