Brainstorming for a personal mod involving the Maormer

Post » Sat Feb 19, 2011 12:27 am

Hey guys,

I've been working on a fairly simple (but highly expandable) mod for Oblivion that would focus on a relatively unexplored region of the Abacean sea, and I was planning on having the player encounter a faction of the Maormer. I didn't find much lore on them, so I tried to expand it a little bit so that it would fit with my hope to use them as antagonists. Feedback of any sort would be greatly appreciated.

The Maormer are the inhabitants of Pyandonea. Their origins are as a group of Aldmer that rebelled against the original Aldmeri powers. They used unusual and cruel magic that warped and destroyed other Aldmer to their purposes, while altering and inherently changing the user in the process. For his failed rebellion, Orgnum and his band of cohorts were exiled.

The source of Orgnum's power that both fueled and changed his rebellious group was an artifact dating from before the creation of Mundus, similar in nature to the Heart of Lorkhan. It allowed Orgnum and his followers effective immortality - death was not permanent to him or any member of his circle. This was why Orgnum's rebellion was handled differently than previous ones; no matter how many times the Aldmer attempted to execute the rebels, they would just come back. Only the solution of the Pyandonea exile was sufficient in driving the threat away.

The modern Maormer are divided into three groups: The Alketh, the Deltoth, and the Haresh.

The Alketh consist of Orgnum and his original conspirators. While few in number, they cannot die and have terrible skill and power. The crystal artifact provides many other powers to those linked to it. These powers are dependent on the proximity to the crystal and the whim of Orgnum. While this serves to maintain Orgnum's reign, it does not prevent occasional disputes and splinter factions within the Pyandonean political arena.

The Deltoth are one step down from the Alketh. All Deltoth are bound to one of the Alketh. This bound provides them with eternal youth and increased protections, in exchange for obedience. Disobedient Deltoth can be stripped of their bond and cast into the ranks of the Haresh. It should be noted that the Deltoth can die, just not of age.

The Haresh are the lowest of the Maormer castes. The Haresh experience short lifespans and have absolutely no freedom. Instead, they have complete obedience to the upper casts, and must follow any order given to them. A Haresh uprising is impossible, as they are completely mindless and cannot experience any independent thought. Haresh are mute and are incapable of casting anything other than the most basic of spells. Haresh can come into existence in one of three ways: The breeding of Haresh or warping of other mer. The creation of Haresh from other Aldmer is part of the reason Orgnum and his group of Alketh were exiled.


Since the Haresh are so mindless and their fate viewed as a punishment, the Maormer prefer to create them out prisoners rather than through warping the Deltoth or breeding them.

Notable Maormer:
-Orgnum, the eternal leader of the Maormer and the strongest of them all. He is almost always accompanied by serpent guards.
-Catela, the most influential and powerful of Orgnum's three queens. She is also the most rebellious, having fought Orgnum multiple times in the past. The reasons for her presence in the Abacean are unknown; she could be rebelling against Orgnum or capturing mer for future assaults against the Summerset isles.

The Maormer appearance(s) can be explained by the use of the Crystal Artifact. As they were one of the first groups to split from the Aldmer and are still ruled by the same mer, they consider themselves to be the purest group of mer that are the closest to the original Aldmer.

User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Sat Feb 19, 2011 1:50 am

Hey guys,

I've been working on a fairly simple (but highly expandable) mod for Oblivion that would focus on a relatively unexplored region of the Abacean sea, and I was planning on having the player encounter a faction of the Maormer. I didn't find much lore on them, so I tried to expand it a little bit so that it would fit with my hope to use them as antagonists. Feedback of any sort would be greatly appreciated.


Good enough start, seeing as there is hardly any official lore from which to work from in the first place, you can't really go wrong (the important part would be keeping in with the tone of TES and it's boundarys in terms of magic, gods, etc).

However, one problem that I see is that Pyandonea isn't actually in the Abecean Sea (the sea exists in the space between Summerset, Valenwood, Cyrodiil and Hammerfell, and arguably ends in the west before or just after the Thrassian Reef). There isn't an actual name for the Ocean south of Tamriel, though you could say that the Eltheric Ocean, and the Padomaic Ocean go under the continent and meet up under it (which would put Pyandonea in the Eltheric, seeing as it's located more to the West). http://imperial-library.info/maps/minibigmaproadslore31gv.jpg
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sat Feb 19, 2011 5:00 am

Good enough start, seeing as there is hardly any official lore from which to work from in the first place, you can't really go wrong (the important part would be keeping in with the tone of TES and it's boundarys in terms of magic, gods, etc).

However, one problem that I see is that Pyandonea isn't actually in the Abecean Sea (the sea exists in the space between Summerset, Valenwood, Cyrodiil and Hammerfell, and arguably ends in the west before or just after the Thrassian Reef). There isn't an actual name for the Ocean south of Tamriel, though you could say that the Eltheric Ocean, and the Padomaic Ocean go under the continent and meet up under it (which would put Pyandonea in the Eltheric, seeing as it's located more to the West). http://imperial-library.info/maps/minibigmaproadslore31gv.jpg

Oops, forgot to address this.

The Maormer the player would encounter would be a splinter group, lead by Catela. She's trying to stay distant from her homelands for whatever her purposes are (I'm thinking it's going to be a little bit of rebellion, on her part).

The less story-based reason is that I really didn't think I could pull off Pyandonea.

Thanks for the feedback!
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Fri Feb 18, 2011 8:57 pm

Oops, forgot to address this.

The Maormer the player would encounter would be a splinter group, lead by Catela. She's trying to stay distant from her homelands for whatever her purposes are (I'm thinking it's going to be a little bit of rebellion, on her part).

The less story-based reason is that I really didn't think I could pull off Pyandonea.

Thanks for the feedback!


You could always go for the Mournhold approach, by just creating a closed off city the player could explore rather than the entirity of Pyandonea.
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Sat Feb 19, 2011 6:18 am

The Maormer are actually not from Summerset Isle, aren't they? I thought that was just Altmer arrogance talking.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Sat Feb 19, 2011 3:23 am

No, from what I can tell it's more likely the Maormer separated from the Aldmer, not the Altmer. Pyandonea is on the other side of the Summerset, just opposite the Abacean Sea. This is the place the Maormer have a history of attacking, although they have not launched an outright invasion force in several years after their defeat by the Psijics.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Sat Feb 19, 2011 12:11 am

I like the idea of your project, but if I were you I'd probably not make too much up. World building is dandy, but you need to think about what Bethesda had in mind when they wrote those few words about the Maormer.

The Concept of the mod should be more important than the Lore (even if the concept derives from the Lore). You don't have give the PC a lecture on Pyandonean sociology and customs especially since you would have to make all of that up.

I don't recall reading about them having castes. From my point of view it's wrong, because the Altmer already are supposed to have such a society, and there are no civilizations in Lore that are duplicates cause that would be too boring and pointless.

Idea: Maybe the Maormer were sent out as a scouting party to end the "Splendid Isolation" of Pyandonea? Perhaps Orgnum sent them to infiltrate The Empire to acquire the strategic information he needs to send his Armada there? Maybe the quests revolve around what the Maormer bribe/blackmail the PC into doing? (bringing and fetching stuff to and from Cyrodiil, spying, contacting (other spies)).
Maybe there is at least one defector among the ranks who sabotages the mission?
Maybe the questline ends with the PC either being rewarded for rendered services/ backstabbed by the Maormer/ running off with the defector/ presenting a letter about Orgnum being dead (that the Faction Leader had hidden) and the Invasion called off to the crew (after which of course the whole confilct is resolved).
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Sat Feb 19, 2011 12:19 am

OdysseusB:

Not bad. And like Harke said, don't lecture the player on local customs and sociology. Rather try to show it. Customs and sociology are one of the reason people do things the way they do them. Though some explanation will be needed. For that you can look at the start any Elderscrolls game, they each stress different thing at the start so you can pick the method that pushes forward what is important too you.

Btw.

Some monkey truth quality fanfiction.

http://www.imperial-library.info/cgi-bin/yabb2/YaBB.pl?num=1191096185/0#0
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Fri Feb 18, 2011 11:08 pm

OdysseusB:

Not bad. And like Harke said, don't lecture the player on local customs and sociology. Rather try to show it. Customs and sociology are one of the reason people do things the way they do them. Though some explanation will be needed. For that you can look at the start any Elderscrolls game, they each stress different thing at the start so you can pick the method that pushes forward what is important too you.

Btw.

Some monkey truth quality fanfiction.

http://www.imperial-library.info/cgi-bin/yabb2/YaBB.pl?num=1191096185/0#0

That's what I was hoping to do. Guess I'm not very clear - this is just my own guideline document. For the Maormer quest bit (which should end up being about one "story arc", likely occurring near the end of the mod), the bulk of info should come from the quests.

And thanks for the link.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Sat Feb 19, 2011 12:15 am

Looks good to me, here's a map that can help give you a basic idea of how Pyandonea's location correlates to http://www.cyrodiil.net/assets/maproadslore.jpg (though I thought it was smaller than that)
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am


Return to The Elder Scrolls Series Discussion