One day you look up and see a beam of light in the sky, off in the eastern reaches of Skyrim. This light reaches down and marks out a piece of ground at the foot of the Velothi Mountains; the site of a recent landslide. An ancient passage under the mountain has been uncovered; haunted by a strange apparition and leading to an unusual structure secreted among the mountain peaks: Clockwork Castle. Isolated from - and forgotten by - the outside world, the castle has not seen a living soul for a century or more... yet it is still inhabited.
'Chlodovech Castle' began its life around two hundred years ago, built by a very successful merchant family from faraway High Rock, according to the latest fashions from that province. Heavily inspired by Dwemer technology, all kinds of machinery and conveniences were later added to the manor; and over time it instead came to be called 'Clockwork Castle'.
Just what happened to this family? Who now resides in Clockwork Castle? Why does the apparition in the tunnels hound you and keep you from leaving? How can you escape the castle? These things can be discovered by playing Clockwork.
Summary
Clockwork is a quest mod for Skyrim set in and around Clockwork Castle; a full-featured player home. Four quests are planned; the first unlocks access to the castle plus some of its features, and each subsequent quest unlocks more features. The castle itself has an aesthetic largely new to Skyrim; influenced by steampunk and Victorian art/design. This ties into its backstory - and its new (voiced) NPC type. Read on for some more information on the mod's planned features.
New NPC Type
These are the Gilded. Just from looking at them it's obvious that they're Dwemer in origin, but what are they, exactly? That is a mystery to be solved in Clockwork.
- http://skyrim.nexusmods.com/imageshare/images/60908-1338102464.jpg
- http://skyrim.nexusmods.com/imageshare/images/60908-1338102575.jpg
- http://skyrim.nexusmods.com/imageshare/images/60908-1338102723.jpg
- http://skyrim.nexusmods.com/imageshare/images/60908-1338102784.jpg
- http://skyrim.nexusmods.com/imageshare/images/60908-1338102850.jpg
Quests
Four quests are planned, as mentioned; each with an associated 'dungeon'. The first (and possibly the last) in particular are intended to have a horror theme (as in scary - not grisly, especially). We'll see if I can pull that off. The middle two quests are intended to revolve more around steampunk themes. Steam-power and machinery.
Clockwork Castle
Containing all the usual player home conveniences you might expect - beds, storage, crafting stations, weapon/armour display, etc - plus more besides - Clockwork Castle aims to be a useful, believable and (hopefully) beautiful place for your character to live. The first quest is considered to 'unlock' the castle, as it involves actually reaching it. See below for more information on what can be found in each part of the castle.
Main Hall
The Hall is the central hub through which all other major parts of the castle are reached.
- http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_mainhall01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_mainhall02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_mainhall03.jpg
- http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_mainhall04.jpg
- http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_lightfitting01.jpg
- http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_lightfitting02.jpg
- http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_chair01.jpg
- Home to numerous http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_painting01.jpg, each with a http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_painting02.jpg to learn the name of the artist and artwork. (Also found in other parts of the castle.)
- Contains shrine to Zenithar.
- Adjoining http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_dininghall01.jpg; seats ten.
- Adjoining http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_kitchen01.jpg:
--- Useable cooking pot.
--- Food storage, notably in a 'http://i21.photobucket.com/albums/b300/jlollback/Skyrim/castle_kitchen02.jpg' open to the freezing outdoor air.
--- Food-sorting option (to be confirmed).
--- Running water and kitchen sink pending.
Master Bedroom
The Master Bedroom incorporates a modest study, plus limited storage and display options for your most treasured items.
- New bed model.
- Adjoining Private Bathroom:
--- Metal bathtub (my http://oblivion.nexusmods.com/mods/images/13275-1190813654.jpg from the http://oblivion.nexusmods.com/mods/13275/, though I'll give it new textures). Will likely give temporary stat bonus of some kind.
--- Simple vanity and sink.
--- Running water, including rudimentary hot water system (think a fire under a metal tank, with pipes leading in and out).
--- Lavatory (of the simple 'hole in a wooden plank' kind).
Work Room
Generous stone room where the majority of crafting activities take place.
- Unlocked by second quest (merchant services also unlocked at this time).
- Crafting stations: Forge, Grindstone, Smelter, Workbench. (Tanning Rack and Woodcutting Block may be here or outside.)
- Fans and vents in ceiling to remove poisonous fumes of various kinds.
Mages' Study
Part library, part study (especially for magical pursuits).
- Unlocked by third quest (or perhaps simply the crafting stations).
- Crafting stations: Alchemy Lab, Arcane Enchanter.
- Alchemy ingredient sorting: one-button sorting of all ingredients in inventory into single container (probably looking like large array of small drawers).
- More storage; perhaps dedicated potion container, for example.
- A number of bookshelves: display ones or the container variant - or maybe both.
- Connects to the Glass Garden:
--- A large terrarium on the roof, full of plants to harvest for alchemical ingredients (or food).
--- Empty until third quest completed.
Display Hall
A Hall dedicated to displaying weapons, armour and other treasures. Full of mannequins, weapon plaques, display cases, etc.
Basemant
Comprised of several utility rooms; some just full of machinery, others more immediately interesting and useful:
- Travel Room
--- Activated by fourth quest.
--- Allows teleportation to cities in Skyrim.
--- Allows teleportation to Recall Point designated by 'Teleport to Clockwork Castle' spell/power (learned after completing fourth quest).
--- [Tentative] Device that can sort items from inventory into containers in appropriate areas of the castle (potential categories: food, alchemy ingredients, soul gems, crafting resources).
- Storeroom
--- Lots of containers for storage.
--- Perhaps some containers labeled (armour, weapons, potions, 'to be sold', etc) to aid organisation.
Living Quarters
Accommodation for everyone who is not Lord/Lady of the castle.
- Rooms of varying size and quality:
--- Large rooms for family members and guests.
--- Smaller rooms for more important castle staff.
--- Dormitories for general servants and guards.
- Laundry Room
--- Generous stone room with running water.
--- Communal bathing facilities (http://www.clawfootbathtubwarehouse.com/images/eatandbathe.jpg).
--- Communal lavatory (several holes in a larger wooden plank).
Comments and suggestions are welcome. I'd be particularly interested to hear what sorts of features people would like to see in various parts of the castle. I'd recommend reading the Development Commentary section below first, though.
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