DagothNerevar's Guide to Ayleid Ruins

Post » Sun Jun 24, 2012 7:25 pm

1. Stock up. Don't worry too much about the price, you'll make more.

2. Lockpicks, lockpicks,lockpicks, even if you don't specialize in security, many things are shut out to you by locks.

3. Know the traps. Some will surprise you, some will be to obvious.

4. Stone Brick bad, Varla Stone good. Don't pick up worthless objects.

5. Welkynd Stones are easy money, but don't stop til you find the Varla Stones.

6.Always Think. Eg. Welkyend Stone on high pedestal, use arrow to knock it off.

7. Sell your new Fat Loot!
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Sun Jun 24, 2012 1:53 pm

A friend of mine on the Nexus forums wrote his own guide to Ayleid Ruins back in 2006, in the style of an ingame book.

For some reason it's not a very popular guide. :hehe:

Proberty Wagstaff's Guide to Visiting Ayleid Ruins

Hello there.

I have been a great fan of Ayleid history and culture ever since I found I could trace my family tree back to the city of Miscarcand. I have studied all the surface ruins and the two hidden in caves. Sadly I have not been able to visit the Hall of Epochs as that is too well guarded. I expect a thief might find a way in but I am sure you, like me, will be looking only at the 52 listed above. With all the time I have spent on them and considering my ancestry, I believe I am the person to advise you of their wonders.

The Ayleids had a great deal of magic that continues to last even though their society has long gone. The first thing you will notice is that despite being underground, they are ablaze with magical lighting effects. This is useful as it means you do not need to clutter yourself with torches and spell scrolls of light. An excellent example is Anga, though you'll need to ask Namira to let you in.

The main purpose for visiting the ruins today is to marvel at the beauties of the architecture. In this the brilliant lighting helps, illuminating as it does every corner and niche. What will undoubtedly amaze you is how very different they all are. It is hard to believe one society could be so imaginative in their designs.

Before I go on, let me dispel one popular misconception. The ruins are all completely empty and freely accessible. Suggestions that they may contain rats and mudcrabs are ludicrous. How would these beasts open the doors to get in? What could they live on? Occasionally you may find hostile creatures and humans in the external grounds of these ruins but the effective Ayleid magic keeps them out. The same is true of those pesky mythical beings and the ghastly undead that plague so many of the ruined forts in this land. No, inside an Ayleid ruin you will never need weapons, offensive spells or potions.

And this is as well, because you will need to keep your packs light. The Ayleids were a very generous people. Scattered throughout all of their cities you will find containers, going under a variety of names - casks, chests, reliquaries etc. The names of the containers appear to be interchangeable so no doubt were the result of the whims of the rulers. Whatever the name they all have the same purpose - to hold gifts for visitors. They refill magically and so are still useable today. They are always open, just lift the lid. Lock picks are another unnecessary item with which to burden yourself when you set out to investigate these incredible places.

I must again mention the lights. Well, they are miraculous really. You will notice a variety of colours. Those that are white (known as Varla stones) and blue (Welkynd stones) are what impart the special atmosphere to the place. They are loose but please do not take them as it would destroy the ambience utterly. They obviously have no use or value except as lights. They would otherwise have been looted long since. So let them be. You might be lucky enough to come across a red Varla stone. These actually still pulsate. Give them your close attention, the effect is simply stunning.

Hmm! The reference to looting reminds me that sadly all of these ruins have been sacked totally. You will find nothing of value outside the gift caskets. Odds and ends of Ayleid armour are still discovered from time to time on out of the way ledges but they are worthless. No. Ayleid ruins are places where you marvel and gape, not places where you can hope to make money from relics.

A few of the ruins have flooded in places. You need not worry about this. There is never anything to be found under water.

Another popular mistake I would like to correct is that these places are full of tricks and traps. People lived in them. They would not build cities where they were having to worry about such things night and day, especially as they enjoyed getting very drunk on ceremonial occasions. Such traps would no doubt have culled the entire population had they existed. Put such nonsenses out of your head.

There is however one risk I should mention. The ruins are old and the masonry weathers and crumbles over time. This will be obvious to you whichever ruin you enter. I would recommend you are careful on raised walkways as a collapse could pitch you into an area with no easy exit.

In spite of their age, much of the architectural detail remains unharmed and merits close anolysis.

One of the first things you should examine is the floor, which has a number of interesting features.

I have already mentioned the Ayleid habit of getting very intoxicated. Because this could lead to a great deal of spillage of wine and ale and leakages of less pleasant kinds, the area used for revelry always had rows of holes drilled into the floor. The leaked fluids ran into the holes reducing the risk of slipping (and being overcome by the smell). Stand above looking down at them and you'll see the point.

Other parts of the floor were painted red. As in other societies, red was a colour of welcome. Although the paint is wearing away you can still get a sense of your spirits being raised if you stand there. The force of the Ayleid welcome might yet surprise you.

In a few very wealthy cities there was another feature. All Ayleids were concerned with covering the awkward smells that arose from living close packed and underground in an era when hygiene was rudimentary. They were obsessed with perfume and vents releasing these fragrant odours are common in most ruins. Some still work today and the aromas are overwheming. But the features to which I refer had a special purpose. The walls surround an indented area in the centre of which is a grating. The wealthy would use these as emergency perfume baths. Stepping into the centre would raise the walls and release the most exotic of fragrances. The individual was protected from the eyes of others and so could wallow naked at leisure, dressing and returning to the side of the 'room' to get the walls to lower again. Ingenious! Try it. I suspect few still work but if any do the sensation will carry you to realms you never dreamed of.

The ceilings are less varied. In some of the vaulted passageways there are clefts in the vaulting. I have never been able to ascertain what these were for. Perhaps they held banners in the old days. Maybe you will work out their use? Gaze up into them for me and if anything strikes you, please let me know.

To conclude for the moment I must just mention the walkways again. They certainly warrant attention, though do remember my warning about the crumbling masonry. When the cities were vibrant with life these walkways were hung with multicoloured flags and banners. The fabrics have rotted but the mounts remain. I have to say they are not very attractive to look at. But as you stroll beneath, try to imagine them as they were, a slice of history.

In addition to the flags two or three walkways were embellished with decorated metal grilles of great complexity. They deserve very close scrutiny. They are masterpieces of penetrative detail.

Well, that is all for the moment. I hope this will encourage you to visit them. Just take yourself and an empty pack (and of course protection for the journey to get there). Once inside enjoy the quiet and the emptiness and let my few words help you make the journey a once in a lifetime experience.
I'm afraid Mr Wagstaff was shunned by the Cyrodillic scientific community after the publishing of his book let to several unfortunate deaths.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Sun Jun 24, 2012 10:21 pm

As soon as I entered Vilverin, I was attacked by bandits, and when I finished them, I was sieged by a necromancer's army of skeletal undead. I guarantee you, I used a weapon.
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Sun Jun 24, 2012 3:18 pm

Very good sir (or madam). Are you new to the game?

These are good tips. Where are you finding stone bricks to pick up, though?

A big tip I always dispense for any dungeon-diving is WALK don't run. Running blindly (like the way my 16 y.o. nephew does it) can trigger traps. Next thing you know, you're in a spike pit (or being tossed up to the ceiling in a giant masher device!

Also, many traps are centered--they have been placed in the center of the room (or hallway, or causeway, etc.). And if the trap has some sort of trigger, often this will be centered too. Sometimes it makes sense, therefore, to explore from the sides of the area the PC is in.

One main exception to this are those awful firing stones. I'm forgetting the official name for them...they often shoot red magic at our characters, and are usually placed in areas which we haven't got much space to move around (a narrow causeway, for instance). And the thing that svcks about them is sometimes they can do some hefty damage, especially to low-level characters. They make me mad sometimes. :mad:

On the topic of Welkynd stones: I've had a lot of different characters over the years. some of them use Welkynd stones for their actual purpose: recharging magicka. Others will leave them where they are, for a variety of reasons.
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Sun Jun 24, 2012 5:42 pm

Very good, worth saving. BTW, I have it on good authority that the Archeology Guild has issued a writ to have their enforcer bring in Mr. Wagstaff for questioning concerning his observation methods.
User avatar
Danny Warner
 
Posts: 3400
Joined: Fri Jun 01, 2007 3:26 am

Post » Sun Jun 24, 2012 10:16 pm

Thanks, yeah I haven't been in many ayleid ruins, but I was looting Vilverin and thought, hey, I should write this stuff down. Then I typed, posted, and watched replies roll in.
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Sun Jun 24, 2012 3:54 pm

Vilverin is a very unique dungeon! I think that's the one that locks the door behind you. Yea, that one is very cool.

I will tell you up front that most dungeons don't have Vilverin's surprises. Some of them are very easy to get through. Easy enemies, low-pressure with the traps, etc. BUT, don't let this discourage you. Sometimes, the easiest dungeons can contain the best loot. Imp caves are a perfect example.

This is true with chests too, which seems a cruel joke from whatever dev was in charge of this. :lol: I've picked some Very Hard chests here and there, breaking lockpick after lockpick, only to find they contain 3 gold, a pair of Fishing Waders, and an onion

:facepalm:

And then you'll find a Boss chest which is unlocked, or easily-locked, and for some reason, this is the chest that will have that Ring of Chameleon or whatever.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm


Return to IV - Oblivion