[WIPz] Massahanud Camp Expanded

Post » Tue Mar 15, 2011 1:56 am

So,

I was going through some old threads, namely my old Ashlander Mod list thread, Ashalnder Character and some other threads and there seems to be a demand for more ashlander type mods. While I am already working on my Chitin Weapon Smith mod ( A mod which palces a mater smith in one of the camps who can upgrade chititn weapons) I felt there there is possibly more that could be done with the ashlanders.

While I didnt want to touch the four main ashlander camps due to the main quest ( I try not to touch anything that is to do with the main quest), I started to look at all the smaller ashalnder camps. While nearly all of them contain hostile attackers, minor quests with the imperial legion and imperial cult, I did find one camp that had no qeusts attached and all the NPC's were friendly - http://www.uesp.net/wiki/Morrowind:Massahanud_Camp

The camp contains one hut and four NPC's.One of whom, Yahaz Ashurnasaddas, is a trainer. There is also a wisewoman there!

So I thought that this camp would be the ideal location for some type of expansion or quest or just anything!

I got my brain food (A bowl of Shreddies) and put in my thinking cap (a pirate hat) and started to write down Ideas (with my grim reaper pen - it has a grimreaper that sits on the top lol). Eventually I decided that instead of just expanding the camp and have a trader etc... I should provide quests which then exapnds the camp ( kinda like the "strongholds" for the great houses.)

While I havnt got an uber and amazing quest line all set up I do have an idea where the ashlanders ask the player to help them establish themselves in the grazelands - they are not outcasts - and they fear that they would be a prime target for the outcasts. So they ask the player to help establish trade links, supplies and eventually help them to expand upon the camp ( possibly open up a shalk mine?)

So what do you guys think? good? bad? completely unecessary? get rid of the pirate hat?

=MA=
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Kortknee Bell
 
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Post » Mon Mar 14, 2011 12:54 pm

This sounds like an absolutely wonderful idea! I always wondered why some of the camps had nothing going on. This sounds like a mod I'd have no choice but to try out. :D



KF
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Zoe Ratcliffe
 
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Post » Tue Mar 15, 2011 1:22 am

While I do like the sounds of this idea, wouldn't a third major ashlander camp in the area kind of piss of the Zainab and/or Ahemmusa tribes and result in tribal wars over what little land isn't controlled by the Telvanni? There may be enough space for two larger tribes to live in the area, but three is definitely pushing it. Matters such as hunting grounds, campsites, land to herd the guar and shalk herds* and so on would probably result in either armed combat or the expulsion of the smaller of the three tribes too.
While I havnt got an uber and amazing quest line all set up I do have an idea where the ashlanders ask the player to help them establish themselves in the grazelands - they are not outcasts - and they fear that they would be a prime target for the outcasts. So they ask the player to help establish trade links, supplies and eventually help them to expand upon the camp

A part of this questline should probably be about sweet-talking the Zainab and/or Ahemmusa. Maybe the Massahanud ashlanders end up having to pay them a yearly tribute or something, Golden Horde style? You could also have a quest or two about gathering other lone ashlanders wandering the Grazelands and making them part of the tribe. Strength in numbers and all that.

( possibly open up a shalk mine?)

Shalks are herded, and a kwama mine - or any type of mine - wouldn't really work with the nomadic lifestyle of the ashlanders** anyway.

get rid of the pirate hat?

Put on several pirate hats instead of just one.

*The invisible ones that are mentioned but never seen.
**Dialogue claims that they are supposed to be nomadic, even if that fact isn't reflected in-game.
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Lloyd Muldowney
 
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Post » Mon Mar 14, 2011 12:48 pm

While I do like the sounds of this idea, wouldn't a third major ashlander camp in the area kind of piss of the Zainab and/or Ahemussa tribes and result in tribal wars over what little land isn't controlled by the Telvanni? There may be enough space for two larger tribes to live in the area, but three is definitely pushing it. Matters such as hunting grounds, campsites, land to herd the guar and shalk herds* and so on would probably result in either armed combat or the expulsion of the smaller of the three tribes too.

A part of this questline should probably be about sweet-talking the Zainab and/or Ahemussa. Maybe the Massahanud ashlanders ends up having to pay them a yearly tribute or something, Golden Horde style? You could also have a quest or two about gathering other lone ashlanders wandering the Grazelands and making them part of the tribe. Strength in numbers and all that.


That is what I had in mind. The camp isnt going to be a huge one, and I do have plans to get permission form the Zanib tribe with some sort of tribute.

Shalks are herded, and a kwama mine - or any type of mine - wouldn't really work with the nomadic lifestyle of the ashlanders** anyway.


I know this isnt reflected in game but I came to the conclusion that its simply because there isnt enough land now for the ashalnders to live their nomadic lifestyle. I see the Ashalnders a people who WERE Nomadic but with the Great houses and the Imperials having snapped up most of the land it isnt practical for them to live their rigerous lifestyle anymore. There is, on the UESP ( I think) information that stats that the ashlanders are struggling because of the limited acess to the lands they once had.

As with every society that under go's a great change they have to adapt. SO I think it sensible to at least presume the ashlanders are not as nomadic as they once where.There is evidence of shalk herds and as they can be herded it wouldnt be too much of an impact on nomadic lifsyle. They are bugs after all and a "shalk mine" as in a cave that houses shalks could give this camp a financial hand to pay of the tributes and for the camp to just live their lives.

Put on several pirate hats instead of just one.

I like this. I think I will.

Thanks for your advice and points of worry Xeth-ban, I dont want to be too lore breaking so the feedback does help :)

Hope you can se my point/ideas :)
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hannah sillery
 
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Post » Mon Mar 14, 2011 4:21 pm

That is what I had in mind. The camp isnt going to be a huge one, and I do have plans to get permission form the Zanib tribe with some sort of tribute.

Splendid.

I know this isnt reflected in game but I came to the conclusion that its simply because there isnt enough land now for the ashalnders to live their nomadic lifestyle. I see the Ashalnders a people who WERE Nomadic but with the Great houses and the Imperials having snapped up most of the land it isnt practical for them to live their rigerous lifestyle anymore. There is, on the UESP ( I think) information that stats that the ashlanders are struggling because of the limited acess to the lands they once had.

True, though I can't help but view the Ashlanders as a people who would rather perish than to allow their lifestyle - what makes them Ashlanders - to die.

As with every society that under go's a great change they have to adapt. SO I think it sensible to at least presume the ashlanders are not as nomadic as they once where.There is evidence of shalk herds and as they can be herded it wouldnt be too much of an impact on nomadic lifsyle. They are bugs after all and a "shalk mine" as in a cave that houses shalks could give this camp a financial hand to pay of the tributes and for the camp to just live their lives.

It seems to me that shalks don't thrive in caves very much, and that herding them on the plains would be a better idea. Having them take over an egg mine - assuming there is one in the area - could give them a solid economic basis though. Alternatively, you could make use of the TR molecrab creature and have them raise molecrabs in a cave - like it was done in TR Map 1. *shrugs*
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Samantha Jane Adams
 
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Post » Mon Mar 14, 2011 6:49 pm

I think this is a bloody awesome idea. I've always wanted to see the Ashlanders expanded, and I've always thought it would be cool if someone made a questline where you could become the head of an Ashlander camp. Now I'm not sure if you're gonna do that but any enlarged camp with some quests sounds good to me.
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Josh Sabatini
 
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Post » Tue Mar 15, 2011 4:02 am

I think this is a bloody awesome idea. I've always wanted to see the Ashlanders expanded, and I've always thought it would be cool if someone made a questline where you could become the head of an Ashlander camp. Now I'm not sure if you're gonna do that but any enlarged camp with some quests sounds good to me.

I am not looking for the player to become the head of the camp but I do intended for the player to help establish a camp. here are my ideas so far for the "story/questline":

ok so I have some ideas for the "permissions":

- the camp asks the player to be their "representative" after saving the camp from outcast bandit attackers

- Now that they have no reason to fear attack they ask that player that they get the Zannib tribe to recgonise them as an offical camp.

- the Zannib tribe are willing to declare the camp offical and an ally but only if the camp can sustain a financial income. They dont want to be responsible for the camps day to day process and running and in order to gain respect and honour the camp needs to become self sustained..

- Task the player to clear a nearby cave of blighted shalk

- Task the player to obtain newborn shalk form a shalk trader

- Task the player to offer the Zannib a tribute of shalk armor to show they are self-sustaining ( When the player returns the camp has grown by 2 yurts)

- With the Zanib tribe as allies and atesting to their independence the player is now tasked to help establish a larger tribe. The player must travel to Erabenimsun Camp where the wise womans brother risks becoming an outcast and so offers him the chance to join their camp. ( once done a new yurt is added to the camp)

- With the camp now a fair size, recgonised by at least one major camp, sustaining an income from a shalk mine the camp now needs to establish trade links with the other two tribes. With Zannib already an ally and Erabenimsun relations on a low due to the annoance of taking in the wise womans brother the player is task to establish the links with the reamin camps. (This in turn allows a trader to set up in the camp)

- On establishing the links the camp is well on its way to becoming an independant tribe but theres one thing missing. Each of the 4 major camps have been around for years and established histroy and prestige. If Massahanud is to gain the status of major camp it must restore its honour. Yahaz Ashurnasaddas tasks the player to obtain his fathers spear - The spear of Ashurnas, it was stolen from his family after an outcast ashlander raided their home and killed his father.

- With the spear returned the camp has one last yurt to build. The players yurt. As a token of their appreication the player is given a permenant residence within their camp.

So waht do you think?

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Craig Martin
 
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Post » Tue Mar 15, 2011 2:48 am

- the camp asks the player to be their "representative" after saving the camp from outcast bandit attackers

Sounds like a good introduction.

- Now that they have no reason to fear attack they ask that player that they get the Zannib tribe to recgonise them as an offical camp.

I think the Zainab would probably laugh and take a bit of a haughty position at this point. Perhaps you should include a period of growth for the Massahanud camp prior to any contact with the Zainab, then have a Zainab "emissary" make demands to the Massahanud tribe. "Protection" money, as it were.


- the Zannib tribe are willing to declare the camp offical and an ally but only if the camp can sustain a financial income. They dont want to be responsible for the camps day to day process and running and in order to gain respect and honour the camp needs to become self sustained..

- Task the player to clear a nearby cave of blighted shalk

Having a quest to make the tribe self-sustained is good, but the..."character" of the Zainab makes it seem unlikely that they would approach a new "upstart" tribe like this in such a kind way. If the quest is offered on the initiative of the tribe in response to the Zainab demands instead, I think it would make more sense.

I still say a Kwama mine would make more sense, but shalks are fine too, I guess.

- Task the player to obtain newborn shalk form a shalk trader

Wouldn't eggs or something make more sense?

- Task the player to offer the Zannib a tribute of shalk armor to show they are self-sustaining ( When the player returns the camp has grown by 2 yurts)

Offering the armour as part of the tribute, along with some other products such as guar hides and whatnot would probably be a good idea at this point, yes.

- With the Zanib tribe as allies and atesting to their independence the player is now tasked to help establish a larger tribe. The player must travel to Erabenimsun Camp where the wise womans brother risks becoming an outcast and so offers him the chance to join their camp. ( once done a new yurt is added to the camp)

"With the Zainab tribe no longer a threat" would probably be a better thing to say. The quest idea itself sounds good though.
- With the camp now a fair size, recgonised by at least one major camp, sustaining an income from a shalk mine the camp now needs to establish trade links with the other two tribes. With Zannib already an ally and Erabenimsun relations on a low due to the annoance of taking in the wise womans brother the player is task to establish the links with the reamin camps. (This in turn allows a trader to set up in the camp)

We seriously need a new name for the "shalk mine". Egg mines are referred to as such because they "mine" eggs...This is just a cave used to breed/keep/raise shalks in.

Anyway, Urshilaku is a bit far away for it to be a good trading partner. Ahemussa and Vos would probably be good choices though. (Though the latter should probably involve a speechcraft/personality/mercantile based stat-roll for it to succeed...And it should be optional. If the player has the right stats, he/she would then be able to establish mercantile relations with Vos, a nearby farming/fishing settlement, and could probably be given some sort of extra reward if he/she was successful, since this would be pretty beneficial.)

- On establishing the links the camp is well on its way to becoming an independant tribe but theres one thing missing. Each of the 4 major camps have been around for years and established histroy and prestige. If Massahanud is to gain the status of major camp it must restore its honour. Yahaz Ashurnasaddas tasks the player to obtain his fathers spear - The spear of Ashurnas, it was stolen from his family after an outcast ashlander raided their home and killed his father.

Will we be allowed to use it, or will it be kept in the camp? If the former, will you get/make an unique mesh for it?
- With the spear returned the camp has one last yurt to build. The players yurt. As a token of their appreication the player is given a permenant residence within their camp.

Neat. Will there also be some sort of monthly trade-based income?

So waht do you think?

Sounds good to me. Even if you decide not to include any of my suggestions, it seems like it would be fun to play through.
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Sun of Sammy
 
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Post » Mon Mar 14, 2011 10:55 pm

I think the Zainab would probably laugh and take a bit of a haughty position at this point. Perhaps you should include a period of growth for the Massahanud camp prior to any contact with the Zainab, then have a Zainab "emissary" make demands to the Massahanud tribe. "Protection" money, as it were.


Well I always saw the zainab as nicer than the rest, as they are the ones less hostile to outsiders. I was thinking of having Zannib as willing to acknowledge the camp but not to the extent that if something happens they will be their to baby step them. They want the camp on its own too feet before commiting to an alliance of sorts.


Having a quest to make the tribe self-sustained is good, but the..."character" of the Zainab makes it seem unlikely that they would approach a new "upstart" tribe like this in such a kind way. If the quest is offered on the initiative of the tribe in response to the Zainab demands instead, I think it would make more sense.

It is more of Demand that Massahanud becomes self-sufficent first before they will break into the alliance.

I still say a Kwama mine would make more sense, but shalks are fine too, I guess.

I am gonna go with shalks for the simple reason they can use the shalk armor :D

Wouldn't eggs or something make more sense?

hmm shalk eggs? could do.

Offering the armour as part of the tribute, along with some other products such as guar hides and whatnot would probably be a good idea at this point, yes.
yep :) - glad you agree.

"With the Zainab tribe no longer a threat" would probably be a better thing to say. The quest idea itself sounds good though.

We seriously need a new name for the "shalk mine". Egg mines are referred to as such because they "mine" eggs...This is just a cave used to breed/keep/raise shalks in.


yeah I know. Havnt come up with anything yet though :(

Anyway, Urshilaku is a bit far away for it to be a good trading partner. Ahemussa and Vos would probably be good choices though. (Though the latter should probably involve a speechcraft/personality/mercantile based stat-roll for it to succeed...And it should be optional. If the player has the right stats, he/she would then be able to establish mercantile relations with Vos, a nearby farming/fishing settlement, and could probably be given some sort of extra reward if he/she was successful, since this would be pretty beneficial.)

I was thinking something similar but I am not sure how I'd go about this. I think fro now I will put it to one side and come back to it once the rest is done.

Will we be allowed to use it, or will it be kept in the camp? If the former, will you get/make an unique mesh for it?


No, it will be kept in the camp. You will only be able to use it from the time you find it up untill you give it to the camp.

Neat. Will there also be some sort of monthly trade-based income?

no, nothing like that is planned.

Sounds good to me. Even if you decide not to include any of my suggestions, it seems like it would be fun to play through.
I apprciate your feedback :)
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alyssa ALYSSA
 
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Post » Mon Mar 14, 2011 3:53 pm

Actually I am chaing the "introduction quest"

Instead of bandits I think it more fitting that the ashlanders ask the player to get rid of a rogue telvanni who lives in http://www.uesp.net/wiki/Morrowind:Hanud ( its a telvanni velothi tower nearby)

It could be this telvanni wizzard who is the one which is preventing them from exapnding and from settling down in that area?
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kasia
 
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Post » Mon Mar 14, 2011 1:30 pm

Making the Telvanni wizard the troublemaker sounds sensible, but you'd have to make some changes to how he reacts to the player, as he supposedly won't attack Telvanni players in the vanilla game. (Thus making that quest a bit of a problem for good-aligned Telvanni characters.)
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SWagg KId
 
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Post » Mon Mar 14, 2011 3:16 pm

Making the Telvanni wizard the troublemaker sounds sensible, but you'd have to make some changes to how he reacts to the player, as he supposedly won't attack Telvanni players in the vanilla game. (Thus making that quest a bit of a problem for good-aligned Telvanni characters.)

well what I could do is remove the restrictions that stop him from attacking telvanni players?
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NO suckers In Here
 
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Post » Tue Mar 15, 2011 4:58 am

You could do that, or you could take it one step further and make him and his human/elven allies non-hostile until after talking with the big boss himself. Give you a chance to try to convince him to leave the Ashlanders alone and such.
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Caroline flitcroft
 
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Post » Mon Mar 14, 2011 8:46 pm

You could do that, or you could take it one step further and make him and his human/elven allies non-hostile until after talking with the big boss himself. Give you a chance to try to convince him to leave the Ashlanders alone and such.

So if the player isnt Telvanni - he will attack.
If the player is telvanni - try to convince him to leave them alone?

hmm sounds good to me :)
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darnell waddington
 
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Post » Mon Mar 14, 2011 3:08 pm

Get ready for a surprise. In spite of your lack of faith (which I find disturbing), I have some positive and, yes, constructive comments.
Oh, and keep that pirate hat, definitely working for you.


I really like the idea of more to do with the Ashlanders. I've always thought it would be cool to have more to do with them, since it's such a different feel from the "civilized" part of the game world. Hat off to you if I was wearing one, but I digress.

- Task the player to clear a nearby cave of blighted shalk

- Task the player to obtain newborn shalk form a shalk trader


This made me think of the Real Wildlife mod. Maybe rather than a cave you could place a blighted nest outside, consolidate these quests, and have the player recover a healthy egg? Also, what about Cure Blight spell as an alternate means to completion? It works for kwama. The other thing here is that it might make more sense to put shalk in a pen (or shalk yurt) if the cave is too unlikely for most people...I honestly don't think it's that unreasonable for a cave to be used, but since the concern has been put out there, I thought I'd offer another way of doing it.

The layout sounds very reasonable though, quite nice. One thing I can say, though, is it seems a little odd for the Ashlanders to want you, an outlander, to represent them to another camp. Even if you were already the Nerevarine, it would seem like their inherent pride and self-sufficiency would make them want to send one of their own first. I would suggest...though I hate escort missions as much as anyone...that instead of making the player their representative, do one of two things.

  • The player guards the representative they send.
  • They already sent a representative, who has been kept as a prisoner (like the woman from that Legion quest) and they want the player to rescue him.


With the first, the representative might inform the player after a [Continue] in the dialogue that the Zainab spokesperson wishes to speak to them, to know what their involvement is.

With the second, the escort part could be removed, with the player insisted to stay the night while the rescued returns alone. Or it could in some way lead into the Zainab choosing the player to be the Massahanud representative, or just being sent back there, after proving your worth as a diplomat as well as a warrior.
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RUby DIaz
 
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Post » Tue Mar 15, 2011 4:13 am

hmm I dont think I would go down the escort route - As I personnaly hate them.

But I like your other idea - the use of a cure blight quest rather than slaughter them all.
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RaeAnne
 
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