Oblivion's Ayleid Ruins Were Cool but....

Post » Tue May 17, 2011 1:51 am

Oblivion's Ayleid ruins were in fact tombs and sanctuaries, not residences. Look at White-Gold Tower and http://images.uesp.net//1/1c/Carac_Agaialor.jpg, they lived on the surface like nearly all other elven races. This makes sense, given their reverence toward the elements (particularly light) and their tendency toward nature symbolism, particularly trees and birds. Their ruins are not extensive on the surface, presumably, for the same reason that the ruins of conquered civilizations on Earth are typically not extensive-- centuries of looting, encroachment of the environment, and exposure to the elements. I don't think the Dwemer ruins were particularly well-done either-- bedframes were found right next to massive turbines, and they generally felt much more like dungeons than cities. :grad:

@OP-- I would suggest reading http://uesp.net/wiki/Oblivion:Glories_and_Laments for inspiration on Ayleid ruins. I don't think I ever encountered a ruin this cool in the game, and it might be a good starting point :) Plus, this way whatever you do is lore-friendly! :D



I would also suggest adding cultural artifacts (ancient weapons/armor, misc. items, etc.) and unique creatures. With regard to the latter, Ayleid specters, magical wisps, and flesh golems would probably not look out of place. And maybe the lich of an Ayleid king for a unique encounter? :)


Hmm I think in regards to this, if anything you would still likely be able to find stuff inside the ruins just based on that fact that the ayleid would have hidden stuff there hoping they could later come back and retreive it.
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GabiiE Liiziiouz
 
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Post » Tue May 17, 2011 1:15 am

After recently playing Oblivion for the first time, I will say the Ayleid ruins rather quickly became boring, because there were no uniqueness to them, and they seemed really like an excuse to make a dungeon. What they were missing were uniqueness.
I agree escpecially with what Tsetra said, that there should be something unique for each ruin: a unique creature, artifact, layout or story to the ruin. One of the most interesting interiors in Morrowind is the prison below Tel Vos with the omnious notes - things like that make a dungeon really interesting.
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Dona BlackHeart
 
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Post » Tue May 17, 2011 10:23 am

Thinking about this, maybe you could do something else to entice players to check all the ruins, maybe in addition to the aforementioned ideas. I'm thinking of a guild and/or quest line involving a great number of the ruins where there are unique symbols or images in a certain part of each ruin. Anything from a grand mosaic to a small etched rune. You could receive a quest either by person or stone tablet or whatever that makes you have to go around and record the symbols to use as a password to open a locked ruin with a puzzle guarding it. Or perhaps mosaics point out secret locations in the ruins either of the Ayleid's design or later a guild could have come along and added them to remain hidden. Dark Brotherhood cache locations maybe. Perhaps a rogue mage is studying the Ayleids and adds symbols for his own purposes. Maybe there is a ruin that is completely hidden and you have to decipher everything to find it. What's in the hidden ruin? Use your imagination. ;)
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Cathrin Hummel
 
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