The Velothi

Post » Sat May 28, 2011 9:42 am

I looked it up on UESP a while ago but it only came up with Ald Velothi.

If I am not correct, Velothian Architecture is just house dres stuff right? Or is it something else...

Also, "Velothi towers" are not towers, just temples, so why are they called towers?
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Alyesha Neufeld
 
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Post » Sat May 28, 2011 1:41 pm

"Velothi" is another name for the Chimer who followed the prophet Veloth out from Summerset Isles to Morrowind. These were the ones who later became the Dunmer.
Thus, Velothi architecture is the architecture of the early Chimer.

The "towers" are not temples, just built in the same style. As for them not being "towers", I don't think buildings neccessarily have to be [censored]-shaped to pass as towers.
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Kelsey Anna Farley
 
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Post » Sat May 28, 2011 11:07 am

"Velothi" is another name for the Chimer who followed the prophet Veloth out from Summerset Isles to Morrowind. These were the ones who later became the Dunmer.
Thus, Velothi architecture is the architecture of the early Chimer.

The "towers" are not temples, just built in the same style. As for them not being "towers", I don't think buildings neccessarily have to be [censored]-shaped to pass as towers.

But I thought the Chimer built the so called Dunmer ruins aka Proplon forts?
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Manny(BAKE)
 
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Post » Sat May 28, 2011 5:40 am

But I thought the Chimer built the so called Dunmer ruins aka Proplon forts?


Velothi is a style. Make-forts-with-the-stuff-we-got another. It's a generic Chimer/Dunmer style and it includes the cantons of Vivec.

Also try http://search.freefind.com/find.html?id=72791987&pageid=r&mode=ALL&n=0&query=velothi if you're looking for Velothi.
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Mandy Muir
 
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Post » Sat May 28, 2011 9:18 am

The strongholds were heavily influenced by Dwemer architecture, when you look at them. They're making with stones what the dwemer did with metal.

As for why a same people would use different architecture styles for strongholds and houses, gee, I http://img.1.vacanceo.net/classic/166348.jpg http://www.e-monsite.com/s/2008/02/03/plufurlocation/chateau-fort-tregor-4276-10ea4.jpg.


House Dres' architecture has not been defined by Bethesda. It's one of the two houses that aren't in Vvardenfell, and Tribunal showed us what House Indoril's architecture was like, so only Dres is left out. You can get a small peek at what it could have been in the Redguard comic, as Cyrus briefly went to free some slaves in Dres lands.

One thing is sure, Velothi is not Dres. House Dres had no reason to go build temples, cities, tombs, domes and other stuff in lands that it didn't occupy or control...
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jesse villaneda
 
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Post » Sat May 28, 2011 8:59 am

One thing is sure, Velothi is not Dres. House Dres had no reason to go build temples, cities, tombs, domes and other stuff in lands that it didn't occupy or control...


It is possible -though unlikely- that the Dres haven?t developed their own architecture and use Velothi architecture instead.
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Louise
 
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Post » Sat May 28, 2011 4:43 pm

Meh, that was the TR "okay we don't have a working model set nor the manpower to make one" [censored] excuse. I hope that by the time we release Map6, in 2024, we will have a model set for Dres architecture.
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Chloe Mayo
 
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Post » Sat May 28, 2011 2:48 am

Meh, that was the TR "okay we don't have a working model set nor the manpower to make one" [censored] excuse. I hope that by the time we release Map6, in 2024, we will have a model set for Dres architecture.


Not every single faction has its own architecture. (It hasn?t in the TES universe and IMHO it?s unrealistic).
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Emerald Dreams
 
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Post » Sat May 28, 2011 12:33 pm

Not really, just look at the different religious sects and group in our world. It might not be completely different but at least it has it's differences.
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meghan lock
 
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Post » Sat May 28, 2011 4:16 pm

Not really, just look at the different religious sects and group in our world. It might not be completely different but at least it has it's differences.


Different sects can and do develop their own architecture (or several as is the case), but when a sect or religion takes over a pre-existing building, the old architecture persists. Istanbul, Rome and Delft (to name but a few examples) are full of examples of this.

This doesn?t falsify your statement, of course. Both are equally true. I don?t know exactly to what extent this has been implemented in Morrowind, though.
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Courtney Foren
 
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Post » Sat May 28, 2011 9:17 am

Indeed it was just an example to show that there can still be very much possible that they create their own architecture like the old Visigoths did and the likes.
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Roddy
 
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Post » Sat May 28, 2011 7:27 am

Not every single faction has its own architecture. (It hasn?t in the TES universe and IMHO it?s unrealistic).

In Morrowind they do. And what's unrealistic is to have tilesets in the first place (because real buildings are not made from prefabs unless you have a very high level of technology), but that'd how the engine works.

Dres lands are in the jungly, swampy south of Morrowind. The environment warrants an architecture adapted to it.
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Channing
 
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Post » Sat May 28, 2011 11:31 am

Velothi is a word that can refer to anything Dunmer. It's an indication of culture and heritage, perhaps similar to the use of 'western' in Western capitalism or Western universities.

That's my take on it, and I think it's a pretty good inference.
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ruCkii
 
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Post » Sat May 28, 2011 5:03 pm

In Morrowind they do.


Mages Guild, Fighters guild, Morag Tong, Imperial Temple, Necromancers, Telvanni versus Hlaalu peasants. etc and so on.

And what's unrealistic is to have tilesets in the first place (because real buildings are not made from prefabs unless you have a very high level of technology), but that'd how the engine works.


Every faction might have their own architectural rules. That isn't unrealistic at all. You're confusing game mechanics with lore.

Dres lands are in the jungly, swampy south of Morrowind. The environment warrants an architecture adapted to it.


True, but not every culture that moved into a radically different climate adapted its architecture accordingly. examples...
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kasia
 
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Post » Sat May 28, 2011 2:12 am

Mages Guild, Fighters guild, Morag Tong, Imperial Temple, Necromancers, Telvanni versus Hlaalu peasants. etc and so on. Every faction might have their own architectural rules. That isn't unrealistic at all. You're confusing game mechanics awith lore.

True, but not every culture that moved into a radically different climate adapted its architecture accordingly. examples...


You seem to be missing the point. The "factions" you mention either do not have any sort of cultural influence, or have only recently moved into Morrowind.

The Chimer came to Morrowind as a group of nomadic tribes, that settle down and over the years merged into the Great Houses. Unless you think they are still living in Yurts, they will most definitly have gone through some architectural changes.

Tilesets are unrealistic in the sense that nobody builds exactly the same all the time and an inability to mix different styles without obviously clashing. So the argument that it is unrealistic for each faction to have their own architecture is trumped by the already apperent unrealism of tilesets. So if there must be tilesets, then every faction ought to have his own.
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Benito Martinez
 
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Post » Sat May 28, 2011 2:26 pm

It wouldn't surprise me if House Dres did use Velothi architecture. They are notoriously conservative, still worshipping the three Good Daedra alongside the Tribunal in the manner of the Chimer. Sticking to traditional building styles (with proper Boethian architecture :P) would seem right up their alley. Not that I don't think they could have developed their own - I'm just saying I wouldn't be surprised if they hadn't.
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Andres Lechuga
 
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Post » Sat May 28, 2011 6:57 am

What's the 3 good daedra? Azura? Meridia? Boetiah? Peryite? Namira?
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Trent Theriot
 
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Post » Sat May 28, 2011 2:00 pm

What's the 3 good daedra? Azura? Meridia? Boetiah? Peryite? Namira?


Azura, Mephala, and Boethiah.

Don't let the "good" fool you too much.
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Matt Fletcher
 
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Post » Sat May 28, 2011 1:19 pm

It wouldn't surprise me if House Dres did use Velothi architecture. They are notoriously conservative, still worshipping the three Good Daedra alongside the Tribunal in the manner of the Chimer. Sticking to traditional building styles (with proper Boethian architecture :P) would seem right up their alley. Not that I don't think they could have developed their own - I'm just saying I wouldn't be surprised if they hadn't.

Aren't you confusing Dres with Indoril?
To be honest, I don't know much about Dres, so it could be true, I guess. Especially with the Daedra-worshipping.
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Caroline flitcroft
 
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Post » Sat May 28, 2011 3:01 pm

Ohnoez! House Dres uses http://www.imperial-library.info/rgbooks/page.shtml?13
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Cedric Pearson
 
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Post » Sat May 28, 2011 8:20 am

Ohnoez! House Dres uses http://www.imperial-library.info/rgbooks/page.shtml?13

That's a camp. A settlement made for short stays.
Plus, nothing in it looks remotely "Redoran", as far as we have seen anyway.

As for the shells.. I always wanted those to be Silt Strider shells. It would be the ultimate solution for camp-building. First you use the silt striders to carry all the heavy stuff down to where ever you want it (especially usefull in swamps and otherwise "hard to get to-places"), then you slay the beasties and make your houses out of them!
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jesse villaneda
 
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Post » Sat May 28, 2011 5:50 am

That's a camp. A settlement made for short stays.

http://www.imperial-library.info/rgbooks/page.shtml?15
Plus, nothing in it looks remotely "Redoran", as far as we have seen anyway.

The huts that look like insect shells are the trademark of Redoran architecture.
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lauren cleaves
 
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Post » Sat May 28, 2011 4:03 pm

http://www.imperial-library.info/rgbooks/page.shtml?15

Well, duh.
Firstly, if you look at page 13, you see there are hardly any buildings inside the walls. Does it look like anything else than a camp to you? A few shells and some slave pins. The walls are obviously there for protection, and how does them being ornate matter at all? Does a few decorations make it a village, or town?
Secondly, it's even stated in the comic, on the same page as above, to be a "slaver camp".

The huts that look like insect shells are the trademark of Redoran architecture.

Well the post above contains my theory on the matter. Here it is again, for your convenience:

As for the shells.. I always wanted those to be Silt Strider shells. It would be the ultimate solution for camp-building. First you use the silt striders to carry all the heavy stuff down to where ever you want it (especially usefull in swamps and otherwise "hard to get to-places"), then you slay the beasties and make your houses out of them!

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Steve Smith
 
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Post » Sat May 28, 2011 6:01 pm

It being a slaver camp says nothing about it being a temporary or permanent camp. The lack of real building is because they're slaves. Decorating a wall with bas-relief and other luxuries takes time and is totally useless if you don't plan on staying there for a long while. Your theory on shells is disproven by their conspicuous lack in ashlander settlements.
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Kayleigh Williams
 
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Post » Sat May 28, 2011 6:18 pm

It being a slaver camp says nothing about it being a temporary or permanent camp.

I never did either. I said it was a settlement for short stays, as in people coming and going, and not staying there for long. With those walls, the camp is obviously permanent. At least untill it has no more strategic use.

Your theory on shells is disproven by their conspicuous lack in ashlander settlements.

Is it really? For one, Ashlander's are nomads, and continually killing your pack animals to make a camp you're going to be breaking up some days or weeks later doesn't really make sense, does it?
You seem to be hung up on something I didn't say - mainly that the camp would be temporary. All I said was that shells aren't signs of "Redoran" architecture; especially since they are known to be used for carrying cargo and peopel alike, and would make excelent housing if killed upon arrival.
They would provide food as well, assuming it has eatable meat.
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Emma Louise Adams
 
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