The Wyrm of Elengynn

Post » Sun Sep 19, 2010 10:21 am

According to Sir Amiel's journal and the book titled "Knights of the Nine", the Knights of the Nine defeated the Wyrm of Elynglenn and retrieved the Cuirass of the Crusader. Is there any other information about the Wyrm of Elynglenn? Where is Elynglenn? The mentioning of a dragon caught my attention, I can't find any other information about this wyrm.
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Wanda Maximoff
 
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Post » Sun Sep 19, 2010 2:43 am

According to Sir Amiel's journal and the book titled "Knights of the Nine", the Knights of the Nine defeated the Wyrm of Elengynn and retrieved the Cuirass of the Crusader. Is there any other information about the Wyrm of Elengynn? Where is Elengynn? The mentioning of a dragon caught my attention, I can't find any other information about this wyrm.


http://www.uesp.net/wiki/Oblivion:Elenglynn

It is an ayleid ruin in Cyrodiil. I know nothing more about it.
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Czar Kahchi
 
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Post » Sat Sep 18, 2010 6:16 pm

Huh, never thought that there was more to Elenglynn; In game it's just another Necromancer Ruin.
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Katie Louise Ingram
 
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Post » Sat Sep 18, 2010 8:59 pm

Huh, never thought that there was more to Elenglynn; In game it's just another Necromancer Ruin.

KotN did that a lot, Sardavar Leed was just another random ruin until it came out and revealed that's where the Alessian Rebellion started. Go figure.
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Steve Fallon
 
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Post » Sat Sep 18, 2010 9:50 pm

They realized they went overboard with the elven ruins, and so they turned a few into historical places. I guess that susposed to add to the 'ambiance?'
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Eibe Novy
 
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Post » Sun Sep 19, 2010 8:50 am

They realized they went overboard with the elven ruins, and so they turned a few into historical places. I guess that susposed to add to the 'ambiance?'

Well, it actually seems to be an MK thing. Before Morrowind the Game, Morrowind the Place was all a bleak grey wasteland. Then it had a game focused on it and became more nuanced. KotN just did the same thing to Ayleid ruins on a somewhat smaller scale.
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Anthony Santillan
 
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Post » Sun Sep 19, 2010 12:15 am

He made a few of them 'historical,' but even before KotN, they'd over done the eleven ruins. Three or four ruins would have been tasteful, but that's ancient history now...
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His Bella
 
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Post » Sun Sep 19, 2010 12:45 am

Three or four Ayleid ruins for all of Cyrodiil? No, these ruins were once the towns and cities of a race who cruelly dominated the land. Look at the numerous Dwemer ruins in Vvardenfell, Morrowind - Would you say the same for those as well?

With all the ruins around, it really gives the feel that the first Empire of Men quickly usurped their slave-masters and rebuilt their own society atop the Ayleid structures.
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Veronica Flores
 
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Post » Sat Sep 18, 2010 9:19 pm

my biggest problem with the ayleid ruins (and the fort ruins, and the dwemer ruins....) is that they don't feel like "towns and cities". where is the infrastructure? the residences? shops? town square? the ruins look like generic, if well designed, dungeons, not like real places. what could the massive twisty halls under the earth possibly be used for, besides storing l00t and enemies for the player to combat?
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Noely Ulloa
 
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Post » Sun Sep 19, 2010 1:55 am

my biggest problem with the ayleid ruins (and the fort ruins, and the dwemer ruins....) is that they don't feel like "towns and cities". where is the infrastructure? the residences? shops? town square? the ruins look like generic, if well designed, dungeons, not like real places. what could the massive twisty halls under the earth possibly be used for, besides storing l00t and enemies for the player to combat?

Some forts look like they were once lived in. Fort Bulwark is an example.
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Claire Jackson
 
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Post » Sun Sep 19, 2010 1:32 am

Perhaps they once had above ground sections that were either destroyed or eroded :shrug: Or the actual cities were less permanent, and thus fell into ruin quickly. There's not all that much on everyday Ayleid life remaining, unfortunately.
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Brooks Hardison
 
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Post » Sun Sep 19, 2010 8:10 am

Three or four Ayleid ruins for all of Cyrodiil? Would you say the same for those as well?

Yes and Yes.

With all the ruins around, it really gives the feel that the first Empire of Men quickly usurped their slave-masters and rebuilt their own society atop the Ayleid structures.
I'm glad someone enjoyed it. Me? It got old quick. That's all. They were nicer than caves, all of which have typical floor plans. Typical floor plans are not lore correct.
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Natalie J Webster
 
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Post » Sun Sep 19, 2010 8:46 am

my biggest problem with the ayleid ruins (and the fort ruins, and the dwemer ruins....) is that they don't feel like "towns and cities". where is the infrastructure? the residences? shops? town square? the ruins look like generic, if well designed, dungeons, not like real places.

I completely agree with you - They could have at least designed the more significant ruins with a little more realism.
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lucile davignon
 
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Post » Sat Sep 18, 2010 10:39 pm

my biggest problem with the ayleid ruins (and the fort ruins, and the dwemer ruins....) is that they don't feel like "towns and cities". where is the infrastructure? the residences? shops? town square? the ruins look like generic, if well designed, dungeons, not like real places. what could the massive twisty halls under the earth possibly be used for, besides storing l00t and enemies for the player to combat?


The problem is that they WERE designed to be dungeons, so Bethesda had to make sure that they would make fun dungeons, whether Bethesda succeeded on that is another matter, but the fact is that if they're going to put dungeons in the game, they need to make sure they'll be interesting to explore, because it's a game, it needs to be entertaining, and would realistic ruined cities make for entertaining adventuring? Well, maybe some would say yes, but evidently those people aren't game designers, or to a lesser extent, writers of fiction involving adventure general, because pretty much every game involving exploring dungeons has dungeon designs that don't make sense.

But in that regard, Morrowind was actually more realistic than Oblivion, as while you still had unrealistic floor plans and, for places that often had a fair amount of structures above ground, the ruins tended to have a surprisingly large amount of underground parts, but at least you got things like rusty Dwemer furniture, machines and ancient Dwemer artifacts that seemed to show that the place did indeed once serve a purpose beyond being a place for adventurers to explore.

But back to the initial subject, it seems to me that one of the purposes of Knights of the Nine was to fill in the aspects where Oblivion was found lacking in terms of lore, so it's not surprising that it would give us a bit more information on some of the Ayleid ruins, because honestly, we knew pretty much nothing about most of them, they were just kind of there.
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Vicki Blondie
 
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Post » Sat Sep 18, 2010 10:09 pm

Look at the numerous Dwemer ruins in Vvardenfell, Morrowind - Would you say the same for those as well?


Wasn't the whole "Stone Shield" basically one ruin?
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Suzie Dalziel
 
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