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{WIP} SASS Transit!  Help me name my NPCs!

PostPosted: Fri Nov 15, 2013 4:00 am
by sassman
While working on my travel mod, SASS-Transit, I've run into a bit of a snag.  Or, well...something more like Writer's Block.

In addition to the numerous wonderful mods and mod ideas I've been pouring into this project, Charles Cooley, who has generously allowed me to include his replacement for the Official Master Index plugin, has also challenged me to "complete" the work, by connecting the various strongholds to the locations where PC's will actually spend the majority of their time: the towns and cities of Morrowind.

The problem is...I have no idea what to CALL my new NPCs, let alone generate believable back stories, dialog, and so on.  Okay...I sorta have back stories and dialog.  But, you can help me flesh out these people, and maybe I'll get the greatest Fast Transport Mod that Morrowind has ever seen into your hands all that much sooner!

So...to start the ball rolling, here's what I have so far.

Hlormaren

  This, the first stronghold you find, and the first you'll get the Index Stone to, Hlormaren is passed every day by transport guides from Hla Oad and Gnaar Mok.  The W3 Consortium, a transport company operating throughout the "Western Three Regions" of Ascadian Isles, Bitter Coast, and Wet Gash, already have routes connecting Hla Oad to Gnaar Mok, Balmora and Seyda Neen; Gnaar Mok to Hla Oad, Balmora, Caldera, and Gnisis; and Balmora to each of these plus Pelagiad and Caldera.  The player's task is to get a new guide assigned to the stronghold at Hlormaren, who can take the PC to Hla Oad, Gnaar Mok, and Balmora.
   The new guide will be someone who might be found in Hla Oad, Gnaar Mok, Balmora, or Peligiad, and who might otherwise alreay be employed by the W3, if they had a route available (which they soon will.)  Help me select a name and race.  I already have most of the  scripting and dialog to get this NPC hired and into play; I just need to know who the heck he or she IS!

Andasreth

  Andasreth is located in a blackened ashland-like wasteland almost due West of Ald-ruhn.  Accordingly, the guide you'll find to run a Silt-Stride from Andasreth will be found in Ald-ruhn, very likely a Dunmer, or at east a member of House Redoran.  He or she may be found either at the Redoran Council Hall, or at the Council Club.
   Help me come up with a name and race for this character, as well as an idea who the Player would have to speak to, in order to erect a BRAND NEW Silt-Strider port--AND STRIDER!--at the Andasreth wasteland.  (Note: I've already built and scripted the PORT at Andasreth...I just need an NPC to man it!)

Berandas

   Since he had the Barandas Index, Baladas Demnevanni in Gnisis woud be the first person to talk to about transport to Berandas.  My current idea is: his (failed) one-time apprentice will be found in Madach Tradehouse.  As an apprentice to a Telvanni, he is unlikely to be an Imperial, a beast race, or an orc.  That being said, he could be a member of just about any of the orther races populating Gnisis.
   On the other hand, I am open to suggestions on this one.  Our new guide could just as easily be a former member (or related to a member) of the Imperial Legion.  That would be as good an excuse as any to hire an Orc.  Or, it could be an eggminer out of work...or...whatever.  Help me decide who gets this job.  Incidentally, he'll end up working for the W3, complete with his own hand-pulled cart; and the current W3 guide in Gnisis will add Barandas as a new destination.  That may work into the quest and script lines that bring this NPC into play.

Falasmaryon and Valenvaryon

   Falasmaryon is already served by Clayton the Nord.  In his balloon from the ridges above Maar Gan, he takes travelers on a majestic journey across the Ashlands (you'll just have to use your imagination here) to the stronghold, or to the Urshilaku Ashllander camp as
well.  Next across the way, Valenvaryon may soon be served either by Clayton himself, or possibly by a new apprentice from among the Ashlanders themselves.
   Now, here you can give me some ideas, as I (currently) have Clayton in three separate locations  This shouldn't bother you greatly, since I also have three Stronghold guides each in two locations, and Isaiah the Trader in no less than FIVE PLACES...but it might be better to rethink this.  Do you prefer this, or might put a different NPC at each Balloon landing?  Shall I simply place another Clayton atop the pinnacle beside Valenvaryon, or would you rather I put a new NPC there...and perhaps at Falasmaryon and the ashlander camp, as well?

Rotheran

   To the Rotheran Stronghold will come a resident of Dagon Fel, along with a guar-drawn cart.  His or her sibling will be waiting in town with another cart to take you to the stronghold.  They need not be Nord, although they ought to be one of the races the PCs can expect to find in Dagon Fel in a normal (not heavily modded) game.  The sibling who goes to the stronghold will be found in "The End Of The World", upstairs.  The other appears when they "agree" to serve traffic to the stronghold.  (Let's just assume the other NPC was home at the time.)  Before this stronghold can be served, the bandits in Rothern, Arena must be killed.
   Now, I've already decided that these ought to be siblings; it's easier to make believable in dialog, since there will have to be two NEW NPCs.  I just need to know their names, their race, and have some idea what it will take to persuade them.

Indornyon

   The stronghold of Indoranyon is unique, in that it dos not have its own named cell on the World Map.  Fortunately, located in the heart of Telvanni territory, the Telvani will provide a Guild Guide.  This Telvanni wizard will appear in the South Wing of the "Gateway Inn", and ONLY after you have solved the Gateway Haunting quest.  I have already decided that the player will have to talk to Divayth Fyr, who apparently was the one who actually hired the Telvanni Transport Guide in the first place, ostensibly to deliver patients to the Corprusarium!
 That the new NPC is a Dunmer is almost a given; that the NPC is male...very likely.  Thus, I mainly need a name.  Unless, of course, you have a REALLY good idea for a non-male, or non-Dunmer, (or both) TELVANNI TRAVEL MAGE!

Falensarano

   The stronghld of Falensarano lies in the Grazelands, essentially right on the Eastern Route between Uvirith's Grave and the Zanaib Camp of the ashlanders. With the Eastern Route, transport guides auto-magically start appearing after your complete your stronghold (Or, after you complete Tel-Uvirich, if using "join All Houses"), and after you complete the miscellaneous quest "Trade with the Ashlanders" in Tel Vos.  Whether you've constructed Tel Uvirich or you've established Trade With the Ashlanders, or both, the Eastern Route treks across the Grazelands within easy reach of Falensarano.
   A new guide could come from: the Ashlanders of the Zanaib tribe; the Tevanni of Vos; or, Sadrith Mora, in suppot of your tronghold at Uvirich's Grave.  Therefore, I'll need to know the faction of the new Guide (Telvanni or Ashlander), the name (of course), and gender.  And, I'll need to know who the player needs to talk to to get the new NPC out to the stronghold!

Telasero

   The Stronghold of Telasero is one of the most dangerous places in Morrowind outside of Red Mountain.  Nevertheless, if, and ONLY if, you can clear the stronghold and kill a certain named Ascended Sleeper, the temple in Molag Mar will be willing to send a guide to the Telasero Propylon Chamber.
   I'll need you to name both the Indoril Temple Guide, and the Ascended Sleeper that must be added to Telasaro in order to complete this quest; although it is safe to say the new NPC will be Dunmer, male, and a member of the Tribunal Temple faction.  

Marandus

   Last, but definitely not least!  Much has been mnde of the Stronghold of Marandus, including a mod that allows you to BUY the stronghold for use as a home for the player.  Nevertheless, fast travel is not a readily available option for the stronghold. The W3 Consortium will be willing to employ a driver to serve Marandus, if you can pay the price; and IF you have already completed the Route to Hlormaren quest (in whch you have had to order new carts from the blacksmith in Mournhold).  Also, in Suran, you can hire a boat to take you to and from the shore by the stronghold.
   I will need a name for both of these NPCs...the W3 driver may be of ANY race the Empire commonly serves.  I have used edguards, Bretons, Imperis, Bosmers, Dunmer, High Elves and Khajiit.  This would also be a fine place for a fine strapping Orc.  The boat guide from Suran should be female--one of the few places in the mod where it makes more sense than a man.

Well, that's it.  I'm not asking much, am I?  Keep those suggestions coming, and if you have any great ideas for other places that need travel guides, I might just include those, as well!  :)

Re: {WIP} SASS Transit!  Help me name my NPCs!

PostPosted: Fri Nov 15, 2013 6:10 am
by Leonardo
In case you haven't notice it, but there are a few things that isn't correct.

This, the first stronghold you find, and the first you'll get the Index Stone to, Rotheran is passed every day by transport guides from Hla Oad and Gnaar Mok.

It shouldn't be Rotheran so it needs to be replaced with Hlormaren.

Since he had the Barandas Index, Baladas Demnevanni in Gnisis woud be the first person to talk to about transport to Barandus.

Surely it must be Berandas and not Barandas or Barandus.

The stronghold of Indoranyon is unique, in that it dos not have its own named cell on the World Map.  Fortunately, located in the heart of Telvanni territory, the Telvani will provide a Guild Guide.  This Telvanni wizard will appear in the South Wing of the "Gateway Inn", and ONLY after you have solved the Gateway Haunting quest.  I have already decided that the player will have to talk to Divayth Fyr, who apparently was the one who actually hired the Telvanni Transport Guide in the first place, ostensibly to deliver patients to the Corprusarium!
That the new NPC is a Dunmer is almost a given; that the NPC is male...very likely.  Thus, I mainly need a name.  Unless, of course, you have a REALLY good idea for a non-male, or non-Dunmer, (or both) TELVANNI TRAVEL MAGE!

If I were you I wouldn't have the Gateway Haunting quest as a requirement for the Indoranyon Index, because I consider Indoranyon to be a *former* Dunmer stronghold that has been taking over with worshippers and other *crazy* people.  They just need a place where they can be left in peace.

As for a name for a NPC for the Indoranyon stronghold then why not have a name that's somehow related to existing vanilla NPC's or you can have a former Telvanni member since the Telvannis doesn't seems to pay attention about expelled members.

How about an Orc regardless want gender the NPC will have that's a relative e.g uncle/nephew/cousin/wife to the Orc smith in Suran or with another background.

Re: {WIP} SASS Transit!  Help me name my NPCs!

PostPosted: Fri Nov 15, 2013 8:58 pm
by sassman
Gaaah!  I did mis-spell or flat-out MISS few things, didn't I?  Corrected that in the post.  Thanks, Leonardo.

As for the Gateway Haunting, it is NOT required for the index.  But, I've looked over the Gateway cells, and it's rather crowded in there, especially since other mods including Rise of House Telvanni add NPCs to the existing rooms.  But once the ghost is gone later in the game, I can add an NPC to that room who the player can escort to the Indoranyon Propylon Chamber (Or, better yet, to the guy in the Council Entry, who'll just send us both over) and nobody down inside the stronghold need even know about this.

Do you have an idea for a better place to put the new NPC?  In that case, my mod won't need to be dependent on the Gateway Haunting.

Re: {WIP} SASS Transit!  Help me name my NPCs!

PostPosted: Sat Nov 16, 2013 6:02 am
by Leonardo
sassman wrote:Gaaah!  I did mis-spell or flat-out MISS few things, didn't I?  Corrected that in the post.  Thanks, Leonardo.

You're welcome.  :D

As for the Gateway Haunting, it is NOT required for the index.  But, I've looked over the Gateway cells, and it's rather crowded in there, especially since other mods including Rise of House Telvanni add NPCs to the existing rooms.  But once the ghost is gone later in the game, I can add an NPC to that room who the player can escort to the Indoranyon Propylon Chamber (Or, better yet, to the guy in the Council Entry, who'll just send us both over) and nobody down inside the stronghold need even know about this.

Do you have an idea for a better place to put the new NPC?  In that case, my mod won't need to be dependent on the Gateway Haunting.

Actually you don't need to add another NPC, because Uleni Heleran are the one who is behind the Gateway Haunting Ghost quest.

So why not add a teleportation service to her and it's a lot easier to be transported from her since it's easy to get yourself from almost everywhere to Wolverine Hall including from the mainland if you use the Tamriel Rebuilt mod.  You also have the guild guides present in the same cell Uleni Heleran is located in-game.  She offer this service because she can and want to pay back to the Telvanni in the long run not only the haunted ghost thing.

Why it's easier to transport yourself from the mainland to Wolverine Hall is obvious.  Just use the Divine Intervention spell when you're in the Ranyon-ruhn area and cast the spell.  If you want to go back to the mainland then cast the Almsivi Intervention spell if you're near Sadrith Mora and you'll end up in front of the entrance to the Ranyon-ruhn Temple.  :wink:

Re: {WIP} SASS Transit!  Help me name my NPCs!

PostPosted: Tue Nov 19, 2013 11:25 pm
by sassman
Leonardo wrote:So why not add a teleportation service to her and it's a lot easier to be transported from her since it's easy to get yourself from almost everywhere to Wolverine Hall including from the mainland if you use the Tamriel Rebuilt mod.


I don't want to release a mod that might be incompatible with other mods that modify stock NPCs, such as the LGNPC project, or various face and clothing replacer mods, if I don't absolutely have to do so.  I have modified a few of the stock NPC boat people to add rooutes; and I have modified the Nord at Frostmoth Castle to add transportation; but for the most part, Sass Transit ONLY adds new content to the game, which is why I need names for new NPCs to be added.  The nice thing about dialog is, it can be added to an NPC without altering the character, which is what the Propylons mod does to Folms Miriel.

So what do the rest of you think?  Any ideas for people you'd like to see, or interesting backgrounds, or even something you just always wanted to see?