Dwemer Ruin Design Guide

What are Dwemer Ruins?

The Dwemer were the original inhabitants of Morrowind, the capitol of their civilization being Red Mountain itself. Their subterranean cities were wonders of engineering, populated with automated guards and workers, basic electricity, and research into the fundamental laws of reality. 

That all ended when the Dwemer (almost) all vanished instantly at the conclusion of the battle of Red Mountain, leaving their cities as ghost towns populated only by the echoes of their citizens and their automated guardians who would continue to patrol the empty facilities for the next 3,000 years.

More information on specific ruins can be found here. 

Current Inhabitants

Compared to most dungeon types, Dwemer ruins are more often than not left alone by outside forces; the most common inhabitants being the automatons still conducting their ancient patrols millennia later.

Designing Your Dwemer Ruin

Clutter Usage

Dwemer ruins are generally the remains of cities or large facilities that would have had a town or city-sized population working and living inside of them. Therefore some recognizeable features can likely be found such as eating areas, beds, furniture. It is also important to remember that the Dwemer famously all vanished in a single instant with no warning, so setting up scenes showing Dwemer daily life is not a bad idea. Tables with plates and cups still visible, a work desk with some small project still laid out, things like that. This, of course, changes if bandits or the Sixth House have taken over the ruin. 

Additionally, despite automated maintenance procedures, the ravages of time have taken their toll on the ruins. Cave-ins, broken down equipment, and the relentless push of wildlife and plantlife have broken into the ruins in many places. Opportunistic thieves have likely at least breached the upper rooms of any ruin to steal and ransack whatever they could before either escaping with their loot or meeting their end at the hands of the automatons. 

Enemies

As mentioned before, Dwemer relied primarily on the protection of their automatons which are still active to this day. 

Centurion

Centurions are the most powerful of the automatons, and also the rarest.  These are best used for boss battles or at least difficult battles. 

Centurion Sphere

Centurion spheres are common enemies in Dwemer ruins; they move quickly and come in melee or ranged varieties.  

Centurion Spider

Centurion spiders are the most common type of Dwemer enemy, and originally were meant to serve as maintenance drones before having to defend their homes. 

Dwemer Spectre

Dwemer spectres' exact nature is a mystery. Only one will speak to the player, the rest simply attack on sight. These spectres can be found wandering ruins pantomiming their daily lives as if they weren't ghosts and their people weren't extinct. 

Trap Usage

Dwemer ruins are unique in that they do not have a great deal of traps compared to other dungeon types, generally relying on the overwhelming force of their automatons to deter intruders. What traps they may have, however are:

For the few ruins that have been taken over by bandits and vampires additional traps may be considered. Typical "squatter" traps can be used there, such as bear traps, swinging maces, etc. Intruders like these would not have figured out how to control or command automatons.

Puzzle Usage

Puzzles in dwemer ruins will rarely be "intended" puzzles since these ruins were originally cities but will instead be trying to manipulate or repair Dwemer machinery. Replacing damaged pipes to get an elevator working (as we did in the Battle at Nchurdamz video here) or making sense of a control panel operating dwemer pumps in Aleft are two dramatic examples, but other puzzles can be more subtle such as finding a valve to shut off dangerous steam or open a door. 

The Sixth House citadels, again, are a notable exception. The secrecy around Numidium would have necessitated hidden rooms and puzzles in order to access those areas.