Dunmer Stronghold Design Guide
What are Dunmer Strongholds?
Dunmer Strongholds are ancient structures built to fend of Nord incursions in an era before the Great Houses coalesced as well as a magical transportation network between each stronghold. These strongholds predate the Tribunal and usage (or even knowledge) of the Heart of Lorkhan, and should be Grand, Imposing, Impenetrable, and Historic. They were used before the apotheosis of the Tribunal and until the Armistice approximately 400~450 years ago.
These durable blocky fortresses should seem like they have fallen into a state of ruin but still stand strong and proud.
Dunmer Stronghold architecture is mainly inspired by:
Khmer, Cambodian
Ancient Mesopotamia & Sumerian
Ancient Rock-cut Temples in India
The three biggest architectural inspirations for Dunmer Strongholds are Angkor Wat, the Ziggurat of Ur and the Kailasa temple.
More information on specific Strongholds can be found here.
Current Inhabitants
Though abandoned by their original builders, none of the Strongholds in the modern day are empty, instead all are occupied by various flavors of ne'er-do-wells and monsters. These include:
Bandits - Oftentimes slavers or just general /smugglers and criminals. These strongholds are effectively home to squatters temporarily living in them as they move their illicit goods or hide from the law. These are unlikely to show signs of long-term habitation by the bandits.
Daedra and Daedra worshippers - Daedra and their worshippers are also likely short-term inhabitants of the strongholds, either hiding from the law, or pursuing their own strange goals within the stronghold.
Sixth House - These cultists have taken over a few strongholds, most notably their ancestral stronghold of Kogoruhn. These strongholds serve as bases and focal points of Sixth house cult activity and dream-sending, and are therefore meant to be inhabited indefinitely. The Sixth House may even have ambitions of restoring the strongholds given part of their motivation is to restore Morrowind to what they considered to be its golden era. They are of course hamstrung by their insanity.
House Redoran - One Stronghold in particular has been taken over by "Rogue Redoran soldiers" aiming to expand their influence in the ashlands.
Designing Your Stronghold Layout
Strongholds, unlike most dungeons in Morrowind are primarily above ground. This means that the exterior dimensions and design need to be factored in, more so than for other dungeon types. Other than those strongholds with sewers, everything that can be seen above ground (the base platform and the structures atop it) are the limits of what can be built inside. Additionally, except for certain strongholds in which the inhabitants have started tunneling for various reasons, none of the strongholds go very deep underground, so please do not send any strongholds down into the core of the earth.
Strongholds have a slanted base, and as a result actually have dedicated hallways around the perimeter of the structure. Use normal hallways throughout the structure, but along the edges be sure to use PerimeterHall pieces instead.
The original strongholds were primarily military structures, and as a result every room would have had an original purpose in the design, all of which likely would be utilitarian. For example storage rooms, prisoner cells, barracks, troop mustering, meeting rooms, etc. Those rooms' purposes will likely have shifted over the millennia as new occupants take over the rooms, but keep it in mind when designing the layouts. Design with Chimer defensive military structure in mind first, and then decide what later occupiers would repurpose rooms into.
Clutter Usage
All Strongholds will have some original clutter from the ancient Chimer builders, such as chairs, tables, braziers, etc. As well as some rubble or destroyed assets. The original clutter would have been spartan and simple given that these strongholds were primarily military structures for a people at war. However, each of the aforementioned groups currently squatting in the structures would likely have brought their own material either to fix up the stronghold to make it defensible or livable, or even just what they're carrying with them when they came across the stronghold.
Bandits - The myriad reasons bandits might make a temporary home out of the stronghold means there are a myriad configurations of clutter they may have brought with them. Carts and general purpose crates and barrels for smugglers, cages and shackles for slavers. And all of them might employ cheap wooden structures to fortify destroyed sections of the stronghold.
Daedra and Daedra Worshippers - Daedra worshippers wouldn't be able to bring their entire ruins with them, but some decor is not unreasonable if limited to boss rooms or ritual chambers and the like. Things such as Daedric chests or offering plates; anything that could be carried by a single person. If the worshippers are specifically devoted to a certain prince some banners may help as well. Otherwise the daedric worshippers would utilize similar clutter and storage as the bandits (old wooden barrels and wooden furniture) As for the daedra themselves, their goals and plans are often alien to us, and their weird sense of decor or plans for a stronghold open you up to a lot of possibilities. However, in the absense of worshippers, they would not have brought any daedric clutter in by themselves. Get with your lead(s) to decide what is most fitting for a Daedric inhabited stronghold.
Sixth House - The Sixth House very much intends to use the strongholds as long-term bases, and as a result would have renovated various rooms into ritual chambers, prisoner cells, and general living areas for their cultists. They would have brought or built typical Sixth House structures such as altars, corprus troughs, bells, etc. Another group that would benefit from having their banners posted in key spots in the interior, but likely not the exterior given they are trying to keep hidden.
House Redoran - Given that they are trying to take over a stronghold to expand their influence, they are likely looking to make the stronghold habitable for themselves. How far along they've gotten is up to the designer, but Redoran clutter such as candles/lamps, banners, perhaps even some of their potted plants may not go amiss.
Propylon Network
The most noteworthy feature of the strongholds is the propylon network. These are essentially teleporters between the different strongholds that must be activated by finding and bringing a "propylon index" to its specified stronghold. Each index activates their given stronghold's propylon chamber and allows for teleportation to the stronghold clockwise and counter-clockwise from it according to the map to the left. If the destination stronghold has not been activated, the teleport is only one way, risking stranding the player in hostile territory.
When designing a propylon chamber, there must be standardized layouts and architecture for the propylon teleportation, and the entrance and teleportation doorways must remain clear for the player to access since we cannot be sure which of three directions a player is entering from. Beyond that, feel free to decorate your stronghold's propylon chamber however you please in keeping with the current occupants of the stronghold. Most occupants would be ignorant of the chambers' use and might use it as storage, or they might get the feeling that it is important and might be trying to activate whatever it is, without any success.
Trapping Your Stronghold
Strongholds have three different categories of trap to reflect the sheer age of these structures' existence and occupation.
Original Traps
These traps are the traps designed by the original Chimer architects to defend their citadels. These traps are simple, mostly mechanical in nature, and most important, self-resetting. Any trap that would require resetting or reloading would have long since been fired or activated over over the millennia by whatever intruders and treasure seekers may have stumbled in. The only things logically that could hit the player at this point would be traps that reset themselves. This can include:
Battering Rams
Wall spikes
Bladed, swinging walls
Gas spouts that can fill a room or hallway with choking gas
Trap doors
Imported Traps
These are traps that the current inhabitants would have brought with them, and can be divided into sub-sub-categories based on which faction controls the stronghold.
Bandits and Slavers
Bear traps
Ceiling mace traps
Heavy stones to be dropped
Daedra and Worshippers
Health draining crystals
Health damaging red mist
Sixth House
Life Draining shields
Strings of bells to alert enemies
House Redoran
Similar to bandit traps at most, but more likely would compensate for a lack of traps with extensive patrols
Deteriorating Traps
This last category of traps are not "traps" in the literal sense of the word, these are the results of wear and tear on the stronghold that has not been repaired or maintained in centuries at best.
Collapsing ceiling or floor
Collapsing wall
Exploding gas leaking into a room
Puzzle Usage
Puzzles in strongholds are a bit trickier in a military installation, and currently we do not have anything in mind. As always, feel free to have locked doors, and in strongholds taken over by daedra, sorcerers, and Sixth House cultists magic might likely be in play allowing for complex puzzles as long as they are not implied to be part of the original structure. This may be a case-by-case basis to be discussed among Level Design, Writing, and Coding.