Oblivion

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Manuremaster

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Manuremaster

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About this mod

My first mod. New Rumare is a small town between Vindasel and Pell's Gate. It consists of 2 cottages, a shop, and lodges for various factions. There is a player home that only the Arch-mage and/or Master may use - with simple vanilla (voiced) followers. The NPCs have full daily schedules and provide services (trainers, recharge, repair, merchants)

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IMPORTANT UPDATE:

New Rumare has been moved to its own island - see New Rumare Relocated

The player home - Guildmasters' Manor - is located in the center of the village. You must press the button on the right of the main entrance to unlock it (it can also be used to lock the door if you wish). Note that the button only works if you are either the Arch-mage, or the Master, or both. It is a Guildmasters' Manor, after all. All of the containers in the main building (EXCLUDES kitchen and tower, i.e. anything at the other end of the manor tunnel is NOT safe) can be used for storage, and there are numerous display cases throughout the building. On the first level, there is an orb of recharging that automatically recharges all your enchanted items when activated, along with an enchanted anvil that helps with repairs. There is also a tablet of transportation that teaches you a lesser power (cost: 50 magicka) which teleports you back to the manor. The spell only works outdoors, but can be used while you're in combat. You may fast travel while inside the manor.

The manor comes with 2 staff who provide you with food and drink (custom beverages that cannot be found anywhere else). They are also powerful essential followers who level with you. The fighter will only follow you if you are the master, and the mage will only follow you if you are the arch-mage. You may pay 100 gold to treat them in order to raise their disposition (no effect on following, but be nice to your staff!).

To the right of the main entrance (in the interior) is a button which toggles the lock on the door, much like the exterior button. Beneath the button are 2 jewelry boxes (1 for the Arch-mage, 1 for the Master - the boxes are obviously locked until you achieve the required rank) with keys that unlock different areas in the house. Both the Arch-mage and the Master have their own sleeping quarters within the Manor. The house comes with altars of spellmaking and enchanting and a basement with alchemical flora (Arch-mage) as well as a shrine to the nine and practice area (Master). There is also a powerful (but not unbalanced) artifact for each Guildmaster, and 3 spell tomes that teach you spells that cannot be found in the base game.

The manor is filled with books and upper class furniture and clutter. Most books in the game (including every skill book EXCEPT the mythic dawn commentaries) may be found in the manor, though there are no Knights of the Nine or Shivering Isles books. There are also no dark brotherhood or thieves guild related books.

There is a second, far smaller player home in New Rumare. The arena lodge contains a room for the grand champion - the room has 1 double bed and several containers, all of which are safe (all containers outside the room respawn). The doors can only be opened by the grand champion (obviously) and automatically close after 5 seconds. The room is small but luxurious.

The shop has 2 merchants, and between them they buy and sell each type of good. They come with 3,250 base bartering gold and have expert mercantile skills. The Shop is open from 9am to 8pm every day. The Order of Talos Cabin has another general merchant with apprentice mercantile and less barter gold for cheaper bargains. However, he only appears after you first enter the cabin (requirement: you must be a member of both the blades and nine divines factions)

Each lodge can be used as free accommodation for 1 (except the legion lodge, for obvious reasons) as long as you are a member of the relevant faction. The village is populated by essential NPCs who offer 1 service each (except the legionnaires; they offer no services, and only the captain is essential, though the rest respawn). Most are trainers up to skill level 50; there is 1 mage in the Mages Guild Lodge offers recharging services, 1 member in the Fighters Guild Lodge offers repair services, and 1 spell merchant in the Pilgrims' Lodge sells standard chapel spells.

Most NPCs will travel to various locations - e.g. guilds in Chorrol, Skingrad, Bravil, or the Imperial City, depending on the day or date

Do note that all of the containers in the Lodges respawn - though there is no safe storage outside of the manor, this means there is a respawning (modest) supply of apparatuses and ingredients in the Mages Guild Lodge, low level equipment in the Fighters Guild and Blades Lodge, and up to 4 random restore or cure potions in the Pilgrims Lodge and Order of Talos Cabin.

The Retirees' Cottage has a Spell Merchant who sells spells from all schools - including Summon Black Bear and Resist Disease/Paralysis/Poison Spells (Unavailable in Base Game!). The retirees unlock their cottage from 10am to 2pm; their services are still available from 5pm - 7pm [ you can find them in the town shop ]

There is also a tower for the Order of the Dragon, with 2 inhabitants - a marksman trainer and a merchant selling rare goods. None of the useable containers respawn so the tower makes for a viable player home. The tower and its NPCs can only be accessed after you complete the main quest.

New Rumare also has an Administrators' tower, accessible only to journeymen mages/fighters guild members; it is occupied by a sneak trainer and a spell merchant selling expert and master level spells (including summon dremora lord). The tower contains a few skill books and minor low-level loot (all containers respawn).

Note that there are a total of 4 artifacts that give you bonuses as long as you have them in your inventory (similar to the scales of pitiless justice and skeleton key):
- Magister's stone (Arch-mage; fortify magicka 100 pts and resist magic 25%)
- Master's knife (Master; restore health 5 pts and restore fatigue 10 pts every second)
- Shinji's sapphire (Grand Champion; fortify athletics and acrobatics 15 pts)
- Champion's charm (Champion of Cyrodiil; fortify all attributes 10 pts)

The mod has been cleaned with TES4Edit, and does not affect anything beyond the immediate area between Vindasel and Pell's Gate (mostly the little island between the 2 locations - any mod that modifies the area is probably incompatible). You should use TES4LODGen to generate the distant LOD for this mod.

v1.991 update:
-Added 2 new merchants
-They will only buy/sell if you have attained the rank of magician (mages guild) or defender (fighters guild)
-Mages guild merchant sells (expensive/powerful) enchanted clothing, staves, scrolls/tomes and welkynd and varla stones
-Fighters guild merchant sells enchanted weapons and armor
-You can find them in the fighters/mages guild lodge every morning and afternoon; mages guild merchant will unlock their cottage from 3pm - 7pm and sell wares while practicing his spell

v1.992 update:
-Added a tunnel connecting New Rumare to the Imperial City Waterfront. Should be compatible with any mod that does not edit the area near the graveyard in the waterfront. There are 4 new guards patrolling the tunnel throughout the 24 hours. Note that vanilla and other NPCs may use the tunnel if they are travelling between the Imperial City and South/East Cyrodiil.
-All New Rumare guards can now heal
-Minor landscaping bugfix

v1.993 update:
-Adds a news cabinet to New Rumare Administration Building  - activate to receive a copy of all editions of the Black Horse Courier (depends on playthrough, e.g., you only get "pale pass discovery" after the pale pass quest)
-Adds respawning Blades equipment chest to Blades Lodge Basement.