Anvil, Guild of Ratcatchers [Torlof][Reviewed]

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Taniquetil
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Anvil, Guild of Ratcatchers [Torlof][Reviewed]

Post by Taniquetil »

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A guild hall of the Guild of Ratcatchers in Anvil's lower class district. This guildhall is more like a flophouse, and accordingly should be built from the existing template of Anv59 (Seaside Flophouse West). The Ratcatchers are a lowly bunch, and this guildhall should reflect the poverty of its members and the dismal nature of their work. An alchemy area for creating poisons and a small armory with crude armaments should be on hand, as well as rough lodging for the members.

From Infragris' minor guilds document:
Much maligned, the Ratcatchers Guild performs an invaluable task in the port cities and densely populated river-based towns of Cyrodiil. Keeping vermin populations down is essential to preventing the spread of disease and to protect food stocks. This is of course made much more difficult by the prodigious size that most Tamrielic rats tend to have.
The guild itself has a surprising body of expertise when it comes to the extermination of rats, using alchemical poisons, gas, and simple magics instead of (or in addition to) simply killing rats as the Fighters Guild might. They are also specialized in treating rat bites, infections and common diseases spread by rats. Guild members also train specialized animals such as cats or hawk-hounds in the hunting and killing of rats.
The guild is often thought of as especially low-brow and crude. A rat-catcher is not a welcome sight, especially not in the east where their animistic association makes them untouchable in the old totemic society tradition. Furthermore, some claim that ratcatchers do not merely exterminate rats, but also breed them in order to ensure their livelihood or to sell them to illegal rat pits. The guild tends to recruit from the lowest orders of society, and has an overrepresentation of races that are unwelcome in proper society, such as Bosmer, Argonians, and Khajiit.
In contrast to this is the odd reputation of the master Rat-Hunters, considered the highest rank of the guild. These hunters specialize in contracts on the largest and most vicious breeds of rats which infest the endless, lightless sewers and tunnels beneath the Imperial City. The sheer size and venomous aggression of these monsters, combined with the dismal locations in which they must be fought, have given these hunters a reputation as fierce and capable warriors.
The mandate of the Ratcatchers Guild overlaps with that of the Fighters Guild, and their members regularly clash over assignments. Such conflicts have even led to legal proceedings before the Imperial courts. The ratcatchers often complain that the methods of the Fighters Guild are unrefined and insufficient to fully exterminate an infestation.
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Post by Taniquetil »

Granting to Torlof per discord request
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Post by Torlof »

As per discord suggestion, split the building into two cells -- apartment building and ratcatchers' guildhall. Working on detailing the guild now.
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Post by Torlof »

More detailing. Still working on the 1st floor of the guild part of the building.
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Post by Torlof »

Almost done with the Guild part of the building.
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Post by Torlof »

Finished both interiors. The guildhall and the apartment building. In the apartment building, I was able to make only 5 smallish apartments -- 2 of those belong to scooma addicts. Another one -- to a redguard. NPC'er can decide the rest, there's only generic clutter in the remaining two apartments.

Some changes need to be made to the exterior:
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Post by Kaiel »

Going to try reviewing this, no promises

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Post by Kaiel »

Noping out

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Post by Kaiel »

I have returned, sorry for freaking out before

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Post by Kaiel »

Name: PC_i2-Anv59
Clean: Yes
Fits exterior: Yes
Lighting: Good
Northmarker:
Pathgrid: Good
Illegal to Sleep: Not set for 59b, fixed
Gridsnap: Good

59a
First Floor:

Bleeders:
None

Floaters:
Misc_Com_Bucket_Metal x1
T_Com_Cm_Pants_04 x1
T_CyrCom_Furn_Ch1MscGC x1
misc_flask_02 x1
misc_flask_04 x1
T_CyrCom_Var_Bs1Empty x1

Second Floor:

Bleeders:
T_Rga_HookahTubing_01 x1
misc_com_redware_plate x1
T_Cyr_Fauna_FishSpr01 x3
iron saber x1 :kept it stuck in the wall, but before it was stuck so deep it would've been coming out the exterior
Floaters:
misc_com_redware_plate x2
T_CyrCom_Var_Sk3Empty x1
T_CyrCom_Furn_Ch1MscGC X1
T_Imp_ColClayPlate_01 x1
T_CyrCom_Var_Cr5Tool x1
Misc_Com_Wood_Bowl_01 x1
misc_com_metal_plate_07 x1
Other:
Replaced apparatus_a_spipe_01 with T_Com_SkoomaPipe_01, the former has dunmeri scarab markings on it
Reduced total amount of Skooma to two in the Skooma den

59b
First Floor:

Bleeders:
T_Imp_ColClayPlate_02 x1

Floaters:
misc_flask_02 x1
Misc_Com_Pitcher_Metal_01 x1
T_Imp_ColClayPlate_01 X1
Light_Com_Candle_01 X1
T_Com_Var_SoupPot_01 X1

Other:
Replaced static potted plant with static planter and T_Cyr_Flora_Chokeberr01. Also replaced Bloodlily Flower on alchemy table with Pods, the pods also have Damage Fatigue instead of just Damage Health.
Second Floor:

Bleeders:
T_Com_Cm_Shoes_03 x1
T_Imp_StuddedLeather_Boots_01 x1
misc_com_bottle_02 x2

Floaters:
T_Com_Var_SoupPot_01 x1

[MERGE NOTES]: Remove the window from the right side and the back door from the Anv59b exterior.
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Post by Taniquetil »

Merged into Anvil v109
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