I think this is best stage to create this topic. What I know we didn't start interiors here because of lack of assets (exteriors are main task now) The main problem with dwemer ruins is the same problem like with kwama mines. Almost of them looks the same! There is no point to go inside. You were in one, you were in almost anyone. When you are inside you don't feel that it was used for anything. Just random items and rooms in most cases. Erik and Adrian noticed that. I just imagine the whole dwemers cities here, exist to build their version of Utopia, to became gods. This is why they lead all experiments, researches on all areas to reach their goal as race. Again I will use parallel to history where USSR wanted to reach Utopia goal called as communism and they introduce some central planning. So Here we can have cities which have some unique destiny in whole program to achieve divinity. This is list of dwemer ruins. Each specialization part (city) works as cog in collective machine (race).We can use some writers to create story about them just to gave indicates for level designers, to create more diverse interiors. So to keep everything more consist we can write some list in excell, like in example of kwama mines to keep everything clear. One column for lore, one for how it is destroyed inside, how big (additional interiors), additional utilities, has living quarters or not, link to uesp library.
They are very brief ideas. Maybe writers will find out sth better.
dwemers cities
Arkngthand, Molag Amur
This one has telescope, So it can be some kind of science facility.
This is also probably first dwemer ruin which you will find, so it's good, to create some attractions, while you will be wandering around. Like ore extractor machine in Hall of Centrifuge. Or working telescope after fixing, "labs" and so on. It's sth which Erik mentioned. It can be added later.
This place should be best example of what you can find inside. Introduction for all dwemer ruins etc.
Arkngthunch-Sturdumz, West Gash
Maybe something like fortification, outpost defending from nords. There is sth about it in Lore (great battles on north of island). It can has some signs of siege.
Bethamez, West Gash
Fits sth like some engineer facility, where they keep research on some mechanical things.
Btanchend, Red Mountain
Bthanchend (Gilvothal): assaulted by Hlaalu.
It's a stronghold connected to a Dwemer Treasury, containing vaults, a mint, and powerful centurion security. blabla
Bthungthumz, Urshilaku Camp, next to Druscashti, ashlands
Small village with some casting things to create weapon. Some workshop
Dagoth Ur is topic for separate discussion
Druscasht, located southwest of the Urshilaku Camp, Ashlands
Could some kind of small fortess too.
Endusal, Red Mountain region, inside of the Ghostfence
Inside, the stronghold would be a residential center, having apartment housing (elevators between levels), bloatspore farms on the bottom, auditorium on top levels with large pipe organ as a central piece.
Galom Deus, Southwest of Uvirith's Grave, Molag Amur
It has observatory and lava rivers near by, so maybe it's good place for some industry? Flying machines? Some opening roofs to send them to air?
Mudan Grotto, hidden underwater southwest of Ebonheart, Ascadian Isles
Some workshop for highclass armors.
Mzahnch, first large island east of Ald Sotha, Ascadian Isles
Could be just some kind of shipyard. It can be done with normal assets
Mzanchend, in the heart of the Molag Amur region
Could be just some kind of architecture/engineering facility? Factory of conglomerates to build faster.
Mzuleft, located to the southwest of Dagon Fel, Sheogorad
City/some science facility, maybe about optics. There is egg of time, so maybe it fits.
Nchardahrk, southeast of Dagon Fel and the Mzuleft ruin on the island of Sheogorad
It could be some kind of Storage of replaceable parts and harbor
Nchardumz, located northeast of Molag Mar
Could some kind of research facility about biology and so on. Alysander can give ideas on equipment.
Nchuleft, west of Tel Vos, Grazelands
Some bigger colony, there could be big underground bloat farms providing food for all on island.
Nchuleftingth, south of Uvirith's Grave in the central Molag Amur region
There could be some light problems. Some mechanism could be broken. Big secret facility researching electricity and energy topics. Maybe add some tesla coins inside
Nchurdamz, located to the east of Molag Mar and near another Dwemer ruin of a similar name, Nchardumz
Could be just some kind of war factory? Constructs?
Tureynulal, One of the crater citadels in the Red Mountain region
The University is a place of culture and education, statues, classrooms, dormitories, dining halls, libraries. All in ruins. In the very end, we meet Dagoth Tureynul and slay him.
Vemynal, A Crater Citadel located far south of Kogoruhn, Red Mountain
Just big mine side, providing all resources to build fancy things.
So main idea, is creating all energy sucking things near lava sources, rest somewhere else. If you have some other ideas, feel free to write them down. This is topic which need some work and discussion between writers, loremasters to show their creativity. It is also nice reference to decide what will be additional assets are needed or not. Just nice place to sort out things.
Write what do you think of it.



I love it! I always disliked
I love it! I always disliked how Dwemer ruins where so similar because it didnt make me want to explore them.
It would be cool to have every Dwemer ruin have its own theme, and maybe find remains of whatever it was they where working/researching on.