Artifacts: Add some ancient culture to Morrowind
Moderators: Haplo, Lead Developers
Artifacts: Add some ancient culture to Morrowind
Mace of Slurring, Auriels Shield, etc. Morrowind needs artifacts. I believe that certain modders should be assigned to the task of designing new swords, helms, etc. that are unique. Furthermore, another museam needs to be built, much like the one in Mournhold, to store these new user- made artifacts. After all, the ladies love a man dressed in armor of legend.
Some ideas
Here are some ideas of new artifacts:
1. A special coin- A unique coin where only one exists. Or make a selection of unique coins for the player to find throughout Morrowind.
2. A glowing sword- A one-handed straight sword that has a glowing blade.
3. Platinum helm- A helm made of shimmering platinum.
4. Elaborate Bejeweled Ornament- A bejeweled ornament used as a decoration for tables, dressers, etc.
I have many more ideas, but I don't wanna get carried away on the board. If you want more, please send me a PM. My e-mail only allows people on my list, so e-mailing me WON'T work.
1. A special coin- A unique coin where only one exists. Or make a selection of unique coins for the player to find throughout Morrowind.
2. A glowing sword- A one-handed straight sword that has a glowing blade.
3. Platinum helm- A helm made of shimmering platinum.
4. Elaborate Bejeweled Ornament- A bejeweled ornament used as a decoration for tables, dressers, etc.
I have many more ideas, but I don't wanna get carried away on the board. If you want more, please send me a PM. My e-mail only allows people on my list, so e-mailing me WON'T work.
- Hermit
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Yes, I like the idea of creating treasures - unique and beautiful artifacts that do not directly serve the purpose of fighting evil monsters
Heh, and I especially like the coin idea - we could make them dwemer coins, unique, and give the player the mission to collect them all ... Hey that's a nice quest idea ...
Heh, and I especially like the coin idea - we could make them dwemer coins, unique, and give the player the mission to collect them all ... Hey that's a nice quest idea ...
Elder Mod.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
Morrowind was full of ruins (though not as full as I would have liked). Daedric and Dwemer ruins, mostly. Were there any other races or religions that may have left their mark? (I've only played MW, so the rest of the Elder Scrolls world is pretty much a blank to me).
Just playing MW made me feel I was playing a game during the early Roman Empire, the different races being the different peoples the Romans/Imperials conquered. Is it not possible to have ruins of life before the Imperials? Like ruins of Iron Age settlements amidst the forests? Ruined lighthouses (like in ancient Greek) along the coasts? Just looking at our own world, if there are desert areas or swampy areas, there could be parallels of the pyramids and sunken cities (or bog men). Caves could even show paintings from the very earliest of settlers. Imagine what the earliest Dwemer cities may have looked like--or how neat it would be to wander the broken ruins of a town last inhabited hundreds of years ago?
I always thought MW, for all it's history and culture, was lacking of ruins in its great expanses. And imagine the quests and artefacts you could have! You could even have an entire Guild dedicated to the research of preserving and documenting the Archaelogical history of Tamriel.
Ok, so maybe that's MY dream. It was just an idea.
Katse
Just playing MW made me feel I was playing a game during the early Roman Empire, the different races being the different peoples the Romans/Imperials conquered. Is it not possible to have ruins of life before the Imperials? Like ruins of Iron Age settlements amidst the forests? Ruined lighthouses (like in ancient Greek) along the coasts? Just looking at our own world, if there are desert areas or swampy areas, there could be parallels of the pyramids and sunken cities (or bog men). Caves could even show paintings from the very earliest of settlers. Imagine what the earliest Dwemer cities may have looked like--or how neat it would be to wander the broken ruins of a town last inhabited hundreds of years ago?
I always thought MW, for all it's history and culture, was lacking of ruins in its great expanses. And imagine the quests and artefacts you could have! You could even have an entire Guild dedicated to the research of preserving and documenting the Archaelogical history of Tamriel.
Ok, so maybe that's MY dream. It was just an idea.
Katse
- Hermit
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Morrowind has been under Dark Elf control for quite ome time, only briefly being occupied during the first empire (ca. 2.000 years past) and now (being more or less peacefully integrated into the cyrodiilic empire by a treaty vivec of the tribunal and the emperor of that time signed), for the past 200 ingame years.
Thus, apart from ancient Dunmer (as below Mournhold, in the Tribunal expansion), Dwemer, and Daedric (REALLY ancient Dunmer) ruins, there shouldn't be much other ruins. Skyrim (the next province once we more or less finish Morrowind mainland) would be another story though, and there may well be ancient Argonian ruins within the outskirts of Black Marsh, around Tear. But mainly, in Morrowind we need to stick with Daedric, Dwemer, and maybe a few old Mournhold ruins.
Also on Mainlan Morrowind, there will be the vast dwemer ruin of Kemel-Ze, as well as dun Akafell on Map 2, the Dungeons of the Tower of Silgrad, as well as a load of other, smaller ruins.
There is still a lot of land available, if you want. Why don't you claim some of it and make a few ruins yourself? Don't worry, there are good tutorials on this site, and everyone here will gladly help you. and once you get the basics, TESCS really is a unser friendly piece of software.
Thus, apart from ancient Dunmer (as below Mournhold, in the Tribunal expansion), Dwemer, and Daedric (REALLY ancient Dunmer) ruins, there shouldn't be much other ruins. Skyrim (the next province once we more or less finish Morrowind mainland) would be another story though, and there may well be ancient Argonian ruins within the outskirts of Black Marsh, around Tear. But mainly, in Morrowind we need to stick with Daedric, Dwemer, and maybe a few old Mournhold ruins.
Also on Mainlan Morrowind, there will be the vast dwemer ruin of Kemel-Ze, as well as dun Akafell on Map 2, the Dungeons of the Tower of Silgrad, as well as a load of other, smaller ruins.
There is still a lot of land available, if you want. Why don't you claim some of it and make a few ruins yourself? Don't worry, there are good tutorials on this site, and everyone here will gladly help you. and once you get the basics, TESCS really is a unser friendly piece of software.
Last edited by Hermit on Mon Nov 17, 2003 1:25 pm, edited 1 time in total.
Elder Mod.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
I'm thinking more on the line of abandoned settlements--ghost towns, or perhaps abandoned farms. Places people lived in the past, but have left for the larger cities. There's always such potential with those types of "simplistic" ruins. They don't really even have to relate to the lore, as every race and culture moves from one place to the next.
As for me claiming a piece of land...oh my. :O
Katse
As for me claiming a piece of land...oh my. :O
Katse
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Hrm-Hrmm. At TR, they *have* to relate to lore, it's really the only limit we've set us here.
Ghost towns, however, certainly would be nice in a wilderness cell. Let's see, maybe an abandoned nord village partly or completely overgrown by forest in a remote corner of map 5 (there's still much estate left to claim).
Background idea: some nord prospectors from skyrim (map 5 is on the skyrim border after all) crossed velothi mountains (the local mountain range) and set up to try and scrap a living from morrowind's soils. For all we know, they might have been membery of a cult that sought to recreate the first nord empire, and trised to set up a stronghold there; the village might have been destroyed by redoran or other dunmer forces when the nords started to get annoying ...
That's only an idea; I think morrowind needs a couple of ghost towns. Just take a heart and claim some land, landscaping really isn't that hard, and everyone here will gladly help you ...
Ghost towns, however, certainly would be nice in a wilderness cell. Let's see, maybe an abandoned nord village partly or completely overgrown by forest in a remote corner of map 5 (there's still much estate left to claim).
Background idea: some nord prospectors from skyrim (map 5 is on the skyrim border after all) crossed velothi mountains (the local mountain range) and set up to try and scrap a living from morrowind's soils. For all we know, they might have been membery of a cult that sought to recreate the first nord empire, and trised to set up a stronghold there; the village might have been destroyed by redoran or other dunmer forces when the nords started to get annoying ...
That's only an idea; I think morrowind needs a couple of ghost towns. Just take a heart and claim some land, landscaping really isn't that hard, and everyone here will gladly help you ...
Elder Mod.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
Actually there is a possibility - it has been gently suggested through sources in the lore that there was a population of Nedic humans (the same kind that developed into the Cyro-Nords) that once lived in Morrowind, before it was taken over by the Nords and Chimer - perhaps we could work in some ancient tombs of theirs that carry unique artefacts
Skurvy
PS: If you want me to dig out the lore sources than i will, im sure i can find them again as i came across them only the other night
Yes look up those sources as soon as posible. Please. and anything else about anchient morrowind.
Skurvy
PS: If you want me to dig out the lore sources than i will, im sure i can find them again as i came across them only the other night
Yes look up those sources as soon as posible. Please. and anything else about anchient morrowind.
- Cep
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I have to agree with Katse on this one, there does need to be more room for common ruins that are not strictly related to the MW lore.
I mean for instance you could have the remains of a house out in the wild, just make sure that the ruins match the people that would have lived there or still do. So in a redoran area you would have the remnants of a redoran clay structure, perhaps it burnt down or something a long time ago. That type of thing would still be plausible under the LORE!
I mean for instance you could have the remains of a house out in the wild, just make sure that the ruins match the people that would have lived there or still do. So in a redoran area you would have the remnants of a redoran clay structure, perhaps it burnt down or something a long time ago. That type of thing would still be plausible under the LORE!
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I'd like to help to make a few artifacts, thats the thing i really love to do. Some ideas:
1: make some unique greaves and/or pauldrons, there are non of them.
2: make some more nerevar related stuff, such as a helmet or shiel or cuirass.
But you have to know i'm not good at scripting ore making quests.
1: make some unique greaves and/or pauldrons, there are non of them.
2: make some more nerevar related stuff, such as a helmet or shiel or cuirass.
But you have to know i'm not good at scripting ore making quests.
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"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
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In the in-game book, The ruins of Kemel-Ze, the man who is exploring the ruin says something about the famous eye of argonia, maybe thats something?
its on this site:
[url]http://www.til.gamingsource.co.uk/mwbooks/ruinsofkemelze.shtml[/url]
its on this site:
[url]http://www.til.gamingsource.co.uk/mwbooks/ruinsofkemelze.shtml[/url]
"Bling shizzle, here's a revizzle . . .oh god, I'm so white. . . "
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
-Jacurutu
"and since Armor of Tamriel has been delayed longer than Half Life 2, I have no idea if it exists or not." -Dexter
- Hermit
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Kemel-Ze needs a lot of custom stuff anyway. Like the hall of kings, the centurion guards, and the giant dwemer colossus. And there is a list of legendary artifacts somewhere on the Imperial library, only about a third made it into TES3. That would be a good starting point, right?
Also, how about stuff from other TES games?
@Kasan Moor: have you already done cell 2/-19? I'm doing 4-20, and I'd like to match up my claim with yours. Please PM me or contact my email, and if you already have done that part of your claim, please send the file to me.
email: heretic38@hotmail.com
Thanks in avance!
Also, how about stuff from other TES games?
@Kasan Moor: have you already done cell 2/-19? I'm doing 4-20, and I'd like to match up my claim with yours. Please PM me or contact my email, and if you already have done that part of your claim, please send the file to me.
email: heretic38@hotmail.com
Thanks in avance!
Elder Mod.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
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- Hermit
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Sorry, Kasan!
I agree, we need new artifacts. In fact, there is a list of tamrielic legendary (unique) artifacts, here:
[url]http://til.gamingsource.co.uk/mwbooks/tamrieliclore.shtml[/url]
Additionally, there's nothing wrong in creating new artifacts (this is fantasy, and what would fantasy be without legendary swords, armour and stuff?). And yes, I think Pauldrons and greaves are gravely under-represented; I'd love to have unique stuff there, too (maybe raising stats ... or skills ... )
And you're most welcome to join
I agree, we need new artifacts. In fact, there is a list of tamrielic legendary (unique) artifacts, here:
[url]http://til.gamingsource.co.uk/mwbooks/tamrieliclore.shtml[/url]
Additionally, there's nothing wrong in creating new artifacts (this is fantasy, and what would fantasy be without legendary swords, armour and stuff?). And yes, I think Pauldrons and greaves are gravely under-represented; I'd love to have unique stuff there, too (maybe raising stats ... or skills ... )
And you're most welcome to join
Last edited by Hermit on Sun Nov 30, 2003 5:47 pm, edited 1 time in total.
Elder Mod.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
For now, I'm sleeping in my lightless city beneath the waves.
But someday ... I will be back.
Fthagn.
i certainly can't make new beutiful artifacts, but i might be able to put them places. what i wanted to say mainly is that perhaps rather than another museum (as of tribunal a stale concept) perhaps a hall/plaza filled with statues that you could place your artifacts upon. it would make great screenshot fodder.
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Oh don't be so ashamed. At least you aren't Indoril, right?
I like the idea of there being artifacts scattered around the map, but not too many. I feel that Vvardenfell had far too many artifacts as is. It escapes me how about 90% of the artifacts in lore managed to find their way to the shit-pit that is Vvardenfell.
I am for there being unique items here and there, that are better than your normal equipment, but nowhere near artifact level.
I like the idea of there being artifacts scattered around the map, but not too many. I feel that Vvardenfell had far too many artifacts as is. It escapes me how about 90% of the artifacts in lore managed to find their way to the shit-pit that is Vvardenfell.
I am for there being unique items here and there, that are better than your normal equipment, but nowhere near artifact level.
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- Thirsk
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I would like to see some dunmer culture, how abaut ruined old temples of a forgotten old dunmer culture (ashlander?)or something new, that we could add to the history books.
And then i think it would be cool if morrowind got their own "crown jewel's", maybe just a Indoril mask, that is wery heavy, but with a good encantment, a dwarven mace, that also was nice enchanted, and diffrent other stuff, OR we could make some new models that look like the "Real" ones (the british) all the stuff could be guarded wery,wery heavy by "elite ordinators" "Crown-Guards" or something diffent?
Cool right?
And then i think it would be cool if morrowind got their own "crown jewel's", maybe just a Indoril mask, that is wery heavy, but with a good encantment, a dwarven mace, that also was nice enchanted, and diffrent other stuff, OR we could make some new models that look like the "Real" ones (the british) all the stuff could be guarded wery,wery heavy by "elite ordinators" "Crown-Guards" or something diffent?
Cool right?
- Thirsk
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i forgot something: on Soltsheim (or other snowy places) we could add an artefact called: stormbringer.
A magical horn, here are some ideas that it could do (some of them pretty crazy):
1. it could do so that if you blow it then your enemys gonna flee
2. just a prob without eny invlurence to the game, if dont think of selling it (like pots and alike)
3. something to a quest
4. it is enchanted so that it can spit out a thunderbolt that just kick a**
i know the last one was a bit silly, but a good idea enyway...?
A magical horn, here are some ideas that it could do (some of them pretty crazy):
1. it could do so that if you blow it then your enemys gonna flee
2. just a prob without eny invlurence to the game, if dont think of selling it (like pots and alike)
3. something to a quest
4. it is enchanted so that it can spit out a thunderbolt that just kick a**
i know the last one was a bit silly, but a good idea enyway...?
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On the subject of the artifacts all appearing in Vvardenfell:
The reason for this, or so I understand it, was that the Nerevarine is a being driven by prophecy, and since the majority of the most powerful artifacts in Tamriel "choose" their owners in a manner of speaking, these artifacts found their way to Vvardenfell for the purpose of falling into St. Nerevar's hands.
Fortunately, this doesn't seem to mean much for us. Since a person trying to roleplay a character who is NOT the Nerevarine, and just a normal guy on the mainland, would not be questing in Vvardenfell where the main quest is and would, therefore, not find these famed artifacts. This means that no alteration of the famous artifacts in Vvardenfell is required, since if you aren't in Vvardenfell, you aren't the Nerevarine, and you have no business finding them.
The reason for this, or so I understand it, was that the Nerevarine is a being driven by prophecy, and since the majority of the most powerful artifacts in Tamriel "choose" their owners in a manner of speaking, these artifacts found their way to Vvardenfell for the purpose of falling into St. Nerevar's hands.
Fortunately, this doesn't seem to mean much for us. Since a person trying to roleplay a character who is NOT the Nerevarine, and just a normal guy on the mainland, would not be questing in Vvardenfell where the main quest is and would, therefore, not find these famed artifacts. This means that no alteration of the famous artifacts in Vvardenfell is required, since if you aren't in Vvardenfell, you aren't the Nerevarine, and you have no business finding them.
Trudging through the relentless Skyrim snowstorms, the lone Paladin looks on in sorrow as the land of Tamriel evolves without him; his mind occupied with other matters.
If magical artifacts choose their owners, then wouldn't *anything* you find be "fated" to the Nerevarine? Who cares if it's not on Vvardenfell; it found you anyway.
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- Blackblade
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Yes, but no one cares when he's not in Vvardenfell. Well, maybe Morrowind, but, definitely no where else.
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- Blackblade
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Yeah, I think that in the rest of Morrowind, he should find maybe one or two at most, since he is still important to that provice, but in other provinces the artifacts wouldn't care.
And I also like the Idea of items with a high enchant value but no enchanting. It gives the Player the ability to choose what he wants to do with it.
And I also like the Idea of items with a high enchant value but no enchanting. It gives the Player the ability to choose what he wants to do with it.
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You don't find out that you are the Nerevarine until you do the main quest on Vvardenfell. Therefore, unless you spend a substantial amount of time in Vvardenfell, you are roleplaying a non-nerevarine character.
Trudging through the relentless Skyrim snowstorms, the lone Paladin looks on in sorrow as the land of Tamriel evolves without him; his mind occupied with other matters.
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The Artifacts, whose creation and or story involve the daedra tend to congregate towards Vvardenfell because of the prophecy. That doesn't prevent lesser artifacts and magic items from being other places, well, some of the other Artifacts, too, which weren't in the original game. We definitely should include some more interestingly enchanted items, which are better than the average flamesword.
We should make them extremely rare, however. I suggest going by Kasan's list of artifacts. Keep in mind, when the time comes to move onto other provinces, we will need to have a slew of artifacts that we can put in the province. It would suck if we blow our our list of artifacts on Morrowind, and when the player visits Skyrim, all he finds is a bunch of beautiful blonde people who are way better than elves.
That's right, I said it.
That's right, I said it.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
I agree that we shouldn't add many more actual artifacts that hacvve been in the previous games to Morrowind, but we can certainly add interesting magic items. For instance an 'Amulet of Rockform' on use it drains 10 points of speed and fortifies unarmored 10 points for 60 seconds, or other magic items that make more use of effects than something like a ring of fireballs or a spider blade.
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I think our genuine artifact level additions should probably be very limited and mostly involved with extended quests. We should shoot for some larger number of mid range items with some history, maybe not front line equipment (I mean compared to things like Sunder, Wraithgaurd, Keening, and other genuine artifact level items) but things that are occasionally useful and good for a mid-range character, and that strong characters may want as part of their collection of artifacts it they are into that sort of thing. I do think the Great House guild lines should at least feature one genuinely powerful item toward their close that even a player with all the "toys" may be tempted to use, though it should blend in with the overall quest line.
Some more Temple relics would be nice (those weren't all that powerful just neat, excepting Veloth's Judgement or couse). Ditto for the Imperial Cult (clothes rather than weapons and armor here).
-Starcrunch
Some more Temple relics would be nice (those weren't all that powerful just neat, excepting Veloth's Judgement or couse). Ditto for the Imperial Cult (clothes rather than weapons and armor here).
-Starcrunch
I completely agree with Starcrunch on this. Just randomly creating genuine artifacts and spreading them in some ruins would not be good solution. To appreciate an artifact, one must deserve it and advanced guild quest are optimal for this.
The big problem of TES III is that after some time of playing my character has so much gold he cannot even see it. Then only reward in form of a smart artifact comes handy.
The big problem of TES III is that after some time of playing my character has so much gold he cannot even see it. Then only reward in form of a smart artifact comes handy.
THEO
Should there be Nord strongholds, from that big war with the nords vs Dummer? Back when there where dwemmer.Katse wrote:Morrowind was full of ruins (though not as full as I would have liked). Daedric and Dwemer ruins, mostly. Were there any other races or religions that may have left their mark? (I've only played MW, so the rest of the Elder Scrolls world is pretty much a blank to me).
Katse
Suggestions
Dunmer being the eerie sods they are, why not make some nasty-a** daedric artifacts?
Suggestions:
Molag's Tribute - Created by a mad Dunmer Mage as an homage to Molag Bal, these Daedric greaves are enchanted to cast fear and increase the wearers willpower.
Spear of Mehrunes Dagon - A daedric spear of power, gifted to a Daedric noble by higher powers, perhaps Dagon itself(if that is even possible, we want to keep it mysterious and mythic), the Spear was left in a ruin on Morrowind 400 years ago when said noble's body was destroyed by Imperial crusaders in some battle or other. I'm thinking heavily increased damage and destruction effects for good measure.
Of course, both are likely to be protected by either a powerful cultist or perhaps even a Daedric creature of some reknown.
Suggestions:
Molag's Tribute - Created by a mad Dunmer Mage as an homage to Molag Bal, these Daedric greaves are enchanted to cast fear and increase the wearers willpower.
Spear of Mehrunes Dagon - A daedric spear of power, gifted to a Daedric noble by higher powers, perhaps Dagon itself(if that is even possible, we want to keep it mysterious and mythic), the Spear was left in a ruin on Morrowind 400 years ago when said noble's body was destroyed by Imperial crusaders in some battle or other. I'm thinking heavily increased damage and destruction effects for good measure.
Of course, both are likely to be protected by either a powerful cultist or perhaps even a Daedric creature of some reknown.
Well, the artifacts should be a compromise between the uberness of Eltonbran and the mundaneness of a flamesword. Their effects should be powerful (and interesting) enough for the player to want to use them, but not so powerful that they favor them over the already in-game artifacts.
Also, I agree with Starcrunch and Theo that these should be rewards for long quest lines. The most powerful artifacts in the game were typically rewards of relatively simple quests. These artifacts should be the reward of long, involved guild quests. The player will be more tempted to use these artifacts, even if their stats are somewhat lowered, if they had to work hard for them.
A quick question, how do you get Veloth's Judgement anyways?
Also, I agree with Starcrunch and Theo that these should be rewards for long quest lines. The most powerful artifacts in the game were typically rewards of relatively simple quests. These artifacts should be the reward of long, involved guild quests. The player will be more tempted to use these artifacts, even if their stats are somewhat lowered, if they had to work hard for them.
A quick question, how do you get Veloth's Judgement anyways?
"Hail Dexter."
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You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
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- Developer Emeritus
- Posts: 1649
- Joined: Tue Aug 17, 2004 5:12 am
- Location: DC, USA