Artifacts: Add some ancient culture to Morrowind

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Sniper4
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Artifacts: Add some ancient culture to Morrowind

Post by Sniper4 »

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.
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Some ideas

Post by Sniper4 »

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.
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Post by Hermit »

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 ...
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Post by Katse »

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.

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Post by Hermit »

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. :D
Last edited by Hermit on Mon Nov 17, 2003 1:25 pm, edited 1 time in total.
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Post by Katse »

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

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Post by Hermit »

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 ...
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Post by Skurvy »

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.
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Post by Cep »

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!
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Post by Kasan Moor »

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.
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Post by Kasan Moor »

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]
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Post by Hermit »

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?

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Post by Skurvy »

Ahhh, the famed Eye of Argonia :) Legend has it that the artefact, presumed to be some sort of gemstone, has the power to open the gates to a Lost City in Black Marsh.

It also happened to be the title of the never-made sequel to Redguard!!

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Post by Kasan Moor »

but what do you say about my ideas?

And can i join you people in making artifacts?
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Post by Hermit »

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 :)
Last edited by Hermit on Sun Nov 30, 2003 5:47 pm, edited 1 time in total.
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Post by Anonymous »

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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Post by ChickenHawk »

i'd like to see this artifact; breastplate of the braves
just beacause it rimes so good, and brings more options
for protecting torso with very good armours.
it could be almost like lord's mail, statisticly.
ps. is statisticly even a word?
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Post by Dexter »

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.
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Post by Abramul »

Something that'd be nice: unenchanted artifacts, with high enchant capacity.
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Post by Thirsk »

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?
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Post by Thirsk »

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...?
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Post by bas »

well... we dont need artifacts i think, we need much unique items, and lots of them, for use in quests and so on...
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Post by Lord_Gallant »

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.
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Post by Eraser »

well the player is the reincarnation of nerevar regardless. but destiny/fate is only what you make of it.
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Post by groza528 »

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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Post by Blackblade »

Lord_Gallant wrote:since if you aren't in Vvardenfell, you aren't the Nerevarine, and you have no business finding them.
Wouldn't the player still be the Neravine even when he's off Vvardenfell?
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Post by Haplo »

Yes, but no one cares when he's not in Vvardenfell. Well, maybe Morrowind, but, definitely no where else.
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Post by Blackblade »

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.
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Post by Lord_Gallant »

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.
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Post by ChickenHawk »

":D".
Unenchanted unique items sounds good to me, and fresh idea though.
what if the famous orc's(the one who jumped off a cliff for dare, can't remember the name) armour(<- unenchanted) was scattered around morrowind, then it would be fun to collect all the pieces.
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Post by Zalzidrax »

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.
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Post by Dexter »

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.
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Post by Zalzidrax »

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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Post by Starcrunch »

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).

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Post by Theo »

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.
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Post by Anonymous »

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).



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Suggestions

Post by Anonymous »

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.
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Post by Dexter »

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?
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Post by Stalker »

A quick question, how do you get Veloth's Judgement anyways?
Through some easy temple quest.
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Post by Starcrunch »

Quest to kill off the main base off the Berne Vampires for the Temple from Molag Mar. They hand over it and I think another less good item(s) and send you to kill them. It weighs a ton, but it does mad damage.

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