Dovahkiin do JoorKaal

Post » Tue May 22, 2012 3:53 am

Who are the nedic? anyway the link do not work ...

As I see it the idea was to make eventuallly a Ice trapped city , then only the Temple area shoudl be entereable and seen eventually but this opens for a modding resource , if others want to mod other parts of the city they could do so ... but focusing only on the temple and leave the rest opencs better idea ... but inthis case the whole city could have a nice concept but then What city wudl be? made up completely or the re is any lore city there? and who lived there? According to the plan shoudl be nords ...

also nords that directly descend from protonords shoudl be in an unnamed island north of skyrim that shoudl be the last outpost to reach then atmora ... they never went there either but they could have anr retain the more primitive ( if was primitive at all ) architecture and style ....


If the nords when arrived built Sarthaal then this I guess woudl be the best guess on a typical ancient nord architecture , I am not a fun of it honestly but that's what we have to play with for concepts I guess... Ihave some ideas for creative level design by using the Graybeard monastery modesl , but was that monastery built by nords?

Concepts are needed be4 anythin tough ....
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Alyesha Neufeld
 
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Post » Tue May 22, 2012 2:02 am

well i just thought of who our inhabitants could be, frost giants like karsaag. which also solves your glacier city issue, because castle karstaag was basically carved from a glacier.
so now i have my inspiration for architecture. :)
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Khamaji Taylor
 
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Post » Mon May 21, 2012 4:53 pm

well i just thought of who our inhabitants could be, frost giants like karsaag. which also solves your glacier city issue, because castle karstaag was basically carved from a glacier.
so now i have my inspiration for architecture. :)
have any lore reference?
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Claudz
 
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Post » Tue May 22, 2012 12:00 am

http://en.wikipedia.org/wiki/The_Elder_Scrolls_III:_Bloodmoon
pretty much all of bloodmoon. although im not so sure on the origins of the frost giant, im pretty sure he came from atmora.
we could play with the lore a bit anyway, even if its not 100% accurate.
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Austin England
 
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Post » Tue May 22, 2012 3:17 am

Ah you mean Kaarstag castle , but honestly I do not like it much it looks like a spikey thingy out of the Ice, I am thinking instead to make something more along the Massive mix between the Nordic ancient in skyrim and the cyclopean Megalitic architecture .... Samples of those can be found in Macchu Picchu , Sacsayhuamán, Baalbek , Cusco , Kailasa Temple in India , The Osirion in egypt , Alatri fortress in Italy etc ...
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Laura Samson
 
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Post » Tue May 22, 2012 1:48 am

Ah you mean Kaarstag castle , but honestly I do not like it much it looks like a spikey thingy out of the Ice, I am thinking instead to make something more along the Massive mix between the Nordic ancient in skyrim and the cyclopean Megalitic architecture .... Samples of those can be found in Macchu Picchu , Sacsayhuamán, Baalbek , Cusco , Kailasa Temple in India , The Osirion in egypt , Alatri fortress in Italy etc ...
i was already thinking of having some cross cultural accents to the nedic architecture, the ones you chose would be cool,
but the people died a long time ago.
so for the inhabitants i was thinking the frost giants would be a good idea. and don't worry, i would make the new artwork have some of the same inspirational design. not just a big spiky glacier thing.
i know that there is a frost giant model floating around somewhere, i think it was part of mmm. so there would be no need to model a new one, unless you wanted to. we could just edit the old one and maybe use the normal giant skeleton for animating it.
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BrEezy Baby
 
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Post » Mon May 21, 2012 10:11 pm

i was already thinking of having some cross cultural accents to the nedic architecture, the ones you chose would be cool,
but the people died a long time ago.
so for the inhabitants i was thinking the frost giants would be a good idea. and don't worry, i would make the new artwork have some of the same inspirational design. not just a big spiky glacier thing.
i know that there is a frost giant model floating around somewhere, i think it was part of mmm. so there would be no need to model a new one, unless you wanted to. we could just edit the old one and maybe use the normal giant skeleton for animating it.
A real Giant woudl be cool , something along the lines of shadow of the colossus ^^ ...
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Nicole Kraus
 
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Post » Mon May 21, 2012 10:32 pm

A real Giant woudl be cool , something along the lines of shadow of the colossus ^^ ...
brilliant. and i already have an idea of how that could work, because i dont remember kaarstag being all that large lol,
but i know if we had a good reason we could make one that big.
although there are technical problems of trying to fight something that large..at least in skyrim. we would have to have some creative way of taking it down.

but we are getting ahead of ourselves now.

i think i have enough to go on to start making some rough concepts. ill get back to you soon with my results.
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mishionary
 
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Post » Mon May 21, 2012 10:20 pm

brilliant. and i already have an idea of how that could work, because i dont remember kaarstag being all that large lol,
but i know if we had a good reason we could make one that big.
although there are technical problems of trying to fight something that large..at least in skyrim. we would have to have some creative way of taking it down.

but we are getting ahead of ourselves now.

i think i have enough to go on to start making some rough concepts. ill get back to you soon with my results.
I twas hinking the giuant could be modeled after a ice hill or mountain so a rough shape resembling a ice thing that suddenly lifts up something similar to the frost atronach may be but massive ....

coudl be met in the Pack plains ....
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Matt Bigelow
 
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Post » Tue May 22, 2012 2:30 am

Are we going to be able to have a play around with the sword before the quest project is completed? I am eagerly waiting to use it lol.
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Add Meeh
 
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Post » Mon May 21, 2012 5:22 pm

f you do a ship ride to Atmora, maybe you could make it real time? Like a 1 hour, real time ship ride, with Atmorans, (and maybe you could help build the crew, and recruit companions) and the whole time you are attacked, by sea monsters, dragons, Thalmor boats, etc. Maybe for the first 10-15 minutes, you get to talk with the Atmorans, train with them, and then the boat shakes and the battles begin. This would make it very tough, and so that you HAVE to be strong, after all, you are Dovahkiin, you've defeated Alduin once, you should be extremely powerful. Not sure how you could implement this though, maybe after the hour, the Atmorans say that they can see land, and then it goes to a loading screen?
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yermom
 
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Post » Tue May 22, 2012 6:10 am

My idea is not to make a click and fast travel ala bethesda style ... but make more dramatic ...
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Kevin S
 
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Post » Mon May 21, 2012 5:25 pm

f you do a ship ride to Atmora, maybe you could make it real time? Like a 1 hour, real time ship ride, with Atmorans, (and maybe you could help build the crew, and recruit companions) and the whole time you are attacked, by sea monsters, dragons, Thalmor boats, etc. Maybe for the first 10-15 minutes, you get to talk with the Atmorans, train with them, and then the boat shakes and the battles begin. This would make it very tough, and so that you HAVE to be strong, after all, you are Dovahkiin, you've defeated Alduin once, you should be extremely powerful. Not sure how you could implement this though, maybe after the hour, the Atmorans say that they can see land, and then it goes to a loading screen?
ship idea sounds good. but also sound really freaking hard. because all the boats in the game are props.
we would need someone to make a 'sides sailing ships' type mod.

oh, and atmorans all died, or eventually became the nords.
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Kevin Jay
 
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Post » Tue May 22, 2012 7:55 am

ship idea sounds good. but also sound really freaking hard. because all the boats in the game are props.
we would need someone to make a 'sides sailing ships' type mod.

oh, and atmorans all died, or eventually became the nords.

I don't think that it would necessarily be scripted to travel but it could step travel , like events at day one day 2 day 2 day 4 etc , like making 7 - 10 day steps may be some random encounter may happen and you cannot go sleep if the event of the day ended or if you didn't take a round above in the top part of the ship instead of pressing just pass pass pass on the time... this way the time travel will be slowered and I guess sitll have some "feel" of traveling to a long distant place , may be even a script could make pass 1 or more days and interrupt then randomply like 5 - 10 times the time passing making happen some event may be some stupid stuff or some important stuff ... and make so pass a whole month or something like that... untill you arrive ...

I think the northernmost outpost could be at 2 or 3 days of travel north , while the Atmora continent could be a week or up to a month of travel by sea north ...
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Reanan-Marie Olsen
 
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Post » Tue May 22, 2012 7:50 am

ship idea sounds good. but also sound really freaking hard. because all the boats in the game are props.
we would need someone to make a 'sides sailing ships' type mod.

oh, and atmorans all died, or eventually became the nords.

Sorry, I meant the northern outpost guys. Maybe the ship idea could be done by taking a really large ship, and just scripting it to move forwards, with NPCs doing animations to make it look more realistic? I'm no modder, so I'm not sure if that will work, Just an idea.

Another idea I had, is that when you reach Atmora, if you listen closely, you will hear Dovahkiin... in the wind. The Greybeards would shout that, as a good luck, and to show that even in the dead world, they still watch over you. Not sure if they shout that far without capsizing Skyrim though. :biggrin:
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RAww DInsaww
 
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Post » Tue May 22, 2012 12:03 am

hey, sorry for the delay between posts, im a student so im not always able to check on the forums and work on personal projects.
i have some concepts in the works. maybe over the holiday weekend i can polish them into a presentable format and show you what i have.
anyway, cant wait for the ck.
happy holidays.
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cutiecute
 
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Post » Mon May 21, 2012 5:14 pm

I really don't get why such a delayon the ck but anyway i have found some of my old 3d models for morrowind that may be could be converted or used ... They wheee for the dunmeth pass mod....0
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claire ley
 
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Post » Tue May 22, 2012 1:39 am

finishing up my holiday semester. tomorrow is my last day so i will be able to have some time to work on my models.

have you given any more thought to the quest?
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Cool Man Sam
 
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Post » Mon May 21, 2012 11:16 pm

No I am workking on the conan outfits atm to refine and refresh my skills at normal map making etc....
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emma sweeney
 
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Post » Tue May 22, 2012 6:27 am

I am adding another artefact to the quest idea....

The Akkaviri Jade Shield .....

Long forgotten and hidden in the carvings of the Alduin walls , there is still something to discover, Esbern reading and investigating further discover what the ancient Graybeards already knew of but kept secret for centuries ....

There is one artefact called the Jade shield , it was used in conjuction with the Dragon sword , and used in ceremonies and processions by the original Dragonhunters....
the artefact from akavir hold the power to absorm Dragonsouls ( just like a normal gemstone does with the normal ones ) , but the shield can keep up to seven Dragon souls and some special ones , the ones of the immortal Dragons ....
Only with the Seven snakes bounded to the shield The true form Of Alduin can be Kept away from this World , and to absorb the channel those Immortal souls to the shield , the Dragon sword is needed ....

The Artefact itself is carved in a special Jade strong as steel and shining as Glass , with Golden carvings and sustains ..... Brings the symbol of the Eternal Immortality cycle of the Dragonborn , the Urobouros on a side and the Alduin Profecy on the other side ...
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Mackenzie
 
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Post » Tue May 22, 2012 4:23 am

That sounds really awesome. Though I love dual wielding, this will give me a reason to up my block skill and play a sword & board guy for while. :)
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Becky Cox
 
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Post » Tue May 22, 2012 12:56 am

Hhaha ok the one on the shield is a shortened form of the Riddle in a carved stone that shoudl be in a hidden chamber in the Sky haven temple or in the high hrotangar ( most probably )

I could either split the shield in a place ( most probably the skyhaven temple ) while the profecy riddle complete in the High hrotangar monastery .... shoudl make sense?

here is the whole riddle ....


--------------- fin Unahzaal Yol
--------------- kotin fin vith jot segol

--------------- tol Los fin Fiik vokun
--------------- Se gein Lot Keizaal vaal
--------------- heim fin Sahrot Zun
--------------- heim voth Sahqon draal

--------------- heim fin Qeth otin zahkrii
--------------- heim zeim zaan otin Krii

--------------- Het Nok fin Revak Keyn
--------------- se jer Kruziik Krein

--------------- Voth fin quet se Sivaas
--------------- tol fin brom okaaz vintaas
--------------- tol fin iiz pindaar
--------------- tol fin od Lumnaar
--------------- ahrk fin Fo Strunmah
--------------- siiv fin Luv se Bormah

--------------- arkh voth fin zun Kogaan
--------------- drun vul wah oblaan
--------------- Fod fin tiid fen kren
--------------- Alok Nol atmora zoorven

--------------- drun Drem wah Taazokaan
--------------- wah atmora tuz arkh spaan
--------------- wah fin brom Sunvaar
--------------- drun fin dovahmaar

I avoided to put the english translation so you can have fun ^^

Ingame I am thnking to put the vocabulary so people can translate it .... I may be more evil and put it into dragon letters lol but in case I may also add a translator npc that you can bring the copy of the profecy to ... to shorten time or you can have fun with the ingame book with the words etc...

to be decided ...

just as hints :


east sun forge means an Akaviri forge where you will be able to forge the dragonsword and eventually other akaviri ancient armors ( blades stuff )

the shadow is intended as an projected image or a similar to ....





On the quest thing ...

Spoiler

The Sheld was used in processions bythe blades , four of them sustained the shield while the champion using the Dragon sword channeled the Souls of the dragons into this artefact , thus the shield works as a soul gem for special dragons ....
the Idea is that Alduin was not defeated , infact you do not absorb his soul and actually you cannot since is made of the same part of Akatosh and so is Divine in nature , altough could be destroyed it's mortal form , his spirit traveled north , to Atmora ....

There an ancient temple lies in an ancient buried under ice and snow city ....

The reason why is Atmora under snow is because of the Tear of Akatosh , it is said that when Akatosh generated his most loved son and then saw how he turned back into evil he cried and his tear fall on Tamriel in the very hearth of Atmora , bringing the whole land to an Ice age ...


the riddle in the secret chamber tells of how to put an end to the eternal return of Alduin .... infact he will regenerate his mortal form in Atmora in the Tear of Akatosh , but will take ages .... so in meanwhile the Dragons are back to Skyrim ... to put a final end to his eternal return the tear must be shuttered ... it will not save Atmora from it's eternal Ice age ... ( or may be could ) but will stop the eternal cycle of Alduin returning...

so the Dovahkiin altough he was able to defeat Alduin in Sovngarde he is not done with him , he only been able to delay him again ....

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Laura Shipley
 
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