Rune Quest Idea |
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Each individual rune is supposed to hold some kind of special power
right? I think it would be interesting to create small stones with each
of the different runes on them, the stones occupy the amulet slot, and
each stone grants a unique constant effect buff. They would be kind of
like the rings and amulets of sanquine wisdom from MW. The rune stones
are scattered around Skyrim, with each new release of the project a few
more are added in, when you colect them all you can go find some old
wizard that will craft them into an uber suit of armor with bind runes
all over it. |
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13.03.2006 01:11 |
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KuKulzA
King
Registration Date: 07.09.2005
Posts: 7,061
Location: USA / Taiwan
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1-2 runes in every hold.... each holding-mainquest leads to the
coincidental finding of 1-2 runes.... finishing the mod gives you all
the runes.... and unlocking the main Skyrim Mquest!
dance with me! yay yay!
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13.03.2006 02:10 |
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Danath_in
Seigneur
Registration Date: 14.09.2005
Posts: 244
Location: Sw Indiana
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thats one idea but I wouldn't go as far as unlocking the Mq of skyrim
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13.03.2006 02:12 |
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Danath_in
Seigneur
Registration Date: 14.09.2005
Posts: 244
Location: Sw Indiana
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that your absolutly correct in all we have to do is maintain focus on
the task we have before us and how best to work it with our creativity
wich I will point out is considerable.
a moddler would be nice and who knows after that press release last
night we may find one. if not I am pretty certain we will have enough
stock ob to do us quite well. I know from what I have seen of the
interior screen shots that an interior for the stave church will not be
a problem.
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13.03.2006 02:23 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I'm thinking that though the armor would be uber, it would be also uber
hard to get, since you have 30 some runes to colect, and they're hidden
all across Skyrim as quest rewards, loot, items on dead bosses, and
unlikely places (maybe hidden in a large series of meaningless runes,
like the name of a city). More likely the player would just find a few
of the rune stones, they are pretty powerfull, but only one can be
equipped at a time since they occupy the amulet slot. For most people
they would just be handy little items that you switch out whenever
you're in need of the buff that they grant, for example you need to
jump across a big distance so you take out your +30 jump rune and stick
it on. As far as balance for the armor is concerned, its really hard to
get so it should be really powerfull, and since all the runestones
won't be available until the final phase of the mod, the main worry
about uninstalling will be taken care of. Also the armor will be so
awesome looking that people won't want to uninstall. Ornate and super
polished, covered in bind runes glowing faintly blue. If its really
that unbalancing people will just crank up the difficulty level.
"You can dance if you want to, you can leave your pants behind, but if
your friends don't dance and if they where pants then they aint no
friends of mine!" (parody of the song "Safety Dance) |
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13.03.2006 02:26 |
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KuKulzA
King
Registration Date: 07.09.2005
Posts: 7,061
Location: USA / Taiwan
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or misspell it and put an eternal curse on yourself
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13.03.2006 02:33 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I'm thinking you colect the runes, you give them to a wizard, he does
some magic to "harness" the powers of the runes, and then you get a
sweet suit of armor. Some of the runes on it would make words, others
wouldn't I remember reading in a book called "The Runes of Elfland"
that the each rune has some kind of story, a fairy tale of sorts, and
the runes shape was related to something significant in the story (for
example a rune that was shaped like a W was representing the horns of a
bull that the story was about), so the runes grant some kind of power
relevant to the story. The main idea of having the runes though isn't
so much to create the armor, the armor would be nice, but its more just
to add little equippable rune stones scattered around Skyrim that give
the player a specific buff or ability. Kind of like the items of
sanguine wisdom from MW but more powerfull. They would be relatively
easy to implement, and specific ones could be used in quests and stuff.
I'm not an expert on runes, so what I'm saying could be totally
innaccurate, but even if it isn't accurate I think it could be a lot of
fun in the game, we don't have to stick to lore real world lore
perfectly. |
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13.03.2006 02:51 |
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KuKulzA
King
Registration Date: 07.09.2005
Posts: 7,061
Location: USA / Taiwan
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I dunno..... maybe you are allowed to put them together yourself and a
different order makes a different affect.... nothing disasterous though
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13.03.2006 02:53 |
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Galrina
Seigneur
Registration Date: 18.09.2005
Posts: 210
Location: SW IN
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Actually I like the sounds of this. I'm not real sure about the uber
armor at the end either, but that depends also on what we can do with
the new editor. An awesome piece of gear that isn't game unbalancing
would make one heckuva reward for the final quest. I could see the
runestones (I would suggest bind runes.. special that way.. hehe) being
a part of the main quest too. Not real sure how or if that would work
yet, but sure has potential.
__________________ aka Lacey or Mrs. Danath_in. hehe
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13.03.2006 03:13 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Maybe one of the runes could function as a kind of key to some
important door. Also I think we should make the runes equippable as
amulets only. That way we can make them more powerfull, but keep
balance, no sense in having a buch of weak buffs. |
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13.03.2006 03:19 |
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Danath_in
Seigneur
Registration Date: 14.09.2005
Posts: 244
Location: Sw Indiana
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that could be a a possability as well
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13.03.2006 19:55 |
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Garrett
First Knight
Registration Date: 16.03.2006
Posts: 98
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I wonder, with scripting, if it would be possible to have "slots" kinda like the weapons in Baldur's Gate: Dark Alliance.
The armour would still be acquired similar to above, but would be weak
and non-magical. However each piece would have a number of slots (some
more, some less, some only one). You could then easily fuse the
runestone of your choice into the piece of armour of your choice.
However if you later change your mind you have to go and pay for it to
be professionally removed from the armour.
That way not only can you make rune-powered armour but you can even
change it later if you don't like it. I mean, say I make boots with a
speed-enhancing amulet. Then I later acquire far superior boots with
their own speed enhancement. I could then remove that rune and put it
in the belt instead, doubling my speed boost. Without the rune-removal
system I'd be greatly disappointed that I'd "wasted" a fuse.
Also it could be that the rune-compatible armour you get to begin with
is crappy and actually reduces the power each rune gives you (but still
is superior since you can equip more than one rune at a time), so you
then need to seek out even rarer and more badass armour to put the
runes in.
And of course there could be some rune-compatible weapons (Stalhrim mace! Stalhrim mace!)
Also if fused with a gauntlet each rune should have a direct combat
bonus for hand-to-hand. So if I smack a foe with a frost rune right
hook he takes frost damage (unless his race has a degree of frost
resistance). Coolness.
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17.03.2006 00:09 |
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Danath_in
Seigneur
Registration Date: 14.09.2005
Posts: 244
Location: Sw Indiana
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it could be possible however that has been done in Diablo2 LoD
expansion and Baldurs gate. We aren't planning on anything like that
for this mod.
For one thing the armor itself would all have to be changed to allow
insertion of runes and I don't like the idea of redoing every piece of
armor in the game. We're not trying to recreate Diablo or EQ or
Baldur's Gate (thank god!). lol
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17.03.2006 00:16 |
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Galrina
Seigneur
Registration Date: 18.09.2005
Posts: 210
Location: SW IN
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Hmm.. it does sound a lot like the others. We considered that route and
decided it would probably get pretty messy script-wise. While we do
plan on original Skyrim armor (among other things) I don't really like
the idea of having crappy armor that "can" be improved. I played
Everquest and D2 for too long I guess. lol
__________________ aka Lacey or Mrs. Danath_in. hehe
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17.03.2006 00:23 |
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Garrett
First Knight
Registration Date: 16.03.2006
Posts: 98
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What I meant was that only rune-compatible armours would work. I was
picturing the basic set being rather weak (but still pretty good) and
then an ultra-super-secret set, the normal equivalent of which would
look pathetic in comparison. Nothing else would fuse with the runes.
The improvement to the weak armour would be no more uber than a Golden
Saint-style enchantment, since, as I said, the bonus would be of lesser
strength when used in them.
But yeah, just my thoughts.
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17.03.2006 01:02 |
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Danath_in
Seigneur
Registration Date: 14.09.2005
Posts: 244
Location: Sw Indiana
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Like I said its been done in D2 and a few other games before.
OB is fresh and as being such it needs a fresh approach doing anything less than that would be irresponceable.
thats my opinion anyway.
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17.03.2006 01:06 |
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Zarkis
Viscount
Registration Date: 01.12.2002
Posts: 650
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Where do those runes come from? Why are they scattered all over Skyrim?
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17.03.2006 10:49 |
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Garrett
First Knight
Registration Date: 16.03.2006
Posts: 98
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I don't think that's been covered yet.
We could always just say they were the gods' gift to men, kinda like
mead, or perhaps tie in their creation (or scattering) with a myth.
Which would be a good way to get players to spend time reading the ingame books, huh?
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17.03.2006 11:38 |
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Galrina
Seigneur
Registration Date: 18.09.2005
Posts: 210
Location: SW IN
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hehe.. Okay quit reading my mind dangit! lol
I was gonna shoot for the myth idea. In the lore there was a Rune God
at one time however he got booted out for bad behavior and joined the
Nine Divines (he's now known as Julianos).
Giving the runes to the Nords could have been the reason he got booted from (I can't spell the blasted word! lol).
__________________ aka Lacey or Mrs. Danath_in. hehe
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17.03.2006 17:04 |
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Quentin Fortune
The Fourth Horseman
Registration Date: 12.11.2002
Posts: 3,547
Location: Silgrad Tower, Upper Chambers 2
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quote: |
Originally posted by Galrina
hehe.. Okay quit reading my mind dangit! lol
I was gonna shoot for the myth idea. In the lore there was a Rune God
at one time however he got booted out for bad behavior and joined the
Nine Divines (he's now known as Julianos).
Giving the runes to the Nords could have been the reason he got booted from (I can't spell the blasted word! lol). |
Julianos ... hmm ... now we've got this little - more or less - hidden monastery in Silgrad, which is called Lumen Julianii,
a place devoted to knowledge, wisdom and peace, and I'm definitely
going to rebuild it (either that or Reena decides to start modding
again and brings her gem back to life).
I see some interesting possibilities between the monastery, the runes,
their creation, their disappearance and maybe how to retrieve the one
or other rune. Nice little scenario for a quest series.
Greetings
Quentin
__________________ That's
what a ship is, you know. It's not just a keel and a hull and a deck
and sails, that's what a ship needs, but what a ship is - what the
Black Pearl really is - is freedom.
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18.03.2006 08:50 |
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Garrett
First Knight
Registration Date: 16.03.2006
Posts: 98
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A rune could be buried beneath the monastery...
As for how it gets there, well, don't ask me, maybe he places it there
as a way to strengthen his followers. But it would make sense.
Heck, actually, with the new draggable Havoked objects it would be
possible to place it under something. Imagine if the god had placed it
under the altar, and unbeknownst to believers it was the rune that
powered the altar's restorative/fortification powers? Hmmm...
Either that or it's in the tombs beneath the monastery, and the only way down there is the stairs covered by the altar.
I definitely think we need to start thinking outside the square now
that things will apparently be movable. Some serious possibilities for
innovative quests...
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18.03.2006 11:33 |
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Zarkis
Viscount
Registration Date: 01.12.2002
Posts: 650
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I would like to make the runes a collectors game. Lets say there are 12
different runes to be found, preferably in old nord warrior tombs, but
some of them would also be in possession of NPCs (like collectors,
witches, enchanters).
Runes you find can be of use in two ways:
Runic weapons: Since runes are made out of a special kind of silver,
they can be forged into runic weapons using as silver weapon as base.
You need to find a rune smith to do this (another quest, since this art
is considered lost). Runic weapons will have the same stats as the
silver base but will provide you with a bonus against many of the nord
monster types, werecreatures and vampires. Special nord boss monster
will be much more vulnerable to runic weapons then to any other kind of
weapon (thats why the runic weapons were created in the first place).
The bigger the weapon, the more runes you need to forge a runic version
out of it (silver dagger 2...claymore 6).
We don't need new models for this weapons, just nice new textures with cold glowing and bump mapped runes.
Rune magic: Rune magic is a kind of fighter magic, which some of the
berserkers in old times used. You have to find a nord witch to make you
a personal rune bag from a hide of a white stag (a quest). If you have
the bag you can start to collect runes in it (Note: the bag idea is
mostly to prevent your inventory getting cluttered...). You can put one
of each kind of rune into the bag (doubles can be used to forge runic
weapons or sold to collectors). You can activate the runes in the bag
through a special ritual which you can only perform outdoors near an
old rune stone. Each rune is special and gives you another effect,
which will hold for 7 days. So with six runes you would get 6 different
effects dependent on the runes you have. Each effect will become
stronger, the more runes you have in total.
All the effects should be related to fighting. For example:
- some common runes add 1-12 points to strength, endurance or agility
- some common runes give you 2-24 frost or magic resistance
- one rare rune will give you the ability to summon a warrior spirit
companion for some minutes once a day (a weak wolf if you have 1-6
runes; a boar with 7-10 runes; a bear with11-12 runes... all simply
done by giving the animal a chameleon effect, so they look transparent)
- a regeneration abiltiy (this rune should be extra rare)
- ...
Of course all this has to be balanced out very carefully (levelled
spawn tables), so its worthwhile but not overpowering. Maybe each time
you perform the ritual, there is a chance that one rune is burned in
the process (common ones always first, so the player is not frustrated
to see his rare rune vanish).
Getting all 12 different runes won't be easy and you will need some
luck. But it will provide the player with some more motivation to
explore Skyrims tombs and dungeons (or to break into the house of a
known rune collector or to mess with witches...not recommended
).
That idea would go well with that old Nord god idea. The runes were
given to the Nord forefathers to help conquering Skyrim. Maybe the
falmer used nord monsters as minions (todays wood elves can command
creatures in OB as an ability).
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18.03.2006 14:54 |
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KuKulzA
King
Registration Date: 07.09.2005
Posts: 7,061
Location: USA / Taiwan
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yeah, maybe the Falmer developed into expert hunters and beast-tamers to survive in Skyrim
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18.03.2006 15:26 |
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Danath_in
Seigneur
Registration Date: 14.09.2005
Posts: 244
Location: Sw Indiana
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18.03.2006 22:47 |
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Garrett
First Knight
Registration Date: 16.03.2006
Posts: 98
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The bag idea is great! Have you played The Legend of Zelda: The Minish Cap, by any chance?
There should definitely be a simple script attached to the bag to check
for all the rune IDs, so that any time you pick up a rune it gets
sucked into the bag. Much better than adding them yourself, especially
since I doubt it'll be as easy as dropping one icon onto the other.
I don't like the idea of the bag only accepting one of each type. Early
on players will likely have dozens of common runes and only one or two
rare ones, but with the one-each rule the space for the ones they don't
have yet would still be reserved. I'd rather the bag simply have a
maximum capacity so what you've filled it with is entirely up to you.
For the more powerful runes, perhaps some of them could be so immensely
powerful that they were broken in half and the two pieces separated?
That would make collecting them harder, and getting two matching pieces
even more rewarding.
A simple script would detect when left and right pieces have entered
your bag and "glue" them together automatically. You'd also be told
"Two of the shattered runes you have collected are a perfect match!" or
somesuch so you'd know straight away whether you had a match or not.
Perhaps it would also be possible to allow mixing and matching of rune
halves to result in mixed powers, but would be much weaker than a pure
one. If this was implemented pieces of course wouldn't glue together
automatically.
Being able to sell/donate runes to a museum display of some sort would be another way of getting rid of unwanted common runes.
As for the chance of failure I'd say that could be based off stats like
Intelligence/Willpower/Enchant. Their levels would be read by the
script and would affect the odds of the "destruction" part of the
script running. This would make those stats (Enchant especially) all
the more valuable to develop at least a little.
I am worried, however, about two things to do with the bag: first off,
you can probably drop non-runes into it. Now while each rune probably
only weighs 0.2-1.0 pounds (so the bag's weight limit is quite small)
it would still be a possible exploit for carrying a "weightless" weapon
with you. Also the bag probably won't be able to increase in weight as
you collect more runes, meaning you can carry as many as you like (up
to the limit) with no downside.
But even so it's a cool idea.
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19.03.2006 04:55 |
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Zarkis
Viscount
Registration Date: 01.12.2002
Posts: 650
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Thanks for the input, Garret.
No, I don't know Zelda.
Well, that bag. I am not shure how to handle it yet. It depends on the
interface and how messageboxes can be used in OB. We know that you can
activate items in the inventory, so activating runes and letting them
dissapear into a rune bag shouldn't be a problem. The automatic
gathering function may also be a good idea. Rune stones should be
rather small and not weight much. The bag is only a scripted bag, so no
other items can get in.
I thought about that broken rune idea, but in my opinion it doesn't add
much to gameplay and makes scripting overly complicated. At least for
the first implementation I would like to keep things easy. Aynway this
is all work in progress. Everything has to be tested and tweaked in the
game, until it feels right.
Don't know if Nords have a fable for museums (doubt it
). But maybe there is a College for rune magic in Winter Hold, and they search for runes ( and you can steal some there...).
Some new ideas for rune magic:
- the number of runes you can activate at the runic ritual depends on
your mysticism skill (from 1 to maximal 6); another idea would be to
script a rune magic skill and make the use of runes dependent on that
one
- nords get a racial bonus
- you can choose which runes to use for the ritual (but only one of each kind)
- there is always a slight chance, that a rune burns out (depends on
your skill and your race); common runes will be chosen first, so
putting a common rune into your mix beside the more rare and stronger
ones is a good idea (some gambling here)
- burned out runes go back into your inventory; they can't be repaired
but sold for some gold; you will find more burned out then intact a
runes in Skyrim; maybe a runesmith can forge a new rune out of two
shattered ones with some additional ingredients (like blood)
- with a high enough skill you may use a single rune at any time for a
strong effect, but the chance that the rune burns out is much higher
- there are one or two rune smiths in Skyrim (each one specialized)
- Skyrim witches and some berserkers use runes
- you may become a rune smith yourself!?
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19.03.2006 07:39 |
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-Sulan-
Chieftain of Skyrim
Registration Date: 06.03.2006
Posts: 443
Location: Sweden
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I have nothing to add, except to say: Cool ideas!!
Sounds like fun gameplay, something to collect, something to learn about, and the possability of nice rewards..
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19.03.2006 09:23 |
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Quentin Fortune
The Fourth Horseman
Registration Date: 12.11.2002
Posts: 3,547
Location: Silgrad Tower, Upper Chambers 2
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quote: |
Originally posted by Danath_in
[...]
quote: |
now we've got this little - more or less - hidden monastery in Silgrad,
which is called Lumen Julianii, a place devoted to knowledge, wisdom
and peace, and I'm definitely going to rebuild it (either that or Reena
decides to start modding again and brings her gem back to life). |
possable location for the quest starting point ??
very interesting QF |
Thanks.
Use it as a starting point? Hmm ... I hadn't thought of that to be
honest, but it could be as well. My idea was that the player, once he
has obtained the first rune, sooner or later learns about the monastery
(read: I have absolutely no idea how and when
). To find it will actually be a quest/endeavour of its own.
Once arrived s/he will get more or less information about the
whereabouts of the other runes (depending on behaviour and motivation;
the monks are very careful with whom they share the more intricate
knowledge).
Additional idea: what the player doesn't know is that one of the runes
is kept safe by the monks in the monastery (with absolutely no chance
for the player to get it firsthand), but what the monks don't know is
that there is another rune somewhere hidden in the monastery.
Now, if the player finds the other rune and decides to give it freely
to the monks, s/he will learn that the monks already have one and the
player wikll get the ( probably last? ) rune as reward.
The information that there already is a rune in the monastery might be obtained while retrieving the other runes.
So much for now.
Greetings
Quentin
__________________ That's
what a ship is, you know. It's not just a keel and a hull and a deck
and sails, that's what a ship needs, but what a ship is - what the
Black Pearl really is - is freedom.
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19.03.2006 10:24 |
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Garrett
First Knight
Registration Date: 16.03.2006
Posts: 98
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The Minish Cap had a "Kinstone Bag" that served an almost identical
purpose, so I wondered if that was your inspiration. So your idea is to
have the bag fully scripted, rathar than opening a remote container
window when equipped? That's more complex, but certainly helps avoid
other items, and also makes quantity counting easier.
Using mysticism as a rune basis doesn't sound very good. You said
they're largely aimed at combat, and yet with this defining attribute
any pure fighter (even a Nord!) wouldn't be able to use them as
effectively as a magic user.
The custom skill (I'm dubbing it "Runelore" for now) is a better idea.
It would be done as a curse. That way you can easily see your level by
pointing to its effect icon and looking at the magnitude. Since its
effect is a custom one the icon will even LOOK like a rune for easy
identification. This is especially important later in the game when
your effect icons often stretch half-way across the screen!
This also means that the Nords' Runelore bonus will be clearly visible
on the race selection screen right alongside their traditional frost
resistance and whatnot (e.g. "Wisdom of the Forefathers: Runelore 10
pts"). A simple StartScript checks for the curse and gives it to Nords
who don't have it (thus ensuring old savegame compatibility).
Storing Runelore experience points (as opposed to levels) is probably
possible with a global float, and of course a "Your knowledge of
Runelore has increased to X" message would appear upon levelling up.
Restoring burnt-out runes sounds good! It could also require silver as
a component (I'm picturing a burnt-out rune's silver would be tarnished
and melted so much it's ruined). I don't think there are any raw silver
mines in Skyrim (or Cyrodiil for that matter), so you'd simply have to
melt down a silver dagger/shortsword.
Being able to forge runes yourself is an absolute must! This would be a
second curse-skill (let's call it "Runecrafting" for now) that
auto-levels (ala Galsiah's Character Development) when the parent
attributes reach the right levels. I'd imagine it would be a combo of
Runelore (for the symbol knowledge part), Armorer (for the silver
part), and Enchant (for the magic imbuing part). The numbers would
probably be added up and divided by their quantity to reach the true
Runecrafting level, but Enchant should play a slightly lesser role for
fairness' sake.
As for the rune magic college, I think a whole string of missions could
be based on that. First off, you would enrol to become a student of
runelore and gain levels in the faction both by helping them and by
increasing your Runelore/Runecrafting/Intelligence/etc. levels. Once a
student (and of appropriate level) you could begin taking quests. For
instance, they want you to acquire particular runes for them to study
(some common, some rare, some one-of-a-kind). They'd hold them for
maybe a month or so while studying them (unless you break in and steal
them back, thus failing the quest).
After the month or so was up they would reward you with some
never-before-seen runes they'd made as experiments, and also offer you
runic item crafting as well as Runelore/Runecrafting training (unless
you're already more skilled than they). They would also sequentially
churn out a handful of skill-raising books on the topic, but only if
you keep supplying them with runes of course.
If you don't do enough of this plotline the maximum level they can
train you up to would be much lower (due to their own inexperience),
their crafting more expensive, and perhaps they'd even be unable to
craft the rarer runes into anything due to unfamiliarity with them.
__________________ StrategyWiki's fully illustrated Ocarina of Time guide. Check it out!
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19.03.2006 11:18 |
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Zarkis
Viscount
Registration Date: 01.12.2002
Posts: 650
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Hm, the runes were made by a god. Don't think the player should be able
to do new ones. He could try to melt a burned out one into a new one
and with some luck get even a rare one, but also there should be a
chance that the rune is completly destroyed. Mostly you should have to
adventure to get runes. But making runic wepaons or armor should be
possible.
Btw..don't tell me you are a beginner with the CS...lol. That curse idea is quite good.
__________________ Squirrel, squirrel, canst thou see? There?s a Snow Elf behind thee!
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19.03.2006 15:04 |
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Galrina
Seigneur
Registration Date: 18.09.2005
Posts: 210
Location: SW IN
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There are 24 runes. Take a look at the Rune Lore in the other section
to see their base meanings. The runes themselves served two purposes.
They were the alphabet of the Nords and were used as such. A Runemaster
who had studied Runemal could use them to curse, bless, etc. Only a
Runemaster could manipulate them and use them as magical items.
quote: |
Jhunal
(Rune God): The Nordic god of hermetic orders. After falling out of
favor with the rest of that pantheon, he became Julianos of the Eight
Divines. He is absent in modern Skyrim mythology. |
First off... The Runes were given to the ancient Nords by Jhunal. He
fell into disfavor with the rest of the Nord Gods for teaching Runemal
to the ancient Nords. His temples and Runemasters were destroyed or
driven out shortly afterward. Hardly ANY of the Nord temples or
"colleges" survived the Allesian Order. With Jhunal gone, there was no
one to rebuild the Rune Temples after the defeat of the Allesian Order
and the banishment of their Elven gods from Skyrim. There may be two or
three ancient Runemasters hidden away in the highest, most inaccessible
places and finding them all will be extremely difficult.
These last Runemasters would be the only ones who could teach Runemal
in present day Skyrim. One quest could be to find them with each one of
them teaching something different. That way the player would have to
find all the remaining Runemasters to realize the true power of the
runes. For this reason it is also impossible for the players to create
runes themselves. They simply don't know how. Only Juhnal made the
runes, the Runemasters only knew how to use them.
I love your suggestions btw Quentin and thank you. I'd love to have a quest or two connected to Lumen Juliani.
The runes themselves will be difficult to find. My original idea was
they would be found only in the ancient Elven and Nord ruins, dropped
by ghosts or found in chests buried in the depths. The Elves used
Daedra in their battles as well as beasts so it is also possible that a
very few fell into their hands and so could be found in the lair of
some huge monster or in the clutches of a Daedric Lord.
quote: |
...The
automatic gathering function may also be a good idea. Rune stones
should be rather small and not weight much. The bag is only a scripted
bag, so no other items can get in. |
Great idea.. no possibility of using the bag for anything else.
quote: |
-
the number of runes you can activate at the runic ritual depends on
your mysticism skill (from 1 to maximal 6); another idea would be to
script a rune magic skill and make the use of runes dependent on that
one
- nords get a racial bonus
- you can choose which runes to use for the ritual (but only one of each kind)
- there is always a slight chance, that a rune burns out (depends on
your skill and your race); common runes will be chosen first, so
putting a common rune into your mix beside the more rare and stronger
ones is a good idea (some gambling here)
- burned out runes go back into your inventory; they can't be repaired
but sold for some gold; you will find more burned out then intact a
runes in Skyrim; maybe a runesmith can forge a new rune out of two
shattered ones with some additional ingredients (like blood)
- with a high enough skill you may use a single rune at any time for a
strong effect, but the chance that the rune burns out is much higher
- there are one or two rune smiths in Skyrim (each one specialized)
- Skyrim witches and some berserkers use runes
- you may become a rune smith yourself!? |
Good stuff to think about.
I don't know about the runesmith idea though. The major rune quest I
had in mind was that the very last and most powerful rune would only be
found at the end of the main skyrim quest. The reward for the main
quest possibly a weapon that can be enchanted with the runes only after
both quests are complete. Only one Runemaster could do it so the player
would have to have found the location of all the remaining Runemasters.
The combined runes I could see being created by the Runemasters if the
player brings the base Runes to him/her. I can only see the players
becoming Runemasters IF their level is high enough, their weapons and
magical skills high enough and they must have located all of the
Runemasters to learn something different from each one. I would like to
see the Runemasters themselves scripted so they would not speak to a
player who was too low level (for instance). The whole thing would be
scaled on the level of the player and what runes he or she had
collected so far.
Dunno about the mysticism vs rune skill .. hmmm.. I'll think about it.
Broken runes are only good for selling. Nothing more. That's if they aren't simply destroyed completely if a combination fails.
Each Rune does have it's own basic property, based on the Rune Lore.
For instance Frohl, the first rune, represents wealth and fortune; it's
base magical property could be either +5 to Mercantile or Luck.The Rune
Lore gives the meanings of all the Runes however only the Runemasters
would know how to manipulate them to enhance and create powerful new
combinations.
(Combining say Anyo and Uruz would create a fire spell that would be used to enhance a weapon.)
----------------------------------------------------------------
I'm not sure about creating a whole new magic system for Runes.. I'll
have to think about that for awhile. However I don't see Runes being
used like alchemy ingredients at all. They are unique to themselves and
are of divine origin.
Anyway, I love to see the ideas flowing guys.. keep it up. Just
remember to use the Lore. The Runes could end up being the real meat of
the mod but I don't want it to get too carried away.. lol.
__________________ aka Lacey or Mrs. Danath_in. hehe
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19.03.2006 19:07 |
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Galrina
Seigneur
Registration Date: 18.09.2005
Posts: 210
Location: SW IN
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Another thought.. I don't think the true powerhouse runes would be used
in the everyday alphabet. So.. we'll have to create a few that are not
used for anything but Runemal.
If we look at it that way then we have to have some kind of Runic
College, after all they do use the runes in everyday writing and they
would teach something about them. However it would be very simplistic
and basic knowledge and would not be over powering in any way. This
would be where the player would learn how to use the Rune Bag for
instance for the most basic Runemal.
__________________ aka Lacey or Mrs. Danath_in. hehe
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19.03.2006 19:17 |
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Zarkis
Viscount
Registration Date: 01.12.2002
Posts: 650
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Well, we can seperate the rune weapons from the Runemal (from where did
you get this name?) idea. Anyway I would like to have a special nord
weapon set with some Skyrim only bonuses, so the player is motivated to
use this weapons in some situations, but they don't replace glass,
deadric or ebony as all purpose weapons.
I agree adding a complete rune magic system is tricky. What can this
sytem offer, the standard stuff can't? If its redundant, then its not
worth implementing. Therefore I had this ritual idea combined with
witchcraft. I think Skyrim makes a great place for witch covens. The
witches could have preserved a weak form of shamanistic rune magic,
that they use in rituals, some easy, some complicated. The Runemasters
would be the guys or gals who can manipulate the runes for much greater
effects.
Only problem is that witches are usually connected to deadras. That may not fit.
__________________ Squirrel, squirrel, canst thou see? There?s a Snow Elf behind thee!
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19.03.2006 20:23 |
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