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albutch
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This is a thread discussing the wild hunt with information i've compiled from various official sources
unfortunately allot of the lore on the great hunt has been written from an imperial perspective i.e Eric of guis making it hard to determine true facts.

"While sometimes amusing, the Bosmer have a bestial side. They can resort to animal shapes if they need to, or water. Their most dreaded transformation is the Wild Hunt, which killed King Borgas for the "iniquities" of his Alessian faith. The Wild Hunt is a pack of shifting forest-demons and animal-gods, thousands strong, which sweeps through the countryside killing everything its path. The Wood Elves do not like to talk about the Hunt, and I gather they do not feel proud of this power at all-Gomini, my Bosmer companion of late, tells me that the Hunt is used for justice, but that also, "every monster in the world that has ever been comes from a previous Hunt. Those Bosmer that go Wild, they do not return.""-Eric of guis.

There is some contradictory evidence about the wild hunt I don't know how factual this evidence is so take it with a pinch of salt.

In the 1st edition pocket guide to the empire there is some scribbling and drawing from an unnamed elf that refers to bosmer who took part in the wild hunt but still roam valenwood I don't know if this has already been mentioned before but ill look into it and add more to this thread at a later date.

From a dance in fire

A flash of white fire erupted from every crevice of the temple, and the moan of the Bosmeri prayer changed into something terrible and otherworldly. The climbing Cathay-Raht stopped and stared.

"Keirgo," it gasped. "The Wild Hunt."

It was as if a crack in reality had opened wide. A flood of horrific beasts, tentacled toads, insects of armor and spine, gelatinous serpents, vaporous beings with the face of gods, all poured forth from the great hollow tree, blind with fury. They tore the Khajiiti in front of the temple to pieces. All the other cats fled for the jungle, but as they did so, they began pulling on the ropes they carried. In a few seconds time, the entire village of Vindisi was boiling with the lunatic apparitions of the Wild Hunt.

Over the babbling, barking, howling horde, Scotti heard the Cyrodiils in hiding cry out as they were devoured. The Nord too was found and eaten, and both Bretons. The wizard had turned himself invisible, but the swarm did not rely on their sight. The tree the Cathay-Raht was in began to sway and rock from the impossible violence beneath it. Scotti looked at the Khajiiti's fear-struck eyes, and held out one of the cords of moss.

The cat's face showed its pitiful gratitude as it leapt for the vine. It didn't have time to entirely replace that expression when Scotti pulled back the cord, and watched it fall. The Hunt consumed it to the bone before it struck the ground.

Scotti's own jump up to the next outcropping of rock was immeasurably more successful. From there, he pulled himself to the top of the cliff and was able to look down into the chaos that had been the village of Vindisi. The Hunt's mass had grown and began to spill out through the pass out of the valley, pursuing the fleeing Khajiiti. It was then that the madness truly began.

In the moons' light, from Scotti's vantage, he could see where the Khajiiti had attached their ropes. With a thunderous boom, an avalanche of boulders poured over the pass. When the dust cleared, he saw that the valley had been sealed. The Wild Hunt had nowhere to turn but on itself.

Scotti turned his head, unable to bear to look at the cannibalistic orgy. The night jungle stood before him, a web of wood. He slung Reglius's satchel over his shoulder, and entered.

Connections between the wild hunt and Y'ffre

Most important deity of the Bosmeri pantheon. While Auri-El Time Dragon might be the king of the gods, the Bosmer revere Y'ffre as the spirit of 'the now'. According to the Wood Elves, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y'ffre transformed himself into the first of the Ehlnofey, or 'Earth Bones'. After these laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it. Y'ffre is sometimes called the Storyteller, for the lessons he taught the first Bosmer. Some Bosmer still possess the knowledge of the chaos times, which they can use to great effect (the Wild Hunt).

This post has been edited 2 time(s), it was last edited by albutch: 18.03.2008 19:12.

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raggidman
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Hey, you read the bible. Cool
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FC4
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If it helps much...

With much creative license, I will be featuring the Wild Hunt in my Role Play Dragon's Shadowed Fate on BGSF. Maybe you could use my work?

Now, I think you about covered all there is to know about it.

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Here is a theory concerning the Wild Hunt that I had posted in one of the BGSF threads. Sounds good?

The Wild Hunt is essentially a ritual of the Bosmeri culture, appealing to Y'ffre. While they could (in theory) shift into animal forms without the wild hunt, those forms would be temporary, draining to maintain, and likely take on the characteristics of their new form. And they would be able to change back.

The Wild Hunt is a little different. Y'ffre helped make the Earth Bones, so the Bosmer claim, to lock the spirits of Mundus into certain material forms; before then the inhabitants of Mundus changed forms on a whim and chaos was constant. Y'ffre brought order and continuity to Mundus, so-to-speak. Which partly makes me wonder if he is the Bosmeri equivalent of Lorkhan, but that is a different subject.

Now, the Wild Hunt is a ritual, yes. The result is rather drastic and what follows is just my opinion on it. Those Bosmer who participate surrender their mortal shell to Y'ffre, whose power ends up morphing them. They end up taking feral, animalistic forms, and essentially become like the spirits of Mundus before the Earth Bones. They constantly shift and change, taking one form and then another and then another. Each hideous, each deformed, mixes of animals of the world onto one being. This constant transformation likely is painful, and would drive them into a feral rage at the chaotic nature of their body and mind. Wanton and uncontrolled, the monstrosities rush forth from the ritual ring of the Wild Hunt ritual, devouring and ravaging anything in their path.

A rather effective war machine, as their numbers are great and they constantly change forms. The Wild Hunt will continue unabated until it hits an immovable object, like a chasm wall for instance in Dance in Fire. Read that book series for an example of a Wild Hunt. Eventually the feral rage of the Hunt participants will subside, but their ability to transform will leave them as well, and they are forever trapped in their form; forever 'wild'.

All monstrosities trace their lineage back to a Bosmer participant of the Hunt. Minotaur, Centuar, Cliff Racer, Dragon, Trolls, whatever. Anything that isn't entirely natural (maybe even Werebeasts?) may have likely come about from the breeding of two similar monsters of the Wild Hunt in it's aftermath. (This is taking the above quote literally)

But the above quotation could also have another meaning; all monsters of the world make an appearance in the Wild Hunt. This is more a stretch than the first theory, I think, but still possible.

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Very interesting take FC4. Just as the Bosmer claim VW to be where life started (I believe it is SOMETHING like that right?). You take it a step further and bring it to life. It definitely sounds possible. What of the Lore that states the Wild Hunt has been seen for the first time in 500 years, what do uou think could be the consequences of this? Several new species perhaps.
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JAAdventurer
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Good, good! Now, the way I understood that part in DiTF, the elves each took on one form and stuck with it. The creatures attacked both friend and foe. Some of the creatures were left because they escaped from the grasp of the others, and some were left because they were the only one left where they were.

Now the question is: how do we pull this off?

We could either replace all the elves taking part in the ceremony replaced by regular creatures, or we could also replace some with a spriggand-acting humanoid and create several custom, un-lootable, "flesh-armor" pieces. Random combinations of these pieces result in many different mis-shapen creatures, such as minotaurs, centaurs, trolls, etc.

So, which approach do we take?
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I think for the appearance of these creatures we could have all the NPC's that went into the interior be replaced by creatures (couple of variations) that don't really look like any specific one, perhaps have them still behave as NPC's therefore capable of exiting that interior and running out in all directions killing anything.
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Wait, we actually plan on making a Wild Hunt? Whoa whoa whoa.

Wild Hunt is a LAST RESORT measure for the Bosmer. I could see a Wild Hunt against a Daedric Invasion, but what else could possibly warrant a Wild Hunt?

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I just thought, "Hey, we're discussing the Wild Hunt. Maybe somebody thinks we can use it." And the rest is (quite recent) history.

If we could, it would be so totally AWESOME! :D
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quote:
Originally posted by FC4
Wait, we actually plan on making a Wild Hunt? Whoa whoa whoa.

Wild Hunt is a LAST RESORT measure for the Bosmer. I could see a Wild Hunt against a Daedric Invasion, but what else could possibly warrant a Wild Hunt?


It was sighted recently, but we don't know for what purpose?

I think that when the time comes to it the Wild Hunt should be a major part of our MQ.
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That would be the mainland main quest, and that would be hard to warrant using.

I think we should focus on the islands right now.

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Mainland is what I meant. And as I said, it's still a ways away. It just seems to me that it plays a major role in Valenwood itself. Nothing to warrant use on the Islands of course.
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giskard
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Hi all

Btw the book "the wild hunt" speaks of hunt and his innocent prey and how the hunter learns to feel for his prey before doing what hunters do and killing it with a spear that cannot leave the grounds of the hunt.

Which is a far cry from whats written up there.

Also whats writen in The Wild Hunt is actually possible to do in the game, whats written above may be possible with certain oblivion plants retextured to be green but you would find it very hard to get the desired effect.

Using the The Hunt Book, you need only add reflect damage to the animal to make the player feel the animals pain as stated in the book.

Oh and a spear.

You could get one of the rocks and enlarge it, add a forest to the top of it and make a floating hunt grounds that can be seen from the ground when the hunt is active, thus fore filling the other thing the The Hunt book states when it says the Hunt was seen for the first time in years.

The combination of the grounds, the spear, a faint chance of escape for the prey is all possible if the book "The Wild hunt" is followed.

At the end of the day, any ideas that cannot be created in the game will never be possible and those that are possible need a mod make that thrives on these details to do them.

Otherwise it will be a hollow experience.

Giskard

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Quote: Btw the book "the wild hunt" speaks of hunt and his innocent prey and how the hunter learns to feel for his prey before doing what hunters do and killing it with a spear that cannot leave the grounds of the hunt.

Actually, I think that's an entirely different Wild Hunt that just coincidentally happens to have the same name. The book you're talking about is a Daedric ritual from Battlespire, which is connected to the Hircine ritual in the final battle of Bloodmoon. The hunter has to be a particular type of Daedra called a Herne, and the "innocent prey" always has to be a human. In Battlespire the player is the one who gets hunted by the Daedra.

It's all on this page:

http://www.imperial-library.info/tsobs/part05.shtml

I suspect it doesn't have any connection to Valenwood at all. It's a bit ridiculous of Bethesda to have two rituals with the same name, but there you go. Sorry.
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giskard
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Well I live and learn, all good stuff to know, thanks for sharing. Especially since I have not started work on this yet. But I had no idea that 2 hunts existed untill now.

Still, I cannot imagine how the one your talking about above would work in practice. Its just not possible to literally do whats being described, not today and not with todays computers.

But a smaller scale quest targeting some wicked village with lots of wild animals might come close.

I need to research this more carefuly my self, so if see something that will work as a game feature, I'll share it with you all.

Thanks again Deeza for sharing that info.

Giskard

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Deeza
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Don't worry about it. I only found out myself the other day.

But you do have a very good point.

What's described in the book is impractical. If we're going to do this we have to do this in as economical a way as possible. Our time and resources are limited, so...

Maybe we're thinking about this problem the wrong way?

Perhaps we should be trying to get across the spirit of the idea rather than reproduce it as written.

The wild hunt doesn't have to have any specific form - it can take any form, randomly. So we don't necessarily have to follow the description - we only can do the best approximation we can reasonably work on. So the core concept is - ordinary people turn into monsters that attack on sight.

We could have it so that it's more of a state of mind thing. I think it should be rather like the ancient Greek legend about the followers of Dionysius who go insane and tear people apart with their bare hands. Rather than actually changing their shape they change form mentally and go totally psychotic and charge around attacking everything in sight.

You accompany it with all sorts of creepy mist effects, weird sounds and, yes, lots of wild animals with the stats bumped up, beastmen etc.

Change the eye textures of the people affected (small change but makes a big impression, people always recognise eyes first). Have them a really weird yellow from side to side, with no pupils (or glowing if possible, I'm told its been done before). Instead of normal voices they'd make really weird screaming sounds as they attack. You could even get their whole body to glow or be surrounded by mist like the Vanilla ghosts.

You get a scary and very dramatic effect, but with about a tenth of the hard work that making new textures would involve.

This post has been edited 1 time(s), it was last edited by Deeza: 05.06.2008 19:59.

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giskard
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I found interpreted lore requires the reader to be able to translate it in to CS speak just as a french man might translate english in to his own langage.

For example reading the text above I read it like this.

Place 20 Bosmar, when the player enters a cell, disable them and replace them with 20 beasts. Update the quest and evaluate the packages on them all.

If this is to be a repeatable quest, it gets a little more complicated but lets ignore that for now.

For a wild forest, some oblivion plants placed in mass around the whole area will do, retextured.

That should produce the desired effect.

Thats roughly how to say the same thing in game types and thus as close as your likely to get. So the real work has to go on eye candy and sound to make all that sound realistic. So some custom audio for man eating plans and screaming in a dark forest when combined with that above would produce the effect your after even though its faking it.

Giskard

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quote:
Originally posted by DeezaPerhaps we should be trying to get across the spirit of the idea rather than reproduce it as written.


That, to me, sounds like an excellent philosophy.

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giskard
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Yes it is, I agree, sometimes its the only way you can do it.

Besides a literal interpretation often doesnt end up anything like what the item of lore was supposed to be about. It likes the very soul that made it what it was. So its often better to make it so the soul is correct even if the mechanics are different.

Giskard

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The big flare of light mentioned in the book is easy to do, though. It already exists in-game.

All we need to do is slightly alter the script for the flash when you grab a sigil stone so that it's triggered by the quest and not by taking the stone. An easy modification to make.

The other big upside to a white flash is that it hides the awkward transition when they disable and enable. Otherwise it's like.... DING! suddenly they've swapped.

The big white flare and some scary sound effects would cover all that up nicely.

Also: eye retextures already exist, and I believe they are open mods. The author only wants his name mentioned somewhere in the credits. I reckon that otherwise normal people with really freaky eyes, screaming and going all-out to kill you could potentially be creepier than animal transformations, and if they're all mixed up together, with oblivion plants suddenly enabling everywhere... sounds positively nightmarish!

And you're quite right. Staying true to the spirit of the thing is much more important than trying to reproduce it exactly. Especially if it's easier to do!
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I see your getting it, anybody can look at the game and say yes we can use that and know its possible to do in the editor. Thats how people need to approach these things.

Eyes and hair, this is a little different, yes its easy to do but only one mod can edit the hair and eyes at a time. So this really should be custom race to avoid conflicts.

You have to remove the race edits and rely on the NPCs remembering their settings which for a esp is great but for an ESM its a nightmare for all mod makers that come after you.

Giskard

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Whoa whoa whoa....

Where is man-eating plants mentioned in Dance in Fire? I never recalled that. As to the mist and noises, sounds wonderful. I suggest that if the player is ever in the area of the Wild Hunt, they should have waves of two to three animals attacking them at a time.

And then, in the faint of the mist, we could have faded imagines of terrible monsters. Maybe we could change the mist textures, so that on occasion it will show a faded image of a monster. Then we could be able to make true the statement that all the monsters of the world began in the Wild Hunt, and make the player feel there are more horrible things than wolves, bears, and crazed bosmer in this hunt. The images wouldn't be noticeable for long before they disappear in the mist again.

And yes, 'The Wild Hunt' describes Hircine's wild hunts.

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Yes, I was thinking MASS as in alpha centauri plant life for some reason.

Btw the Dances in fire book is just a story, not lore and it sounds like its from Jagar tharns time too, so its not current either. Oblivion rumours include current events in Valenwood if there is any doubt.

Those current events tell that no clan leads anymore and the council in valenwood have not met in a decade (i think thats it). Also it speaks of a prophet saying the one of the gods is returning and that one of the tree citys, one big F one, I forget its name, has rooted it self for the first time ever.

Oh and the wild hunt has been spotted for the first time in years too.

Elsweyr got to keep the land it captured from Valenwood and then lost land to leyawiin. The local bandits are fighting to get it back. I cannot even prounce the name but its raja krin or something.

Thats current events according to oblivion.

Giskard

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quote:
Originally posted by FC4
Whoa whoa whoa....

Where is man-eating plants mentioned in Dance in Fire?



Who ever said anything about man-eating plants? You're confusing me I'm afraid.

And if "a dance in fire" is meant to be fiction (though fiction in TES tends to be treated as lore I've often noticed - it's a good device for getting over information that would sound boring if it was explained directly) then we've got quite a lot of freedom with how we do this.

I agree totally with your mist idea though - make the player think that there's worse out there would actually be scarier than just throwing some new monsters at them. The scariest monsters are the ones you can't see but know are there.

But the make or break here is going to be our sound. Horror films are 99.99% the sound effects. If you watch them silently they usually look ridiculous. I think you're right - with regards to what actually attacks the player, less is definitely more. It's the sounds we need to get spot on.
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A script with a rotating selection of creatures would be the fine detail here.

A simple counter that advanced 1 point each time it was run so different creatures appear each time the quest is run (if its a repeatable quest). Repeatable quests work great for temples. In fact theres a shivering isles tree that has a massive root structure that may well server as a temple for this and actually look the part.

Anyway, youd need something like this to work.

marker.placeatme creature 250, 1

Theres a way around to do this to ensure accuracy, I cannot remember if its marker first, then creature or the other way around but its important to get it right. I used that in my TEC rat infestation recently, so I'll dig it out at some point.

Anyway, you place that inside if statement checking the counter condition and the quest stage and you can have a temple that runs this quest more than once and offers different monsters each time too.

But with placemeat or placeatme, need to remember the correct spelling, you must count the monsters you place, and count the monsters you kill and ensure everything you put in to the word dies.

This prevents save bloating.
Clearing no respawn should be used on all creatures in the hunt. Low level processing has advantages here because a creature can wander off and be tracked by game. No Frost crag summoned creatures vanishing for every type problems.

Giskard

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This post has been edited 1 time(s), it was last edited by giskard: 07.06.2008 03:05.

07.06.2008 03:02 giskard is offline Send an Email to giskard Homepage of giskard Search for Posts by giskard Add giskard to your Buddy List
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The time in which Dance in Fire takes place is irrelevant to it's possible lore accuracy. I think Dance in Fire was written in Daggerfall or Morrowind. Which means it is more current than Arena.

Regardless it is indeed fiction so not entirely trustworthy. However, one would think that an author writing fiction about a non-fiction location would study his reference material before he writes. Therefore, what is NOT included in Dance in Fire is quite likely to NOT exist. Such as moving plants in the wave of the Wild Hunt beasts.

I don't quite understand your rotating animal script. I think it should instead function better based on the time frame. Every two to three minutes a pack of varied beasts, from large wolves to minotaurs to bears to large spiders to just about anything. We should probably create two or three beasts exclusively for the Hunt, to make the mist apparitions seem more real because they will occasionally run into a beast from the mist.

The biggest thing should be to change the eyes for each beast. Make them Bosmeri eyes, to expand the fact that these were once Bosmer in a temple. The eyes are an important feature of any being, and I bet it will make the beasts look VERY different.

We definitely need the apparitions in the mist, though, and the sound effects. Both together will heighten the feeling that the player is in the middle of something BIG.

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09.06.2008 00:29 FC4 is offline Send an Email to FC4 Search for Posts by FC4 Add FC4 to your Buddy List View the MSN Profile for FC4
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Silgrad Tower: Oblivion » Beyond Cyrodiil » Valenwood » Valenwood Development » Valenwood Lore » the wild hunt