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Extra Artifacts


cmac

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I have just finished a mod that adds twelve new artifacts to Vvardenfell. This is posted on Euro-Morrowind, and can be found here. Below are descriptions/hints on the artifacts, which are impossible to find otherwise...

 

:construction:

 

Wyndelhylm- The dragonscale helm is a local artifact to the Legion and the Nords of Dagon Fel. A Nordic wizard from Skyrim enchanted this helm to have the powers of the skies. This ancient helm has the wondrous ability to render its wearer invisible, as well as the capability to fly for a short period of time. The Legion of Dagon Fel currently holds the helm, and getting if from under the watchful eyes of the Guard should be no simple task.

 

Mekki-Maru- This legendary blade was designed by a great martial leader, who favored wood and steel above all things magic. Indeed, he opposed the use of magic so fiercely, he spent his life earnings paying a witch to enchant a powerful sword with a spell that destroys magic. When he died, dark forces took possession of the blade, and summoned it to Bal Fell, where it lies, calling to those who wish to draw upon its vast powers.

 

Nehemiah- This small, but potent shortsword once belonged in the hands of a Dunmer noble, until it was stolen. The thief carried it for many years, but often the most powerful of weapons decide to betray their wielders. In a conquest of Tureynulal, the thief met his demise at the hands of the creatures there, and his sword lay in the dust, awaiting the next to grasp its hilt. This blade freezes the lips of spell-casters, and drains their life energy.

 

Staff of Ainohen- Ainohen was once an Altmer mage of House Telvanni, prized particularly for the staff he carried with him at all times. Ainohen, a greedy mage, had placed a powerful spell to sap the magic of others upon the staff. Ainohen was murdered by another Telvanni for the staff, and it passed through many hands until it came to be where it rests today, in the well-fortified vaults of Vivec.

 

Shalmai- Shalmai was an Ashlander woman who had more courage than the men of her clan. A fearsome creature was attacking the guars of the tribe, but the men would do nothing about it. In desperation, Shalmai stole the sword of her leader and used it to slay the creature. The Ashkhan and his gulakhans were furious, and put Shalmai to death. The wise woman of the tribe took pity upon her, and magically put her sword into the sword Shalmai used to kill the monster with. This glass blade grants the wielder a temporary safety, as well as resistance to binding forces. A lowly Telvanni trader stole the sword from the camp, and it ended up in the daunting caves beneath Tel Branora.

 

Icewind- A warrior of the Skaal had died, and his mighty sword Icewind had been buried in the burrow with him. A greedy Skaal, in hopes of making a lucrative profit off the sword, stole if from the burrow, and set off on a small rowboat toward Vvardenfell. The spirit of the warrior awoke, and rushed at the greedy Skaals’ boat with the forces of high wind and cold water. The Skaal drowned, and the warrior’s spirit slumbered once more. But the sword continued its voyage on the rowboat to Vvardenfell. The Hlaalu bought this sword from its finder, and use it to defend the walls of Dren Plantation.

 

Reynos’ Gills- A murderer, newly released from prison, had decided to redeem his ways, and purge his guilt. On his voyages of self-contemplation, he found a grimy helm by the ocean. Upon examination, he found two ragged sockets in it, and came up with an idea. He fashioned two long, flexible pipes from kreshweed fiber into tubes, and fixed the tubes into the sockets. He used this air-breathing helm to dive for pearls. One day, he entered Mudan Grotto, a place far out in the Ascadian Isles bay. He found many life’s worth of fortunes there in pearls, and lived a happy remainder of his life on the riches. On the day he died, the redeemed murderer returned to the Grotto and blessed the helm with words only heard by the sea. With that, he threw the helm into the waters below, and then followed it to the welcoming depths.

 

Necklace of the Wolf Queen- An ornamental necklace was given to the Wolf Queen of Solitude, Potema, from her mother, Queen Quintilla. It was a soul gem, infused with the spirit of a great werewolf Potema’s father and Quintilla defeated in battle thirty-six years before then. It was enchanted with the spells of the School of Illusion so that its wearer may charm whoever he chooses. The Necklace now rests in the Imperial Commission, guarded by the finest in the Legion. But perhaps the underhanded may find another way…

 

Hraesvelgr- This crossbow is of Dwemer origin, and was discovered centuries ago by an infamous assassin, Falen Valdaris. He used the weapon to earn himself a fearsome reputation for being the most ruthless killer of the age. When his career was over, Valdaris returned the weapon to its original resting place, a Dwemer ruin South of Suran. The Dwemer craftsmen who enchanted this weapon put upon it spells of protection, camouflage, and speed.

 

Ward of Hezekiah- Hezekiah, a Hammerfell prince, traditionally carried his shield, a mark of royalty and of his personal power as a prince. After his murder during a war, the Ward was smuggled to Morrowind. It was lost during a battle between smugglers in the Ashlands. The Ward was last heard of in the desolate region south of Valenvaryon. This shield has the capability to reflect spells cast at the bearer at the cost of the bearer’s vision.

 

Cairn- The Sethan family carried this antique blade for ages. When the last family member, Oras Sethan, died, Cairn was buried in the family vault with him. Little is known of this blade, apart from its history. It was used by a Sethan in repelling the invading Nords, at the time of Resdaynia. This sword freezes all who feel it, while transferring their own life force to the wielder.

 

Makeshift- The experimental enchantments of the Telvanni in the canalworks of Vivec yielded an odd ring. When worn, the holder can lock doors with a touch; but it also causes voices to cry out in their head, confusing them. This flawed ring sits in the Telvanni Monster Lab.

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File at Euro is incomplete. contains maybe 2 of the artifacts and has missing files for 1 of them. Also no read-me.

 

Given the excellent histories you have generated for your artifacts i would suggest creating a comprehensive readme file and including it with the complete esp.

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  • 1 month later...

All right...most recent version has 8 added artifacts.

 

Descriptions here...

 

Dancer- Senyndie, a master acrobat, was awarded this elegant ebony longsword by her patron after an exceptional performance. Dancer reduces the burden of travel, and fortifies the acrobatic skills of its wielder. The heavy blade does not suit Senyndie, however, and she keeps it in her room in the Vivec Arena.

 

Glaive- This ancient blade was created by a guardian of Maelkishishi, a once-thriving Daedric temple on the northern coast of Vvardenfell, for defense against intruders. This is not an ordinary blade, however. During its forging, pieces of cursed necromantic spirit-binding metals were hammered into the dark blade, lending it a fearsome enchantment. Misfortune descends upon all who feel its wrath, and an urge to flee suddenly overcomes them. After the guardian’s death, the priests of the temple stashed the unholy blade, along with a few other rare items, in a high nook of the shrine.

 

Solenoc- This blade, whose name translates as “midnight” in the Sload tongue, was created by the First Age necromancer Daesrin. A frequent robber of graves for his Art, he made the blade’s spell to encompass himself in the cloak of night. The blade, while held, also hardens the flesh to reduce the damage taken when weapons touch him. The Sixth House, House Dagoth, dealt with the necromancer, supplying bodies in exchange for gold. After he demanded too much, however, he was killed for his impertinence, and his blade fell to the floor. It still lies in the Vault of Aerode in the stronghold Kogoruhn, the ancient home of House Dagoth.

 

Pactsealer and Oathbreaker- Pactsealer was one of two ceremonial blades created in the Second Era by the mage Harelico for the sealing of a treaty between two warring houses. Harelico was later bribed by one of the houses to forge and enchant another blade with a polar function to Pactsealer to assassinate the leader of the opposing house. He created Oathbreaker, a demonic sword that rots the spirit of its user. Oathbreaker poisons the mind and body of its victims, as well as lowering their endurance and strength. Pactsealer does just the opposite- it fortifies its holder’s strength and endurance, and provides a magical sanctuary. The Temple confiscated both the blades following a dispute over their ownership. They sit in a locked vault in Ghostgate, guarded by the valiant eyes and swords of the Ordinators.

 

Neivous Ichor- The Urma tribeswoman Catechica was a famous poisoner in the West. She was charged with framing Uriel Septim’s consort, Rijja, for an attempt to assassinate the Emporer. The blind Black marsh native was executed many years after, when she was finally caught by Imperial forces. Her recipe for her infamous potion, Neivous Ichor, was secretly documented before her death. Very few people know the recipe of this terrible poison. In Vvardenfell, only the Redguard apothecary Jolda, in Tel Mora, knows the recipe, and has commited it to heart to keep the secret safe. Her prices are for the poison are high, and still higher is the added tax of her secrecy. The Ichor is said to kill a victim in a matter of seconds following consumption, after a bout of chills and weakness. The poison is in small, sealed metallic vials to mask its slightly potent odor.

 

Windseal Helm- These enchanted netch leather helms are enchanted by Hlaalu and Temple enchanters for excursions into the storm-prone Ashlands. The goggles of the helm deflect the sand from their wearer’s eyes, and the enchantment provides a weak shield to combat the biting winds.

 

Cheliped Boots- The dangerous mating Netches, if a pest to towns, are slain to make these boots. The magical fluid from the creature’s nemocysts sinks into the chitin of the creature during its life. After death, the flesh is molded into these boots, with a natural enchantment- for a limited amount of time, the wearer may jump higher due to temporary lower muscular fortification. Also, due to the increased lower dexterity, the wearer also suffers less injury to his body upon return to the ground.

 

File available below:

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