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The lost Madgi of the Jinns


Sativarg

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Ok, you lost me. Too many goofy words. Any chance you can break this down to simple concepts and relationships from a pure technical perspective? As interesting as the story may be, when you're trying to explain concepts, it only ends up being a distraction.
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OK

I'm sorry I got bad news today I'm going to be upset from my place soon.

I have hard descisions to figure.

I wont be caring much about this stuff for a while so his thread is just what it is.

 

I will try to get my poo togeher as I can. I am allown and now I know what that means more than ever.

 

you get with family you get right with them.

 

you dont diss blood. you here me! you get right.

 

Please keep an eye on my file for me.

 

God bless the NeXusS

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I'm back kinda

really I never left but I did go of the deep end for a while. I still have to get my "life" together but I can stay in the shed for a while longer. Stupid cold filthy tiny...---@#%666 shed.

 

[rant]Its hard to leave a comfortable place even when its a trap. Comfort is often a symptom of deceptions666 work. Beware of satisfaction and the sliding base line. [/rant]

 

Thanks for your supportive posts. I'll be around. Sorry about the Junk I'm dragging around with me. I'll try to keep it hidden from now on.

 

This is such a lame post but I feel I have to say some thing and I'm not to swift these days.

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As an addition to the Shivering Isles expansion and of course as part of being A Magdgi I had hoped to resurrect old Mehrunes Dagon

and do battle with him as one linked to the GateKeeper:Below is a very rough out line:

 

 

xxx

Place: Shivering Isles Split: the divided town*

Time: After the shivering Isles main quest.

 

Premis:the nature of the magica used to divide the citizens of Split and the intrusions of the Knights of Order has weakened the fabric of Nirn.

A rift is opening. The portal like the place is dual in nature, on one side it leads to Tamriels Imperial City sewers and on the other it leads to Deadlands, Mehrunes Dagon's plane of Oblivion.

  • Related mayhem in three realms.
    • Any type of creature can now get to any of 3 realms
    • As the reigning master of Mania and Dementia you are called appon to repair you relm amd the rift.
    • (you guys might have some good input here)
    • A contingent of the best caould be gatheed to help.[/color][/color]

      • the Duelists
        • Sheogorath will mend them.
          We purge our enemies in war.
          Sheogorath will abandon them.
          Speak not of the Duelists
          Speak only of the Duel
          Speak not of the combatant
          Speak only of the combat

Objective: close the rift.

In order to close the rift the player must either recombine the people of the town using the rift itself or if any of the people are dead the player must defeat the Mehrunes Dagon who has driven an archaic wedge into the rift to keep it open.

Twist and problem: Obviosly defeating a daedrick prince is beyond our hero not to mention the fact that once the Dagons life force is disrupted in The Deadlands there will be no time to return.

Solution: Lord Sheogorath or Jyggalag had an interesting relationship with the Gate keeper. It was always kept a secret and only known to Relmyna Verenim and Haskill. Sheogorath could enhabit the Gatekeeper for a short time and guide his movements as if they where his own. How does this help? The Gate keeper is strong enough but not smart enough to knock Mehrunes Dagon unconscious long enough to close the rift. He will have to stay behind but your consciousness can return to your body.

 

Path: the player must train to be able to become the Gatekeeper, one may be taught the spell only when mastering Mysticism to the level of Journeyman but to master the Gatekeeper one must atain the rank of Expert.

To prepare the acolyte will need these books:{If the player is already Expert the books need not be obtained but the trials must be met.}

And three trials must be met while inhabiting the Gatekeeper and exchanging three gifts.

  • control
    • One must fight a knight to submission but not kill.
    • player gains +1 point Willpower

    [*]grace

    • move through a maze with traps without fault
    • player gains +1 point agility

    [*]focus

    • find and kill only the correct Scalon in a nest of many.
    • player gains +1 point intelligence

Perk: when the preparation is done the mod grants the user Expert of mysticism status.

And now the player can build another gatekeeper and fight as him on the Shivering Isles.

 

The battle in the Deadlands:

  • detailes(you guys might have some good input here and elsewhere)???

Notes on Mysticism Mysticism is a magic arts skill that manipulates magic and forces in the world. It includes spells that absorb, reflect, and dispel magic, as well as the ability to move objects, sense nearby life, and bind souls into stones for future use.

 

Governing attribute: Intelligence

Contents

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

"OK: now who can I ask to fasion a first person set of parts for the Gatekeeper." said the chicken

"who is it that wishes to put a player in the body of the gatekeeper"?

I think it can be done and should be done... But I am a pretty twisted fellow am I not...

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