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RIFT conversion


IxionInc

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This is my final idea for today's influx of mod plans!

 

A RIFT: Planes of Telara conversion for Skyrim. Still with me?

Well, basically, there's six Dragon Gods, each associated with a different element. These Dragon Gods hold their own elemental planes of sorts, and seek to destroy, corrupt, or subjugate all of mankind.

Regulos, Dragon of Extinction, who embodies Death and the end of all things.

http://www.mpogd.com/images/news/7446/1.jpg

Maelforge, Dragon of Destruction, who embodies Fire and senseless violence.

 

http://telarapedia.com/w/images/thumb/b/bc/Maelforge_trailer.jpg/800px-Maelforge_trailer.jpg

Laethys, Dragon-Goddess of Greed, who embodies Earth, and the darkness of wealth.

 

http://secretsofrift.com/wp-content/uploads/2011/10/goldenMawHeader.jpg

Greenscale, Dragon of Evolution, who embodies Life and the survival of the strongest

 

http://telarapedia.com/w/images/thumb/c/cc/Greenscale_trailer.jpg/800px-Greenscale_trailer.jpg

Crucia, the Dragon of Order, who embodies the element of Air, and the subjugation of a hivemind.

 

http://i627.photobucket.com/albums/tt356/Direfen/RIFT/Crucia.jpg

Akylios, the Dragon of Madness, who embodies the element of Water, and forbidden knowledge

 

http://www.riftgame.com/img/npcs/AkyliosHeader.png

Since both games feature dragons as the antagonists, and the previous game (Oblivion) featured an extra-planar invasion, I figure this would be a great game to make a conversion for.

 

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Now, onto the gameplay element:

 

Rifts are essentially Oblivion gates; large, invasive portals to another realm that twist the land around them, each associated with the elemental plane they are opened to.

In order to open one, you would require two things: An elemental sigil spell (Which would function like a Destruction rune spell), and a Planar Lure spell, which would work like one of the conjuration thrall spells. When you place the sigil and cast the Planar Lure on it, the sigil explodes (Like if you hit a frost rune with a fireball), and forms the Rift.

 

The Rift then opens up, and begins the process of changing the surrounding area. Water Rifts would turn the ground into water, make the weather rainy, and create large growths of seaweed and strange aquatic life.

http://telarapedia.com/w/images/thumb/b/b6/Water_Rift.jpg/800px-Water_Rift.jpg

 

 

Then, the Rift would spew out monsters suiting its' element, such as Spriggans and Sabrecats for Life Rifts, Hagravens and Wisps for Air Rifts, and Mudcrabs and Chaurus for Water Rifts.

 

In order to close a Rift, you must clear the area of monsters, and then defeat the Dragon God that comes out (Which would function like a regular dragon battle).

After you kill the Dragon God, the Rift is sealed, and you get a unique item.

 

Or, you can let the Rifts grow, if you're the sick kind like I am.

 

Rifts have a thing of consuming and conquering anything next to them. So if left alone, it would gather it's forces, and attack a Hold.

Should the Hold fall, a new Rift will open in the Hold, and all the NPCs will be disabled, and rendered as corpses. Then the conquest would continue, so on and so forth.

Edited by IxionInc
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