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Below Blackreach


3EyeSudios

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As I understand it, the dwemer blinded the falmer but their degeneration to the monsters we see today was done as a slow process over many generations. The question is why? Is it something deep below the Blackreach that corrupts them? Some kind of eldrich abomination maybe? Or maybe the corruption is just done in a mundane way by spores in the air in the black reach and we find areas with blind but non corrupted falmers below the Blackreach. In this case they may be in desperate need of aid against their corrupted brethren.

actually this is already explained, the falmer lived som many time in the ruined underground, that became that beauty you see today

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As I understand it, the dwemer blinded the falmer but their degeneration to the monsters we see today was done as a slow process over many generations. The question is why? Is it something deep below the Blackreach that corrupts them? Some kind of eldrich abomination maybe? Or maybe the corruption is just done in a mundane way by spores in the air in the black reach and we find areas with blind but non corrupted falmers below the Blackreach. In this case they may be in desperate need of aid against their corrupted brethren.

actually this is already explained, the falmer lived som many time in the ruined underground, that became that beauty you see today

Time itself did not corrupt the falmer, but some process that took place during this time did. The question is what.

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As I understand it, the dwemer blinded the falmer but their degeneration to the monsters we see today was done as a slow process over many generations. The question is why? Is it something deep below the Blackreach that corrupts them? Some kind of eldrich abomination maybe? Or maybe the corruption is just done in a mundane way by spores in the air in the black reach and we find areas with blind but non corrupted falmers below the Blackreach. In this case they may be in desperate need of aid against their corrupted brethren.

actually this is already explained, the falmer lived som many time in the ruined underground, that became that beauty you see today

Time itself did not corrupt the falmer, but some process that took place during this time did. The question is what.

 

i think that this is already explained somewhere

 

"Gelebor refers to the monstrous Falmer in contemporary Skyrim as "the Betrayed". He also claims that the toxin the Dwemer used to blind them is not responsible for the sorry state of contemporary Falmer, and hints that the rest of the transformation can be explained by thousands of years of evolution."

http://www.uesp.net/wiki/Skyrim:Falmer

Edited by joqad
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so i got this idea, instead of creating a new NPC to introduce the quest(the librarian), we use falion(that mage in morthal, the one who take out your vampirism), sunce he says that he "met dwemer and daedra"

it would save some work

 

what do you think?

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  • 1 month later...

lets continue with the story, after speaking with the librarian(or falion) what the player can do?
it would be nice to do a long storyline, and after speaking with the librarian(or falion) already going to the firelands would make the storyline really short

ideas, anyone?

we shouldn't let this project go to dust...

 

 

 

Edited by joqad
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I have to say I was curious if this idea would break the lore due to there being no Dwemer left save for - maybe - the plagued one in the Telvanni towers on Vvardenfell.
But given that they live so deep underground, there would be several plausible ways to explain why, when the Dwemer transcended, they did not vanish with them.

I do write short stories from time to time and here's what I was thinking.

You meet a scholar in the college of Winterhold who is very disappointed in the mages there. When addressed he explains that he believes to have found a clue that the dwemer had found a way to travel to planes of Oblivion without the help of magic or mages but with the help of a large collection of what he believes were sigil stones.

When asked about the whereabouts of this technology, he only knows the data referred to a place called Blackreach - if the player has found Blackreach by now, they can tell him they know where it is. He doesn't, however know anything else other than a vague mention to Alfthand and its citizens being of two minds about the whole Lorkhan affair. If the player has not yet found Blackreach, you can suggest going to Alfthand instead.

Then I'd say don't find anything but instead the ground collapses under you at some point and you end up near an elevator that seems to be in somewhat poor shape. Your colleague insists that you use it but when you do it takes you down into the core and then breaks down, trapping you.

After being ambushed by some chaurus, you're met with an armed patrol that believes you an outsider, they take you to the city gates where the Grand Engineer decides to put you in jail for the time being.
In jail you're visited by a sculptor who asks you how you got here, because he believes your presence here was caused by a tremor, the type they've been having for a while here...

Etc?

Thoughts?

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I have to say I was curious if this idea would break the lore due to there being no Dwemer left save for - maybe - the plagued one in the Telvanni towers on Vvardenfell.

But given that they live so deep underground, there would be several plausible ways to explain why, when the Dwemer transcended, they did not vanish with them.

 

I do write short stories from time to time and here's what I was thinking.

 

You meet a scholar in the college of Winterhold who is very disappointed in the mages there. When addressed he explains that he believes to have found a clue that the dwemer had found a way to travel to planes of Oblivion without the help of magic or mages but with the help of a large collection of what he believes were sigil stones.

 

When asked about the whereabouts of this technology, he only knows the data referred to a place called Blackreach - if the player has found Blackreach by now, they can tell him they know where it is. He doesn't, however know anything else other than a vague mention to Alfthand and its citizens being of two minds about the whole Lorkhan affair. If the player has not yet found Blackreach, you can suggest going to Alfthand instead.

 

Then I'd say don't find anything but instead the ground collapses under you at some point and you end up near an elevator that seems to be in somewhat poor shape. Your colleague insists that you use it but when you do it takes you down into the core and then breaks down, trapping you.

 

After being ambushed by some chaurus, you're met with an armed patrol that believes you an outsider, they take you to the city gates where the Grand Engineer decides to put you in jail for the time being.

In jail you're visited by a sculptor who asks you how you got here, because he believes your presence here was caused by a tremor, the type they've been having for a while here...

 

Etc?

 

Thoughts?

wouldn't the storyline get really short after that?

because after going to the dwemer city, the player do some research and start to visit all the wearhouses mentioned to contain the corestone armor

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Here's an idea:

 

There's this one scholar whom you meet randomly on your journey (he won't meet you in the middle of battle or in a dungeon) and he is taking a survey on whether the people of Skyrim think the Dwemer are still around. You are given the option to ask him to explain the reasons behind this survey. Apparently, he was down in Blackreach and found a really really old elevator that was covered in chaurus pods. Of course, he didn't go down in it because there was too many chaurus nested around the elevator. This lead to his theory that maybe some of the dwemer never transcended, either for being infected with vampirism or the simple fact that some were left behind.

 

So you go clear out some of the chaurus pods and find that the elevator is slightly broken. You then go to Calcelmo in Markarth so that he can take a look. He asks you to escort him to the location of the elevator in Blackreach. He gets it working and the elevator descends downward, down toward the core of Nirn.

 

When the elevator stops, you are in a cave, which expands out into a massive cavern, with small islands dotted in a sea of lava. You are approached by a battle party, who heard the elevator working and thought that the falmer had figured out how to use their technology. They speak to you in the old elfin tongue, but you tell them that you don't speak their language, so they switch to the modern tongue of Tamriel. They tell you that you are the only visitors of the city, and are thankful that you came, because they were running low on troops for keeping the chaurus out of the city. One of them points to a large chaurus hive out on a distant island in the Sea of Fire. That's where the chaurus problem is coming from.

 

Once you kill enough chaurus so that the problem is negligible, they will let you into the city, but not allowing you into the important buildings (the Senate, the University, the barracks, etc.) From there, you can do some menial tasks like helping mine some ebony and maybe some malachite. There's one side quest where a dwemer scientist has come up with an ebony alloy formula, he just needs someone to get the materials. These would include: void salts, ebony, dragon bone dust, ground black soul gems, and daedra hearts to create an alloy he calls oblivium. It is lighter than iron but can deal as much damage as dragon bone weapons. Once the quest is complete, you can craft as much oblivium stuff as you want.

 

After a while, a guard will come up to you and says that Senator Dimi (as an example of course) requests your presence. It is related to the chaurus hive out in the lava field. He says that the hive queen is being controlled by... someone or something. He tells you to check it out. After battling your way through some parts of the hive, you come across a room that has a journal that says that the queen can only be spoken to via telepathy, which is a magic ability only known by the elite of the University. With this information, you go back to Senator Dimi and he then gives you permission to go to the important buildings, including the University. The University quests would be a touch easier if you did some of the College of Winterhold quests first.

 

While at the University, the scientist that you helped make oblivium with has found a new mineral he calls corestone. He theorizes that it could be made into powerful weapons and mechanisms, including crossbows and possibly a thing he calls a ballistic handheld cannon (a gun). The first part of the quest requires that you get the corestone from a cave that goes deeper into the planet of Nirn. Then you have to find the Coreforge, which is accessible by elevator and is on the surface of the mantle of Nirn. It is advisable to have armor enchanted with a frost cooling, which is an enchantment you can learn from the University. Once you get to the forge room, you are faced with the Alpha Centurion: a dwarven centurion that protects the Coreforge from intruders. He is programmed so that he is able to talk to you. He asks why you're down here. If you answer with "To use the Forge, of course," he will tell you that he is not allowed to let you use it, for he is bound to his protocols. If you answer with "I was just exploring. I didn't know this place was here," he will tell you that you must leave immediately. If you respond with "I am the repairman, I heard that something is broken," which requires at least level 50 speechcraft to be successful, he will respond with "Indeed, the heat regulator is broken and requires repairs. I gather that you will have the materials ready in due time." If it's a failure, he will respond with a "Please leave the premises now, before I am forced to destroy you." The heat regulator is in the forge itself, which in order to fix it, it requires a frost cooling enchantment. Once the regulator has been fixed, you can go ahead mad make corestone stuff.

 

After the quests in the University are done, and you have learned the telepathy spell, you can go and find the mage who took control of the chaurus queen. He will be deep in the chaurus hive along with the queen herself. He is basically an Arch Conjurer that can use the queen to attack you with waves of chaurus. Once he is dead, you talk to the queen via telepathy and tell her that the dwemer city wants her to stop attacking the city. She will oblige, and there will be a bit less chaurus attacks on the city. When you return, the Senator will make you his ambassador to the surface and gives you a thane-like position in the Senate.

 

After some time, a courier will come and give you a letter from the Senator telling you to come back down to the city. When you speak to him, he tells you that some oblivion walkers, mages that can walk the many planes of oblivion without the need of an oblivion gate, have made experimental portals to the dominion planets of Julianos, Arkay and Akatosh using sigil stones and the oblivium metal that you helped develop. Julianos has a landscape that seems to generate pure magicka and has many atronachs that roam the blue planet. Arkay has a landscape of shadow, which is prime for using many sneaking abilites, but beware, you aren't the only one lurking in the shadows. Finally, Akatosh has a landscape of battle, perfect for hunting and battling the many creatures there are on the planet, including dragons. Each planet has a specific mineral that you can mine and create weapons and armor out of. Julianos has atronium, Arkay has solid shadow, and Akatosh has aetherian steel that you can obtain of of enemies and melt into bars.

 

And, you guessed it, the scientist has another alloy for you to develop. This time, it's an alloy between oblivium, solid shadow, aetherian steel, atronium, and corestone to make his theoretical nirnium. Nirnium, once crafted, is lighter than solid shadow, generates it's own magicka like atronium, blocks the mightiest of attacks like aetherian steel, cuts even dragon bones like corestone, and is the ultimate piece of armor/weapon that anyone can have. Keep in mind that some of the Dominion minerals are ridiculously hard to find.

 

After you have explored the Dominion planets enough, the Minister at the University has you meet him personally. He tells you that the Dominion planets are the power behind the guardian stones of the Warrior, the Mage, and the Theif. He will tell you to visit any Hall of the Dead and Arkay will challenge you to a duel, if you succeed in defeating him, he will give you his blessing of shadow. Arkay will tell you to go to the College of Winterhold and Julianos will challenge you to a duel. Once defeated, he will give you the blessing of magicka and tell you to go to the Battlefields of Akatosh and Akatosh himself will challenge you to a duel. Once defeated, he will give you the blessing of the warrior. Keep in mind these guys have a stupid amount of health (they are gods after all) and deal stupid amounts of damage. It would be helpful to have a full arsenal of nirnium weapons and armor ready for these battles.

 

These are just some of my ideas :/

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So I'm not going to read all 9 pages of this discussion but is it seriously just 9 freaking pages of discussing Dwemer lore and discussing possible story lines? Has anyone volunteered to take up the mod at all?

 

Also this is actually very lore-unfriendly because, when the Dwemer tried to harness the Heart of Lorkhan (whether this is or isn't what caused their disappearance is arbitrary, I am just using it as a placeholder for "Whatever the Dwemer did to cause their disappearance"), every single dwemer on Tamriel and probably all of Nirn, disappeared, gone without a trace. And even if some dwemer managed to dig underneath Blackreach and discover a molten landscape or whatever, they would've also disappeared.

 

Based on every known piece of lore, all dwemer on Nirn ceased to exist at that exact moment in time. There has only been one known instance of a dwemer who survived the incident, and he is Yagrum Bagarn, residing in Tel Fyr, a tower on an island south west of Sadrith Mora of Morrowind. Yagrum Bagarn was not on Tamriel, or even Nirn at the time of the incident, as he was off researching in some outer plane.

 

So basically any possible dwemer residing under Blackreach at the time would've also been vaporized out of existence.

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Here's an idea:

 

There's this one scholar whom you meet randomly on your journey (he won't meet you in the middle of battle or in a dungeon) and he is taking a survey on whether the people of Skyrim think the Dwemer are still around. You are given the option to ask him to explain the reasons behind this survey. Apparently, he was down in Blackreach and found a really really old elevator that was covered in chaurus pods. Of course, he didn't go down in it because there was too many chaurus nested around the elevator. This lead to his theory that maybe some of the dwemer never transcended, either for being infected with vampirism or the simple fact that some were left behind.

 

So you go clear out some of the chaurus pods and find that the elevator is slightly broken. You then go to Calcelmo in Markarth so that he can take a look. He asks you to escort him to the location of the elevator in Blackreach. He gets it working and the elevator descends downward, down toward the core of Nirn.

 

When the elevator stops, you are in a cave, which expands out into a massive cavern, with small islands dotted in a sea of lava. You are approached by a battle party, who heard the elevator working and thought that the falmer had figured out how to use their technology. They speak to you in the old elfin tongue, but you tell them that you don't speak their language, so they switch to the modern tongue of Tamriel. They tell you that you are the only visitors of the city, and are thankful that you came, because they were running low on troops for keeping the chaurus out of the city. One of them points to a large chaurus hive out on a distant island in the Sea of Fire. That's where the chaurus problem is coming from.

 

Once you kill enough chaurus so that the problem is negligible, they will let you into the city, but not allowing you into the important buildings (the Senate, the University, the barracks, etc.) From there, you can do some menial tasks like helping mine some ebony and maybe some malachite. There's one side quest where a dwemer scientist has come up with an ebony alloy formula, he just needs someone to get the materials. These would include: void salts, ebony, dragon bone dust, ground black soul gems, and daedra hearts to create an alloy he calls oblivium. It is lighter than iron but can deal as much damage as dragon bone weapons. Once the quest is complete, you can craft as much oblivium stuff as you want.

 

After a while, a guard will come up to you and says that Senator Dimi (as an example of course) requests your presence. It is related to the chaurus hive out in the lava field. He says that the hive queen is being controlled by... someone or something. He tells you to check it out. After battling your way through some parts of the hive, you come across a room that has a journal that says that the queen can only be spoken to via telepathy, which is a magic ability only known by the elite of the University. With this information, you go back to Senator Dimi and he then gives you permission to go to the important buildings, including the University. The University quests would be a touch easier if you did some of the College of Winterhold quests first.

 

While at the University, the scientist that you helped make oblivium with has found a new mineral he calls corestone. He theorizes that it could be made into powerful weapons and mechanisms, including crossbows and possibly a thing he calls a ballistic handheld cannon (a gun). The first part of the quest requires that you get the corestone from a cave that goes deeper into the planet of Nirn. Then you have to find the Coreforge, which is accessible by elevator and is on the surface of the mantle of Nirn. It is advisable to have armor enchanted with a frost cooling, which is an enchantment you can learn from the University. Once you get to the forge room, you are faced with the Alpha Centurion: a dwarven centurion that protects the Coreforge from intruders. He is programmed so that he is able to talk to you. He asks why you're down here. If you answer with "To use the Forge, of course," he will tell you that he is not allowed to let you use it, for he is bound to his protocols. If you answer with "I was just exploring. I didn't know this place was here," he will tell you that you must leave immediately. If you respond with "I am the repairman, I heard that something is broken," which requires at least level 50 speechcraft to be successful, he will respond with "Indeed, the heat regulator is broken and requires repairs. I gather that you will have the materials ready in due time." If it's a failure, he will respond with a "Please leave the premises now, before I am forced to destroy you." The heat regulator is in the forge itself, which in order to fix it, it requires a frost cooling enchantment. Once the regulator has been fixed, you can go ahead mad make corestone stuff.

 

After the quests in the University are done, and you have learned the telepathy spell, you can go and find the mage who took control of the chaurus queen. He will be deep in the chaurus hive along with the queen herself. He is basically an Arch Conjurer that can use the queen to attack you with waves of chaurus. Once he is dead, you talk to the queen via telepathy and tell her that the dwemer city wants her to stop attacking the city. She will oblige, and there will be a bit less chaurus attacks on the city. When you return, the Senator will make you his ambassador to the surface and gives you a thane-like position in the Senate.

 

After some time, a courier will come and give you a letter from the Senator telling you to come back down to the city. When you speak to him, he tells you that some oblivion walkers, mages that can walk the many planes of oblivion without the need of an oblivion gate, have made experimental portals to the dominion planets of Julianos, Arkay and Akatosh using sigil stones and the oblivium metal that you helped develop. Julianos has a landscape that seems to generate pure magicka and has many atronachs that roam the blue planet. Arkay has a landscape of shadow, which is prime for using many sneaking abilites, but beware, you aren't the only one lurking in the shadows. Finally, Akatosh has a landscape of battle, perfect for hunting and battling the many creatures there are on the planet, including dragons. Each planet has a specific mineral that you can mine and create weapons and armor out of. Julianos has atronium, Arkay has solid shadow, and Akatosh has aetherian steel that you can obtain of of enemies and melt into bars.

 

And, you guessed it, the scientist has another alloy for you to develop. This time, it's an alloy between oblivium, solid shadow, aetherian steel, atronium, and corestone to make his theoretical nirnium. Nirnium, once crafted, is lighter than solid shadow, generates it's own magicka like atronium, blocks the mightiest of attacks like aetherian steel, cuts even dragon bones like corestone, and is the ultimate piece of armor/weapon that anyone can have. Keep in mind that some of the Dominion minerals are ridiculously hard to find.

 

After you have explored the Dominion planets enough, the Minister at the University has you meet him personally. He tells you that the Dominion planets are the power behind the guardian stones of the Warrior, the Mage, and the Theif. He will tell you to visit any Hall of the Dead and Arkay will challenge you to a duel, if you succeed in defeating him, he will give you his blessing of shadow. Arkay will tell you to go to the College of Winterhold and Julianos will challenge you to a duel. Once defeated, he will give you the blessing of magicka and tell you to go to the Battlefields of Akatosh and Akatosh himself will challenge you to a duel. Once defeated, he will give you the blessing of the warrior. Keep in mind these guys have a stupid amount of health (they are gods after all) and deal stupid amounts of damage. It would be helpful to have a full arsenal of nirnium weapons and armor ready for these battles.

 

These are just some of my ideas :/

well, thehandyman is right, this idea make the lore hate you for life! and with all the worlds created(the firelands plus the three god worlds) the amount of CPU power required would make a alienware aurora burn to a crisp!

 

new metals are a useful idea and we can incorporate, but to make more lore-friandly, the firelands could have an effect in the magic of universe, like, "no hyper-complex magic tonar stuff beyond this point!"

 

things we can use from 3eyestudio's idea: the alloy projects with new metals and s***; making favors to the town to gain their respect(senator dimi involved); participation of cacelmo and the college of winterhold; the telepatic fight with the chaurus queen; the talking centurion(MUST HAVE: a really disturbing voice, liike the black door);

 

and other problem: a courier?! yeah, like, the dwemer are going to send a letter down there from the firelands and the courier will come to you and say:"hi, here is a letter from some weirdos that came from hell!"(with all respect, please dont get offended)

 

why we dont stick with my storyline and mix up with 3eyestudio's? beside that, i've already started the art design, and it was freaking hard to draw all that stuff!

 

sugestions?

 

 

Edited by joqad
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