The Random Idea Thread
Posted: Tue Jan 13, 2015 12:28 pm
Reviving this from the old forum.
[horizontalline][/horizontalline]
Quests:
-I recently finished a murder mystery book set in ancient Egypt, where a character who is a master of poisons says that one can cause any honey produced by a beehive to become poisonous by introducing flowers like rhododendrons to the bees. Since you need honey to make mead, I could see this as a potential quest for either the Thieves Guild (messing up the business of a rival meadery) or Dark Brotherhood (killing customers as per a contract)
Factions:
-a secret fraternity worshipping Jhunal underneath the College of Winterhold
-a group of Breton nightblades scheming against Thian in Solitude
Dungeons:
- An Imperial patrol lost in a mountain pass somewhere in northern Skyrim due to a lavine. They have resorted to cannibalism, and have found an ice cave which they've taken residence in. Should be a creepy int and the starved Imperial soldiers will be hostile. Perhaps the player would be sent to find them as a quest.
Culture:
- Nord Sky Burial. I've given this some thought for a while, and have tried to write up some concepts as well as put something together in the CS. Inspired by an idea in one of the religion threads. Crude stone Dakhmas on mountaintops and the highest cliff outlooks. Associated with Kyne. Should have a special group of maintainers which may or may not be Fryse Hags (or related to them). Lives close to the Dakhma and does the proper rituals as well as the practical arrangements of the body and such.
- Bone carving being a cultural norm among the northern tribes and in the city of Dunstiorr. Tools, knives, weapons carved out of whalebone.
Misc:
- The Pocket Guide to the Empire mentions that King Thain of Solitude has been sponsoring exploratory missions into the Sea of Ghosts. Perhaps one of these can be in the planning stages at the docks of Solitude, with captains recruiting sailors and supplies being procured and loaded.
- Have a special "city" region (i.e. Reach City Region) for each region, which has the same weather settings etc., but different ambient sounds; dogs barking, smiths working with the hammer, people chatting in the background etc.
- How about sporadically encountering other explorers in caves and the wilderness? Well I guess we already have that. But in caverns and caves, it would be interesting to run into a traveler who is lost or perhaps just looking for loot. The point I'm making is that caves and such shouldn't just have bad guys in it who attack you. I'm thinking more along the lines of TESV and how you would run into other travelers in the wilderness, although I never saw any other travelers in caves. It makes the world feel much more real when you see other NPCs doing the same thing you're doing. The Player is not the only adventurer in Tamriel. I probably don't need to ask but we do have enemies that won't automatically attack you on sight unless provoked, correct? Like how TESV has their AI system implemented? Or does the gambryo engine incapable of that?
- A Nord clan of lawless raiders and bandits, living in an isolated village in the mountains. Their leader is named something Red-Tooth and is a bloodthirsty and brutal vampire, after he was bitten during an attack on a vampire nest. Even though none of his men are particularly fond of vampires, but they all fear him too much to do something about it.
- Amber is fossilized Hist resin from the primordial jungle-forest which covered Nirn during the Ehlnofex wars. Some unique amber pieces are fossilized Hist sap, highly valued but does weird tricks on the mind if licked.
Creatures:-
- We were just talking on IRC about having some kind of "Frost-Dreugh" with frost resistance. Could use a similar mesh, texture would be a little more blue-tinted, maybe, and glowing eyes might be a neat addition. Thinking about the connection we can make to Morrowind... it would be a little weird to have all things native to Morrowind magically "disappear" as soon as you cross the border. Near Winterhold and Dawnstar may be a good place for them.
[horizontalline][/horizontalline]
Quests:
-I recently finished a murder mystery book set in ancient Egypt, where a character who is a master of poisons says that one can cause any honey produced by a beehive to become poisonous by introducing flowers like rhododendrons to the bees. Since you need honey to make mead, I could see this as a potential quest for either the Thieves Guild (messing up the business of a rival meadery) or Dark Brotherhood (killing customers as per a contract)
Factions:
-a secret fraternity worshipping Jhunal underneath the College of Winterhold
-a group of Breton nightblades scheming against Thian in Solitude
Dungeons:
- An Imperial patrol lost in a mountain pass somewhere in northern Skyrim due to a lavine. They have resorted to cannibalism, and have found an ice cave which they've taken residence in. Should be a creepy int and the starved Imperial soldiers will be hostile. Perhaps the player would be sent to find them as a quest.
Culture:
- Nord Sky Burial. I've given this some thought for a while, and have tried to write up some concepts as well as put something together in the CS. Inspired by an idea in one of the religion threads. Crude stone Dakhmas on mountaintops and the highest cliff outlooks. Associated with Kyne. Should have a special group of maintainers which may or may not be Fryse Hags (or related to them). Lives close to the Dakhma and does the proper rituals as well as the practical arrangements of the body and such.
- Bone carving being a cultural norm among the northern tribes and in the city of Dunstiorr. Tools, knives, weapons carved out of whalebone.
Misc:
- The Pocket Guide to the Empire mentions that King Thain of Solitude has been sponsoring exploratory missions into the Sea of Ghosts. Perhaps one of these can be in the planning stages at the docks of Solitude, with captains recruiting sailors and supplies being procured and loaded.
- Have a special "city" region (i.e. Reach City Region) for each region, which has the same weather settings etc., but different ambient sounds; dogs barking, smiths working with the hammer, people chatting in the background etc.
- How about sporadically encountering other explorers in caves and the wilderness? Well I guess we already have that. But in caverns and caves, it would be interesting to run into a traveler who is lost or perhaps just looking for loot. The point I'm making is that caves and such shouldn't just have bad guys in it who attack you. I'm thinking more along the lines of TESV and how you would run into other travelers in the wilderness, although I never saw any other travelers in caves. It makes the world feel much more real when you see other NPCs doing the same thing you're doing. The Player is not the only adventurer in Tamriel. I probably don't need to ask but we do have enemies that won't automatically attack you on sight unless provoked, correct? Like how TESV has their AI system implemented? Or does the gambryo engine incapable of that?
- A Nord clan of lawless raiders and bandits, living in an isolated village in the mountains. Their leader is named something Red-Tooth and is a bloodthirsty and brutal vampire, after he was bitten during an attack on a vampire nest. Even though none of his men are particularly fond of vampires, but they all fear him too much to do something about it.
- Amber is fossilized Hist resin from the primordial jungle-forest which covered Nirn during the Ehlnofex wars. Some unique amber pieces are fossilized Hist sap, highly valued but does weird tricks on the mind if licked.
Creatures:-
- We were just talking on IRC about having some kind of "Frost-Dreugh" with frost resistance. Could use a similar mesh, texture would be a little more blue-tinted, maybe, and glowing eyes might be a neat addition. Thinking about the connection we can make to Morrowind... it would be a little weird to have all things native to Morrowind magically "disappear" as soon as you cross the border. Near Winterhold and Dawnstar may be a good place for them.