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makutamon

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About makutamon

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  1. I’m good at creating plots, just not good at filling plot holes, so feel free to fill them in yourself. I’m also good at applying concepts from other games to other other games.

  2. New Systems, Questlines, Concepts, etc

    Part III: When you make your way to the final room, you get to claim either a sword, a staff, or a bow (your choice), each with a unique ability tied to the Dragonborn, but also powerless due to the passage of years, and seemingly immune to being charged by soul gems. As a kind of consolation, you bring back a rubbing of the Dragonborn Monolith. On reading it, the Thalmor set out to destroy it, which you set out to try to prevent. The problem is that when the Thalmor ultimately succeed, the Star Emperor (again with ties to Tomb ofthe Dragon Emperor) is released from his imprisonment and moves to claim what is rightfully his, according to the middle dawn. To stop him and is army of magical constructs (half terra cotta soldiers from TotDE, half magical anomaly from the College of Winterhold questline) you have to raise an army of dead Blades agents (the dead men of Dunharrow) to keep them occupied while you deal with the Star Emperor. Halfway through your battle with him, the weapon you claimed before suddenly regains power to destroy him.
  3. New Systems, Questlines, Concepts, etc

    Part II: During your quest in the tomb, you discover a monolith that contains a list of all the Dragonborn since the mythic age and their deeds. What is most surprising (to those accompanying you anyway) is that, where St. Alessia’s name should be (to their knowledge) there is the name Miraak. Another thing that was surprising was that it was seemingly untouched by the Middle Dawn event, but records Dragonborn that nobody ever knew existed, or knew was Dragonborn. One such name seemed to be the one that enabled Cyrodiil to “reach into the stars” and his reign lasted “1000 years”. The most surprising thing recorded on it was Tiber Septim’s fate, which shows beyond doubt that he has become part of the oversoul of Lorkhan. Misinterpretation reveals that this is irrefutable proof that Talos is a god. Because of that, the Thalmor view the monolith as a threat to their power.
  4. Revenge of the Wamasu

    I’ve also thought of a reward as the words for an “electric breath” shout. It’s similar to Fire Breath and/or frost breath, but instead it’s electric Damage.
  5. The power of seven

    Part 2: after three of the seven ruins are “activated”, that is when the ancient leviathan reveals itself. It then leaves the crater and proceeds to cause chaos in Hammerfell, devastating countless Alik’r camps and reducing three settlements to ruin by the time all seven ruins are “activated”. The beast itself resembles a cross between a dovah similar to Durnehvirr (is that how it’s spelled), including the decayed look, and a giant serpent. While it can fly through the air, its preferred method of motion is “swimming” under the sand. During your mission/main quest, Neal reveals that the beast is the one responsible for the creation of the Alik’r desert. This prompts the Alik’r warriors to begin searching for why it was here, how it devastated Hammerfell’s central region, and how it got there in the first place. This last question has two theoretical answers: it’s an ancient “titan” that was released by the dwemer during the merethic era; or it “fell from the heavens” during the merethic era, because the first records of it were from the merethic era.
  6. Thank you for ruining a perfectly good horror plot line.
  7. The Prison at World’s End

    One of the reasons that “getting the power and getting out alive” are important because, A: Black Spire Prison is an Abandoned Prison ratcheted up to 11; B: There is a six-armed Mournful Aegis making sure nothing gets in or out; and C: Instead of going down, you go up. The higher you go up, the more powerful/dangerous the “malice” of the doomed inmates are. one interesting twist is that during the climb, you encounter dead Thalmor agents who suspect that one of the towers is actually Black Spire Prison. Eventually, to get out, you have to rely on Neal’s crazy luck to get out.
  8. Here's another thing you got to answer: Can you justify killing someone who is helping you fight the Thalmor? One of the reasons for this is that Dagoth Ur hates the Thalmor almost as much as you do. When he learns that the Thalmor feel most threatened by you, he helps you build a dunmer resistance, all as a means to gain your trust so he can sacrifice you to gain your powers. One really unexpected thing I come up with is that Dagoth Ur tells you NOT to go into a certain ruin, but if you do, you find the imprisoned Nerevarine. Before you get to him, you get an option to either use a default, "Dunmer" Nerevarine, or you can use the character creator to literally create your own, Skyrim, version. The reason that Dagoth Ur didn't want you to go into that particular ruin is because it would show that everything he did was nothing but a stack of lies.
  9. That wasn’t my intention. first off, when he died, his spirit moved into his mask, waiting for a chance to get his revenge. second, does true divinity truly fade? I don’t think so. finally, can you justify someone who is basically reduced to a watcher behind his own eyes, watching himself commit atrocity after atrocity without stopping himself. But now I’ve got some more down: The reason that Dagoth Ur’s Shadow is striking now because there is neither Tribunal nor Nerevarine to stand in his way. He’s also using House Hlaalu’s fall from grace to literally fuel House Dagoth’s return. The problem with that is that Dagoth Ur’s Shadow is literally a Shadow of the power he once had.
  10. I’ve managed to come up with something unexpected for Morrowind. It’s like this: Something LIKE Dagoth Ur has returned, but the houses of Morrowind are too busy to deal with it. During the Dragonborn’s visit to Morrowind, he uncovers that it’s not really Dagoth Ur, but rather Dagoth Ur’s spirit inhabiting his mask and was biding his time for a poor unfortunate to find the mask in the aftermath of the Red Mountain’s most powerful eruption. When that unfortunate finds it, the spirit in the mask possesses him and uses him as a vessel to return. But halfway through the boss fight with him, the poor soul manages to break free enough to tell his story, leaving the Dragonborn with a tough moral decision: can he justify killing someone who is essentially an innocent victim?
  11. Neal - the sheer dumb lucky Synod

    I’ve managed to come up with one of Neal’s sheer dumb lucky survival and discoveries: during an exploration of a dwemer ruin, one “experienced” Synod tried to get Neal killed with a dwemer thresher trap, but Neal survived by grabbing on to the blunt edge of the thresher at just the right time, and being taken for a ride, like Kermit did at the El Sleazo Cafe. Eventually he gets flung off by the centrifugal force, crashes straight through a wall, and discovers an ancient tonal architect’s laboratory behind the wall.
  12. I’ve managed to get some details down for Neal, because it’s his antics and sheer luck that helps out in the quest concepts The Power of Seven, and The Prison at World’s End. physical description: he’s a really skinny guy, the kind that looks more comfortable in a library than in the field, and he wears goggles with blue-tinted lenses that completely cover his eyes. He carries an enormous backpack on his back that looks like if he bent over backwards, it would land him on his back. personality description: he’s a sunny optimist with an insatiable curiosity that often makes him push buttons (physical, not mental) that he shouldn’t. way of talking: “Oh, true story. So, I popped a piton on a mountain climb in the southern Jer’ell mountains a few weeks back, or maybe it was two or three years back. Anyway, I spent a whole week dangling from a cliff in the middle of a raging blizzard! *hoo hoo hoo hoo* (kinda kooky laugh).” description of his special power: It’s like no matter if he stays with you or you leave him outside, he always manages to beat you to the near end of the dungeon. He does this by finding a hole to peer into, tripping and falling in, and shooting down like a rocket face first.
  13. The Prison at World’s End

    This was inspired in part by Coracavus Prison from Dragon Age: Inquisition, Taghira from MYST V: End of Ages, America’s Alcatraz, Australia’s Cockatoo Island, and similar infamous prisons, just so you know what to blame. —- On an island of black obsidian in what would now be High Rock, the First Empire erected an ancient prison, the Black Mountain. Those who had committed monstrous, unforgivable crimes would be imprisoned there for life. But an ancient power that the Dragonborn would benefit from is also locked away there, but most records of Black Mountain vanished when the Hurling Disk happened. —- So the quest can be broken down into four parts: locate the island, get there, get into the prison, collect the power and get out alive.
  14. The power of seven

    With the return of Alduin comes an ancient, sand swimming leviathan long held responsible for the creation/devastation of the central desert of Hammerfell. The only clue to defeating it is in not one, not two, not three, but SEVEN dwemer ruins surrounding a great crater. But the only one who can help the PC (you) solve the riddle is Neal, a rookie Synod researcher that is either incredibly lucky or incredibly cursed, always getting caught in traps but always making magnificent discoveries that have other, more experienced Synod members arranging “accidents” that always backfire into the faces of the ones who arrange the accidents. While it is accepted that we don’t know much about the dwemer pantheon, the discovery of these seven ruins give a clue that there are at least seven of them, but the return of the ancient leviathan threatens the newly independent Hammerfell.
  15. The tragedy of the White-Gold Tower

    I did say that that was the reason why there was a Steward.
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