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 Post subject: The Cult of Ul'Grad (Idea Thread)
PostPosted: Tue Apr 14, 2009 6:07 pm 
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The Cult of Ul'Grad

In the harsh deserts lies the Cavern of Death, known only to the Cult of Ul'Grad and few outsiders. This cave has a system of tunnels that strech far and deep, like the roots of a tree. Only the Cult of Ul'Grad may enter the lower levels of the cave, where they train themselves on monsters of magical and non-magical stature. To prove them selves, they will take a task and try to furfill it, usally the task is to acquire an item but depending on your rank within the cult depends on how deep you need to go. But heed the warnings, only one person has made it to the deepest level of the Cavern of Death but they didn't come back out.

The Cavern of Death is inhabitated by creatures, willed to life from the use of shaminic magic used by the Cult. Although this has been a curse it has also been a blessing for these possessed creatures carry some of the rarest loot ever known to man or god. Of course, to keep the Cavern a secret the Cult had to murder those who stumbled upon it, but those who have helped the Cult without discovering the Cavern may be grant entrance and allowed initation into the Cult.

What i hope to Acheive

A new guild - The Cult of Ul'grad will be joinable, you can scale the ranks by performing tasks - usally requiring you to enter the dangerouse parts of the Cavern, seeking items or destroying new threats.

Ranking System - Gaining a higher rank unlocks new levels to the dungeon and grants you abilities. The highest ranks treasure is undecided, perhaps a rare mount but what will be allowed is those who reach the top rank will be allowed to enter the last chamber, where the first one who reached there lays.

New Spells - Only by scaling the ranks will you be able to unlock these new shammy spells. Undecided what the effects or spells will be.

New Items/Quests - With a new guild theres new items and quests, some will have custom scripts attached but i will need help creating spells.

New Monsters - The monster will guard the entrance to the final chamber, the will be new monsters, probably using vanilla meshes or ones that have been already created.

New Location - The Caverns of Death which this addon for the main mod will be created. Its a fully made dungeon that is pretty big. It will mostly be hand made but some bits will be C&P from original Oblivion dungeons but it will be fitted together to give it a unique feeling.

I will need help creating this, I could do it by myself but it will take time. If you want to help, i will be leading this project so just PM me. Of course i take orders from the Admins but this is my little addon and hopefully it will be one of the main parts to this ongrowing mod :).

UPDATES

Gathering Ideas Phase


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Tue Apr 14, 2009 6:44 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
Posts: 760
Sounds absolutely brilliant. Love it, more so that I didnt make it I can play it!!

Which race will the cult fit into. We could make Ul Grad into an ancient Karithian deity, fitting in with the death cult this could be a perfect point of human sacrifice which is a part of the ancient Karithian culture anyway.


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Tue Apr 14, 2009 6:49 pm 
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Well there could be part where they sacrifice people that find the Cavern of Death who wasn't meant to. They might sacrifice them to the being in the last chamber.

The being will be the last guy who entered the room who beat the guy before him and then gets transformed into powerful being. Perhaps if you beat him you can get transformed - not your model just basically powerful stats added and then the Cult will treat you like a God. I will start it tommorw probably. I am busy so...


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Wed Apr 15, 2009 7:11 am 
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Joined: Mon Feb 18, 2008 9:37 pm
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Sounds like a religion, something where each acolyte endeavours to rise higher in the ranks to become the grand priest. What about a choice on reaching the grand priest. Those who kill are rewarded with the position but can never leave the cavern system. Those who seek knowledge etc are rewarded with greater powers, secrets etc. They can then receive quests from the cult, to leave the cave system and follow other quests, assassinations, theft etc.

From that point a whole world can open to the player, finding agents of the cult in many cities etc, people they have met before but who now turn out to be members of the cult.

Actually, this could tie in with the Vandur and the cult of Tarma. Tarma was Western Emperor for a time. He tore down temples and statues of the old gods, Midius, Sirnnana, Deonna etc, and replaced them with others, he secretly involved himself in human sacrifice until a rebellion in the city killed him. His tomb is still a place where followers of his new religion gather and sacrifice humans. What really happened was that he was corrupted by the Vandur and began preparing for their return. The Vandur intended for him to cause a rift between Emperor and Consullori government, which he certainly did.

The two cults could be linked.


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Wed Apr 15, 2009 7:15 am 
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humm... no, the Cult is based around the cavern, worshipping the being in the Last Chabmer, they make sacrifices towards it. Once you complete all the quests and get to the last one you must go down a kill the being. The Cult must always have a God so you are made the God, withit you are granted powers and perhaps added to the Caverns monster faction?


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Wed Apr 15, 2009 8:51 am 
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Joined: Mon Feb 18, 2008 9:37 pm
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The trouble would be that the players game will end there. They would be stuck. How will the player get back out and continue other aspects of the game? Will they retain their status within the cavern and cult but are able to leave?


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Wed Apr 15, 2009 9:59 am 
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Perhaps the people who got stuck in the last chamber were trying to find a way out and through the generations of the Last Chamber God's (the people who made it to the top of the Cult) kept finding new clues to get out of the chamber. Perhaps you find the last clue to unlock the door, freeing you. And perhaps you can return every so oftern to defeat a challenger?


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Wed Apr 15, 2009 11:58 am 
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Joined: Mon Feb 18, 2008 9:37 pm
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That sounds better, allows for freedom to come and go when the quest is complete, and good for challengers. Do you intend to make the last part an arena type cavern?


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Wed Apr 15, 2009 1:15 pm 
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Joined: Sat Apr 11, 2009 3:32 pm
Posts: 20
perhaps, it might just be a large room with one boss. The room would be like

-------------------------I I-----------------------
I I
-------------------------I I-----------------------

The bit in the middle is a bridge and the space between the - could be something like lava, not sure.


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Wed Apr 15, 2009 2:36 pm 
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Joined: Mon Feb 18, 2008 9:37 pm
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Ok, sounds good.


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 Post subject: Re: The Cult of Ul'Grad (Idea Thread)
PostPosted: Fri Apr 17, 2009 12:50 am 
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Senec

Joined: Mon Oct 06, 2008 8:34 am
Posts: 121
One idea could be that there is a property of the chamber itself, where someone can become the boss while there. The challenger must defeat the boss, and can then take on whatever the properties are. This could mean modifications to the stats, or maybe armour that cannot be removed from the chamber. Whatever way it's done, the player reverts to normal when leaving the chamber, but is free to take on these properties when present.

It could be done as a challenge, where the boss is only there sometimes. This would tie in with the player returning whenever he wants, but being absent for most of the time. However, what would be the attraction of returning? Apart from defeating a challenger, what should the boss gain? Maybe some sort of benefit and/or cost for each defeat, like certain stat gains but maybe something else is decreased? Is there an option of retiring? Perhaps if it's a non-lethal contest, defeat is retirement.


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