Need lore advice on my mod: Dwemer numerology

Post » Mon May 20, 2013 10:41 pm

Allow me to set the scene:

After literally a whole half hour of questing, our heroes finally arrive inside the Gauntlet of Bthanleft, a massive Dwemer machine/treasure vault containing the Eye of Argonia. As the Dragonborn crosses the threshold, a disembodied voice says, in ancient Dwemeris, "Reach heaven by violence". After some quick translating with the party's resident Dwemer expert, Llondryn Hlaalo, the Dragonborn is left with a dilemma: what the hell did the ghost of Bthanleft mean? Reach heaven by violence, that---

---Ohhh.

Looking up, the Dragonborn sees a set of five Kinetic Resonators (http://i101.photobucket.com/albums/m43/danburite/aaaHeavenByViolence.png). The "violence" part is now pretty self-explanitory: he needs to hit them with something. But how does that "reach heaven"? If the player has been paying attention throughout the mod, he/she will have some rudimentary knowledge of Elder Scrolls numerology- "It's so obvious! The number 12 represents heaven!" they'll say to themselves. And, by looking down, they'll see that the Dwemer ball-Armillary-thingy even has a little raised pathway that's pointing to the first Resonator, just to make things a little simpler.

But how to get to 12, using 5 different Resonators? That's where I'm stumped. I'm tempted to make it so that the player must "reach heaven" in the fewest moves possible, meaning 3 + 4 + 5 = 12, but three moves seems a little dumb. There are, after all, six walking ways. I'm tempted to make it so they have to do six moves, but that get's pretty complicated, and a little boring: they can just spam-cast at the first Resonator four times, followed by 3 and 5 (1 + 1 + 1 + 1 + 3 + 5 = 12). I could, also add a sixth Resonator, and do the "as few moves as possible" thing, but then it's just 6 + 6, and that's even worse.

So, from a lore point of view, what would be more accurate? Solve it in three moves, or something else?

EDIT: Am I even right that 12 is heaven? I could've sworn I read it somewhere, but now I can't find the book and/or forum thread. :S

http://www.gamesas.com/topic/1451586-summing-up-the-amaranth/?hl=%2Bnumerology. :D

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christelle047
 
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Post » Tue May 21, 2013 3:07 am

I only see a litlle problem : reaching heaven by violence is a doctine created by vehk, based on love. The Dwemer don't know what love (or at least http://www.reddit.com/r/teslore/comments/18gt8w/what_is_love/) is. It might be ok for Dwemers with a strong dunmer influence.

I think you should stay with numerology sometimes (Chim) 1+(-1)=11.

So, with three 1, a +, and a -, you can make a 12 : (1-1)+1.

Or, even more coherent, 1+(-1) (tower/Dragon Break make a master)=11, 11 +24 (The Star Wounded East : Morrowind, where Dwemer stayed) = 35 (The Prison shirt, a lot of Dwemer seemed to see Mundus as a prison) -23 (The Hollow Prophet err.. you are in a mod, you can give a signification to it ; Numidium, or the Dwemer able to lead them) =12 (From the Prison, You have reached heaven)

But I must admit it isn't lore, only play with numbers and meaning

EDIT : Oh, I forgot, you should really try to use 32, the False Call. Probably related to http://www.uesp.net/wiki/Lore:Chimarvamidium

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lexy
 
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