Disappearence of the Dwarves(Dwemer)

Post » Mon Nov 08, 2010 5:58 am

1. Why are the other races not darting to the usefulness of dwemer technology? It would be nice if a group continued with the dwemer research and did make use of there technologies, such as steam engines for a train system, or the use of land i.e. tunnel communities.( The orrery download was a good start for oblivion, but still there inventions would make for a good jolt into the fourth age.)

Did you not play Morrowind? A good deal of Mages Guild and Telvanni quests had to do with retrieving Dwemeri artifacts. There is a great deal of study relating to the Dwemer going on, it's just that nobody knows how to use their machines or in many cases even what their purpose was. There is one account in Morrowind of a Spider Centurion being taken from Vvardenfell to the mainland that stopped moving after they reached a certain point, only to start moving again when the captain got the idea to turn the ship around.

There's also the fact that the Dwemer ruins and artifacts have all been declared the property of the Empire and not of the common public. Going into a Dwemer ruin without proper authorization could get you thrown in jail and then all your skills that you never use would go down. It'd be terrible.
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Noely Ulloa
 
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Post » Mon Nov 08, 2010 6:35 am

Actually, they do but no one flicked the on switch for giant stompy robots because Yagrums memory went kablooey.


I don't buy that particular theory, simply because Yagrum didn't contract Corprus and lose his memory until the second time he visited Red Mountain.
The first time he visited was shortly after returning from the Outer Realms, he then went on a journey throughout Tamriel looking for survivors.
In any case, even if he had got Corprus on his first visit, the symptoms aren't instant. He would've had more than enough time to do whatever he had to do before his memory was affected.
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Amie Mccubbing
 
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Post » Mon Nov 08, 2010 11:59 am

Dwemer are as tall as Dunmer, haha, gotcha.

(No, it's true. Really. Brush up your lore.)

Also, where are the Dwemer Ruins in Cyrodiil? They're supposed the be spread around the whole of North-Eastern and Central-Western Tamriel. (Hammerfell, Morrowind, Colovia and Valus)
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Lauren Graves
 
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Post » Mon Nov 08, 2010 7:05 am

Dwemer were different heights :P Look at their armor.
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Joie Perez
 
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Post » Mon Nov 08, 2010 1:46 am

Dwemer are as tall as Dunmer, haha, gotcha.

(No, it's true. Really. Brush up your lore.)

Also, where are the Dwemer Ruins in Cyrodiil? They're supposed the be spread around the whole of North-Eastern and Central-Western Tamriel. (Hammerfell, Morrowind, Colovia and Valus)


I thought they were secluded to Morrowind and the only Dwemer outside of Morrowind were the Rourken Clan in Hammerfell. They certainly had to travel through Cyrodill to get to Hammerfell but I don't think they stopped long enough to build anything there.
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StunnaLiike FiiFii
 
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Post » Mon Nov 08, 2010 2:15 pm

Dwemer did travel to Cyrodiil now and then, such as when Dumac attended a coronation in Skingrad or Kvatch.. I forget which.
But they didn't build much of anything there.
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Terry
 
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Post » Mon Nov 08, 2010 4:29 am

This is unfinished lore for my mod, so be gentle with me! DWEMER ARE BACK!!!!
FACTS

Taking advantage of the Nordic War of Succession, Indoril Nerevar of the Chimer and Dumac King of the Dwemer unite and drive the Nords out Velothi (later Morrowind). In year 420 of First Era, Dwemer and Chimer unite in the Kingdom of Resdayn. The Rourken Clan, refusing to unite with the Chimer, leave Resdayn and travel westward to a desert land that is called Volenfell (later Hammerfell). In year 668 of First Era Nerevar hears rumors of Numidium and confronts Dumac. The two races go to war, and the Dwemer disappear. But not all, Yagrum Bagarn is the last living Dwemer and one of Kagrenac's Tonal Architects. Bagarn was in the Outer Realms when the rest of his race disappeared, so he was unaffected by the event. He wandered Morrowind for many years searching for other Dwemer to no avail. Eventually he was struck ill with Corprus and descended into madness for many years. He is now housed in the Corprusarium at Tel Fyr and is mostly conscious, though he does not have full control of his body or mind.

NEW FACTS

During his expeditions in The Outer Realms, Bagarn discovered many worlds and ruins that had in them disturbing evidence of what Et`Ada (Aedra and Daedra) truly are. After Bagarn found The Black Tower on one world, the Rourken Clan decided that the Kingdom of Resdayn could not continue peacefully so long as the Chimer worshiped Daedra. All four houses of Rourken left The First Council, and the entire Clan left Velothi. The people of Clan Rourken feared that the Chimer's faith in the Daedra would one day destroy the Dwemer, and no facts and evidence can break the Chimer's faith. Each of the four houses of Rourken would send 100 of their children to Black Tower, where they will live and learn the facts of their existence.

ROURKEN LORE

When the Rourken Clan left 400 of their children at Black Tower, they did not know that what they did saved the Dwemer race from total destruction. The fact that Et`Ada (Daedra and Aedra) had no power in the Outer Realms saved them and ensured them total freedom of development. The library of Black Tower was full information about the Creation of Tamriel, the true forms of the Et`Ada, and how they became so powerful.
The new age for the Dwemer of Clan Rourken is known as Exodus, and it starts in the year 420 of the First Era. (Exo 1)

EXO 1 (1E 420)

Four hundred children arrived on Aetherius, and they were left at Black Tower. The leaders of four Rourken houses formed the Council. House Amschend was lead by a young woman Gannta Noreen; House Karstangz by Yarug Mzahnch, son of Bthuand Mzahnch; House Ars-B`Kar by Stung B`Kar; and House Bazkamarratz by Tarrza Marratz, the secret daughter of Kagrenac. Together they led the Children of Rourken through what is known as the "Years of Darkness". Very little information survived from this period.

EXO 249

"Day of Pain". All Dwemer felt strange pain in their bodies, and their minds were filled with the screams of thousands of souls. They did not know at this time that all Dwemer in Tamriel were destroyed.

EXO 500

"Years of Darkness" ended when the Council found a secret library in Black Tower that allowed them to unlock great powers with better understanding of the strange technologies that surrounded them. When entering the chamber where the library was hidden, members of the Council activated an unknown machine that changed them. The mysteries of the technologies that they found during the Years of Darkness were beginning to be dispelled. The technology could finally be used to its full potential. Unfortunately, some of the technology activated then would prove to be fatal in the future.

EXO 535

Development and usage of Plasma technology progressed greatly, and with new gene technology the Rourken Houses flourished. Growth was rapid. Exploration of Black Tower and ruins all over Aetherius showed that a great race lived here long before any life on Tamriel was created. It looked like they were at war, and most of them were destroyed, remains of their bodies looked like the Earthbones. (The Ehlnofey remains found in Morrowind)

EXO 578

When power from Plasma generators was created, some of the old Gateway Portals were opened. This would prove to be fatal since one of the portals led to the Oblivion Realm of Jyggalag. The war between Jyggalag's Dremora armies and Rourken Troopers lasted for 50 years.

EXO 628

A weapon of mass destruction, created by Rourken scientists, was smuggled into the Realm of Jyggalag by the Rourken Troopers and detonated. One Trooper managed to escape. He reported that the weapon destroyed all that was in Realm of Jyggalag in one great fireball, and only the resulting shockwave that pushed him into gateway saved his life. He was later to become one of greatest Admirals in the Rourken Troopers. His name was Radaz Bahraaz.

It is not known what happened to Jyggalag or if anything in his Realm managed to survive. The gateway portal to his realm could not be reactivated. Later, Rourken scientists would go on to discover that the weapon, which they created from plans in the Black Tower, produced a great distortion in space and time. It is believed that explosion sealed all portals that could be created in that Oblivion Realm forever.

EXO 629

After the war ended, the Council decided that it was too dangerous for all houses to stay in one place. House Amschend would remain on Aetherius, which was to be the center of the Rourken Empire. Houses Karstangz, Ars-B`Kar, and Bazkamarratz would leave Aetherius to colonize new worlds. Each house was to have their own standing army, but they all must answer the call to serve under Rourken Troopers. The new government would rule. A newly established group or the Order of Sky Gardens would lead the development to create, with help of gene technology, an improved Dwemer race? High Dwemer.

EXO 631

A terrible disease infected many before any of the houses could leave Aetherius. The disease was ignored because it was not lethal and had been around since the Years of Darkness. However, the disease had mutated during the war with Jyggalag and took a third of the Rourken population within one year. The Order of Sky Gardens made drastic changes in their plans for creating High Dwemer. Additionally the Dwemer had low magicka potential which made them even more susceptible to this disease. Scientists at Sky Gardens discovered Proto-DNA samples from Black Tower with which all races of Tamriel were thought to have been created. It was from the same samples that a cure was made that changed the Dwemer drastically. Due to those changes the Dwemer lost their power of "The Calling", a telepathic ability that enabled them to communicate over great distance, Also they gained more ability to use magicka. Some Dwemer did not take well to the changes in their appearance; loss of heavy facial hair was a shock to some. But the change was found to be most pleasant by many female Dwemer.

EXO 633

All houses were now on their own worlds. House Karstangz founded its home on a large desert world named Harrakis; House Ars-B`Kar now had a home on the forest world of Haddaes; House Bazkamarratz was on the artic world of Ataran. House Amschend remained on Aetherius, a small world with many islands, to guard Black Tower and the secrets within it.

EXO 715

The Order of Sky Gardens left Aetherius to make a new outpost on Kemel Prime.

EXO 720

Sky Garden scientists finally created the High Dwemer. With blood from all members of the Council, they made a potion that could give all of them the same powers and abilities. These changes made it possible to combine technology with organic materials, and so enabling construction of neuro-technology and cybernetic possibilities and implants.

EXO 830

Hellspawn incident on Haddaes, home to House Ars-B`Kar, destroyed entire surface of that world, leaving nothing but fire wasteland. All Gateways to this world were closed. (In later years, this incident would have major implications for all in the Rourken Empire.)

EXO 831

The three remaining Houses of Rourken in the Empire blamed each other for not having enough control over development of weapons. They agreed to make a "new" order. Rourken Troopers became an Order of their own and were given total control over weapon development. All three houses were allowed small lightly armed troopers to guard their home worlds; the Rourken Troopers would carry out all other military duties.

EXO 876

Rourken Troopers and the Order of Sky Gardens signed a "Pact for the Empire". This development changed balance of power in the Rourken Empire. Rourken Troopers were given a new special unit of Sky Troopers that were under the direct command of the Sky Gardens. Not long after that, the Sky Gardens requested a seat on the Council for themselves and the Rourken Troopers as agreed in year 629 of Exodus. A weakened Council had no choice but to give in to their demands. This was the start of what is now called the "Silent War of Houses".

EXO 903

Gateways to Haddes were reopened and Stung B`Kar from House Ars-B`Kar returned to the Council. During their isolation, the scientists of Ars-B`Kar created flying machines that could travel through the Outer Realms. This enabled House of Ars-B`Kar to reopen their Gateways on an orbital base over Haddes. (This technology was to be used in orbit over Nirn in later years.)

EXO 935

The Council, with six members, had trouble agreeing on any subject brought to it. The tension on the Council led to small conflicts though out the Rourken Empire, and the Rourken Troopers had to increase their presence through out the entire Empire. In addition, there were new problems within the Rourken Troopers; conflicts were exacerbated between serving the Empire and one's House. Sky Gardens' solution was to implant neuro transmitters into all Troopers. Science simulated the lost power of "The Calling" that Dwemer lost 304 years ago. It was therefore easier for officers to control their troops. During the same time, the Rourken Trooper who survived the assault on the Realm of Jyggalag, Radaz Bahraaz, became one of youngest Generals in Trooper history.

EXO 1013

By 1013, the Rourken Empire was on the edge of civil war. Small secret wars between Houses became greater over time and not even the great Rourken Troopers could avert the start of a civil war. The "Silent War of Houses" became open conflict. During this time the Rourken Empire seem doomed to fail, but change came soon.

EXO 1014

House of Karstangz from Harrakis and House Ars-B`Kar from Haddaes were attacked by Dremora armies devoid of Daedra leadership. (No evidence emerged of any Daedra involved with this attack; Daedra involvement was assumed since who else had the power to open Oblivion Gates on Rourken worlds.) The attack on these Houses surprised all, yet Rourken Troopers responded within hours. The armies of houses, Fed`Keen of Yarug and S`Kaar of Stung were molded by their worlds; they were perfectly suited for war in their realms. Small in numbers, they managed to keep the Dremora at bay and contained around Oblivion Gates. Furious battles started when Rourken Troops arrived and Great Oblivion Gates opened. Each House had small forces, and Rourken Troopers were forced to divide and deployed about half of their troops to the aid of the Houses. The Dremora had many soldiers on each world. When the Dremora realized that they had no chance of winning, they destroyed gates that were their only escape. Whoever initiated an attack on the Rourken may have known about their response to the Realm of Jyggalag and did not want to share the same fate. The bloodbath that followed the destruction of the last Gate was reportedly of epic proportions. All Dremora were defeated. Each House suffered great losses, and the Rourken Troopers lost over half of their soldiers.

EXO 1017

The Council was again in full control, and they decided that reform was mandatory. Time for expansion had come; the Rourken Empire would spread its presence throughout the Outer Realms and destroy all who dare stand in its way. This was the beginning of "The First Rise" and Admiral Radaz Bahraaz.

EXO 1020 EXO 1779

This period of Rourken history, "The First Rise" was a great time for scientists, artists, musicians, farmers, traders and all who lived in Rourken Empire. The Dwemer experienced a true renaissance during this period. Over 40 new worlds were colonized; Rourken Troopers destroyed all people in the Oblivion Realms they found. It seemed perfect until there was a small mistake.

EXO 1780

Once again, the Rourken Empire through its Council sent a ship to Nirn as the usage of Gates could alert Daedra of Dwemer's return. Although the "Day of Pain" was over 1531 years ago and no Dwemer returned to the Black Tower from Nirn, they did not lose hope for survivors. To avoid contact with major houses, they landed on a territory of a small tribe of beastmen called Sload from the coral kingdom of Thras. They forgot that they could still carry the terrible disease that killed one third of the Rourken population 1100 years ago; it came with them to Tamriel. The disease mutated further during the last 1100 years and had become even more deadly. Sload were resistant to it like all beast races yet they carried this disease to all parts of Tamriel. Dwemer were saved from the disease by the introduction of beastmen genetic material into all surviving Dwemer. The year was 2200 of First Era. The disease that nearly destroyed Rourken got its Tamriel name, The Thrassian Plague. It killed more than half of the continent's population.

EXO 1781

Rourken scientists discovered the changes in Dwemer genetics made them dangerous to other species. The Sky Gardens needed to make an additional patch for High Dwemer. Sky Gardens resented what they regarded as intrusive to their affairs. With help of their Sky Troopers, they begin by eliminating any scientists within the Rourken Empire that opposed them. The Council did not like this way of "dealing" with problems, so they ordered the Sky Gardens leader Lady Ksaa Noreen, sister of Gannta Noreen from House Amschend, to step down. She refused.

EXO 1782

Rourken Troopers went to Kemel Prime to remove Lady Ksaa Noreen from the Sky Gardens. However, Sky Troopers ambushed them killing all. This slaughter of Rourken troopers marked the end of "The First Rise" and beginning of the 1000 Year War. Origins of this war were over control of decision-making and use of scientific advances. The 1000 Year War changed the Rourken Empire forever.

EXO 1783 EXO 2783

This is the darkest period of Rourken history; millions were killed; many worlds were destroyed. Sky Gardens created anew; they mixed Dwemer and Dremora genetics. With modified neuro-transmitters similar to that used by Rourken Troopers to simulate "The Calling", they had a perfect army of drones that could be produced rapidly in mass numbers. Rourken Troopers responded by reactivating their old project, Centurion Drones. The Sky Gardens secretly produced large numbers of Battleships and surrounded worlds. They initiated orbital bombardment of the planets' surfaces. Scientists of Ars-B`Kar, with more experience in building ships, used their 100 their Battle cruisers and managed to destroy almost the entire fleet of Sky Gardens of over 2000 Battleships. Perhaps the best example of superiority was the famous "Battle for V`Near IV" where 15 Battlecruisers of Ars-B`Kar faced 250 Sky Garden Battleships. The superior tactics and flying by Ars-B`Kar Captains ensured that only five Battle cruisers were damaged while 240 Battleships of Sky Gardens were destroyed. Admiral Radaz Bahraaz was charged with the command of the entire Rourken military force during this period. He used specialized troopers from each House for brilliant fast strikes on Sky Garden outposts all over the Outer Realms, and with massive assaults by Rourken Troopers and Centurion Armies, Sky Garden lost almost all territories that they occupied during the first 500 years of conflict. Genetic Weapons used by Sky Garden to retaliate for all losses they suffered in combat marked the last 300 years of war. Almost 90% of all casualties in this war were made in the final years. The final battle on Kemel Prime (first Sky Garden Outpost, and their main research facility) changed entire Rourken Empire when Lady Ksaa Noreen used the last genetic dose of High Dwemer serum on herself. There are no official records as to what happened in that moment, but all Sky Garden forces surrendered to the Rourken Empire. Lady Ksaa Noreen was never found.

EXO 2800

Rourken scientists required 20 years to break all encryptions and security protocols of the Sky Garden facilities. They managed to rebuild 90% of the last gene sequence that Lady Ksaa Noreen used on herself. Finally work on High Dwemer was finished and all in Rourken Empire were transformed. 400 original Dwemer blood samples were duplicated, sealed and hidden in all of four great Rourken Houses. Sky Gardens, under new Lady, have new duty of keeping house bloodlines clean. Due to the fact that High Dwemer are immortal (in that they can not die of natural causes, but they can be killed), and with fast population growth in past and in future, changes to structure of the Empire were made. The Council made it their priority to forge a new Empire that could be easily controlled to avoid a new war.

EXO 3000

Changes to the Rourken Empire were made, and they worked perfectly. The new body to rule the Empire was called The High Council. All members of the old Council (four Houses, Sky Gardens and Rourken Troopers) and three new members (one representative of Guilds, one of Scientists and one from citizens of Empire), had powers in the Rourken Empire. A Senate, run by elected leaders from all colonies, appointed civilian representatives to the High Council. "The Second Rise" of the Rourken Empire has started.

EXO 3500

During 500 years of "The Second Rise" many in Rourken Empire demanded to the Senate and High Council that something must be done about the constant raids from Dremora all over Rourken territory and Morrowind must be reclaimed as ancient Dwemer territory. The High Council decided that destruction of Dremora and their masters has first priority and that it was time to slowly return to Nirn. With newer technologies, it would be easier to hide their presence from Daedra, it was thought the latest plasma and crystal technologies would make the destruction of Dremora and their masters easier.

EXO 3550

Rourken Troopers built an orbital outpost over Nirn. With new Raiders from Ars-B`Kar shipyards traveling between the orbital outpost and Tamriel was easy. Rourken scientists now feared not even Rourken advanced technologies could keep Daedra from detecting High Dwemer presence, despite claims made 50 years ago.

EXO 3553

During mining on D`Bran III, a small colony, strange ruins were discovered. After that High Council banned all travel and trade with D`Bran III and closed Black Tower to all non-military personnel. The Senate did not welcome that decision, but in a closed session, they agreed with High Council. From this event on, only the Rourken Troopers, Sky Gardens, Archeological Guild and High Council had access to D`Bran III and Black Tower.

EXO 3556

All contacts with D`Bran III and ten near by colonies were lost. All Gateways collapsed and whole area that surrounded D`Bran III and ten colonies were now forbidden territory. All High Dwemer were lost in that incident. (No official statement was given about that incident, but rumors in the Guild of Transportation and the Guild of Miners were that remains of another tower were found. Transportation Guild had many contracts with the Rourken Troopers and Archeological Guild for transportation of devices from Black Tower to D`Bran III, and Guild of Miners had to use their best technology and best miners for this secret mining operation.)

EXO 3580

After 3580 years, High Dwemer finally returned to Morrowind. With help from Sky Garden technology, they could appear as any race on Tamriel. Although their illusion of other races was perfect, their interest in Dwemer ruins did not go unnoticed. A group of fanatical worshipers of Azura formed a sect called Priests of Azura many years ago. Their entire lives were devoted to stopping any kind of blasphemy to their God. The fact that Azura had Her hands in destruction of Dwemer, and that they are gone due to Her wish, all that have anything to do with Dwemer are considered blasphemous and must be eliminated. Their worship of Azura's "dark side" would prove to be a big threat in the future.

EXO 3589

Secret explorations of Dwemer ruins by Rourken scientists showed many technologies built by Dwemer were not used on the mainland of Morrowind. Elaborate plans of underwater and sky cities using cloaking technologies (incredible at least for that period), made Rourken scientists to reconsider the possibility of some Dwemer Clan or House surviving the "Red Mountain Incident". Plans of a Dwemer cloaking device showed incredible power for space warping technology that could remove entire cities from Tamriel for years. Rourken scientists could not find actual evidence that a Dwemer cloaking device was ever used, but it gave them hope that someone else beside Yagrum Bagarn could have survived.

EXO 3591

Two Rourken scientists were killed during an exploration of Dwemer ruins in Morrowind. Each of the bodies had the "Cursed Azura`s Star" placed on them. This incident slowed exploration of Dwemer ruins due to the new security protocols that required the presence of Rourken Troopers during explorations. The High Council decided that it is time to slowly start showing to all on Tamriel evidence about Daedra. That would prove to be difficult with Azura's Priests' spies everywhere.

EXO 3603

During one of the explorations, Rourken scientists found an ancient Dwemer Flying ship in ruins of Enourk. It was badly damaged, but they repaired it with original parts from Dwemer ruins. They made changes to it, so that when it is activated, it will fly to Rourken's Outpost over Nirn. They planted clues to it all over Tamriel in hopes that someone would find their way to Enourk. They placed in Enourk old weapons and armors of Rourken Empire in hope that someone will take them and use them against the Priests of Azura.

EXO 3675

A Great Oblivion gate opened on G`Harr, a small farming colony; before Rourken Troopers could react, the attackers were gone. All colonists were killed. The speed and brutality was not normal for Dremora armies. When Dremora attacked, they used many Oblivion Gates and destroyed buildings and killed animals but never left a certain area around those gates. In this attack only one gate was opened; no buildings were destroyed but civilians were hunted down to the last one. Rourken scientists for the first time could not discover the origin of that gate, so the Rourken Troopers could not retaliate.

EXO 3703

After five more "Great Gate" attacks on small colonies since EXO 3675, an attack was launched on the great Houses of the Empire. Great Oblivion Gates opened on the ice world of Ataran, which was the home of House Bazkamarratz and High Council member Tarrza Marratz. When the Oblivion Gate was discovered, an alarm was raised throughout Empire. It was incredible luck that in the time this occurred the annual "House Wars" game was on Ataran, and that best armies of all four Houses were there. Thousands of soldiers came out of the Great Oblivion Gate unaware of powerful armies that waited for them. When the enemy reached walls around Bazka City four Ars-B`Kar Battlecruisers started bombardment of their positions from orbit around Ataran. Armies of Atheris (House Amschend) and Fed`Keen (House Karstangz) left Bazka City and attacked Great Oblivion Gate, while S`Kaar (House Ars-B`Kar) and Nema`Ih (House Bazkamarratz) attacked enemy head on after bombardment from Ars-B`Kar Battle cruisers ceased. Although the number of defenders was small, they held the advantage against the high number of enemy troops long enough for Rourken Troopers to arrive from all sides of the Empire. After the invaders realized that they were surrounded from all sides with no escape route, enemy soldiers started committing suicide. A few soldiers were captured before they could kill themselves, and information obtained from them changed Rourken actions on Nirn from that day forward.

EXO 3704

The Priests of Azura used technology similar to Black Tower Gateway technology. It was not obvious at first sight that they used high-end devices because they were hidden in obscure items such as small statues of Azura and many amulets (some even considered idea that Priests of Azura didn't know that they are using advanced technology). Troopers of Azura used an incredible crystalline armor that not even Rourken scientists could replicate. It was decided that use of high-end technology by religious fanatics is not a good combination.

EXO 3750

An Ars-B`Kar Battle cruiser was destroyed while on routine patrol near an area which had used Oblivion gates. Survivors of an attack report that 50 ships of unknown construction attacked the Battle cruiser when it was passing between distant colonies; the Senate and High Council released no further information.

EXO 3751

The High Council announced that Rourken Troopers would acquire new ships from Ars-B`Kar shipyards, a fleet of Heavy Destroyers, Destroyers and Advanced Battle cruisers. House armies that were limited since 1000 Year War were allowed to increase. Rourken Troopers would be given reinforcements from Sky Garden newly created Clone Troopers. In addition, there would be a reactivation of Centurion Armies. House armies would be placed all over territories of their House and would be supported by Rourken Troopers. Centurion Armies will be placed in orbit around each larger colony and will be activated when needed. The Senate announced partial state of war in the entire Rourken Empire.

EXO 3801

The Rourken Fleet was finally complete. Minor attacks by Dremora were crushed, and no new Azura Trooper attacks were reported. Secret trade with Tamriel continued and so did exploration of Dwemer ruins and remains of Earthbones (ancient "titanic" Ehlnofey race that lived in Morrowind). Rourken scientists were still trying to find connection between remains of Ehlnofey found around Black Tower and those in Morrowind.

EXO 3829 (3E 433)

An explorer from Morrowind named Mannara activated a Dwemer Flying Machine and came to a Rourken Outpost with a young man who was wounded. High Council was pleased that finally someone from Morrowind found the clues that were placed and they were able to escape from the Priests of Azura. Shortly after the Council was informed about Mannara's arrival, all contact to Rourken Outpost was lost?

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Cat Haines
 
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Joined: Fri Oct 27, 2006 9:27 am

Post » Mon Nov 08, 2010 7:16 am

I like the idea for your expansion it seems you really thought it out. However, it seems that the dwemer are almost a super race. I like what you have done, but with their arrival back into Nirn they should lose some technology perhaps the gods see that an introduction with such vast technology might be to damaging to the rest of the world. Don't get me wrong I am all for dwemer technology airships, trains, and similar items. However, what you have written almost seems like the dwemer could introduce the internet. My suggestion is that they return to Nirn, but have a limited technology.
Suggestions
1. Centurions- they could become a playable race. With technologies and magic.
2. Dwemer return=awesome.-play as them
3. Floating cities= incredible
4. Dwemer machines more transportation. Airships(not quite as complicated as what you have mentioned because it seems like NASA), Steam railway system, and I will even accept complex boats maybe even submarines.
5. Really good work continue to update this page with ideas.
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Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Sun Nov 07, 2010 11:13 pm

I like the idea for your expansion it seems you really thought it out. However, it seems that the dwemer are almost a super race. I like what you have done, but with their arrival back into Nirn they should lose some technology perhaps the gods see that an introduction with such vast technology might be to damaging to the rest of the world. Don't get me wrong I am all for dwemer technology airships, trains, and similar items. However, what you have written almost seems like the dwemer could introduce the internet. My suggestion is that they return to Nirn, but have a limited technology.
Suggestions
1. Centurions- they could become a playable race. With technologies and magic.
2. Dwemer return=awesome.-play as them
3. Floating cities= incredible
4. Dwemer machines more transportation. Airships(not quite as complicated as what you have mentioned because it seems like NASA), Steam railway system, and I will even accept complex boats maybe even submarines.
5. Really good work continue to update this page with ideas.

To make a long story short, this mod is in working since 2006! First episode is out and working on episode 2.
http://www.gamesas.com/bgsforums/index.php?showtopic=669316 is link for my latest thread.
You can see a lot of pictures http://s6.photobucket.com/albums/y226/Sahardoom/Children%20of%20Rourken/, and http://s6.photobucket.com/albums/y226/Sahardoom/Oblivion/

I like ideas about floating cities, railway... I don`t know why but it reminds me of FF8 that I played long time ago on Playstation.
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Luis Reyma
 
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Post » Mon Nov 08, 2010 3:13 pm

Your mod looks very impressive, no wait...amazing, but I am still not sure about the whole spaceship thing. While it is a very good idea, I just think lasers and plasma ships belong in another game. I like the concept, however it is not just the way I would have the dwemer return.
The concept of the high dwemer is something that is unique I invisioned something a little more toned down though. For exaple no implants on the face, it just does not seem to fit with the rest if the TES series. Maybe in the 10th era, but for me a dwemer should stick to their cogs and stay away from head implants and plasma.


Keep up the good work though it is really impressive. Keep updating your screenshots as well.
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Lexy Corpsey
 
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Post » Mon Nov 08, 2010 3:07 pm

Your mod looks very impressive, no wait...amazing, but I am still not sure about the whole spaceship thing. While it is a very good idea, I just think lasers and plasma ships belong in another game. I like the concept, however it is not just the way I would have the dwemer return.
The concept of the high dwemer is something that is unique I invisioned something a little more toned down though. For exaple no implants on the face, it just does not seem to fit with the rest if the TES series. Maybe in the 10th era, but for me a dwemer should stick to their cogs and stay away from head implants and plasma.
Keep up the good work though it is really impressive. Keep updating your screenshots as well.

3000 years and still on steam? It took us less than 100 years to get from steam power to nuclear power!

I know it is a bit far out for tes, that is why I have mentioned old Dwemer cities that were hidden from Daedra, and maybe High Dwemerr can find them and meet their ancestors that survived in some other parts of Outer Realms but did not evolve at all due to some "dragon break" incident....
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Kristian Perez
 
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Post » Mon Nov 08, 2010 12:40 am

Maybe, ruins and inventions from a race that seemingly destroyed themselves might not be all that appealing. At least, I would think twice before using something like that. :)

Same here,I would call my orc freind over to test it out for me.
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Shelby McDonald
 
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Post » Mon Nov 08, 2010 2:54 pm

i think what would be cool would be if a group of dweamer had fled tamriel during the battle of red mountain to find help elsewere and then years later they come back from lets say the mines of atmora (where they invented heating) and they waged the final war on the dunmer and becuase of their improvements they ended up both gaining respect for each other as powerful allys and atmora became reinhabited and slowly the temperature change started to go back up to when it was inhabited before and it became the dweamer homeland. that would be cool
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Danial Zachery
 
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Post » Mon Nov 08, 2010 9:29 am

I don't buy that particular theory, simply because Yagrum didn't contract Corprus and lose his memory until the second time he visited Red Mountain.


Quite a conundrum. The fact that corprus does not explain Yagrum's memory loss is completely evident. However, I think this suggests corprus is not the reason he lost his memory, not that he wasn't supposed to press the button.

See, here's how it goes:

KDog to the agrenac hits Y and the Dwemer are gone, then V-Dizzle stabs The Big N in the back. After that they're standing around wondering what to do, when Yaggy B shows up and gets up in their grill wanting to see the Big Stompsalot. Obviously this doesn't work, so they zap his memory and put in some fake ones, then they package him up and send him to live with Sehtmeister's friend D-Fyr, who gives him a bogus fake corprus virus that makes him fat, but isn't ultimately fatal. Everyone is fooled.

Oh boy, I feel like Dylan Avery!
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Danielle Brown
 
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Post » Mon Nov 08, 2010 10:52 am

Being a fan of the dwemer and their inventions, I just have to support this idea. I know there won't be anymore expansions for oblivion, but maybe, bethesda should incorperate this into an expansion, or even the main quest for TESV ^_^
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Lloyd Muldowney
 
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Post » Mon Nov 08, 2010 3:59 am

D-Fyr


Pure gold. :goodjob:
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Emma Pennington
 
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Post » Mon Nov 08, 2010 3:31 pm

Personally I would prefer that Bethesda do something INTERESTING with the Ayleids, currently the term Ayleid could easily be confused as the name of an artistic style, most commonly used by people who like to build tunnel networks underground then leave them, free to be infested with creatures depending upon the progress of some lucky prisoner.

P.S. Please point me towards any quest that wasn't just a mindless delivery quest from which you learned nothing.
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Stephanie Kemp
 
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Post » Mon Nov 08, 2010 1:25 pm

Dwemeri technology isn't simply machines and math; it's also the knowledge of how to break Earthbones and channel divine powers into the profane. Only they knew how to do such things. Yagrum Bagarn might be able to teach it, but he has refused, even going so far as to hide Kagrenac's journal so that their ways could not be learned again.

---

Before I get down to explaining why the Dwemer aren't here, one mistake I feel needs to be corrected.
But here,I'll explain what Quimper ment.
Yagrum's job was to activate the Brass God. To do so, he had to leave the Mundus while Kagrenac did that funky magic of his. The plan was that he would leave to the Outer Realms while the Dwemer were made into the skin of Numidium, then return to Nirn to engage it.
But, and this is a big but, when he returned he caught the dreaded Corpus disease which lead to his memory loss.

And with that, there was no one to flip the switch, and no gods walked the earth that day (well, three actaully did, but that a different story).

Corprus did not exist until 3000 years after the Battle of Red Mountain; it was created by Dagoth Ur when he woke from his millennial slumber.

Now, as to why we probably won't see the Dwemer again(or, why we might):

The Numidium, their Brass God, was a three-part construction, a Tower with a Stone and a Spirit, a complete and independent god. The first part were the enchantments laid on the Heart of Lorkhan, to act as a focal point for Numidium; this created the Stone. Around this was built the second part, the body of Numidium, known as the Walk-Brass Tower. The final stage of its construction was to create its Spirit, and this is why the Dwemer disappeared. The Spirit of Numidium could not be created from nothingness, and the Dwemer did not want to create a god apart from themselves. Instead, their intent was to create a gestalt of their own souls and infuse it into the enchantments of the Heart and Numidium, becoming a god of their own making. Yagrum Bagarn, depending on which theory you believe, was to be the final instrument of awakening, using the Profane Tools to shatter Numidium's ties to Mundus, allowing it to transcend mortal existence.

However, the Battle of Red Mountain threw their plans into disarray. Kagrenac, desperate to save his work, his people, and his god, created the Spirit as the battle was lost to them; Yagrum returned to find Numidium claimed by the Tribunal, to be disassembled, the gestalt of Dwemeri spirits still asleep. So Yagrum wandered for three millennium, perhaps searching for a way to free his people. When he returned to Red Mountain, however, he was struck down by Corprus. By the time the Nerevarine came with the Tools, it was already too late to save Numidium, and so he attempted to stop the evil that had stemmed from their lost works.

Numidium itself, with the gestalt Spirit still asleep, was used by Talos in his bid to gain dominance. With the Mantella acting as a temporary Stone and the Totem allowing the wielder to guide the sleeping behemoth, it had the power of a god, but none of the will. During the events of Daggerfall, its abilities were demonstrated one last time when it shattered the Dragon-Bone in order to complete all of its tasks, leading to its destruction.

But there remains one question: What happened to the Spirit within the Tower? Was it destroyed with Numidium, or has it departed?
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Heather Dawson
 
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Post » Mon Nov 08, 2010 7:52 am

Maybe they never left.....they may be living underground.....could they be the Deep Ones?! Probably not but It seems like a possibility.
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Chase McAbee
 
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Post » Mon Nov 08, 2010 5:01 pm

I am aware that the third age has ended by beating the main quest in fact I have beaten all the quests, however that was a drastic change that ended the third era. However, it would still be nice to have a nice kick start tho the new era, afterall the way the MQ ended was not really that satisfying(although it was a good main quest).


Most people agree with you, but here's the thing.

When the Dwemer vanished, there was no trace of what happened. And I personally think Bethesda wants that to remain a mystery. It's given many modders the ability to add their own lore to the game world of nirn.

Also, your kick start into the new era really is the Sheogorath storyline. The era is over, and now things are changing. I'm sure you'll see some more tastefully done lore expanding mods in the new few months, and definitely a large stock of them by the time TES V actually starts getting worked on.
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Kelly John
 
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Post » Mon Nov 08, 2010 5:24 pm

When the Dwemer vanished, there was no trace of what happened. And I personally think Bethesda wants that to remain a mystery. It's given many modders the ability to add their own lore to the game world of nirn.


If that is the case, then why would they litter the game and interviews with clue's?

Knowing that the Dwemer were first and foremost mer, with the info from the Ruins of Kemel Ze and the Egg of Time and Divine Metaphysics it can already be made plausible that they were trying to follow Auri-el.
With the information we have about Dragon Breaks and the Warp in the west we can tell that the Numidium has Divine properties (they can control time), the only thing missing is that the Dwemer became the soul of the Numidium, but this can be dug up with what Xal explained about the Mantella in Skeletonmans interview.

Also, your kick start into the new era really is the Sheogorath storyline. The era is over, and now things are changing. I'm sure you'll see some more tastefully done lore expanding mods in the new few months, and definitely a large stock of them by the time TES V actually starts getting worked on.


Archaeological evidence has shown that the destruction of the Shivering Isles happens every 1000 years, that the end of the 3th Era and the Greymarch coincide is pure coincidence.
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Nims
 
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Post » Mon Nov 08, 2010 10:34 am

When the Dwemer vanished, there was no trace of what happened

what? that's silly. look around TIL and you will find many many many traces of what happened.

and perhaps all you dwemerphiles should join the RP in my sig.
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Tiff Clark
 
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Post » Mon Nov 08, 2010 6:28 am

It is my opinion that Tamriel's reliance on magick and "Gods" is short-shrifting their innovative juices. Why create a car, for instance, when you can just fly around with that spiffy levitation amulet? Why invent a computer, when the most math you will need to do is to balance your checkbook? (If even that?)

Magick overcomes nearly all of the "necessities" that give rise to invention; The dwemer rejected Magick as practiced by the rest of tamriel, and so, were encumbered by these necessities, and created their technologies to overcome them.

It was this rejection of common practice and faith that led many of the other cultures on tamriel to consider them "Heretical" and "Profane". Really, their research was less metaphysical, and more scientific in nature. They could capture souls, so why not study them? why not try to create one yourself? Does that make you evil to try? Many on Tamriel apparently thought so... and the experementation on the remains of the god that created the mundus was just the final straw.

In the attempt to make themselves immortal, Kagrenac tried an untested hypothesis to convert their spirits and bodies into divine substance; an act apparently incompatible with the rules that allow the mundus to be manifest; result--- they were incapable of existing, and so, ceased to exist. Poof.

The real question here is--- Who is really at fault? Kagrenac, for his failed attempt at saving his people from genocide by the Chimmer? Or the Chimmer and Nordic peoples, for forcing him into making that choice?

I would say the latter.
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Steph
 
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Post » Mon Nov 08, 2010 6:44 am

I have another thought here, this one mainly hinges on the 'centurion spider' story. I've thought this for a long time, it's a result of my own 'research' into the whole thing in the game.

I think that, following Kagrenac's use of the tools and the non - activation of Numidium, the Dwemer did not go to another dimension completely. They actually became stuck between two - Mundus and another. This is why the machinery of the Dwemer still works - obviously it is powered by something etheral, either in the ruins of the Dwemer - or by the presence of the Dwemer themselves. If they were between dimensions, is it possible that Vivec couldn't sense them?

And it quite clearly is the Chimers' fault, yes, primarily the Tribunal.

Just to clear something up from earlier - the Dwemer spirits and ghosts seen in Dwemer ruins are probably the ghosts of Dwemer who had already died before whatever happened at Red Mountain. This is evidenced by the quest in Vivec with the Ancient Dwemer Bone - this causes a Dwemer Ghost to appear in the shop where it is placed. I don;t recall seeing ash in any other Dwemer ruins apart from the one beneath Mournhold - this would seem to suggest that the Dwemer in this location accidentally destroyed themselves at some time earlier than the events of Red Mountain (That pile of ash by the lever of the weather machine is, I still think, portentious)
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dell
 
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Post » Mon Nov 08, 2010 4:22 am

I have another thought here, this one mainly hinges on the 'centurion spider' story. I've thought this for a long time, it's a result of my own 'research' into the whole thing in the game.

I think that, following Kagrenac's use of the tools and the non - activation of Numidium, the Dwemer did not go to another dimension completely. They actually became stuck between two - Mundus and another. This is why the machinery of the Dwemer still works - obviously it is powered by something etheral, either in the ruins of the Dwemer - or by the presence of the Dwemer themselves. If they were between dimensions, is it possible that Vivec couldn't sense them?

And it quite clearly is the Chimers' fault, yes, primarily the Tribunal.

Just to clear something up from earlier - the Dwemer spirits and ghosts seen in Dwemer ruins are probably the ghosts of Dwemer who had already died before whatever happened at Red Mountain. This is evidenced by the quest in Vivec with the Ancient Dwemer Bone - this causes a Dwemer Ghost to appear in the shop where it is placed. I don;t recall seeing ash in any other Dwemer ruins apart from the one beneath Mournhold - this would seem to suggest that the Dwemer in this location accidentally destroyed themselves at some time earlier than the events of Red Mountain (That pile of ash by the lever of the weather machine is, I still think, portentious)


It looks pretty safe to me to suggest that the ground-based dwemer technology is steam/electromechanically driven. One of the recurring themes inside dwemer ruins is "Large vats of molten lava" with big steam tubes going down into it. Depending on the rock type (bassalt, from the local geology, which is relatively 'cool' lava) various other rock types could survive prolonged exposure to that environment, and be used to super-heat water to absurd tempuratures... That energy could then be used to drive any number of mechanical devices.

The story with the centurian spider rises other theories within myself-- namely, broadcast radiant electrical energy. If you were familiar with the works (and rantings) of Nikola Tesla, it would be a no-brainer. The centurian spider runs on electricity, which is broadcast in the form of radio frequency energy. The further you get away from the transmitter, the weaker it's energy source is---- until it powers down. Bring it close to another transmitter, and VOILA, it comes back on again.

The part which has always left me baffled though, is the description I read for the methods the animunculi were created by-- I think the quote went something like "The dwemer were never happy with established thinking, and incorporated mutually incompatible forces into their design." Did they mean frost with heat? Or Shock with steam? either of these couplings could be used to produce some very effective mechanical devices.

Frost with heat (and a metal strip made from 2 different metals) in a controlled manner would make a fine synthetic "muscle"-- Shock with steam might relate to the power generation system inside an animunculus....

regardless, All the researchers in Morrowind are barking up the wrong tree--- The real marvel isnt in how the body moves around-- it is in the intelligence construct that guides it's actions. I would like to know more about how the 'brains' of the animunculi were built.
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Anthony Rand
 
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