I hope that the next game stays Very true to the lore

Post » Mon May 07, 2012 11:22 pm

I am only bringing up the things that Bethesda might remove. I don't exactly want to detail every single thing


I mean- look at this for Black marsh . Chapter one reveals nothing, but chapter three and four are amazing!

http://www.uesp.net/wiki/Skyrim:The_Argonian_Account

- Multiple species of argonians that often form migratory tribes.. i can imagine them already! Ones influenced by Thorny devils , newts, feathered dinosaurs , dragons, snakes, iguana.. But not only their face shape and what kind of scales they have! Think about how oblivion and skyrim had human like legs whilst morrowind's argonains had the long feet. There could be both Hulking argonians and small yet extremely agile ones. I don't suggest that these should ALL be playable (although more than species would be grand)

- weird and deadly animals- yes please!! i would even like to meet a swamp leviathan or two as a "mega boss" type enemy that you almost always need to either run away from or gang up on . Wouldn't you?

- clouds looking like mountains

- Travelling inside giant worm like things underneath the roots?
-Not described in that book is that argonians have a relationship with the hist- a mysterious type of tree

^ sounds amazing

Black marsh is mysterious though. So MORE can be added.Their own religions, various cultural beliefs, How lots of them are hokerrs who abduct imperial children and sacrifice them to their gods etc- But what i certaintly dont want is LESS to be in! I would be upset if most of the cities ended up Very imperial or if the game looked something like the area surrounding bravil!





Elswere has about 20 khajit breeds and their form is dictated by what phase the moons (or their gods) are in at the time of their birth! They have their own version of religion concerning aedra and daedra and have a holiday event which involves everyone getting high. They have several different martial arts (so hand to hand must return) and have baddass monks (who were apparently a real pain in arena). The country originaly had many factions in until they were united under their version of Gandhi and They war with bosmer and like light armour- Other than that bethesda doesn't realy have any rules on native monsters (aside from werelions-DELIVER THEM DAMMIT) so we can look forward to NEW and ORIGINAL monsters like crustacean sand squid and sand spirits (although i would settle for a giant scorpion, especialy if they were magical and had two tails and popped out of the sand yelling "ROAWR")


Redguards have sword magics probably the equivalent to the Nordic "thu'um"
Valenwood has giant trees (the kind that would make this small: http://static.ddmcdn.com/gif/tree-grow-2.jpg ) But also migrating trees and trees with cities on top of them (not forgeting the giant migrating trees with cities on them that are probably going to be technically infeasible for more years than everything else if we want decently sized settlements)
Dumner need their dumner voices back
The Thu'um is used by dragons for their power and is supposed to be very powerful. In skyrim this occured in the description but ingame the Thu'um was weak and the dragons were just generic dragons who rarely uttered a word.

That's the province specific stuff out of the way. Anyway..

Every province (except cyrodil) has it's own form of werecreature along with the universal werewolf. Plus there is the wereshark. Most of them would simply be more powerful alternatives to werewolves. But werecrocks (Black marsh) would be fantastic swimmers, weresharks would be water only, WereVultures (valenwood, although i could imagine them in southern hammerfell and western elsywere) would be exceptionally awesome and have wings instead of arms permiting them to fly (especially cool amidst giant trees)

-Vampires form clans and are supposed to be really strong

- Most lesser daedra are creations of one daedric prince (and sanguine is not a dremora) Daedra are also a defining feature of Tes lore and need to be present (especially the ones that have been in every tes game not arena or skyrim)

- People can fly with potions and spells. Been that way since arena :/

- Spears and crossbows exist (in skyrim crossbows were even attached to the arms of dwemer spheres- taunting me!!)

- Ancient cultures probably had different.. subcultures? Take the dwemer for instance.. in morrowind their buildings seemed entirely made of a bronze metal whilst in skyrim they mostly use stone. Dwemer items and robots are different in different regions. (just Casualy defending skyrim's attempt at making dwemer downtoned here and hoping that they return to funky spacemen in hammerfell so i don't feel like i have to mention this again) Therefore we can assume that there are probably a few styles of elven/Daedric/nordic/imperial etc

- Glass armour is supposed to be made of GLASS and not be entirely moonstone with the odd machalite coated part (seriously- Did the glass bow even have any glass on it?)

- Sheogorath's realm is the madhouse (i think).. it's supposed to be MAD not "the bitter coast 2.0" as someone on this forum stated. I went crazier with skyrim's repeated dialogue than that place :P


Anyway- i like the lore of tes and i get annoyed when bethesda downgrade it to something more generic. I doubt people are going to want to pick up on the lore when it becomes Generic and boring and offers no reward for playing (seriously- i know exactly who sheogorath is and exactly what to say to him- why give me all the wrong answers?). Sorry that this isn't written as well as it could be for I am up way to late and need my sleep. )
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Nick Pryce
 
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Post » Tue May 08, 2012 1:29 am

ITT: Things made by real people in-game and limited by real-world considerations aren't as cool as things written down somewhere limited only by the imagination of the author.

Seriously, chill out. You are easily the most negative person on the forums.
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Sierra Ritsuka
 
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Post » Mon May 07, 2012 2:08 pm

Just remember that much of the lore is not infallible. Much of it is simply in-universe mortal belief, which while powerful in some ways, is not the same as truth. The Tribunal were false gods who gained their divinity though Kagrenac's Tools and the Heart of Lorkhan, Alduin is not just how the Nords view Akatosh, Sovngarde isn't just a Nordic post-mortem delusion, Sheogorath calls his realm the Shivering Isles, and the allegiances (and perhaps origins) of the Lesser Daedra are likely much more complicated than mortals believe. And (I'll probably catch some flak for this) Tiber Septim terraformed Cyrodiil.
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Naomi Ward
 
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Post » Mon May 07, 2012 9:56 am

I hate to break it to the OP, but it's heavily implied/stated on the UESP that the region of Black Marsh that borders Cyrodiil is indeed very much like the Blackwood geographical region around Leyawiin/Bravil.
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Connor Wing
 
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Post » Mon May 07, 2012 2:38 pm

- Ancient cultures probably had different.. subcultures? Take the dwemer for instance.. in morrowind their buildings seemed entirely made of a bronze metal whilst in skyrim they mostly use stone.

Ooooor... Maybe they have a unified cuture and there is a practical reason for the differance. IE, the ruins in Morrowind are built into a Volcano, and stonework doesn't really hold up to lava as well as Dwemer-Metal.

I tend to agree, however, that alot of the background and metaphysical nonsense which made TES so interesting is becomming less and less previlent. Its not really going away, its jsut getting hidden behind things like "OMFG! Giant 4 armed Demon!" or "Whoot, Dragonz!".

As far as the multi species thing goes, i think thats a big reason why we have seen both Blackmarsh and Elswyer turn into hostile (Moreso than usual) territory. As it stands, exploring the nuances of those cultures and races would be difficult, so their hidden behind enemy lines.
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Harry-James Payne
 
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