Mystery of the Dwemer Expansion

Post » Fri Dec 16, 2011 10:56 am

It's high time we got some answers regarding the http://www.uesp.net/wiki/Morrowind:The_Battle_of_Red_Mountain. 2012 will mark the tenth anniversary of the release of http://www.uesp.net/wiki/Morrowind:Morrowind in which we first learned about the disappearance of the http://www.uesp.net/wiki/Morrowind:Dwemer. What better way to celebrate it than with the release of an expansion that finally reveals the mysteries of the Dwemer?

But how could Bethesda tackle this in-game and have it make sense? After all, the Dwemer disappeared 3,751 years ago way back in the http://www.uesp.net/wiki/Lore:First_Era#Eighth_Century. For comparison's sake, http://en.wikipedia.org/wiki/1740_BC what was happening on Earth 3,751 years ago.
What follows are a few ideas for a "main" questline (very minor spoilers to follow) that could make sense:


1.) The quest picks up where http://www.uesp.net/wiki/Skyrim:Arniel%27s_Endeavor leaves off. He's disappeared after doing a very poor recreation of what originally caused the Dwemer to vanish. You're stuck with a powered down version of Keening and a confused look on your face.
NOTE: The expansion would have to alter Arniel's original quests to make it so anyone could complete them at any point in the game.


2.) Luckily http://www.uesp.net/wiki/Skyrim:Enthir has a risky plan to send you to the past to witness the Dwemer's disappearance first hand. How? You need to gather all the original artifacts used by http://www.uesp.net/wiki/Lore:Kagrenac%27s_Tools (Keening, Sunder, and Wraithguard), find the remains of the http://www.uesp.net/wiki/Lore:Heart_of_Lorkhan buried deep under the ruins of http://www.uesp.net/wiki/Lore:Vvardenfell, and obtain a long-hidden Elder Scroll. The Elder Scroll you find opens a time rip (we know this is already possible) that takes you to before the tools were originally used that resulted in the disappearance of the Dwemer.


3.) The expansion's new worldspace would be between the present (the ruins of Vvardenfell) and the past (Vvardenfell at the height of Dwemer influence). It would roughly be the same map and you'd be able to compare and revisit locations in both times. You know all the ruins we visited in Morrowind (and Skyrim)? Now you get to see them when they were in mint condition and populated by Dwemer NPCs. You start with Keening and journey to the ruins of Vvardenfell to recover Sunder, Wraithguard, and finally re-discover what's left of the Heart of Lorkhan.


4.) Through the quest line, you ultimately end up bringing back a large contingent of Dwemer to the present to restablish Dwemeri presence in Tamriel! They would settle in the ruins of Blackreach and slowly start repairing and restoring the entire area. Through further quests with the Dwemer (helping them recover necessary items from other ruins), Blackreach would be established as a fully functioning city of Skyrim. Other minor changes would happen throughout Skyrim. Perhaps the Dwemer help rebuild Winterhold with their fancy technology. Perhaps the reappearance drastically alters the next TES game to rely more on steam-punk tech versus magic.


5.) As a final bonus to the expansion (after the final quest for the Dwemer is completed), you would have access to a mystical machine - located deep within Blackreach - that utilizes Keening, Sunder, Wraithguard, the Heart of Lorkhan, and the Elder Scroll to send you back in time and "restart" your game as a Dwemer. This is the genius of the entire expansion. With only a few minor changes in dialogue to the original game and the expansion, it allows you to play the original game as the http://www.uesp.net/wiki/Morrowind:Yagrum_Bagarn remaining Dwemer who not only is the Dovahkiin, but is also on a mission to find out what happened to his ancestors.

New dialogue would have to be recorded throughout the main game (and expansion) as I'm sure people would be astonished to see a living Dwemer. Other than that, the game could stand virtually unchanged. As an additional bonus, when you "restart" the game as a Dwemer, your original character is converted to a wandering NPC (with current levels, skills, perks, and equipment) that you can find in your journeys and have a super-awesome follower with customized skills. He could be as powerful or as weak as you originally trained him to be. Perhaps he has a bunch of shouts to help you on your adventures. Two Dragonborn badasses exploring Skyrim? Yes, please.


What do you all think? Is this doable? I think it is. I'm sure I'm forgetting some problems that Bethesda would run in to, but from a gameplay standpoint, it's nothing that couldn't be overcome with some creative decisions.
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Kit Marsden
 
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Post » Fri Dec 16, 2011 2:42 pm

Yes, but what happened to the Dwemer was explained about a decade ago.

http://www.imperial-library.info/content/final-report-trebonius

Id love to visit a past where the Dwemer were still alive though.
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Baby K(:
 
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Post » Fri Dec 16, 2011 5:11 am

I'd say the Arniel Gane recreation was rather accurate, if on a smaller scale. It only killed him instead of his entire race.
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Anthony Diaz
 
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Post » Fri Dec 16, 2011 7:56 am

Yes, but what happened to the Dwemer was explained about a decade ago.

http://www.imperial-library.info/content/final-report-trebonius

Id love to visit a part where the Dwemer were still alive though.


Whoa. What game was that book in? It doesn't really explain, though, why the race of the Nerevarine (in Morrowind) didn't disappear when he/she used the same tools to destroy the Heart. And it also doesn't explain why the Bronze God didn't come to life.
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P PoLlo
 
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Post » Fri Dec 16, 2011 1:22 pm

I also forgot about http://www.uesp.net/wiki/Skyrim:Calcelmo. He'd probably make a much better quest giver seeing as he's already researching the disappearance of the Dwemer at the time of the game.
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Melly Angelic
 
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Post » Fri Dec 16, 2011 5:15 pm

i didnt read the post but im in for finally solving the mystery. they teased us enough.

edit: 0k i read that explanation, amazing, no more dlc needed :D
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Suzy Santana
 
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Post » Fri Dec 16, 2011 6:49 pm

i didnt read the post but im in for finally solving the mystery. they teased us enough.

edit: 0k i read that explanation, amazing, no more dlc needed :D


I know, right? An expansion about the Dwemer would easily fill an expansion pack and then some.
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Albert Wesker
 
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Post » Fri Dec 16, 2011 5:16 pm

Yes, but what happened to the Dwemer was explained about a decade ago.

http://www.imperial-library.info/content/final-report-trebonius

Id love to visit a part where the Dwemer were still alive though.

That was a fantastic read. Thank you so much!
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Milagros Osorio
 
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Post » Fri Dec 16, 2011 2:00 pm

It's high time we got some answers regarding the http://www.uesp.net/wiki/Morrowind:The_Battle_of_Red_Mountain. 2012 will mark the tenth anniversary of the release of http://www.uesp.net/wiki/Morrowind:Morrowind in which we first learned about the disappearance of the http://www.uesp.net/wiki/Morrowind:Dwemer. What better way to celebrate it than with the release of an expansion that finally reveals the mysteries of the Dwemer?

But how could Bethesda tackle this in-game and have it make sense? After all, the Dwemer disappeared 3,751 years ago way back in the http://www.uesp.net/wiki/Lore:First_Era#Eighth_Century. For comparison's sake, http://en.wikipedia.org/wiki/1740_BC what was happening on Earth 3,751 years ago.
What follows are a few ideas for a "main" questline (very minor spoilers to follow) that could make sense:


1.) The quest picks up where http://www.uesp.net/wiki/Skyrim:Arniel%27s_Endeavor leaves off. He's disappeared after doing a very poor recreation of what originally caused the Dwemer to vanish. You're stuck with a powered down version of Keening and a confused look on your face.
NOTE: The expansion would have to alter Arniel's original quests to make it so anyone could complete them at any point in the game.


2.) Luckily http://www.uesp.net/wiki/Skyrim:Enthir has a risky plan to send you to the past to witness the Dwemer's disappearance first hand. How? You need to gather all the original artifacts used by http://www.uesp.net/wiki/Lore:Kagrenac%27s_Tools (Keening, Sunder, and Wraithguard), find the remains of the http://www.uesp.net/wiki/Lore:Heart_of_Lorkhan buried deep under the ruins of http://www.uesp.net/wiki/Lore:Vvardenfell, and obtain a long-hidden Elder Scroll. The Elder Scroll you find opens a time rip (we know this is already possible) that takes you to before the tools were originally used that resulted in the disappearance of the Dwemer.


3.) The expansion's new worldspace would be between the present (the ruins of Vvardenfell) and the past (Vvardenfell at the height of Dwemer influence). It would roughly be the same map and you'd be able to compare and revisit locations in both times. You know all the ruins we visited in Morrowind (and Skyrim)? Now you get to see them when they were in mint condition and populated by Dwemer NPCs. You start with Keening and journey to the ruins of Vvardenfell to recover Sunder, Wraithguard, and finally re-discover what's left of the Heart of Lorkhan.


4.) Through the quest line, you ultimately end up bringing back a large contingent of Dwemer to the present to restablish Dwemeri presence in Tamriel! They would settle in the ruins of Blackreach and slowly start repairing and restoring the entire area. Through further quests with the Dwemer (helping them recover necessary items from other ruins), Blackreach would be established as a fully functioning city of Skyrim. Other minor changes would happen throughout Skyrim. Perhaps the Dwemer help rebuild Winterhold with their fancy technology. Perhaps the reappearance drastically alters the next TES game to rely more on steam-punk tech versus magic.


5.) As a final bonus to the expansion (after the final quest for the Dwemer is completed), you would have access to a mystical machine - located deep within Blackreach - that utilizes Keening, Sunder, Wraithguard, the Heart of Lorkhan, and the Elder Scroll to send you back in time and "restart" your game as a Dwemer. This is the genius of the entire expansion. With only a few minor changes in dialogue to the original game and the expansion, it allows you to play the original game as the http://www.uesp.net/wiki/Morrowind:Yagrum_Bagarn remaining Dwemer who not only is the Dovahkiin, but is also on a mission to find out what happened to his ancestors.

New dialogue would have to be recorded throughout the main game (and expansion) as I'm sure people would be astonished to see a living Dwemer. Other than that, the game could stand virtually unchanged. As an additional bonus, when you "restart" the game as a Dwemer, your original character is converted to a wandering NPC (with current levels, skills, perks, and equipment) that you can find in your journeys and have a super-awesome follower with customized skills. He could be as powerful or as weak as you originally trained him to be. Perhaps he has a bunch of shouts to help you on your adventures. Two Dragonborn badasses exploring Skyrim? Yes, please.


What do you all think? Is this doable? I think it is. I'm sure I'm forgetting some problems that Bethesda would run in to, but from a gameplay standpoint, it's nothing that couldn't be overcome with some creative decisions.

I came and started farting.
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DAVId Bryant
 
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Post » Fri Dec 16, 2011 8:01 am

I came and started farting.


I love how there are a ton of asinine threads with 20+ serious replies and this thread gets nothing. I guess we're too busy talking about the hottest man in Skyrim and taking polls about how often you kill innocent people and why. Ugh.
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Amy Melissa
 
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Post » Fri Dec 16, 2011 6:42 pm

Whoa. What game was that book in? It doesn't really explain, though, why the race of the Nerevarine (in Morrowind) didn't disappear when he/she used the same tools to destroy the Heart. And it also doesn't explain why the Bronze God didn't come to life.


It was on the lore forum a long, long time ago. Devs often post there in an in-game voice to explain things.
The Imperial Library is where those things are stored.

The Nerevarine didnt use the tools to make himself one with Numidium like Kagrenac, instead he used them to disrupt the enchantments holding the Heart into place, setting it free.
Dagoth Ur and the Triune also did not dissapear, they used the tools to syphon power from the Heart, making themselves gods.

No-one knows why Numidium did not come to life. The general consencus is that Kagrenac made a mistake. He was rushed into his actions after all because Vivec was about to win the war and had already slain Dumac-Dwarf-king.
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Natasha Callaghan
 
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Post » Fri Dec 16, 2011 7:42 am

It was on the lore forum a long, long time ago. Devs often post there in an in-game voice to explain things.
The Imperial Library is where those things are stored.

The Nerevarine didnt use the tools to make himself one with Numidium like Kagrenac, instead he used them to disrupt the enchantments holding the Heart into place, setting it free.
Dagoth Ur and the Triune also did not dissapear, they used the tools to syphon power from the Heart, making themselves gods.

No-one knows why Numidium did not come to life. The general consencus is that Kagrenac made a mistake. He was rushed into his actions after all because Vivec was about to win the war and had already slain Dumac-Dwarf-king.


The vast majority of people aren't going to know about an explanation that appeared on the Lore forums long ago. Is it technically even canon? Hell, Calcelmo in Markarth is still trying to solve the mystery and that's actually in-game. I don't consider a posting by some dev (who may or may not even be with the company anymore) to be in-game canon.
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Eileen Collinson
 
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Post » Fri Dec 16, 2011 8:51 pm

http://www.imperial-library.info/content/forum-scholars-guild
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James Baldwin
 
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Post » Fri Dec 16, 2011 7:03 pm

Yes, but what happened to the Dwemer was explained about a decade ago.

http://www.imperial-library.info/content/final-report-trebonius

Id love to visit a past where the Dwemer were still alive though.

If the final report is true then the dwemer still reside in Anumidium immortal but trapped within their created god.

That is if I understand the lore right and gods if I can understand any of this particular lore.
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Heather beauchamp
 
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Post » Fri Dec 16, 2011 6:36 pm

http://www.imperial-library.info/content/forum-scholars-guild


I figured as much. This just confirms that there still hasn't been any explanation about the Dwemer. It's high time we get an expansion about them. It'd make perfect sense with the 10th anniversary of Morrowind, too.
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JeSsy ArEllano
 
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Post » Fri Dec 16, 2011 6:00 pm

The vast majority of people aren't going to know about an explanation that appeared on the Lore forums long ago. Is it technically even canon? Hell, Calcelmo in Markarth is still trying to solve the mystery and that's actually in-game. I don't consider a posting by some dev (who may or may not even be with the company anymore) to be in-game canon.

I am pretty sure it is. It was explained in Morrowind what happened to the Dwemer. He might just be looking for more information or a new theory.
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Floor Punch
 
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Post » Fri Dec 16, 2011 11:44 am

There's only one question about the Dwemer, only one.

What really happened to them after Kagrenac used his tools on Lorkhans heart?

No real answer to it unfortunately.


Mind you its all but obvious they will get a DLC about them.
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Sara Lee
 
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Post » Fri Dec 16, 2011 3:17 pm

I figured as much. This just confirms that there still hasn't been any explanation about the Dwemer. It's high time we get an expansion about them. It'd make perfect sense with the 10th anniversary of Morrowind, too.

We got the same explanation in Morrowind. That writeup is just putting those facts together. We don't need an expansion revolving around the fact that they're dead and retreading what we already found out.

I can see it now. A Dwemer expansion. Nothing but empty ruins with piles of ash. And one guy at the end saying "What happened to them? Have you not been paying attention? They're dead!"
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Mrs Pooh
 
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Post » Fri Dec 16, 2011 1:48 pm

The vast majority of people aren't going to know about an explanation that appeared on the Lore forums long ago. Is it technically even canon? Hell, Calcelmo in Markarth is still trying to solve the mystery and that's actually in-game. I don't consider a posting by some dev (who may or may not even be with the company anymore) to be in-game canon.


Yes, it is canon.
To restrict TES canon to what appears in-game only would be to woefully restrict it.

Look at it like this:
The developers have known what happened to the Dwemer all along. They left clues in Morrowind. After Morrowind many people still did not get it, so an in-game voice was used to put all the clues in Morrowind together to explain things.
Its canon, because it is what happened to the Dwarves.
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Laura Shipley
 
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Post » Fri Dec 16, 2011 2:54 pm

Am I the only one that want them to remain a mystery? Some of the best times I've had in a game (ever) were in MW exploring dwemer ruins hoping to find some vague clue of what happened to them.
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Multi Multi
 
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Post » Fri Dec 16, 2011 4:43 am

Yes, it is canon.
To restrict TES canon to what appears in-game only would be to woefully restrict it.

Look at it like this:
The developers have known what happened to the Dwemer all along. They left clues in Morrowind. After Morrowind many people still did not get it, so an in-game voice was used to put all the clues in Morrowind together to explain things.
Its canon, because it is what happened to the Dwarves.


No, it's not. Your link goes to a fan created explanation.

There wasn't even an answer in Morrowind. You're referring to the http://www.uesp.net/wiki/Morrowind:Mystery_of_the_Dwarves quest. That didn't provide any conclusive answers. This is why Calcelmo is still working on the mystery. While it's true that the developers may know the answer, the player does not. It would make a fantastic expansion as I've layed out above.

Edit: Hell, I'm pretty sure I remember Yagrum stating in Morrowind that even HE didn't know what had happened and he's a Dwemer!
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jessica robson
 
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Post » Fri Dec 16, 2011 11:43 am

Whoa. What game was that book in? It doesn't really explain, though, why the race of the Nerevarine (in Morrowind) didn't disappear when he/she used the same tools to destroy the Heart. And it also doesn't explain why the Bronze God didn't come to life.

This was an expression of excitement. I like the idea of a Dwemer Expansion, but it wouldn't contain Dwemers.
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Danny Blight
 
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Post » Fri Dec 16, 2011 6:13 am

No, it's not. Your link goes to a fan created explanation.

There wasn't even an answer in Morrowind. You're referring to the http://www.uesp.net/wiki/Morrowind:Mystery_of_the_Dwarves quest. That didn't provide any conclusive answers. This is why Calcelmo is still working on the mystery. While it's true that the developers may know the answer, the player does not. It would make a fantastic expansion as I've layed out above.

Edit: Hell, I'm pretty sure I remember Yagrum stated in Morrowind that even HE didn't know what had happened.


My link combines all that is said about the Dwemer in the game of Morrowind.

Yagrum, Kagrenac's tools, The battle of Red Mountain, Baladas, the Monomyth.
It also refers to out of game lore such as Vehk's teachings which is a guide to understanding the Sermons, and the Loveletter.

It goes on to combine this to paint a picture of the word of god, in this case being the developers explicitly stating the Dwemer were absorbed into Numidium in an effort to return to the first gradient.

This original quote has been lost due to several forum changes and purges, but I assure you that it did happen and I am quite sure there are many forumers still active who remember it.
That is why you cannot go to the lore forum and read any topic on the dissapearance of the Dwemer without the same answer being repeated every time.

The Dwemer became Numidiums golden skin. The golden mean between the Mundane and the Divine, in an effort to uncreate themselves all the way to Anu.

A whole other path to that exact same goal, what we are seeing in Skyrim are the Thalmor.
They wish to return to the Divine by uncoiling the Dragon, stop linear time alltogether, and uncreate the world.
To do this they must first erase man from the mythic, which is why they outlawed Talos.
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QuinDINGDONGcey
 
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Post » Fri Dec 16, 2011 5:42 am

The Dwemer are dead. There's an encrypted message in the Lessons of Vivec that explicitly states that.
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Cedric Pearson
 
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Post » Fri Dec 16, 2011 10:48 am

not to detract from the conversation, but OP spoilers.
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marie breen
 
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