Dwemer Scholars from Morrowind

Post » Sat Feb 19, 2011 2:24 pm

Or he's living there because there was a nice tower to be his pad.
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Hearts
 
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Post » Sat Feb 19, 2011 9:50 am

Or he's living there because there was a nice tower to be his pad.

That is the more likely explanation, he seems to be more of a magely bandit [censored] than a scholar
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Marnesia Steele
 
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Post » Sat Feb 19, 2011 12:46 pm

From memory, isn't there some dwemer mine somwhere that has a few people researching it?

Maybe Sorkvild the Raven can have some input, (hiding out in a dwemer tower and all) although probably not, as the majority of people will have killed him

EDIT: found that ruin, it's Nchuleftingth, the other resident Senilias Cadiusus should be added to the mod perhaps?,


Yep, I got him in there. He'll be in at least one quest.


That is the more likely explanation, he seems to be more of a magely bandit [censored] than a scholar


I agree. Plus he will most likely be dead.
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Rachie Stout
 
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Post » Sat Feb 19, 2011 4:12 am

Regarding the explanation of Sotha Sil's appearance; Sotha Sil's silence was meant to have a much more poetic meaning. It is implied by his silence that he wanted to die, and as such he didn't put up a fight when Almalexia attacked. If Sotha Sil were to have protected himself, it is probable that Almalexia would have been killed, or at least had immense difficulty in killing Sotha.

To say that the silence was on account of it actually being a decoy would entirely destroy the poetic implications behind his murder. Not only that, but it seems unlikely that the wise and powerful Sotha Sil would avoid an attack, much less leave a decoy, and much more less when confronting a fellow Triune.
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Laurenn Doylee
 
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Post » Sat Feb 19, 2011 6:23 am

I think it is almost necessary for random Dwemer ghosts to be added that are non hostile, that you can talk too for information, or charm.
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tegan fiamengo
 
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Post » Sat Feb 19, 2011 12:04 am

Regarding the explanation of Sotha Sil's appearance; Sotha Sil's silence was meant to have a much more poetic meaning. It is implied by his silence that he wanted to die, and as such he didn't put up a fight when Almalexia attacked. If Sotha Sil were to have protected himself, it is probable that Almalexia would have been killed, or at least had immense difficulty in killing Sotha.

To say that the silence was on account of it actually being a decoy would entirely destroy the poetic implications behind his murder. Not only that, but it seems unlikely that the wise and powerful Sotha Sil would avoid an attack, much less leave a decoy, and much more less when confronting a fellow Triune.


This kind of situation has sprung up a few times in the making of my mod - trying to create believable situations whilst not destroying the , as you put it nicely, poetry of the arc. This is the interpretation I took when I first found out about it and Seht's behaviour in cutting himself off from the world could back the situation up. I understand what you're saying.


I think it is almost necessary for random Dwemer ghosts to be added that are non hostile, that you can talk too for information, or charm.


I have to be careful about how much of the Dwemer's history I reveal/surmise. In creating the mod I've had to be careful about not destroying the enigma of the Dwarves as that is their charm. Originally, I had symmetrical rooms and each room's purpose what made clear to the player but I found that they became just another race to me and lost a lot of their mystery - it had been explained away. I also chose not to allow the player to learn to translate their books as this would also take much away from the feel of the Dwemer.

As it stands I have tried to preserve that feeling you get when you enter a Dwemer ruin - that its an enigma wrapped up with fear, excitement, an age gone by of the unknown. To have too much information about their past would be to break what makes them so fantastic.

That said, a one or two like Radac might be a nice touch.
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Ron
 
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Post » Sat Feb 19, 2011 7:36 am

There are too many mods that destroy the feel and meanings of certain things in Morrowind, and it's great to see that this idea is in the head of someone who knows what they're doing.

How long has this mod been in production?
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P PoLlo
 
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Post » Sat Feb 19, 2011 9:51 am

There are too many mods that destroy the feel and meanings of certain things in Morrowind, and it's great to see that this idea is in the head of someone who knows what they're doing.

How long has this mod been in production?


Thanks, I hope it turns pans out. How long? The thread in the link is the third thread for this version of the mod. I started the first 2 weeks after I finished my first device ( a timed mine ) which, IIRC, was August 2007. Yep, 07. I am determined to finish it before Skyrim's release.
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Umpyre Records
 
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Post » Sat Feb 19, 2011 12:19 pm

This kind of situation has sprung up a few times in the making of my mod - trying to create believable situations whilst not destroying the , as you put it nicely, poetry of the arc. This is the interpretation I took when I first found out about it and Seht's behaviour in cutting himself off from the world could back the situation up. I understand what you're saying.




I have to be careful about how much of the Dwemer's history I reveal/surmise. In creating the mod I've had to be careful about not destroying the enigma of the Dwarves as that is their charm. Originally, I had symmetrical rooms and each room's purpose what made clear to the player but I found that they became just another race to me and lost a lot of their mystery - it had been explained away. I also chose not to allow the player to learn to translate their books as this would also take much away from the feel of the Dwemer.

As it stands I have tried to preserve that feeling you get when you enter a Dwemer ruin - that its an enigma wrapped up with fear, excitement, an age gone by of the unknown. To have too much information about their past would be to break what makes them so fantastic.

That said, a one or two like Radac might be a nice touch.

I agree, but it is necessary to at least explain why the Dwemer ghosts would not speak, perhaps they can not be understood by the player?
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Josephine Gowing
 
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Post » Sat Feb 19, 2011 12:40 pm

Regarding the explanation of Sotha Sil's appearance; Sotha Sil's silence was meant to have a much more poetic meaning. It is implied by his silence that he wanted to die, and as such he didn't put up a fight when Almalexia attacked. If Sotha Sil were to have protected himself, it is probable that Almalexia would have been killed, or at least had immense difficulty in killing Sotha.

To say that the silence was on account of it actually being a decoy would entirely destroy the poetic implications behind his murder. Not only that, but it seems unlikely that the wise and powerful Sotha Sil would avoid an attack, much less leave a decoy, and much more less when confronting a fellow Triune.

That's because it wasn't a decoy, and he wasn't avoiding an attack - those, indeed, would have been against his character. That him assimilating himself was subsequently followed up by Almalexia's attack was simply timing, in that they were both at that time beginning the sharpest part of their descent into mortality.
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Louise Dennis
 
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Post » Sat Feb 19, 2011 4:22 pm

I agree, but it is necessary to at least explain why the Dwemer ghosts would not speak, perhaps they can not be understood by the player?


Would you be blind with rage if your whole race was gone? But seriously though, I think I read somewhere that ghosts were just ectoplasmic imprints or something and not actually part of the person they were. I likened it to a chicken without a head.

That's because it wasn't a decoy, and he wasn't avoiding an attack - those, indeed, would have been against his character. That him assimilating himself was subsequently followed up by Almalexia's attack was simply timing, in that they were both at that time beginning the sharpest part of their descent into mortality.


Those points make sense but a little convenient don't you think? That he would assimilate into the machine at the exact time Almalexia struck him down? Perhaps he had been ready for a time and was waiting for such an encounter to tie up emotional ends. A final confrontation to confirm they were no longer friends.
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i grind hard
 
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Post » Sat Feb 19, 2011 4:16 am

Would you be blind with rage if your whole race was gone? But seriously though, I think I read somewhere that ghosts were just ectoplasmic imprints or something and not actually part of the person they were. I likened it to a chicken without a head.

There is that ghost in the Caldera mine though

I cn understnd that a dwemer ghost might not want to talk about certain topics such as the disappearence of his race
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Dawn Porter
 
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Post » Sat Feb 19, 2011 3:34 pm

Those points make sense but a little convenient don't you think? That he would assimilate into the machine at the exact time Almalexia struck him down? Perhaps he had been ready for a time and was waiting for such an encounter to tie up emotional ends. A final confrontation to confirm they were no longer friends.

I think you missed my point. He didn't assimilate at the exact time Almalexia struck him down, his assimilation had absolutely nothing to do with Almalexia - she showed up afterwards due to going bat[censored]-crazy upon losing her godhood (and if anything the reason the two events may have coincided was because both individuals had recently lost their godhood, which accounts for a seeming coincidence).

Note: We can be sure that he had been planning this for quite some time, long before he knew Alma was gonna come for him. Afterall, not only did he have time to build the Imperfects, but I imagine it takes a while to figure out how to assimilate yourself into a city. It could have been done before the Nerevarine ever stepped foot in Vvardenfell.
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Andres Lechuga
 
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Post » Sat Feb 19, 2011 2:07 pm

I think you missed my point. He didn't assimilate at the exact time Almalexia struck him down, his assimilation had absolutely nothing to do with Almalexia - she showed up afterwards due to going bat[censored]-crazy upon losing her godhood (and if anything the reason the two events may have coincided was because both individuals had recently lost their godhood, which accounts for a seeming coincidence).

Note: We can be sure that he had been planning this for quite some time, long before he knew Alma was gonna come for him. Afterall, not only did he have time to build the Imperfects, but I imagine it takes a while to figure out how to assimilate yourself into a city. It could have been done before the Nerevarine ever stepped foot in Vvardenfell.

So the body that you and Alma find is just his husk?
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lauren cleaves
 
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Post » Sat Feb 19, 2011 5:37 am

Sotha Sil died at Clockwork City at the hands of Almalexia. He did so because he basically surrendered himself so that she could kill him, he wanted to die.
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Jonathan Braz
 
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Post » Sat Feb 19, 2011 4:20 am

That is the more likely explanation, he seems to be more of a magely bandit [censored] than a scholar



He was a Necromancer. I believe he's dead now.

There was another fellow living a bit North and East in another vacant tower. His name was Andre Maul. He was a Savant. He knew a little bit about basically every single subject that may conceivably come up in Morrowind. I believe he may have known a thing or two about the Dwemer, provided you'd already discussed them with other people. He's very likely dead at this point, too. Even provided he survived Landfall, he'd be well over 200 years old currently.
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dean Cutler
 
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Post » Sat Feb 19, 2011 3:49 pm

He was a Necromancer. I believe he's dead now.

There was another fellow living a bit North and East in another vacant tower. His name was Andre Maul. He was a Savant. He knew a little bit about basically every single subject that may conceivably come up in Morrowind. I believe he may have known a thing or two about the Dwemer, provided you'd already discussed them with other people. He's very likely dead at this point, too. Even provided he survived Landfall, he'd be well over 200 years old currently.

I believe this is a mod for Morrowind, not Skyrim, so unless he was killed in-game he should be perfectly healthy
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Isabell Hoffmann
 
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Post » Sat Feb 19, 2011 4:19 am

Well, now that we know Skyrim will feature at least some elements of the Dwemer, he could possibly make it a Skyrim mod. There should at least be new info that would be useful.
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Tai Scott
 
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Post » Sat Feb 19, 2011 8:43 am

I believe this is a mod for Morrowind, not Skyrim, so unless he was killed in-game he should be perfectly healthy



He was a Breton. He had to die. It's a matter of principle. :P
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Umpyre Records
 
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