Racial traits for the unseen races

Post » Fri May 27, 2011 7:52 am

For mods in Morrowind, Oblivion, prequels, sequels, you name it - what would be the best racial traits, powers and skills for the lost races, or unseen races in TES universe?

The main ones I think are the Dwemer, Falmer, Sload, Maormer and the Akaviri; Ka Po' Tun, Kamal, Tang Mo, Tsaesci.

My ideas;
Dwemer (for prequels, mods, or an unexpected return from...wherever they went).
Skill boosts - Armourer, Heavy Armour, Mysticism, Alteration.
Racial traits - Tricky, perhaps a slight resist fire/magicka constant? Absorb magicka greater power?
Attribute boosts - Intelligence, Endurance.
http://img156.imageshack.us/img156/9703/screenshot4t.png.

Falmer - (ditto - although harder than the Dwemer, a danger of making them simply mer-Nords).
Skill boosts - Similar to Altmer, I imagine. Light armour?
Racial traits - Constant slight Frost Shield? Frost damage for x feet on target?
Attributes - Willpower, speed?

Maormer - (I imagine them as the best race for a mage/thief hybrid).
Skill boosts - Illusion, sneak, alteration.
Racial traits - Not sure here, but a 30% chameleon Greater Power would fit. Water walking or water breathing lesser power?
Attributes - Any combination of Int/Wil and Spe/Agi

Sload - (the masters of Necromancy and teleportation).
Skill boosts - Large conjuration boost, large mysticism boost.
Racial traits - slight resist normal weapons, due to their chubby stature. Summon zombie greater power?
Attributes - Willpower? Large penalty to speed.

Not sure about the Akaviri races. Any ideas or improvements?
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Craig Martin
 
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Post » Fri May 27, 2011 10:41 am

For mods in Morrowind, Oblivion, prequels, sequels, you name it - what would be the best racial traits, powers and skills for the lost races, or unseen races in TES universe?

The main ones I think are the Dwemer, Falmer, Sload, Maormer and the Akaviri; Ka Po' Tun, Kamal, Tang Mo, Tsaesci.

My ideas;
Dwemer (for prequels, mods, or an unexpected return from...wherever they went).
Skill boosts - Armourer, Heavy Armour, Mysticism, Alteration.
Racial traits - Tricky, perhaps a slight resist fire/magicka constant? Absorb magicka greater power?
Attribute boosts - Intelligence, Endurance.
http://img156.imageshack.us/img156/9703/screenshot4t.png.

Falmer - (ditto - although harder than the Dwemer, a danger of making them simply mer-Nords).
Skill boosts - Similar to Altmer, I imagine. Light armour?
Racial traits - Constant slight Frost Shield? Frost damage for x feet on target?
Attributes - Willpower, speed?

Maormer - (I imagine them as the best race for a mage/thief hybrid).
Skill boosts - Illusion, sneak, alteration.
Racial traits - Not sure here, but a 30% chameleon Greater Power would fit. Water walking or water breathing lesser power?
Attributes - Any combination of Int/Wil and Spe/Agi



Sload - (the masters of Necromancy and teleportation).
Skill boosts - Large conjuration boost, large mysticism boost.
Racial traits - slight resist normal weapons, due to their chubby stature. Summon zombie greater power?
Attributes - Willpower? Large penalty to speed.

Not sure about the Akaviri races. Any ideas or improvements?


That's not how a dwemer looks! Play Morrowind and look at the dwemer ghosts/statues!
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Ashley Hill
 
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Post » Fri May 27, 2011 9:00 am

None. They are in history, not reality.
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Jeremy Kenney
 
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Post » Fri May 27, 2011 2:48 am

That's not how a dwemer looks! Play Morrowind and look at the dwemer ghosts/statues!

:stare:

I have.

Qawsed, if you're gonna argue 'reality'...
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April
 
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Post » Thu May 26, 2011 10:58 pm

:stare:

I have.

Qawsed, if you're gonna argue 'reality'...

Game wise.

Dwemers are dead, Falmer number pretty much way below the population existence, Maormer are practically exiled to a tiny island, and Sload are ugly.
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Sista Sila
 
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Post » Thu May 26, 2011 9:31 pm

Dwemer are gone, but for mod/prequel purposes not forgotten. Falmer have possibly been already seen in game (Shadowkey), don't see why can't come back. Maormer were antagonists to the Altmer for centuries, and aren't confined to a 'tiny island', but a land possibly as big as Vvardenfell (plus we know practically nothing about their land, so we can't really draw any conclusions) - http://www.imperial-library.info/maps/minibigmaproadslore31gv.jpg

The Sload are indeed ugly.
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courtnay
 
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Post » Fri May 27, 2011 12:28 am

Dwemer are gone, but for mod/prequel purposes not forgotten. Falmer have possibly been already seen in game (Shadowkey), don't see why can't come back. Maormer were antagonists to the Altmer for centuries, and aren't confined to a 'tiny island', but a land possibly as big as Vvardenfell (plus we know practically nothing about their land, so we can't really draw any conclusions) - http://www.imperial-library.info/maps/minibigmaproadslore31gv.jpg

The Sload are indeed ugly.

Dwemer are not forgotten thanks to history but I doubt they would start reappearing again in game as a race.

There were theories as to what have happen to the Falmer; blending with the the other elves, massacre, or mistake for a goblins, just like Shadowkey, as they could or could not have been Falmer.

"Tiny" is a lovely exaggeration in my part, though it is questionable of the true size of that place or if they are all gone or gone feral.
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Kayla Oatney
 
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Post » Fri May 27, 2011 7:24 am

The sload would have an overpowering intelligence and a severely crippled willpower.
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Grace Francis
 
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Post » Fri May 27, 2011 4:29 am

Dwemer are not forgotten thanks to history but I doubt they would start reappearing again in game as a race.

There were theories as to what have happen to the Falmer; blending with the the other elves, massacre, or mistake for a goblins, just like Shadowkey, as they could or could not have been Falmer.

"Tiny" is a lovely exaggeration in my part, though it is questionable of the true size of that place or if they are all gone or gone feral.

I doubt it too, but it would be interesting (and entirely possible, again with mods).

The Falmer are a quite neglected group of mer, I think there's a lot of gameplay potential (particular if a game is set in Skyrim).

We last heard from the Maormer 323 years ago (in Oblivion's timeframe), plenty of time to recover from past defeats.
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Romy Welsch
 
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Post » Fri May 27, 2011 11:09 am

The sload would have an overpowering intelligence and a severely crippled willpower.

Why would you say they have really bad willpower? If anything, speed is HIGHLY hampered, and I guess personality, since they're pretty fugly slugs with feet and hands.
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~Sylvia~
 
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Post » Fri May 27, 2011 7:40 am

The Falmer are a quite neglected group of mer, I think there's a lot of gameplay potential (particular if a game is set in Skyrim).

We last heard from the Maormer 323 years ago (in Oblivion's timeframe), plenty of time to recover from past defeats.

I would assume artifacts and ruin is whats left of Falmer if Skyrim is the theater of action.

Or plenty of time for them to disappear or morph into savage. There just not enough info on these guys, the Maormer, other then recorded history.

I guess personality, since they're pretty fugly slugs with feet and hands.

Personally, I do not even think they even have an attribute for Personality.
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Rudy Paint fingers
 
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Post » Fri May 27, 2011 7:48 am

I would assume artifacts and ruin is whats left of Falmer if Skyrim is the theater of action.

Or plenty of time for them to disappear or morph into savage. There just not enough info on these guys, the Maormer, other then recorded history.


Personally, I do not even think they even have an attribute for Personality.

A Dwemer/Ayleid (whose race I left out in the OP - too similar to Altmer, I'd argue) equivalent, of a 'doomed forerunner' could work, although gets a bit formulaic. Works for gameplay though, more stuff to explore and loot.

There's no reason to suspect that they would 'go feral' after their latest invasion of Summerset was thwarted; their homeland itself was completely untouched (indeed, the last time the Altmer fleet tried to enact some sort of revenge they got a royal kicking when near Pyandonea itself).

Sload I can well see as being the most extreme of extremes; utterly useless for stealth, poor warriors, but exceptional mages.
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Danger Mouse
 
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Post » Thu May 26, 2011 11:56 pm

Personally, I do not even think they even have an attribute for Personality.

I heard they're pretty good actors and diplomats though
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natalie mccormick
 
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Post » Fri May 27, 2011 4:11 am

There's no reason to suspect that they would 'go feral' after their latest invasion of Summerset was thwarted; their homeland itself was completely untouched (indeed, the last time the Altmer fleet tried to enact some sort of revenge they got a royal kicking when near Pyandonea itself).

Upon reread some part, may be true navy part, but kind of doesn't help the fact the "King" keep on invading Summerset many times before giving up.

I heard they're pretty good actors and diplomats though

I think in business term, but other then that, I would assume they are hated due to a history involving the Sload releasing a certain plague ages ago.
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Joanne Crump
 
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Post » Fri May 27, 2011 1:56 am

I think in business term, but other then that, I would assume they are hated due to a history involving the Sload releasing a certain plague ages ago.

Oh easily. Kill on sight for the sload if they were ever seen on Tamriel.
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Charity Hughes
 
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Post » Fri May 27, 2011 2:27 am

Why would you say they have really bad willpower? If anything, speed is HIGHLY hampered, and I guess personality, since they're pretty fugly slugs with feet and hands.

They're a race of gluttons.

Besides that, a slug has very low willpower. This is something any zoologist who has spoken with a slug can tell you. Oh, and without a willpower reduction, they're Altmer.
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Haley Cooper
 
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Post » Fri May 27, 2011 2:32 am

They're a race of gluttons.

Besides that, a slug has very low willpower. This is something any zoologist who has spoken with a slug can tell you. Oh, and without a willpower reduction, they're Altmer.

They're naturally fat, really really slow, they can hardly use tools, and they're pretty slow and methodical. But, they have the sharpest anyone has ever seen, and combined with their slow and methodical way of handling things, their plans will almost always succeed.

And no they wouldn't be like altmer. These guys have absolutely no speed what so ever, they're highly fugly, they're pretty weak, they have no agility what so ever, and they probably have very little endurance due to that they need to stay buoyant or they can collapse on land. In fact, they're probably like that one race of bureaucratic aliens from "Hitchhiker's Guide to the Galaxy"
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megan gleeson
 
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Post » Fri May 27, 2011 4:13 am

I insist, they do have very low willpower. Please don't embarass yourself any further by believing otherwise.
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Alister Scott
 
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Post » Thu May 26, 2011 8:19 pm

The falmer were also referred to as snow elves, yes?
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asako
 
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Post » Thu May 26, 2011 10:06 pm

I insist, they do have very low willpower. Please don't embarass yourself any further by believing otherwise.

And other than pointing to RL slugs, where's the proof? That is what I am trying to get this out of you. Throw some examples in too, other than trying to point to real life, because that is often tossed out the window for TES.
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saharen beauty
 
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Post » Fri May 27, 2011 4:26 am

My proof is the construction set. I may set the stats how I please, and how I interpret their method; as intelligence.

why is this an issue?
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Allison Sizemore
 
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Post » Thu May 26, 2011 9:10 pm

My proof is the construction set. I may set the stats how I please, and how I interpret their method; as intelligence.

Logic so impeccable, I have to yield.
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helliehexx
 
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Post » Thu May 26, 2011 7:28 pm

Lorca, that's a pretty excellent Dwemer. (To milkiway: http://www.uesp.net/wiki/File:MW-creature-Yagrum_Bagarn.jpg Yagrum Bagarn, only know living Dwemer (sort of), from Morrowind. You can see, without Dwemer-culture specific cloathing or beard-braiding, Dwemer tend to look quite similar to Lorca's guy.)

I'd love to see Dwemer further explored in some form; there're pretty much my favorite race in TES.

I reckon, just in general, that any stock derived from the "main" races - that is, mer, men, or betmer - would need to have attributes in the basic "everything is between 30 and fifty, forty as the basepoint range" starting out, whereas "others" like the sload, Akiviri races and probably Igma could be free to have wildly varying stats. Sload could have a speed of 10 or so and a compesatory intelligence, for example.

(Although, as to the Sload's plans always succeeding... well, how'd the aftermath of the Thrassian plague work out for them?)
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Tanya
 
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Post » Fri May 27, 2011 9:51 am

For mods in Morrowind, Oblivion, prequels, sequels, you name it - what would be the best racial traits, powers and skills for the lost races, or unseen races in TES universe?

The main ones I think are the Dwemer, Falmer, Sload, Maormer and the Akaviri; Ka Po' Tun, Kamal, Tang Mo, Tsaesci.

My ideas;
Dwemer (for prequels, mods, or an unexpected return from...wherever they went).
Skill boosts - Armourer, Heavy Armour, Mysticism, Alteration.
Racial traits - Tricky, perhaps a slight resist fire/magicka constant? Absorb magicka greater power?
Attribute boosts - Intelligence, Endurance.
http://img156.imageshack.us/img156/9703/screenshot4t.png.

Falmer - (ditto - although harder than the Dwemer, a danger of making them simply mer-Nords).
Skill boosts - Similar to Altmer, I imagine. Light armour?
Racial traits - Constant slight Frost Shield? Frost damage for x feet on target?
Attributes - Willpower, speed?

Maormer - (I imagine them as the best race for a mage/thief hybrid).
Skill boosts - Illusion, sneak, alteration.
Racial traits - Not sure here, but a 30% chameleon Greater Power would fit. Water walking or water breathing lesser power?
Attributes - Any combination of Int/Wil and Spe/Agi

Sload - (the masters of Necromancy and teleportation).
Skill boosts - Large conjuration boost, large mysticism boost.
Racial traits - slight resist normal weapons, due to their chubby stature. Summon zombie greater power?
Attributes - Willpower? Large penalty to speed.

Not sure about the Akaviri races. Any ideas or improvements?

Dwemer look like http://www.jesuswalk.com/greatprayers/images/persian_court_detail_468x283.jpg.
(Please ignore address,it's the first pic I came too in google.)
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Lance Vannortwick
 
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Post » Fri May 27, 2011 6:11 am

Thanks, I based my Dwemer on http://www.uesp.net/w/images/images.new/c/c0/TR_Creature_RadacStungnthumz.jpg and http://www.uesp.net/w/images/images.new/4/43/MW-art-Dwemer-Concept.jpg, since ol' Yagrum isn't exactly a typical specimen. It basically meant either shrinking an Altmer or making a Bosmer taller. I went with the latter; I think Bosmer eyes and ears are closer to the Dwemer.
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Laura Elizabeth
 
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