TES V Ideas and Suggestions #187

Post » Wed Jul 28, 2010 10:39 pm

When I was in grade 7 and a friend told me about this cool game called the elderscrolls and how you could do and be anything, I literally took his statement word for word. He said that I could be a merchant if I wanted to, however when Morrowind was released in 2002 or whenever, there was a bartering system, but I personally could not become a merchant, and I've always found that aspect interesting.

I'm going to use Oblivion as my example, as its current, and most people can identify with what i'm talking about.

Imagine buildings in bruma or Skingrad, similar to houses for purchase, but instead, are shops you can purchase. Each one having larger square footage, depending on the need for it and success of your business. The building sizes are comparable to features bigger homes have in Oblivion, for instance the waterfront home vs Battlehorn castle; you may be able to hire guards for one shop or you may have room for an apprentice smith, who in exchange for gold/silver/raw materials, will craft items which you can sell.

So you purchase a building, and behind the merchants desk there is a chest with everything you'd be selling in it.

Similar to Fallout New Vegas's quest where you have to wait around for customers to enter the silver rush, you'd wait for costumers to enter the cell. Radiant AI (or whats left of it) would define what a customer needs and wants. The challenge to the player is figuring out what the customer needs and then managing to supply it.

Unlike games in the past, when an NPC prompts you to purchase an item you set the price, and they slowly try to haggle it cheaper. Obviously your mercantile skill will help in order to minimize losses.

Throwing a barter system into the equation might add a little too much sophistication, as theres a lot of knick-knacks that NPC's carry around...adding virtually nothing to the transaction...the AI might even try to sell the NPC's clothes...so sticking to gold would be the intelligent route.

That would be a pretty cool addition. I think they could add a system where you either run the store, or at the very least supply the store with all it's weekly needs(As long as you aren't babied and they don't tell you where everything is -_-) And then if you supply them with everything you get full profit, if not then you get a percentage.

1) Why is no horses a better alternative than bad horses?
6) But it might be problematic if quest critical characters were killed by other NPC's (RAI) or by monsters while you look for 'em.
8) Daedric worship, Mythic Dawn, Nine Divines, Hackdirt... not enough for you?
10)
12) Why?
13) I think the designers pretty much got that message, lol, lesson learned
14) Cool, like Bioshock
15) Increased lethality? Would NPC's be able to sever your character's limbs as well? If not, prepare for the fanatical 'more immersion' crew

1) Yeah I don't remember hating Oblivion horses so if they can do it better than good for them, if not then I'm okay with that.
6)True. That's why I propose that the player can kill everyone, however other NPCs and monsters cannot. Not sure how that would be accomplished though. OR I would do it by only making certain quest characters essential, ones that face the danger of being killed by someone else besides the player, and that solves that problem. However, the game should definitely say that a quest was failed because it cannot be completed(like Fallout)
10)I'll be the first to flame, lol. Nah, I only want Fast travel to be implemented for major towns and major quest related locations. Instead of making everywhere fast travelable just do the major locations. Then also bring back Mark and Recall to help compensate.
13) If I was a designer for TES:V I would put at least one in just for the lols. They actually wouldn't be bad if they were included in Oblivion. The combat system wouldn't make them as annoying as in Morrowind.
15)Like Fallout, yes. They should have locational damage. They'd probably have to revamp the health potion and food system to go with the new damage system though.
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QuinDINGDONGcey
 
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Post » Thu Jul 29, 2010 4:28 am

Cliff Racers were only annoying because if you had low archery you missed like crazy. If you didn't have low archery but instead didn't use a bow at all you were stuck in combat until they came down to get you, which could take quite a bit at times.
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saharen beauty
 
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Post » Thu Jul 29, 2010 5:17 am

1) Why is no horses a better alternative than bad horses?
6) But it might be problematic if quest critical characters were killed by other NPC's (RAI) or by monsters while you look for 'em.
8) Daedric worship, Mythic Dawn, Nine Divines, Hackdirt... not enough for you?
10)
12) Why?
13) I think the designers pretty much got that message, lol, lesson learned
14) Cool, like Bioshock
15) Increased lethality? Would NPC's be able to sever your character's limbs as well? If not, prepare for the fanatical 'more immersion' crew

1) Yeah, they've already done no horses and bad horses. This time good horses, please. I never felt uncanny valley in a video game before but ironically in Oblivion, not for NPCs but horses, I felt that. Soulless zombie horses.
6) Should not be a problem. The life goes on. There can always be a superior, heir or steward. Quest items could be in the wild which would make a QUEST to find them if given clues. Information can be stored in books, journals or diaries.
10)FT out of caves? Cave business is about survival. In fact FT should die totally because it kills the survival aspect. Add caravans. Use magic(A spell that teleports you directly up for some meters above the ground? Why not.). Exists would be nice. Minecraft elements in an ES game would be crazy.
14) Or like at least Dark Messiah.
15) I would probably turn it into Midtown Madness 2 challenges. One small bump would kill you. Forget 10 slices. 1 blow to the head should be enough for an unarmored smaller creature or weak NPC, not to kill them every single time but disable them always. Like real life. I don't think it takes to simulate nervous systems, but if need do it. Plus, no instant health/disease recovery.

This was like a weird post game.

PS. Cliffracers had a soul. :P
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Project
 
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Post » Wed Jul 28, 2010 8:27 pm

make it compatible for mac and pc or just release it on 2 different discs one for pc and one for mac. It would give the game a whole other audience. Also I think there should be a custom race where you can change their stats completely and if it's not too hard their appearance.
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Claire Lynham
 
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Post » Wed Jul 28, 2010 10:15 pm

I would like to delete spells from my spell list. I could in Morrowind, but not Oblivion. What gives? I mean really, I can't delete a spell. I have to constantly search through an ever growing list of spells. I like spells. I like to delete old or useless spells. I can't say it any clearer. Let me delete spells. (Obviously, I am talking about XBOX 360 version, not sure if PS3 suffers from same problem, and the PC version basically allows almost anything)

1. Good horses or no horses.
2. Deleting spells.
3. Levitation. I barely knew ye.
4. Fortify Jump. I was Jordan for 200 hours.
5. Less cookie-cutter dungeons. Every fort, cave, ruin, etc. just looks the same after a while.
6. If I want to, I should be able to kill everyone. E v e r y o n e. Like in Morrowind, remember?
7. More varied books. Oblivion's books were pretty bad. Everyone in Oblivion pretty much read the same books. Many books in Oblivion were in Morrowind.
8. Various religions.
9. Towns not separate from the game world. So now you can bring back levitation and fortify jump.
10. Fast travel out of dungeons, or quick escape-only routes.
11. Not as many leveled enemies. At some point, eventually, I would like to be all powerful.
12. Rats that aren't more than half the size of my character.
13. Do not, Do not, Do not, Do not bring back.... cliff racers. Ever.
14. Effect Interaction. I use an ice spell to freeze a character. They are frozen in ice. I use a fire spell to unthaw them. I use an electricity spell to shock them in the pool of water they are standing in. Cool, no?
15. Last one for today: When I slice someone 10 times with a glass sword (a little ironic, you would think it would shatter immediately) or a daedric sword, or any sword for that matter, when I slice someone 10 times, I expect a limb or a head to come off. You don't have to go as far as Afro-Samurai (although I could dig that), but realisticly, I expect a severed body part to hit the ground. Same thing with an axe or mace. I should see your face get destroyed, eyes should be popping out, maybe a broken cranium, etc. etc. Perhaps some sort of killing blow type system, where the final death strike does major disfigurement or physical, depictable, recognizable, harm to the enemy.

I've got to take my own shot at this:
1. Why?
2. I agree.
3. :meh: , indifferent
4. again, indifferent (not much of a spellcaster)
5. You mean Frostfire Glade, Sideways Cave, Sancre Tor, Lake Arrius Caverns, Black Rock Caverns, Fort Nikel, Fort Roebeck, Crumbling Mine, Elenglynn, Veyond Cave, Smoke Hole Cavern, Fingerbowl Caverns, Lipsand Tarn, Fort Doublecross, Sardavar Leed, Talwinique, Veyond (not the cave), Wendelbek, Dasek Moor, Fort Istirus, Moranda, Hame, Fort Linchal, Atatar, The Old Way, the Emma May, the Serpent's Wake, Vilverin, Fort Urasek, Camoran's Paradise, the Great Oblivion Gate, Gutted Mine, Vindasel, Bleak Mine, Howling Cave, Ange, Tidewater Cave, Hernantier's Dream World, Realm of Peryite, Realm of Boethia, Arkved's Tower, all eight goblin tribe residences, Vahtacen, Teleman Cave, Echo Cave, Rythe's Painted World, Amelion Family Tomb, Memorial Cave, Nenalata, Fort Sutch, Garlas Agea, Fort Cuptor, Crowhaven, Darkfathom Cave, Pale Pass, Telepe, all of KotN's dungeons, most of Shivering Isles' dungeons, etc.?
6. I could see player-enabled killing, but only player-enabled killing, for certain important NPCs' sakes.

7. This one is just a false complaint. 220 books were written for Morrowind, 140 were written for Oblivion. They borrowed some of Daggerfall's and Morrowind's in Oblivion, but they wrote plenty of new books for it, and by your comment, I'm assuming you haven't read most of them and that your knowledge of lore could use a bit of an update. As an example I used in another thread:

I often wonder why people rarely even seem to know who Mankar's father is, how the Ayleids fought and subsequently lost in the first place, Mankar's implied ancestry, or the invasion of under Uriel 's orders. There are a myriad of things that rarely seem to be discussed about Oblivion's lore and people don't even seem to notice the whole Ayleid thing. Who can tell me about the sadistic practices of the Ayleids, or the tribal structure of goblins? What about Reman Cyrodiil? Where was he born? In what era did he live? What is the name "Alessia" a corruption of and who was her lover? Who is the one her lover called "uncle"? Say a few words of the Ayleid language or tell me how an Oblivion gate is opened, in detail. What is the difference between "white" and "black" souls? How did the internal conflict within the Mages' Guild cause it to collapse and who here has ever seen a hist tree before Oblivion? What did the first steal from Nocturnal and how was Sithis central to the Dark Brotherhood? Who does Count Indarys have strong ties to back in Morrowind? Tell me about the Beggar Prince? What was his/her name and how did he/she plea to ? What were the "gifts" bestowed upon him/her? Explain the folk tale of Garridan or the story of Rislav the Righteous. Who was Rislav the Righteous? Explain either the Beggar/Thief/Prince/King series or the Argonian Account series. Pelinal's seemingly holy virtues of sainthood were really only how the races of man viewed him. How was he truly not a man of such virtues? He had strong ties to and . Describe the vampires of Skyrim and Valenwood. Was there always only one tribe of vampires in Cyrodiil? If no, what happened to the others?

Is crossbreeding between vampires and orcs possible? Who was at the coronation of the Emperor Gorieus? How did Uriel Septim VII's experience involving Jagar Tharn change him? Describe the Orum Gang or the Renrijra Krin. What is a famous saying of the Renrijra Krin? How did the Oblivion Crisis worsen an already troublesome situation of the empire and, specifically, Cyrodiil? Describe the coronation process of a new emperor. I could keep going on, but I probably shouldn't. Anyway, I know that most people who say Oblivion has little going on in the background do not even know the answers to many of these questions. Does Morrowind have more going on? Of course it does. Does Oblivion add nothing new to lore? Hell no. It added more to lore than TES I, TES II, and both of the adventure games, by far. I'd say being in second place out of 6 places for contributing lore to the series is pretty damn good.

8. This depends on the culture of the local area, I would say.
9. not to mention extreme lagging... Bethesda didn't just do that for giggles, you know; factor in wandering enemies/vulnerable people, and I would see another problem
10. I could swear many already have short escape routes.
11. I agree to a certain degree in that I want to become all-powerful, eventually, but not to be all-powerful by level 20, as in Morrowind, but the reason the Oblivion-style leveling popped up was due to complaints about becoming all-powerful in Morrowind. They need to find a balance instead of just going from one extreme back to the other, in my opinion.
12. That's both an Elder Scrolls tradition and just how rats are in that universe. :shrug:
13. I see no reason to if we're going to Skyrim, but I would like to extend that to flying creatures, in general.
14. That sounds cool.
15. As long as we're not talking Fallout 3 level, here, and it's togglable, I agree.
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Emmi Coolahan
 
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Post » Thu Jul 29, 2010 6:01 am

There're a lot of TES religions...you just have to look for them. Yay for my Cleric of Ebonarm!
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Taylah Haines
 
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Post » Thu Jul 29, 2010 6:43 am

Archery shouldn't be as powerful at close range, meaning you'll have to stop moving to hit the target properly.

Crippled limbs from fallout taken into TES, would give archers an advantage as they can cripple enemies from afar. Would balance magic, as magic wouldn't be able to cripple limbs.

So far i've posted this about crippled limbs and nearly none have said their opinion about it, I mean do TES fans want crippled limbs? It surely does bring realism to the game.
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Neko Jenny
 
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Post » Wed Jul 28, 2010 7:40 pm

I didn't like the "attack power to weight" ratio for the quality of an item. For example, I think bows should be broken down to "accuracy, range, power" etc.... So this way, you will be able to experiment with different combinations and won't be so black and white.
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naomi
 
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Post » Wed Jul 28, 2010 5:11 pm

Crippled limbs from fallout taken into TES, would give archers an advantage as they can cripple enemies from afar. Would balance magic, as magic wouldn't be able to cripple limbs.

Hmmmm. I think that magic should be able to damage limbs, but not with any damaging spell. If the spell does physical damage then it should damage whatever limb it hits. Fire damage, ice damage, damage health spells though shouldn't have an effect. There should also be special spell effects that damage limbs quickly at the expense of dealing any damage.

Of course to what extent you implement that and how much magicka it should cost is dependant on how much of a disadvantage crippled limbs actually put one at.
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Verity Hurding
 
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Post » Wed Jul 28, 2010 6:33 pm

I think there should be a mac version of oblivion or just a mac/windows version of oblivion. It would open a whole new audience. It would be completely new to The Elder Scrolls, but it would bring joy :goodjob: to a lot of mac players trying hard to make their mac play Oblivion. It would probably bring a little more purchases of TES V. I think it would be nice to have it for mac, but it's not my decision.
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Lauren Dale
 
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Post » Thu Jul 29, 2010 3:28 am

I would like to see something like Immersive Interiors where you can actually see through the windows. To me that would add a great feeling of immersion when the player can actually look outside/inside. As for performance issues, it could merely be an illusion of the outside world (I believe Immersive Interiors used static images placed behind the windows).

Also, inside weather sounds. If you're caught in a thunderstorm outside and rush off into a tavern for shelter (and a warm fire), you should still hear the weather raging on outside (and with working windows you could not only hear, but also see) :)

Next to that less levelled lists, place static 'caps' on enemies so you don't have level 20 bandits in Ebony Armor just because you levelled to 20. And please bring back the handplaced loot and static level artifacts. Finding the fabled Mentor's Ring in a crypt at level 1 (after a gruelling fight against a level 3 ghost) is an awesome find and invites the feeling of accomplishment and the drive to explore more. Knowing that the player will find levelled loot and levelled mobs in every crypt is not. Bring back the joy and rewards of exploration and the sense of actually feeling powerful at higher levels.

Passive healthy wildlife. Don't have every rat/bear/wolf/butterfly race at you Kamikaze style and chase you to the ends of the earth. Most creatures will not attack something walking on two legs but rather shy away and only attack/defend if cornered (and leave you alone again if you choose to flee). The entire world should not be out to get you when you're spotted from a mile away and not chase you from Anvil to Cheydinhall).

Make use of the Fame/Infamy system so that random 'your money or your life' brigand will keep hidden (or flee) when the famous Imperial Champion comes riding along. Bandits will flee in terror when they see the infamous Master Assassin. Make the player feel important and powerful and make the npc's value their life and survivability. If your Fame/Infamy is equal to or greater than their 'Morale', they should act accordingly in my opinion and it would just be a simple check in a script :)

More junk on the bottom of lakes and rivers so going for a swim could yield interesting finds :celebration:

Evil-Good-Neutral choices for everything. Adhere to the be-what-you-want-to-be promise. :ninja:

Just some things off the top of my head...


Greetz,

Milt
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Jaki Birch
 
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Post » Wed Jul 28, 2010 10:32 pm

what about something like thick jungles that you have to slash through
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chinadoll
 
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Post » Thu Jul 29, 2010 12:04 am

-snip-

That, would be the makings of a perfect TES game.

If it is in Skyrim, would ya'll like them to include places like http://www.uesp.net/wiki/Lore:Throat_of_the_World? I would. Nordic pilgrims making the journey up those stairs, I'd like to get a real feeling of Nordic religion.
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Tom
 
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Post » Thu Jul 29, 2010 3:23 am

That, would be the makings of a perfect TES game.

If it is in Skyrim, would ya'll like them to include places like http://www.uesp.net/wiki/Lore:Throat_of_the_World? I would. Nordic pilgrims making the journey up those stairs, I'd like to get a real feeling of Nordic religion.


Absolutely a must.
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vicki kitterman
 
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Post » Wed Jul 28, 2010 7:24 pm

That, would be the makings of a perfect TES game.

If it is in Skyrim, would ya'll like them to include places like http://www.uesp.net/wiki/Lore:Throat_of_the_World? I would. Nordic pilgrims making the journey up those stairs, I'd like to get a real feeling of Nordic religion.

definently, it sounds like the Vatican of TES
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Red Bevinz
 
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Post » Thu Jul 29, 2010 4:55 am

I would like to see something like Immersive Interiors where you can actually see through the windows. To me that would add a great feeling of immersion when the player can actually look outside/inside. As for performance issues, it could merely be an illusion of the outside world (I believe Immersive Interiors used static images placed behind the windows).

Also, inside weather sounds. If you're caught in a thunderstorm outside and rush off into a tavern for shelter (and a warm fire), you should still hear the weather raging on outside (and with working windows you could not only hear, but also see) :)

Next to that less levelled lists, place static 'caps' on enemies so you don't have level 20 bandits in Ebony Armor just because you levelled to 20. And please bring back the handplaced loot and static level artifacts. Finding the fabled Mentor's Ring in a crypt at level 1 (after a gruelling fight against a level 3 ghost) is an awesome find and invites the feeling of accomplishment and the drive to explore more. Knowing that the player will find levelled loot and levelled mobs in every crypt is not. Bring back the joy and rewards of exploration and the sense of actually feeling powerful at higher levels.

Passive healthy wildlife. Don't have every rat/bear/wolf/butterfly race at you Kamikaze style and chase you to the ends of the earth. Most creatures will not attack something walking on two legs but rather shy away and only attack/defend if cornered (and leave you alone again if you choose to flee). The entire world should not be out to get you when you're spotted from a mile away and not chase you from Anvil to Cheydinhall).

Make use of the Fame/Infamy system so that random 'your money or your life' brigand will keep hidden (or flee) when the famous Imperial Champion comes riding along. Bandits will flee in terror when they see the infamous Master Assassin. Make the player feel important and powerful and make the npc's value their life and survivability. If your Fame/Infamy is equal to or greater than their 'Morale', they should act accordingly in my opinion and it would just be a simple check in a script :)

More junk on the bottom of lakes and rivers so going for a swim could yield interesting finds :celebration:

Evil-Good-Neutral choices for everything. Adhere to the be-what-you-want-to-be promise. :ninja:

Just some things off the top of my head...


Greetz,

Milt


Also, make the DLC have an impact on the world example the shivering isles, nobody acts like anything has happened at all.
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Ashley Clifft
 
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Post » Thu Jul 29, 2010 2:09 am

Also, make the DLC have an impact on the world example the shivering isles, nobody acts like anything has happened at all.

knights of the nine did a bit. but i get what your saying
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Kayla Keizer
 
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Post » Wed Jul 28, 2010 11:09 pm

Also, make the DLC have an impact on the world example the shivering isles, nobody acts like anything has happened at all.


At least it made it easy to roleplay Patrick Bateman.
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Cameron Garrod
 
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Post » Wed Jul 28, 2010 11:30 pm

At least it made it easy to roleplay Patrick Bateman.

http://www.youtube.com/watch?v=GrIp3k5pJQM&feature=related But another Idea would be to have some way of changing the way your character looks facial features, hair, color, etc later on in the game rather than having to start a new one.
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lauren cleaves
 
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Post » Wed Jul 28, 2010 10:30 pm

I would like to see something like Immersive Interiors where you can actually see through the windows. To me that would add a great feeling of immersion when the player can actually look outside/inside. As for performance issues, it could merely be an illusion of the outside world (I believe Immersive Interiors used static images placed behind the windows).

Make use of the Fame/Infamy system so that random 'your money or your life' brigand will keep hidden (or flee) when the famous Imperial Champion comes riding along. Bandits will flee in terror when they see the infamous Master Assassin. Make the player feel important and powerful and make the npc's value their life and survivability. If your Fame/Infamy is equal to or greater than their 'Morale', they should act accordingly in my opinion and it would just be a simple check in a script :)

All good points. Especially these two.

I would love that Immersive Interiors aspect. And it wouldn't be a performance hit at all. Especially if they use closed towns again like in Oblivion. While I hope they don't have closed towns if they do then they better make up for it by making windows work realistically.

And yes, fame and infamy should play a major role in how people act towards you. It greatly helps the immersion aspect. Take New Vegas system and go beyond that. New Vegas just determined whether people liked or hated you. They need a fear system as well.
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Charles Weber
 
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Post » Wed Jul 28, 2010 11:47 pm

http://www.youtube.com/watch?v=GrIp3k5pJQM&feature=related But another Idea would be to have some way of changing the way your character looks facial features, hair, color, etc later on in the game rather than having to start a new one.

I don't think thats a very good idea. Maybe Hair, but not face. Your face doesn't change, does it?
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Kim Bradley
 
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Post » Wed Jul 28, 2010 10:46 pm

I don't think thats a very good idea. Maybe Hair, but not face. Your face doesn't change, does it?

My face is real and in real life there is no magic orcs, goblins, ogres, etc.....but a potion or spell to change your appearance would be helpful to people who discover a way to improve their character's appearance later on without having to start a whole new game.
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Antonio Gigliotta
 
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Post » Wed Jul 28, 2010 11:00 pm

My face is real and in real life there is no magic orcs, goblins, ogres, etc.....but a potion or spell to change your appearance would be helpful to people who discover a way to improve their character's appearance later on without having to start a whole new game.

For me, it would break immersion, I take care in choosing my characters features, depending on what their personality is, and what they do in the game.
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kiss my weasel
 
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Post » Wed Jul 28, 2010 7:45 pm

For me, it would break immersion, I take care in choosing my characters features, depending on what their personality is, and what they do in the game.

Ok, how about just hair details and skin color?
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kirsty williams
 
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Post » Thu Jul 29, 2010 9:19 am

Ok, how about just hair details and skin color?

lol and body piercings (and you could maybe even make enchanted body piercings, but they could maybe make you less appealing to other characters depending on their personality)
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rebecca moody
 
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