Tes V Ideas And Suggestions Thread No. 162

Post » Thu Jul 01, 2010 6:45 am

not really i loved every one of them specialty the caves and mines.

/joke? :confused:
User avatar
Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Thu Jul 01, 2010 9:17 am

Did anyone felt the same that the dungeons in Oblivion lacked atmosphere?

Lacked atmosphere? No, I don't feel that way. The music and sounds of dungeons in Oblivion are very atmospheric, in my opinion. I feel the same way about Daggerfall's dungeons. Morrowind's dungeons had the same happy music that it plays in towns playing in dungeons, though. Dungeons in Morrowind aren't as creepy as dungeons in Oblivion and so they are less atmospheric, in my opinion. Some more interesting interesting dungeons would be nice, though. Oblivion lacked interesting, non quest-related dungeons. There are some in Oblivion, and a few more in Morrowind, but I think TES series needs more of them. I'm referring to placing artifacts in more dungeons and making more dungeons like Black Rock Caverns, a certain cave on the Imperial City's island, and places with goblin tribes and their unique staves.
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Thu Jul 01, 2010 11:38 am

I really don't see how you could enjoy Ob's caves and dungeons. I never really wanted to be there because it was always some half arsed hack and slash quest where you run into skeletons and [censored] all else. They were so bland and generic that I don't think anyone would go into one for no reason but only if they have to for a quest or valuable item (which in OB are only ever part of a quest and therefore not exciting to find).
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Thu Jul 01, 2010 2:55 am

I really don't see how you could enjoy Ob's caves and dungeons. I never really wanted to be there because it was always some half arsed hack and slash quest where you run into skeletons and [censored] all else. They were so bland and generic that I don't think anyone would go into one for no reason but only if they have to for a quest or valuable item (which in OB are only ever part of a quest and therefore not exciting to find).

As I said, there are some interesting dungeons in Oblivion. Go take a look at a place called Black Rock Caverns(but you'll have to really search to find what I'm talking about in there) or go take a look at a place called Sideways Cave(I recommend seeing this more than Black Rock Caverns). There are a few others out there, but TES series in general has a lot of hack-and-dungeons. Arena was pretty much a generic dungeon-crawler and Daggerfall's dungeons were all about generic hack-and-slash. Morrowind has a lot of hack-and-slash generic dungeons(but more variety and more artifacts placed in them than in any other Elder Scrolls game) and Oblivion also has many hack-and-slash generic dungeons. Also, Oblivion does have valuable items in dungeons that aren't related to quests. Those are the staves I was talking about and one does not need to complete any quests to collect Shadowbanish Wine and Ayleid statues(even if they are related to quests). I also like to collect sigil stones, welkynd stones, and varla stones. I agree that TES V should have more interesting stuff in their dungeons, but I enjoyed Oblivion's dungeons because I like to find occasional secrets and collectable items, just as I like to do so in Morrowind. Also, traps are a nice addition to TES series. I would like Bethesda to have more dungeon types, more artifacts, and more hidden secrets in their dungeons than they do in previous Elder Scrolls games.
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Thu Jul 01, 2010 1:50 pm

i would like that item like wood spoon have value like 1 septim or something in Oblivion there were a lot of 0 value items which svck for the merchant and thief type of characters.

On a related note, one thing that sure as hell needs to return is the opprotunity to pull some real epic heists. Outside of the Thieves Guild missions in Oblivion there weren't really any opprotunities for you to make a legendary score like raiding the House treasuries, though the Vaults of Cyrodil mod helped a ton. Castles should have vaults, cities and towns should have banks, and you should be able to do a smash-and-grab or go in all stealth-like, messing around with security systems and personnel.
User avatar
Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Thu Jul 01, 2010 4:46 pm

I have a story idea, though I am not sure if this was suggested before:

I was thinking that a lot of things could occur in Tamriel in 200 years (if this is when the game is set). The Dark Elves could be an endangered race, the Elsweyr and Black Marsh could have invaded all of southern Tamriel (breaking off from the Empire of course), while the High Elves hide in Summerset Isles, and Valenwood, Highrock, and Hammerfell remain loyal to the Empire. So if Cyrodill was conquered. where would the Empire go? They would surely want to go north to escape the Khajiits and Argonians. They would have gone to Skyrim. Now what if they had destroyed Nord culture, that would cause some Nords to become "rebellious". All of this would happen because the Emperor\Empress could be corrupted? What if you had to annihilate the Empire? It would be an interesting scenario because it could open up many oppurtinies. For example: you could obliterate the empire entirely through an all out war, change their ways through diplomatic and political situations, maybe one could assassinate the corrupted nobles (emperor\empress too?), or get the people of the Empire to stand up and inspire them with legends of the heroes of old: Champion of Cyrodill, etc. This would all depend on what you want to do. For example you are Khajiit and you care about your people's goals, you would want to try an invasion and mass destruction. If you were Nord, you could gather your people across Skyrim and rebel (like the barbarians and Rome). But of course you wouldn't be forced to do something because you were a specific race, you could do what ever you want. Like being a wood elf, becoming part of an Argonian family and help them fight (lol), that is the magic of Elder Scrolls.

So why would one want to destroy the Empire and its Emperor\Empress? Well after the tutorial you would be visited by Akatosh and there would be a cinematic about the history of Tamriel in the last 200 years, and how the people of Tamriel have forgotten about the heroes of old and their deeds, because of this none have the willpower to stand up to the Empire (except Elsweyr and Black Marsh of course). Akatosh then explains that the Empire must be Purged in the Flames of Akatosh. Akatosh is displeased with the Empire, because of the widespread corruption. As long the Empire changes its way it will be purged (cleansed of its wrongdoings) even through peaceful negotiation (or in graver matters: War).
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Thu Jul 01, 2010 9:07 am

Here's my proposal for destruction spells in TES 5.
Destruction spells in TES4 were terribly lacking. You had a fireball at level 1, and by level 20 you have the same fireball, but makes a bigger explosion (that isn't even realistic) and does more damage.


There should be one spell, per element (fire, ice, lightning), per type (explained later) (some exceptions, for "Finger of the Mountain" type spells). These spells are all able to be charged. The longer one holds down the cast button, the more potent the spell becomes and the more MP it would drain. Proficiency in destruction would increase the maximum potency of the charge for example (I'm going to use some arbitrary values here):

A novice in destruction can charge a fireball to 20/100 of its maximum potency.
A master in destruction can charge a fireball to 100/100 of its maximum potency.

The higher the potency the spell is cast at, the more likely special effects associated with that spell would occur (immolation, freezing, paralyze, etc)
Proficiency in destruction would also increase the rate of spell charging (again, arbitrary values):

A novice in destruction can charge a fireball at 5/s
A master in destruction can charge a fireball at 15/s

MP consumption equals the rate of spell charging. (novice charging fireball would lose 5MP/s, while expert would lose 15MP/s)
Once a caster manages to charge a spell to its max potency for his level, MP consumption would be a fraction of the rate of charging that spell.
MP recovers when not charging anything.
If MP runs out while a caster is charging a spell, the spell dissipates, and possibly explode at higher charges, causing damage.
There is no limit to how long one could hold a fully charged spell, as long as MP remains.

Obviously spell animations would show the degree of charging.


Types of Spells (Each type applies to all 3 elements)

1. Bolt
The standard projectile spell. Fires a ranged projectile at the target.Similar to ranged destruction spells in Oblivion.Can knock back targets.
Charging would raise damage, MP cost, special effects, and strength of knockback.

2. Touch
Similar to the touch spells in Oblivion. Causes damage to targets in front of the user at melee range.
Charging would raise damage, MP cost, special effects.

3. Cone
Fires a cone of fire, ice, or lightning in a roughly triangular shape in front of the caster. Does not have range of bolt spells, but can affect more than one target. (Think of Cone of Cold in Dragon Age)
Charging would raise damage, MP cost, special effects, and cone width.

4. AOE (User)
Creates a circular field of an element surrounding the user. Any target in the field will be affected. Can knock back targets.
Charging would raise damage, MP cost, special effects, strength of knockback, and field radius.

5. AOE (Target)
Same thing as #4, but the field is around a target (could be ground, a monster, NPC, tree, wall, whatever).
Charging would raise damage, MP cost, special effects, and field radius.

6. Stream
Creates a constant stream of an element in front of the caster. Targets caught in the stream take damage over time. Disappears after an amount of time.
Charging would raise damage, MP cost, special effects, and area of effect.

That's all I can thinks of right now.
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Thu Jul 01, 2010 1:18 pm

Why have just one currency ^_^

In England we don't pay pounds for everything

SO

How about three currencies?

1 Gold septim; equivalent to a doller, or pound- a round currency.
1 SILVER septim; equivalent to 1/2 of a septim, so two silver are a gold.
1 bronze septim; equivalent to 1/100 of a gold septim or 1/50 of silver.


Or just Gold and Bronze?
dunno how would that work on the game money system,but as decoration it would work

/joke? :confused:
um no im not joking.
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Thu Jul 01, 2010 10:01 am

On a related note, one thing that sure as hell needs to return is the opprotunity to pull some real epic heists. Outside of the Thieves Guild missions in Oblivion there weren't really any opprotunities for you to make a legendary score like raiding the House treasuries, though the Vaults of Cyrodil mod helped a ton. Castles should have vaults, cities and towns should have banks, and you should be able to do a smash-and-grab or go in all stealth-like, messing around with security systems and personnel.


That's exactly what i missed during the thieves guild quests, with the exception of the finale, that was grand :D
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Thu Jul 01, 2010 4:58 am

There needs to be more elements than just fire, ice, and lightning. TESV should include air, earth, and water, also. (and maybe others, I might think of some more)
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Post » Thu Jul 01, 2010 12:16 pm

There needs to be more elements than just fire, ice, and lightning. TESV should include air, earth, and water, also. (and maybe others, I might think of some more)

I assume by air and water both will be push affects as I doubt either would do much damage.
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Thu Jul 01, 2010 4:16 am

PLOT LINE BASIC

There was in fact a war between skyrim and morrowind over solesthiem, but the nords lose (This is before game)

The MQ is the last line of defence of Skyrim against imminent Morrowind-ese invasion...
You have to well, i dunkno... stop Skyrim from being attacked by Morrowind...
In the end Morrowind stop the invasion
If you play FOR Skyrim then you manage to hold back Morrowind, with a signed peace treaty.
If AGAINST Skyrim, you sign a treaty after you agree for a chunk of land.

That wouldn't work.

(Infernal City Spoiler)
Spoiler
Morrowind was destroyed. The small part of Morrowind that remains was taken by the Argonians, and the Nords (surprisingly) where the only ones who helped the Dunmer. The Dunmer are now an endangered species, and couldn't invade anyone if they tried...


While I do agree that a more diplomatic MQ would be awesome, it just couldn't happen, and still say that my idea to do with Vivec would work great. (Check my Sig)


I recently downoaded The Light Mod for Morrowind. It's amazing. I would suggest that TESV has similar features. I want the nights to be too dark, and need me to have a torch. I want interiors to be almost entirely lit by light sources. I want any areas without a light source, or natural light, to be pitch black. I want my torches to extinguish and be obsolete (only when equipped) when I go in water.
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Thu Jul 01, 2010 11:45 am

There needs to be more elements than just fire, ice, and lightning. TESV should include air, earth, and water, also. (and maybe others, I might think of some more)


They should bring some element bending as well while they're at it :laugh:
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Thu Jul 01, 2010 7:05 am

That wouldn't work.

(Infernal City Spoiler)
Spoiler
Morrowind was destroyed. The small part of Morrowind that remains was taken by the Argonians, and the Nords (surprisingly) where the only ones who helped the Dunmer. The Dunmer are now an endangered species, and couldn't invade anyone if they tried...


While I do agree that a more diplomatic MQ would be awesome, it just couldn't happen, and still say that my idea to do with Vivec would work great. (Check my Sig)


I recently downoaded The Light Mod for Morrowind. It's amazing. I would suggest that TESV has similar features. I want the nights to be too dark, and need me to have a torch. I want interiors to be almost entirely lit by light sources. I want any areas without a light source, or natural light, to be pitch black. I want my torches to extinguish and be obsolete (only when equipped) when I go in water.



Ah ha :/ I've already been through you suggestions- very good ideas ^_^

As I've yet to read the infernal city, I didn't know about the Dark elf- near destruction...

Back to the drawing board then!

I can't think of anything possible though :/ I would of wanted a MQ that wasn't BANG Akatsoh the dragon sends you on a mission to assasinate Person X and save the whole world because the dragons were fighting some people :l

Civil war seems to be an option!

In (PROVINCE) Maybe the race for power was turning into an all out war between 'traditional' nords and... other nords.

Well... that svcks.

Sails ahoy to SUMMERSET ISLE!!!

Anyway, a suggestion:

TRANSPORT

People have mentioned transport as in moving with horses, and hire. Or foot.

My idea is that CARRIAGE is indeed pulled by how many horses, but YOU (the character) are inside;
What i mean is that the carriage IS moving and you can stick your head out the window to see the passing scenery.
You could tell the guy to stop so you can see the scenery.
You should be able to wait inside the carriage (literally select button wait)
The horses should get tired and you SHOULD stop and checkpoints.
Thhe horses can be fed there.

BOAT

I don't have many ideas on the boat, but i'm thinking.
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Thu Jul 01, 2010 4:19 am

I can't think of anything possible though :/ I would of wanted a MQ that wasn't BANG Akatsoh the dragon sends you on a mission to assasinate Person X and save the whole world because the dragons were fighting some people :l

Don't get me wrong, I understand your point, and that would have been a good MQ if it was possible.


I'd like to see a working economy. In Oblivion there was literally not a single working mine. Every mine in Cyrodiil is abandoned? That makes sense... How do they make money if they import everything in the province?

I'd like to see varieties of mines, from iron to special native Skyrim mines. Perhaps there could be something similar to Stahlrim (though not exactly the same, of course).

I'd like it if there where more guilds. Assuming we'll be able to mine and create our own armour (there's so many suggestions about it), I'd like to see a miner's guild, with an underground mine, reserved for members, and a smithing guild, where I can learn to create different types of armour.



I would be able to mine 5 lumps of iron ore, and smelt it in a smelter, and then find an anvil, and hammer at the metal until I have a pair of iron boots. I would then have, say, 2 lumps of metal left, and would be able to create a pair of gauntlets.

I would also be able to mix different ores together to form different metals. I could, for example, smelt together some iron and coal and make steel.

It'd also be good to be able to add magical items to the mix. If I have an enchanted amulet, and the enchantment would fit on the armour I'm making, I could infuse it with the armour with some sort of magical device, and have the enchantment on the armour.


EDIT:

There's often talk about the Khajiit's different forms. I don't think it's needed to have so much attention on one race. Sure, perhaps both a more Oblivion "human" form, and a more Morrowind "beast" form. But no more.

If only one, though, I'd like to see the beast form. There was a mod for Morrowind that lets beast races wear boots by removing the boot section. Surely this can't be hard for you to do, Bethesda?


And about voices, ALL NPC's should sound like they live and have grown up in thier homeland. It gives the races more individual personalities and it defines thier characters. Khajiit's should speak in broken sentences, and Dunmer should speak with chain smoker voices! You never see a Nord without his scottish accent...

I wouldn't prioritise the smaller aspects of lore over a good gameplay experience. Lore is massively important, but the gameplay is more so.

And I wouldn't want there to be a waste of resources on the extra voice actors for 3 NPC's that are native to the land...
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Thu Jul 01, 2010 9:11 am

Here's my proposal for destruction spells in TES 5.......

The charging looks like an interesting alternative to how magic is used and increased with skill.
Not sure about the "types". That might be over complicating it, considering destruction is just -one- skill.
Same thing about different spell elements. Magic is 1/3rd of the game, and destruction is 1/7th of that... balance should be kept in mind.


on a different note, some people seem to be talking fairly confidently about where and how TES:V will begin. Are they just part of the 'suggestions' or is there some officialness behind it?
User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Thu Jul 01, 2010 2:26 am

i would love if we collect valuables like Ruby,gold nugget,ect we can make armor and weapon version of it,i would love to wear a ruby armor.

and it should be by weight rather than number of the item you need to gather that way Flawed,perfect and normal gems can be used


I assume by air and water both will be push affects as I doubt either would do much damage.
water pressure can break bones and stuff
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Thu Jul 01, 2010 6:28 am

Rate of fire
Inspired by the repost of the magic suggestion a little up this page (or on the previous page, should this be on top of page 6), I think that increased magical strength should mean a faster rate of fire (for an equal level of spell).

Example:
A novice would take about 3 seconds to cast a weak fireball and 'reload' for his next one.
A master would need less than a second between weak fireballs.

That way you can chose between speed and power: will you go for many lighter attacks and train on speed or try to cast bigger attacks? (The effort to increase the power of a spell would increase exponentially, so the time advantage of casting one large attack would come at the cost of mana efficiency.)
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Thu Jul 01, 2010 1:59 am

On a related note, one thing that sure as hell needs to return is the opprotunity to pull some real epic heists. Outside of the Thieves Guild missions in Oblivion there weren't really any opprotunities for you to make a legendary score like raiding the House treasuries, though the Vaults of Cyrodil mod helped a ton. Castles should have vaults, cities and towns should have banks, and you should be able to do a smash-and-grab or go in all stealth-like, messing around with security systems and personnel.
yeah very good idea,it would be awesome if we could go and enter trade ships too.

and every big city need a sewer at least.
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Thu Jul 01, 2010 11:25 am

I think having a "charging up" system in OB would be pretty neat. You could tap the button once for the regular burst, or hold the button for a charged up version doing considerable more damage, but taking twice the mana. Same could work with healing spells.
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Thu Jul 01, 2010 3:29 pm

That wouldn't work.

(Infernal City Spoiler)
Spoiler
Morrowind was destroyed. The small part of Morrowind that remains was taken by the Argonians, and the Nords (surprisingly) where the only ones who helped the Dunmer. The Dunmer are now an endangered species, and couldn't invade anyone if they tried...


While I do agree that a more diplomatic MQ would be awesome, it just couldn't happen, and still say that my idea to do with Vivec would work great. (Check my Sig)


I recently downoaded The Light Mod for Morrowind. It's amazing. I would suggest that TESV has similar features. I want the nights to be too dark, and need me to have a torch. I want interiors to be almost entirely lit by light sources. I want any areas without a light source, or natural light, to be pitch black. I want my torches to extinguish and be obsolete (only when equipped) when I go in water.
some of use like to look how the world look in the dark,to much darkness and it ruin the experience.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Thu Jul 01, 2010 3:14 am

Spoiler
Morrowind was destroyed. The small part of Morrowind that remains was taken by the Argonians, and the Nords (surprisingly) where the only ones who helped the Dunmer. The Dunmer are now an endangered species, and couldn't invade anyone if they tried...


Spoiler
Much of Morrowind remains intact, IIRC. It's Vvardenfell that was the worst hit, since it was the origin of the disaster.
Plus you seem to be forgetting the fact that there are numerous Dunmer in other provinces, and that TESV will probably be set 200 years into the future, which is about enough time for the Dunmer to begin rebuilding their civilization.

User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Thu Jul 01, 2010 5:24 am

As another thing that I think should be implemented in magic is side effects or failed spells.
Not like the Morrowind one where nothing happened (okay, perhaps that should be re-implemented too but not in the same extent) but for example if you are the novice mage who just "learned" (like you have memorised the words needed to do the spell) how to make a big fireball and then fire it off at a big stinking rat to test it then perhaps it could backfire and hit you instead of the rat because you said one word a little wrong!
Or perhaps you JUST learned how to make yourself invisible for a minute and you succeds in making yourself invisible... for a whole day! If the NPCs got a little more realistic then think it as the Zero Visibility thing from Oblivion. A normal joe wouldnt open up conversation with an invisible man and tell him the way to the countess in the city. It is more likely that he will run away or perhaps attack you! Or atleast become a lot more unfriendly...

That would be awesome since it would make magic something a lot more complicated! And that would also let the gamedevelopers buff the magic part in TES IF you succed in casting the spell! THINK OF THE POSSIBILITIES!!! :intergalactic:
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Thu Jul 01, 2010 11:03 am

some of use like to look how the world look in the dark,to much darkness and it ruin the experience.

I like it in-between.

http://i888.photobucket.com/albums/ac87/MartutTES/Darkness_Before.jpg is the Vanilla... or maybe just a little darker.

http://i888.photobucket.com/albums/ac87/MartutTES/Darkness_After.jpg is after I modded a bit.

Not too dark, but I was always bugged about Oblivion's "bright nights". In the second picture, it's hard to make out her facial features, but you can still tell basic things like her gender, and that she's a Human or an Elf, as apposed to some mods that make it so dark, you can't tell which way is up.

In TES:V, I'd rather have darkness at night time make it a little harder to see, without making it impossible to see.

That would be awesome since it would make magic something a lot more complicated! And that would also let the gamedevelopers buff the magic part in TES IF you succed in casting the spell! THINK OF THE POSSIBILITIES!!! :intergalactic:

Making magic more complicated, in general, would make there be tons of more possibilities.

Picture if they added spells that make people turn into rag dolls and hove in the air, a "zero-gravity" spell. Now combine that with a paralyze spell, and a "force push" spell and you could have a lot of fun.

Or if they added a "blindness" spell that makes it so people can't fight back effectively or have your bounty go up while they're under the effect.

Picture a spell that works only near bodies of water (or if it's raining), that makes a wave that radiates out with you at the center point so everybody around you is blown away. I'd love to run into a Wizard who's the master of fire in a volcano, or have Sea Witches.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Thu Jul 01, 2010 5:34 pm

Stupidly dark nights would piss off more fans than it would please, I can guarantee that. If it's dark enough that you need a torch to see a few feet ahead of you then you're basically including 12 hours of an in-game day that an unprepared player cannot function in. It's one thing to download a mod for it, but a whole other thing entirely for the game to force it on people. TES isn't a horror series, and it doesn't need realistic nights just to please the few people who like their game world to be completely impossible to play in without a torch.

Edit: Typo
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

PreviousNext

Return to The Elder Scrolls Series Discussion