TES VI Location and Setting Speculation #18

Post » Tue Mar 10, 2015 10:50 pm

I admit im not the fan of desert countries. While Hamerfell certainly has grasslands and mountains as well, the fact that Alik'r desert takes a huge fraction of the province...... Yeah i just don't like deserts not am i particulary fascinated with middle east cultures. ( no offense ) It reminds me Gothic 3 and Hasshishin faction and i hated it lol.

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Courtney Foren
 
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Post » Wed Mar 11, 2015 3:42 am

Somebody needs to link Mk quotes to future threads. Hammerfell/high rock seems the likely choices
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Maya Maya
 
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Post » Wed Mar 11, 2015 12:52 am

I would love to see a High Rock game personally. It does feel too much like Skyrim, but I think it and High Rock, being human provinces, have a good chance of better exploring their cultures and new unique gameplay mechanics. For example, High Rock's various Albalic nations, such as the Witch-Kings of Normar, the Horse-Tribes of the Bjoulsae, the Bretons of Wayrest, Camlorn and Daggerfall, and of course the Reachmen and tribes of the West Reach. Being as divided as it is, it could be a fascinating game, especially if we see the Empire collapse even further, who knows what the ramifications of that would be?

Daggerfall - the provincial capital of High Rock, along with its vassal Camlorn, would probably be under loose Imperial control, forming a sort of "West Empire" due to the loss of a direct land connection. Skyrim's war should have a victor, instead the war causing a rift in the province, splitting it into east and west as it was during the Second Era. The Stormcloak Rebellion failed in ridding Skyrim of the Empire, but seceded in its purpose by the Thalmor - weakening the Empire. But, due to Ulfric's death, which's exact nature I think should not be given, the Rebellion fractures, and the west is dealing with the Reachmen.

Because of the lack of Imperial supervision in the West Reach, it descends into war, the Nords making a move on Jehanna and Farrun, while Evermore contends with the Reachmen. Normar (Rivenspire) is also plunged into conflict. High Rock is perfect for a game for many ways: Todd Howard expressed an interest in revisiting High Rock, it is culturally linked to Skyrim, perhaps showing off the Nordic Albalics and their culture, it is a more magic-oriented setting, perhaps pathing the way for more magic-oriented settings like Alinor, lots of court politics and back-stabbing, and of course you also have the Direnni tower.

But I do think that BGS needs a more "different" setting before they venture back to into the human lands. A Valenwood or Black Marsh game would certainly be fresh, allowing them to return to the human lands with fresh new ideas and new ways to present Hammerfell or High Rock. If and when they make a full High Rock game, I don't want to see an ESO High Rock, I want to see High Rock is Cool. I would want to see every culture of High Rock Alt-Bal has to offer.

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Keeley Stevens
 
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Post » Tue Mar 10, 2015 10:28 pm

Suggestion:

How about a Hammerfell game for ES6 that has a High Rock DLC, then an "ES 6.5" done by another studio that really covers High Rock fully (completely outdoing ES2)?

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Sheeva
 
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Post » Tue Mar 10, 2015 7:49 pm

That could work. As discussed before, High Rock would be great for an allied-studio spin-off. A lot of locations wold in fact. Morrowind is a great example of this. Though, since said studio would be building off assets form a main-series game, I think such a studio making a game from Skyrim's assets while BGS focuses on Fallout 4 and then Elder Scrolls VI would be excellent.

I think this is the best policy, get a developer like Obidian to keep the franchises fresh between releases. Morrowind could be revisited after a Black Marsh game, basing parts of the game off assets and models from northern Argonia. Why, we could even revisit Cyrodiil eventually, perhaps more closely resembling Ald Cyrod. The name "The Elder Scrolls: Cyrodiil" is yet to be used.

Also, related to Black Marsh, one of ESO's rumored zone updates is "Thornmarsh", which, judging by some maps, is supposed to cover south-eastern Morrowind and north-eastern Black Marsh. Thornmarsh is essentially the Dreslands. In a Black Marsh game, I'd assume the Dreslands would be fully incorporated into the main game, with Narsis as more of a maybe. Due to its placement in southern Morrowind, Narsis could be featured as well, but the fact that it, like Tear, was a major city, and the overall number of settlements, Narsis could be excluded. It would be nice to have it however, perhaps some conflict between House Sadras and Hlaalu's former vassal House Dren. Perhaps a DLC expansion. The Clockwork City, which has been placed by many in the southern marshes of Morrowind, could be part of said update, so an entrance to the mysterious realm of Sotha Sil would be nice as well.

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Elena Alina
 
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Post » Wed Mar 11, 2015 4:28 am


Personally, i think the only time it would have been a good location for another team like Obsidian to make, is if it was a stand-alone expansion for Skyrim. Like Fallout: New Vegas was built upon the blueprint of Fallout 3. As High Rock's terrain and creatures are so similar to Skyrim, the new team would only be copying across a lot from TES V. Meaning they only have to concentrate on unique settlements and tweeking the magic system (Skyrim was very warrior centered).

If a future TES game in the series was made in High Rock using later technology, then I not so sure that I would be as keen on another team covering it. I certainly can't see it as a dlc for Hammerfell.

Personally i am against small sections of neighbouring provincss as dlc unless there is a natural or explanable barrier seperating that section from the rest of the province.

If and when we get to see High Rock, I so hope Roscrea is added to the game. I have convinced myself by the clues given on the island that it could be Tamriel's equivalent of Ireland.
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Gisela Amaya
 
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Post » Wed Mar 11, 2015 2:56 am

Regarding Argonian architecture, it would probably be quite varied across Black Marsh. Gideon and Stormhold for example were built by the Barsaebic Ayleids. Gideon, due to its close proximity to the border with Cyrodiil, and its apparent imperialization, would probably possess architecture heavy influenced by Nibenese Cyrodiilic design. It is also supposedly a black city, ruled by the Brotherhood of Seth, probably a shady palce, one you're more likely to be stabbed in the back that eaten by something. Stormhold was greatly influenced by Dunmer architecture, being the center of the slave trade in Black Marsh for some time, and then being ruled by the Archeins, who sold their own kind into slavery.

Lilmoth, which I believe was the provincial capital of Black Marsh, was also greatly influenced by Cyrodiilic architecture, the Imperial villas not old and rotting, ill suited for the environment and climate of Black Marsh, manly buildings having sunken into the mud, now showing only the tops of these once-great structures. Blackrose was originally built by the Limothiit, and under the Akaviri Potentate, a prison was built there, becoming the most-secure prison in all of Tamriel. Because of this, I'd probably wager its also the safest city in Black Marsh.

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Steven Nicholson
 
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Post » Tue Mar 10, 2015 8:07 pm

Due to the in-game book that mentions how Argonians spend a lot of their lives underwater, i imagine there will be settlements in Black Marsh that are submerged or partially submerged and the flooded waterways would be used like roads. I doubt Argonians particularly use boats as they can breath underwater, but i wonder if they have a creature that can swim underwater which they use like a horse.
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Georgia Fullalove
 
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Post » Tue Mar 10, 2015 7:26 pm

They probably also use boats, or other residents of Black Marsh do at least. Remember, even for an Argonian, the waters can be treacherous to navigate. Wouldn't want to become a leviathan's snack. And of course, they need to keep some of the goods they transport dry. I think we could see entire settlements that are submerged, and most should have some area that is partially submerged, perhaps ancient ruins located beneath cities like Gideon and Stormhold being used as sewers, or a partially sunken part of Tear being used by the Argonians, or Lilmoth and its sunken villas.

For transport, I think river ferries would take the place of carriages, with perhaps boats and ships the player can pilot, and rootworms being the "underground express". Perhaps we could also see something similar to Silt Striders in the north, more suited for the marshes of southern Morrowind. Could make interesting mounts, along with potentially domesticated Wamasu and House Dres' legendary Sky Render flying mounts.

I'm also curious about possible Maormer, Akaviri and Sload activity around Black Marsh. The Sload fequent the coastal cities, most likely Soulrest, for fresh corpses, not daring to venture further inland. The Maormer could have an embassy, perhaps trying to gain some sort of ally against the Aldmeri Dominion. The Lilmothiit could also be stalking the coasts, perhaps the player discovering the Vulpine race's survival as part of a quest.

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Rebekah Rebekah Nicole
 
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Post » Wed Mar 11, 2015 10:18 am

Speaking of the Akaviri, Sload and others:

Take a look at the east side of the province. Notice how between Thorn and Archon there's.......well, nothing.

That means it's a no man's land of sorts, which suggests something important remains to be discovered. Could this area be a refuge for one or more lost races/tribes? A haven for pirates? It's a big area.

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Multi Multi
 
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Post » Wed Mar 11, 2015 2:31 am

Could be. Black Marsh's major settlements seem to be situated all along the southern marshes, with the heart of the marsh - Murkwood, being home to only Helstrom. The whole Tear-Thorn area seems to be called Thornmarsh, with Arnesia probably being the Black Marsh northern jungles/Morrowind southern swamps between Tear and Narsis. The marshes between Thorn and Archon, along with with inner Argonia, are most likely home to the less-welcoming natives of Black Marsh, most likely enemies, with perhaps a few less-hostile tribes the player character can discover, such as the Naga - snake-like Argonians with the heads of puff adders, the supposedly winged Sarpa (flying/gliding enemies?) and the toad-like Paatru. The Sload, which frequented Tear for slaves and fresh corpses, could still be active in the region, though I'd assume they would have moved operations south, to Soulrest, the City of the Dead.

The Lilmothiit could also be active in that region, though they originally inhabited southern Black Marsh. They disappeared before the Khahaten Flu wiped out the other non-Argonian inhabitants of Black Marsh. Perhaps they fled and never truly resettled, instead living just off the coast, on floating villages for example. I also think the Kothringi could return in a meaningful way in Black Marsh, as enemies. In ESO, I think there was a plot by the Worm Cult to take control of the Kothringi undead. Perhaps someone did, and now the Silvermen have risen once more, silvery draugr-like undead, a nightmare from the past.

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Laura Samson
 
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Post » Wed Mar 11, 2015 4:13 am

A bit random, but all of this Black Marsh/Argonian talk makes me wanna see next installement in Black Marsh so badly, even if it's unlikely ( Hammerfell and what not theories ) I so badly want to see An-Xileel faction in any way. Given their accomplishments vs Daedra and Dark Elfs they must be pretty damn powerful.

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Eduardo Rosas
 
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Post » Wed Mar 11, 2015 8:06 am

I think the next location should be in Hammerfell because of province's association with the Dwemer. I personally find the history of the Dwemer very interesting and think it would be a great topic for the story to revolve around.

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Jonathan Montero
 
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Post » Tue Mar 10, 2015 9:08 pm

I enjoyed the Dwemer in Skyrim but do not want to repeat the same experience in Hammerfell. I'd like the Rourken clan to be distinct from the Dwemer experience we had in Morrowind and Skyrim.

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Anna Beattie
 
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Post » Wed Mar 11, 2015 6:39 am

I agree, the Dwemer stuff got old fast in Skyrim. I actually loathe any quest where I have to go inside a Dwemer ruin.

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Connor Wing
 
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Post » Wed Mar 11, 2015 5:54 am

I can understand why you wouldn't like Hammerfell, the deserts would be quite bland, and wouldn't be as beautiful as the landscapes from other TES games. I mainly liked the Dwemer because of the the mystery of them and where they disappeared to.

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Nicholas
 
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Post » Wed Mar 11, 2015 12:47 am

No, no - Hammerfell sounds extremely interesting. What I'm saying is that I would prefer the Dwemer presence in Hammerfell to be different than in Skyrim. After all, the Rourken clan settled Hammerfell because they wanted to 'go their own way.' Their separation from the Morrowind Dwemer was not forced on them, but was exercised by choice. Thus it would be both appropriate for them to be different in some way or ways from the mainstream Dwemer, and we would benefit from this by having a novel gaming experience.

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Auguste Bartholdi
 
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Post » Wed Mar 11, 2015 6:21 am

I don't like deserts either. I know Hammerfell has other types of landscapes too, but the deserts would take the majority of the province and they're not exactly pretty to the eye. One of the main reasons I love TES is exploration and exploring deserts isn't really appealing to me. If I don't like the setting, I usually don't want to play the game and "live" in its world much. That's the main reason I don't love Fallout as much as TES-- wastelands are bland and aesthetically unappealing.

Just for that reason alone, for me, any of the southern provinces would be preferable to Hammerfell.

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LittleMiss
 
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Post » Wed Mar 11, 2015 11:15 am

If they go hammerfell i would hope we could lots of desert areas but also maybe model sone of it like tge country if afghanistan where there are trees and mountains, rivers etc
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Fiori Pra
 
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Post » Tue Mar 10, 2015 10:48 pm

I have a feeling that if we visit Black Marsh, the Conclave of Bal will make an appearance, perhaps as the mages guild equivalent, or as part of the main quest, helping the player character find Murkwood. I think the Conclave could be searching the ancient Argonian Xanmeer, in search of the secrets of the ancient Argonians. I theorize that Argonians were a direct result of the Ehlnofey War. When the memories of the fallen Old Ehlnofey and Wanderers flooded the world, shaping it as it is, the Hist used these memories to create the Saxhleel, explaining some of their more humanoid features.

The Ancient Argonians for some reason were wiped out, leaving only the Xanmeer. What happened to these Xanmeer builders, could they have been too similar to the Ehlnofey? Were they imperfect in the none-and-countless eyes of the Hist and were destroyed? If it is indeed the case that they were created from the memories of the Ehlnofey, building and advanced civilisation long before Topal the Pilot discovered Black Marsh. These Xanmeer builders could have wielded the ancient knowledge once wielded by the Old Ehlnofey, forms of magic the modern-day Altmer can only dream of.

For dungeons, I think Xanmeer ruins, Kothringi ruins and Barsaebic Ayleid ruins would make up the majority, with Velothi and Daedric ruins dotting the north. As for unique dungeons, Black Rose Prison I think would be interesting, the sunken Vaults of Genim, the legendary lost city that lies at the heart of Black Marsh that can only be accessed by the Eye of Argonia, and probably the Clockwork City, due to its legendary placement in the swamps of southern Morrowind, or even under Black Marsh. If not in the main game, an excellent DLC option. Perhaps seismic activity opened a path into Sotha Sil, and now some force, be it Thalmor or vengeful Dunmer, believe the Clockwork City holds the secrets to reshaping the world or getting their vengeance.

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Ellie English
 
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Post » Tue Mar 10, 2015 10:43 pm

Deserts are indeed quite monotonous compared to other landscapes. For majority of the part, it's just a huge pile of yellow-red sand stretching wherever you look. There might be some trees here and there, and maybe an oasis, and a ruin etc, but other than that, I think it would grow boring very quickly. And we know how annoying snow areas/mountains in SKyrim became after some while. Marshlands are different because of the dark oppressive atmosphere they could provide, not to mention there are a lot of different swamps. Some are more black/rotting dominant, some are more jungle looking like, and some are quite high fantasy, with glowing mushrooms. etc Yeah I know, I'm such a really devoted fan <.<

Not so much dwemer ruins for me, but Nordic. My god Draughr ruins became pesky and annoying. Especially after level 50 when there were Draughr Death Overlords swarming the place. While I enjoyed their design and badassery, fighting several of them was really time-consuming, and you got your ass rekt on higher difficulties.

Speaking of Hammerfell, what creatures are considered iconic there aside for omni-present bandits? In Skyrim it was mostly draughrs and giants, etc.

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louise fortin
 
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Post » Tue Mar 10, 2015 9:51 pm

I agree with you too, Nordic ruins got old real fast too.

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jessica robson
 
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Post » Wed Mar 11, 2015 11:08 am

I will be glad if Hammerfell is next as i'd rather the more challenging provinces be covered as technology develops.
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Leonie Connor
 
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Post » Wed Mar 11, 2015 12:10 am


I am increasingly inclined to agree. I als think the criticisms of deserts is also misplaced, as they can be surprisingly diverse and unpredictable places... Plus, there's really only one desert in Hammerfell... Lots of canyons, arid badlains, plains and tropical areas though.
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Nichola Haynes
 
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Post » Tue Mar 10, 2015 7:07 pm

If Hammerfell is the next setting, which is pretty damn likely, I'd like to see a whole lot of the Dunedwellers. The Alik'r in Skyrim were probably not a faction, more just mercenaries belonging to one of the Dunedweller tribes. Hammerfell, I believe, would have to be massive in order to get the Alik'r desert looking right and awe-inspiring, as it barely covers a third of the province. A shifting-sand mechanic would also be interesting in the deserts, covering and uncovering dungeons and landmarks hidden beneath the sands.

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x a million...
 
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