TES VI Location and Setting Speculation #18

Post » Wed Mar 11, 2015 3:21 am

I like this a lot.

One question. You are one of the people who believe the hero has to be a chosen from prophecy, correct? This concept seems to be more in my liking, where the hero is a normal person, or am i misunderstanding the concept?

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The Time Car
 
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Post » Tue Mar 10, 2015 10:29 pm

Corect, every hero is usually once of prophecy. However, this is a bit harder to present in a Black Marsh game. The Hist - who have shown in the past their abilities to predict the future, most notably the Oblivion Crisis, could have somehow predicted the coming of a Hero, a "Savior of the Hist" if you will. They seem to hold to a different concept of time or disregard the concept of time all together, which is probably the cause of their ability to predict future events, such as the Oblivion Crisis. It is possible that the Hero's coming and fate was foretold by the Hist.

The player character - the "Hero", has never been a regular person and in at least some form, has been a hero of prophecy. Nerevarine, Shezarrine, Dovahkiin. In Black Marsh, I envisioned the player arriving in Black Marsh, either as a conscript or willing mercenary, or by shipwreck. Perhaps both. To survive the dangerous wildlife, diseases and clouds of poisonous gasses, they would have to interact with some of the major factions in Black Marsh, for example: The Expeditionary Force, the Archeins, the An-Xileel, the Brotherhood of Seth and so forth. This path would eventually lead them to drinking Hist Sap, which would give them a connection to the Hist. If they were Argonian, up to this point, they would be Assimilated. The Hist, recognizing the Hero's cosmic importance, cryptically aid them in discovering the cause of the strange occurrences. The connection to the Hist also allows them certain abilities, mostly immunity to some of the deadly diseases in Black Marsh. A better way of temporarily blocking off more difficult parts of the world.

In short, the Hero is a a figure of prophecy, but aside from their cosmic importance and abilities due to their connection to the Hist, they are a more or less regular person. In the Realm of the Hist however, they would be far much more. The Hive-Mind's thanks to the Souless One in ESO "We will dream of you forever" should hint as to what I'm implying. Unlike, say, the Dovahkiin, the Hero would earn their appreciation by the natives and the outsiders.

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Danial Zachery
 
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Post » Wed Mar 11, 2015 9:55 am

My personal wish list regarding TES V

1)Return of the very expensive items that existed in Morrowind. The fact that dozens of expensive relics were spread throughout the map, made exploration worthwhile. Nothing more satisfying than a ring or a weapon worthing 300.000 gold.

2)One or two new races.

3)TES VI taking place on another continent

4)Return of the Oblivion perk system. Some ferther changes about leveling

5)A simplified way to find spells and weapons. Pressing Tab, going to spells, going to shouts and picking another shout was always annoying. You must have the ability to press a button and bring on your screen all shouts instantly

6)Bring spears and gunpowder weapons

7)More interraction betweeen the guilds

8)Have the ability to open and manage a shop

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Emma
 
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Post » Wed Mar 11, 2015 7:27 am

Black Marsh is also interesting due to its geographic placement and bordering nations/regions. If the Empire is to play some major role, perhaps as colonists or aiding the Arceins, we could see Nibenese culture explored. The black city of Gideon was supposedly owned by the Brotherhood of Seth. This is most likely some sort of Sithis-worshiping cult, perhaps Nibenese in origin. The name may also be a Cyrodilic butchering of the proper name. Gideon was also an Ayleid city, supposedly untouched by the Alessian Rebellion. Lots of potential for unqiue and interesting architecture, as well as tension between the cult and the Imperials. The cult could also be connected to the Dark Brotherhood. It could also aid in the revival of the Shadowscales.

The other large culture that could be explored is House Dres, as well as potentially the mysterious House Sadras. The inclusion of the Dres District and possibly Narsis would probably benefit the game, at least the Dres District.

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Chelsea Head
 
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Post » Tue Mar 10, 2015 8:08 pm

My thoughts, one by one:

1. Sure. Excellent idea.

2. Hmm. Depends. We had two new races in Skyrim - the betrayed and the snow elves. Are you suggesting something more - perhaps new playable races? This could get difficult.

3. That could be exciting, but you have to admit that there's an awful lot left to explore on Tamriel. Alternately: a game in Summerset might include a DLC to Pyandonea, and a Hammerfell game could easily include a visit to the remnants of Yokuda.

4. I can't remember the system. I have no objections, as long as it's workable.

5. Yes. Good idea.

6. Spears? Sure. Gunpowder? To be honest, it's not clear to me that they'll be effective. Remember: if you're good with a bow, you can mess up even the strongest enemies. Also, there's magic, which can be devastating.

7. ABSOLUTELY. Excellent idea.

8. YES! This would be cool!

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brandon frier
 
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Post » Wed Mar 11, 2015 7:46 am

What are some of the DLC opportunities for such a game?

One would think returning to border regions in morrowind or cyrodiil would be straightforward. Any others? Is there anything about Argonia that lends itself to exploring particular planes of Oblivion?

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Monika
 
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Post » Wed Mar 11, 2015 10:12 am

Glad you asked. I've been thinking about DLCs for Black Marsh for quite a while. Depending on if they do feature parts of southern Morrowind and how much of southern Morrowind, we could see Narsis, Tear, even Mournhold. Necrom, being a coastal city, could also be visited, as could the Telvanni siles and Port Telvannis, probably the most DLC-worthy location in Morrowind. Perhaps even the Clockwork City.

As for Cyrodiil, Mir Corrupt - a city strangely missing from Oblivion, much like Sutch, could appear across the border, perhaps as a dungeon, perhaps as an outpost or player-owned settlement. As for realms of Oblivion, the only ones I can think of right now are Peryite's Pits and Clavicus Vile's Realm. I think Umbriel would probably make an appearance if we explore the realm of the Hist.

If I had to choose, I would say Port Telvannis. The Telvanni Isles just seem so interesting to explore, and you could weave in some Daedric quest line revolving around one of the Reclamations. Necrom would be fun too. I would include Tear in an Argonia game, perhaps even Narsis, since they are both near the border. One of my major problems with exploring other Great House territories is joining said Great Houses. Take Sadras and Dres I mentioned in my previous post. You could be potentially excluded from joining Indoril or Telvanni in the DLC.

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Flesh Tunnel
 
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Post » Wed Mar 11, 2015 8:34 am

As much as i love the Dunmer and Morrowind. I think having Morrowind themed dlc for a Black Marsh game would be overdoing it. We already got a lot of Morrowind fan service in Skyrim with the Dragonborn dlc and a certain character you meet in the Soul Cairn. Elements of Dunmer culture etc in the north would be fine, but dlc i reckon should be a daedric and/or a dawnguard style story dlc.

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Tamara Dost
 
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Post » Wed Mar 11, 2015 12:13 am


Agreed. Morrowind has become something of a crutch, and it's time to try walking on our own again. Some Dunmeri on the fringe of Blackmarsh is fine, but anything more is pushing it. Hist-Realm, Sithis-Related content, a Daedric Prince or such is ample DLC opportunity. The Fallout of the Red Year and the eruption of Red Mountain allows for the inclusion of all new landmasses too.
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meg knight
 
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Post » Wed Mar 11, 2015 7:08 am

Sounds interesting, though, wouldn't the eruption of Red Mountain mainly effect the Inner Sea? I'm not sure how exactly this would effect Black Marsh. As to the Dunmer presence in the game, I think it would be quite significant in the northern fringes. The Dres lands near the southern border were subsided due to tremors, effecting even Tear. Then came the horrors of the Accession War. Tear and a majority of the Dres lands would have probably never been retaken by the Dunmer, making them perfect for inclusion in a Black Marsh game. And with that come other features, such as Dres slave hunters, Dunmeri tribes led by Great House Dres, trying to retake Tear. Perhaps even a Great House Dres join-able faction, sort of like if you could actually join the Forsworn in Skyrim. And while this may be pushing it, Narsis was also near the southern border and was also supposedly conquered by the An-Xileel. Perhaps no longer in the hands of the Saxhleel, if ever, and now the southern frontier for the Dunmer. It wouldn't hurt to have another major city, though its understandable that it wouldn't be included.

As for other DLC, I do still think that a Tel Vannis DLC would be excellent. Since it's the Telvanni we are talking about here, a Daedric realm wouldn't be out of the question. I'm actually interesting how the events of the Red Year could have affected Tel Vannis, especially the possible rise of new landmasses. As for more faction-oriented DLC, Gideon had a "Brotherhood of Seth" which seems to me like an early draft of the Dark Brotherhood. Topal Isle could be the setting of a pirate-themed questline, perhaps adding part of Blackwood as well. The Realm of the Hist I believe would be used in the main quest line, perhaps dealing with the fact that Um-Hist have entered the Hive-Mind's collective dream, along with a once-flying city from Oblivion.

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zoe
 
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Post » Wed Mar 11, 2015 5:17 am

Ya know, if DLC into Morrowind from Black Marsh are considered overkill (since we've already gone that route with Dragonborn), it might indicate that Black Marsh is not the right choice for ES6.

I, for one, look forward to the opportunity to explore the Morrowind mainland one day. But perhaps it should be saved for ES7, or for an ES "New Vegas" game made by an allied studio.

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jessica robson
 
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Post » Wed Mar 11, 2015 2:08 am

Hmmm. Cool.

Peryite's pits are interesting. I would hope that there are regions of it that are very different from the Deadlands, as I found Mehrunes Dagon's realm to be dull. All those red tones got to be a real drag after a bit.

Now, Clavicus Vile................that's REALLY interesting. We need to find out what that Bitter Cup is truly intended for. Perhaps we'll get a chance to visit Umbriel (without getting killed by it) and even float around a bit to interesting places on Mundus.

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El Goose
 
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Post » Wed Mar 11, 2015 5:46 am

As much as I would like to explore the Morrowind mainland, I really don't think Bethesda would go with individual cities / portions of a province for DLC anymore. It worked with Tribunal because the city was in lockdown ... kind of. If they didn't lock you in, they'd have to use invisible walls like Oblivion did, and I don't think many people were particular fans of that approach, me included.

New land DLC is almost guaranteed to be either island or Daedric realm related.

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Angelina Mayo
 
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Post » Tue Mar 10, 2015 9:54 pm

Yes, which is why the Telvanni Isles just seem so alluring. While it could be argued that Dragonborn was already a Morrowind DLC, Morrowind as a province was never featured, at least the mainland anyway. Places like Port Telvannis, not just a city, but a series of islands controlled by House Telvanni, a city of mushroom towers, raiding by the Argonians during the war, just seems like the perfect DLC.

As for Tear and/or Narsis, those lands may have been conquered by the Argonians during the war. They would have to think of some natural barrier to bare entrance to the rest of Morrowind, as they would have to without southern Morrowind. I think a natural border should be set along the Thirr River, with perhaps the Valus Mountains acting as a natural border to the west. If they go by that, Tear, Narsis and possibly Mir Corrup could be included as potential locations in Argonia.

Clavicus Vile's realm does seem likely. Umbriel was transported into the Realm of the Hist by the Um-Hist. Perhaps trying to get it back and possibly reclaim some o his power trapped inside the city? Vile is also involved with the Order - the dominant vampire bloodline in Cyrodiil, which could cause conflict with the Whet-Fang vampires in Black Marsh. If the Imperials do get involved in Black Marsh, the secretive Order and their Dual-Patrons - Molag Bal and Clavicus Vile, could stir up some trouble for the Argonian vampires.

As for Peryite's Pits, I think there are theories that the Pits seen in Oblivion are actually far different, which, since Daedric realms and princes change, probably wouldn't be noticed. I personally like the idea that the Pits are like the Black Marsh of Oblivion, everything eventually finds its way there, from creatia, to discarded servants of Daedric princes and so forth. Huge stalagmites of stone serving as cities, the bottoms crude mines, and as you climb, become more rich and lavish. Each tower a monument to totalitarianism and order. The outside - a blighted lands of toxic lakes and poisonous mists.

I would like to paint a better picture as to what people want from a Black Marsh game. Suggestions would be most helpful. Environments, settlements, new gameplay elements, world elements and potential quests.

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Alada Vaginah
 
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Post » Tue Mar 10, 2015 7:51 pm

Frankly, I'm hoping for Valenwood. That would definitely forward the Thalmor plotline.

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Marina Leigh
 
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Post » Wed Mar 11, 2015 3:08 am


The eruption of Red Mountain was felt as far away as Highrock, and may have contributed to what caused the Colapse of Winterhold, so it's effects could have been dramatic globally. If Lady N's map is an accurate scale, we're talking a Volcano whose caldera would be almost as big as Ireland, so the effects could be massive. Half of Akavir could have sunk, or Yokuda could have been hurled to the surface.
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Alkira rose Nankivell
 
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Post » Wed Mar 11, 2015 7:21 am

OK, in terms of Black Marsh environments:

As it seems likely that Tamriel is in the northern hemisphere of Mundus, then the prevailing ocean currents to the east go from south to north, like the US gulf stream. Also, the jet stream goes from west to east and will pick up moisture from the southern seas as it sinusoidally oscillates. This explains the dampness of Black Marsh - it would be receiving rain the way Florida does from the Atlantic and the Gulf of Mexico.

Proceeding along that chain of reasoning, one would speculate that the central marshes and swamps of Black Marsh are not actually a swamp but much more like the Florida Everglades - a very wide and shallow river, scattered with open areas, small islands, lots of mangroves, saw grass, and a hella lot of crocodiles and snakes. There would also be grazing animals such as deer or their equivalent in the slightly drier and grassy areas, along with predators - the equivalent of wolves, cougars and foxes.

There should be a LOT of birds - especially ones with extraordinary plumage and elaborate mating displays. If not actual birds, then bird anologues. We need to see other animals living their lives in the trees, especially in any canopies.

Both in wetlands and drier grasslands, there should be extensive areas of timber.

We'll need to see quicksand and mud equivalents.

Certain areas should have thick forest canopies anologous to the swampy areas of the Congo. There would be poor undergrowth in such areas because of lack of sunlight but lots of life in the trees. There is the possibility of giant insects - both herbivores feeding off of leaves and mosses as well as carnivores - along with swarms or packs of medium size insects (mostly herbivores feeding off of leafy detritus, dropped fruits and such.)

With an abundance of life in such an area, there should be a fair share of both predators and potential prey species that employ toxins - either for attack or defense. Prey species with such defenses should be brightly colored.

We have to be prepared for the possibility of semi-carnivorous plants - venus flytrap anologues, snaring vines and such.

The floral displays should be stunning. The medicinal properties of the vegetation should be exceptional in abundance and variety.

The intersection between fresh and salt water at the coasts should be especially dynamic in terms of wildlife, both in abundance and species. Think "Zambezi River" as it empties into the Indian Ocean.

We will probably need certain regions that experience alternate drought and flood - something like the Kalahari, which becomes a luscious, gorgeous, shallow swamp teeming with wildlife during the monsoon and then dries out.

Far to the NW, we should be able to run into the trailing southern peaks of the Velothi/Valus range. Some of those peaks should have snow and small glaciers in sheltered folds. At least I'd prefer to see that. We'll need to see a gradation of flora from alpine (pine and wildflower) to deciduous to grasses and, at the lowest elevations, thick forest and field transitioning to jungle-like landscapes.

Something of vital importance:

In Skyrim, there were way too many predators and not nearly enough prey. I want that to change in the next game, wherever it's located. If it's Black Marsh, I want to see herds of grazing animals with just a small number of hunters. All of them - hunters included - should be shy of man and mer. The fact that it was so easy for wolves, sabretooths and bears to attack the PC in Skyrim was actually immersion-breaking.

Something else that I think would be really neat: I'd like to see one dragon, very interesting looking, that is not necessarily an immediate threat and that has become buddies with the Hist. That offers a LOT of possibilities. There can always be another 2-3 dragons scattered around that the player could interact with - half peacefully, half not. I'm looking here for an opportunity for the PC to learn a very limited amount of Thu'um.

If we stray into southern mainland Morrowind:
Tear - absolutely. Required.

Narsis - same.

Clockwork City - same.

Anything farther north becomes problematic. Believe me, I'd like to visit ALL of mainland morrowind, including Blacklight. I'd also like access to the Riften and Windhelm gates. But I know that's too much to ask for (darnit.)

Going west towards Cyrodiil, I think we need a hard stop at the border in the form of security forces. It doesn't need to be a militarized frontier, as everyone who can will be along the Valenwood/Elsweyr border preparing for the next Thalmor assault. But I could imagine perhaps a river flowing along the border, or maybe a deliberate trench backed by a rampart with roving patrols of Imperial infantry. NO INVISIBLE WALLS.

Some more random ideas:

1. Traders at the port cities should include citizens from other provinces, along with Sload, Maormer and at least two of the Akaviri races. I'm not asking for a HUGE presence of those races; just some merchants, traders, diplomats or explorers. At least 2-3 representatives. They could serve as interesting sources for missions/quests/adventures.

2. Somewhere to the north of the border, there will be battle lines, fortifications, strongpoints and other military features that prevent further travel northward. We need to see those and understand those as obstacles to further northern progress - NO INVISIBLE WALLS.

3. We need underwater areas - at least one deep lake in the interior, along with towns and military structures that are underwater off the coast. Perhaps the Argonians fight amongst each other, and tribes along the shore extend defenses out into the water. Perhaps the Argonians have had problems with mischevious dreugh or unpleasant Sload and have found the need to protect themselves not just on land, but underwater before the shore. Maybe there's monsters out there in the deep that are kept at bay by Argonian underwater naval infantry.

4. The Hist need to be a power unto themselves. They need to be something very ancient, very powerful and very independent - a power that the dragons themselves, as primordial, elemental, semi-godlike and powerful as they are, would tell you "Yeah, man, you don't wanna mess with THOSE guys." In fact, I'd like it if the Hist were so mysterious and powerful that if the Thalmor approached them, they would laugh at the elves and call them "impertinent upstart snot-nosed juvenile twerps." Stated differently: the understanding of Mundus, its early history from its formation and the true nature of things should be so profound that the Thalmor themselves feel foolish and dim next to the Hist.

5. If the Hist have some sort of schism in their ranks whereby they represent a threat, I want that threat to be huge - potentially Mundus-shattering - and very unique (something that even the Thalmor and dragons would fear.)

6. I would really enjoy it if there was an adventure where Hermaeus Mora is seeking ancient lore and knowledge from the Hist and they completely punk him in a very embarassing and humiliating way.

7. We need clarity on the religious sphere of Argonian civilization. Some, it seems, have an interest in Sithis/Seth. Perhaps Peryite is trying to create an influence there, though since Argonians are immune to disease, it must be tough going for Peryite in that province.

However:

Either the Hist are so powerful and independent that there's simply no room for the Aedra or Daedra in that province, or the Hist have some sort of allegiance, in the way that the Dunmer have their own 'good Daedra' triumvirate of Azura, Mephala and Boethiah. Likewise, if there are 'good' Aedra or Daedra who are associated/in league with/respected by the Hist, there ought to be a 'house of troubles' as well - most likely the Dunmer triumvirate.

This raises a possible theme: if the Hist have no alliances or alignments with any aedra or daedra, could all or at least some of them have aspirations to godhood in a way that recalls what the Dwemer attempted? I'm not talking about the Argonians building their own Numidium, but maybe a group of Hist who think that all the Hist should merge into an Argonian supergod, stronger than all the Aedra or Daedra, and lead the Argonians in a conquest of Tamriel, devouring all who resist them and enslaving the rest, or some equally psychotic fascistic sick fantasy.

8. Each of the 'vanished' black marsh tribes needs to make an appearance, either thru ruins or thru still living members of the tribe - Kothringi, Orma, Lilmothiit and whoever else. We need to learn a lot more about all of them.

9. The argonians need to start having facial expressions of some sort. If they don't smile, grimace, laugh or manifest any of the regular human displays of emotion, I want to see skin color changes, pattern changes, eye changes (color, size, pupil dilation), rising and falling of head crests, gestures, postures, that sort of thing. I want to see nonverbal communication.

10. For disease protection for non-argonians, either there needs to be special potions available, special magical amulets, or maybe some sort of assistance from the Hist (thru the sap, maybe.)

OK, let me leave it at that for now. I'd be happy to discuss these ideas to change them, elaborate on them or shake them down. Look forward to opinions and inputs. :-)

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Sarah Knight
 
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Post » Tue Mar 10, 2015 11:35 pm

Yeah, don't think we'll get a 3rd human province in a row, and the Argonia is less likely than the other Southern provinces for various reasons. I think Valenwood or Valenwood&Elsweyr are the most likely location because of Thalmor plotline(not to mention that the Green-Sap might be one of the few remaining undestroyed Towers; there's no evidence that it was destroyed).

But the Summerset Isles are very likely too.

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Gwen
 
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Post » Wed Mar 11, 2015 5:47 am

Hello, here is my 2 cents: since already ESO has (I suppose, since I didn't manage to grow my char at top level, too boring) the whole tamriel as game environment, and since the Witcher 3 programmers (as I've heard from some friends) said their game area is going to be many times Skyrim (is that true or just a lie to gain more buyers?) I think it should be a good idea to use the whole elder scrolls world as location for TES VI.

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Symone Velez
 
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Post » Tue Mar 10, 2015 6:51 pm

Those all seem like excellent ideas.

I agree about the wildlife, though I'm not sure about a dragon being friendly with the Hist. Rather, I think a dragon could be somehow connected to an Imperial faction. I have this idea about the Imperials trying to aid a particular side in a Saxhleel Inter-Tribal War. brought on by the corruption of several Hist trees. An Expeditionary Force, mainly comprised of Archein Auxiliaries, conscripted prisoners and whatever the Elder Council could spare, to end the threat posed by these corrupted Hist, and to bring Black Marsh into the fold. Imperial Battlemages, the Brotherhood of Seth, Red Dome Templars even, and of course the Penitus Oculatus could all clash at some point in the "Imperialised" cities, perhaps leading to greater ramifications in Cyrodiil. And dragons have been associated with Nibenay in the past. Also, Peryite is depicted as a dragon...

As for cities, I think the "Imperialised" cities of Gideon and Soulrest would probably be two major cities. Blackrose as well, probably the "safest" city in Black Marsh, ironic, since it's famous for its prison. There would have to be a quest where you get thrown into "the Rose". Lots of potential there. Stormhold, like Gideon, was built by the Ayleids, and was the center of the slave trade in Black Marsh. Helstrom is located somewhere in the heart of Argonia, an unconquered city. I'm really interested as to what this city could look like. Xantmeers? Underwater districts? Since its closer to the Hist, it could be dominated by large Hist trees, with settlements built on and around them. I'm not sure about Archon or Thorn, but Lilmoth was pretty well described in the books, decaying sunken villas. Could have changed much, since the Massacre of Lilmoth. As for Tear and Narsis, Tear I think has been depicted as being built from giant insects and chitin, and Narsis sported a Velothi design.

Underwater areas are a must, fighting Dreugh and who knows what in Black Marsh's depths, perhaps finding some form of underwater Hist. Black Marsh's coasts could be frequented by the Maormer, perhaps a teaser of sorts to their future involvement in the series, which would probably be somewhere in the Aldmeri Domnion. I think Sload will probably show up, they apparently do quite well for themselves in the coastal regions, and Black Marsh is no stranger to slavers. Which brings us to the various sub-races of the Saxhleel, the toad-like Paatru, the winged Sarpa, the cannibalistic snake-like Naga and many more. There are also the remnants of Dres slave hunters, perhaps a part of some Forsworn-like army led by Great House Dres to reclaim Tear. And if Narsis and Tear are included, Great House Sadras aiding the Imperials in their cause, perhaps trying to oust the An-Xileel and restore trade between Morrowind and Black Marsh. Murkwood - the disappearing/moving forest, could be interesting, perhaps as a sort of giant mangrove forest in the everglades region you described. Finding Murkwood would probably be very important.

I'd recommend reading IceFireWarden's http://www.reddit.com/r/teslore/comments/1sjqv6/thalmor_censusreport_on_argonia_circa_4e_201/, very interesting stuff.

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Charlotte Lloyd-Jones
 
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Post » Tue Mar 10, 2015 11:35 pm

Thank you. :-)

About the idea of a Dragon and the Hist - it's just an idea. I would like to see a couple of dragons in Argonia. Not hundreds and not zero - at least 2 and no more than 4, say. I was thinking about that one dragon stuck in the Soul Cairn because of his interest in necromancy. What if an eccentric and unusual dragon, many ages ago, encountered a little group of odd and inquisitive Hist, struck up a conversation and they found that they got along really well? It could be fun. ;-)

I had no idea Stormhold and Gideon were originally Ayleid. It presents intriguing possibilities.

I will read IceFireWarden's report. Thanks for the link. :-)

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Markie Mark
 
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Post » Tue Mar 10, 2015 10:29 pm

Hmm... that does sound interesting. For, aside from a realm like the Soul Cairn, what better place is there for a dragon to hide from the Dragonguard, than the heart of the Black Marsh? While I'm not sure about them getting along, interaction between a Dragon and a Hist does sound interesting. Again, I'm reminded of Peryite and that withered tree at his shrine in Skyrim. I can't help but feel he has a greater role to play in Black Marsh. He's supposedly the Prince of natural order. Plagues keep the population down, that sort of thing. Oh, and regarding Daedric cults and worship - a majority of that could be attributed to the Dunmer and Nibenese. Though, I'm sure there are some Daedric cults, but probably not many that are endorsed by the Hist, aside from perhaps Sithis - Father of all Daedra.

When it comes to ruins, I agree, every race that was wiped out should show some signs of their presence. This cane be reflected through ruins, cities or more. Ruins of the Kothringi and the other men of Akavir, not many ruins of the Liltmothiit, as they were nomadic. Perhaps some tombs where the vulpine Betmer buried their dead. Daedric/Velothi ruins to the north. Barsaebic ruins and somewhat intact cities. And finally, the Xantmeer - ruins of the Ancient Argonians, abandoned and forsaken.

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Judy Lynch
 
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Post » Wed Mar 11, 2015 6:10 am

https://www.youtube.com/watch?v=mYwtnMQJqyg

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Dan Scott
 
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Post » Wed Mar 11, 2015 7:26 am


That's it, we've found out the beginning of an tes argonia game. In classic tes tradition, we start as a prisoner and have to break out of "the rose" :P
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Queen
 
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Post » Wed Mar 11, 2015 8:18 am

Looking at the tamriel map what are the islands to the west and east of black marsh. Could be good spots for dlc
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Cartoon
 
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