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/tgesg/ - Weekend Elder Scrolls Lore General

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Previous kalpa: >>47113408
Several rounds of debate ensue, but no actual facts are presented, and Dhavin finally moves to adjourn. An entire evening wasted.

>Tabletop/P&P RPGs
[Scrollhammer - Tabletop Wargame] http://1d4chan.org/wiki/Scrollhammer_2nd_Edition
Discussion in #Scrollhammer (irc.thisisnotatrueending.com (port 6667))
[UESRPG 1e + other TES RPGs] http://www.mediafire.com/uesrpg
Discussion in #UESRPG (same server)

>Lore Resources
[The Imperial Library] http://www.imperial-library.info/
[/r/teslore] http://www.reddit.com/r/teslore/
[UESP/Lore] http://www.uesp.net/wiki/Lore:Main_Page
[Pocket Guide to the Lore] https://docs.google.com/document/d/1AtsWXZKVqB4Q825_SwINY6z4_9NaGknXgeOknOCDuCU/edit
[Elder Lore Podcast] http://www.elderlore.wordpress.com/
[How to Become a Lore Buff] http://forums.bethsoft.com/topic/1112211-how-to-become-a-lore-buff/

>General Rules
No waifus except Pelinal Whitestrake please.
Keep the MK/Lady N related squabbling to a minimum.
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>>47134911
First for Telvanni.
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>>47134911

second for redoran
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Third for Mora.
>>
Fourth for Indoril, not pictured due to BETRAYAL
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>>47134995
>the whole Great House gets massacred by Morag Tong
Hardcore.
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>>47135070
>implying house mora is dead
The Ra'athim are behind everything, Anon. Everything.
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>>47135325

>that filename

kek'd
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May I present one of the few good things in ESO

cute dragonsneks
>>
>>47135536
TES needs more Sneks. If they do Hammerfell next, I want some version of Mongolian Deathworms. Just as snakes instead of worms.
>>
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>>47135575
I wouldn't mind when if they visit Black Marsh, that there were all sorts of serpents and wyrms and shit. Sort of like how there are different forms of Khajiit, but the Hist basically made all these solely for making sure anyone who invades Argonia can politely fuck off. Argonians being the only really diplomatic race.

It would kind of work, since there's already things like hydras.
>>
Its alright to bully Peryite, right? He smells like farts
>>
Bethesda's 'capital cities' will never not trigger me with their 20 houses.
>>
>>47135680
I find it odd how his enemy in Daggerfall is listed as Vaermina. You'd think with his whole natural order thing, he'd be enemies of Molag Bal, who tries to upset the natural order.

Still, I honestly don't think Peryite is that dickish of a daedric prince. Skyrim especially seemed to try and mellow him out a bit.

http://en.uesp.net/wiki/Skyrim:Unsent_Afflicted_Letter
>>
>>47135804

>trying to spread a disease all over tamriel
>mellow out
>>
>>47135833
Well yeah but he's not being a dick about it.
>>
>>47135804
Pery has always been a dick, even in Skyrim.
>>
>>47135804
They're competing for the role of least relevant Prince.
>>
so,uh, ESVI when?
>>
>>47137174

never

ever
>>
>>47135349
is it OC?
>>
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Was Magnus blind to the potential of Nirn, or was he right to abandon Mundus before it was too late?

Was Lorkhan a devilish trickster, or a wise spirit who wanted to create the best possible world?
>>
>>47137474
Magnus had to leave, his presence made Nirn unstable.
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>>47137474
>Was Lorkhan a devilish trickster
If you're a filthy knife ear. Talk shit about Shezarr again, see what happens bitch.
>>
How did the early Imperials manage to take control of the White-Gold Tower? The Aylieds built it and made its stone, and there's never been another instance of a tower being 'passed' to another race.
>>
>>47137174
after we get ESV
>>
>>47138312
Pelinal banished Umaril, got dismembered, and the aylieds decided to fuck off once their demigod warrior king died.

Speaking of Pelinal's dismemberment. Is the armor from Knights of the Nine Pelinal's body? I haven't played it in a long time, back when I didn't know any lore.
>>
>>47138511
Probably not - each one was said to be made by the Divines, so it's probably literal armor to go over his cyborg body. Or the remnants of his body have changed over time, like the shape of some artifacts do.

And looking at Varieties of Faith, it says that Morihaus is portrayed as the Taker of the Citadel, so it[s probably not just Umaril's death.
>>
>>47138511
Pelinal was said to have a face in one of the song of Pelinal books I believe, so it is his armor. His mortal remains long decomposed. One could argue it was a projection, but I doubt it. Always take deep lore stuff with a grain of salt, especially if it's not mostly in-game.
>>
So Tiber Septim mantled Shezzar, right? Talos is obviously a fairly pro-human god.
>>
>>47138599
Well, Pelinal being a construct of some sort, and not a man, is heavily implied in The Song of Pelinal.

>beneath the Pelinal's star-armor was a chest that gaped open to show no heart, only a red rage shaped diamond-fashion

So he's literal rage incarnate. He might not be a future death robot sent back in time to kill elves, but he is definitely not a man. Although now that I read that, he does have star-armor, so my original question was answered there I suppose.
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>>47138491
after we get ESIV
>>
>>47138722
who's the little guy near the flower?
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>>47138809
An imgakin
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>>47138511
>ayylieds
fuck you tumblr
>>
>>47137474
"mundus was a mistake"
- magnus
>>
>>47139315
But they're literally called Aylieds. Heartland High Elves is a bit of a mouthful.
>>
>>47139400
Ayleid. E-I
>>
>>47139480
I BEFORE E EXCEPT AFTER C
I BEFORE E EXCEPT AFTER C
I BEFORE E EXCEPT AFTER C
I BEFORE E EXCEPT AFTER C
>>
>>47139570
not for a proper noun
>>
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>most worshippers of Z'en were wiped out by a plague

So that's why the Bosmer seem unable to work for anything.
>>
>>47139570
There are more exceptions to that rule than words which follow it. Also, this: >>47139583
>>
>>47135804

Peryite is the prince of disease. He pretended to be the prince of order after Jyggalag went bonkers but nobody actually took him seriously in that regard, in no small part because he had no idea what he should actually DO as the "prince of order".

He's at odds with Vaermina because Vaermina gives him nightmares
>>
>>47141119
ESO says that he keeps things orderly in Oblivion by fighting wild daedric creatures.

>Peryite is in charge of keeping daedrons - chaotic creatia made sentient from the exertion of Daedric or mortal will - from causing damage in Oblivion, mainly through events known as 'realm-rips'. When asked, Lord Fa-Nuit-Hen says that "trying to keep ahead of it all keeps Peryite mighty busy, but nobody really feels sorry for him - after all, he earned it."

Personally I think it's a stupid way of working in the natural order part of his portfolio. It should be like Nurgle and his unchanging stuff.
>>
>>47141210

Yeah well ESO can piss up a rope, because that's not how daedra or oblivion work.
>>
>>47139710
They didn't work even then, they just stole from the best thieves and gave to the worst thieves.
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Lush Ascadian Isles looks really good.
Better than a lot of texture replacers.
>>
>>47141460
>tfw bb clothes keep clipping with robert's bodies
>>
>>47134911
wow this thread is moving fucking slow today
>>
It's been a while since I've last played Morrowind.
Does it also have more bandit population that city folk in a fashion similiar to Skyrim?
>>
>>47142861
As far as I remember, most of the enemies in the game are creatures and dagoth faggots, though there are a few bandits.
>>
>>47142861
A lot of times, you'll see someone on the road, talk to them, and then they'll try and mug you. You wise up after a while. Most bandit groups are like, 7 people or so.
>>
Playing Sotha Sil Expanded
Where is the Archcanon?
Where is the Temple District?
Where can I get a bed to sleep?
>>
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What is the truth of TES, /tg/? What's the point? Who do we want to win in the end? What philosophy should we follow?
>>
>>47144684
It's just a video game, anon
>>
>>47144684

It is to know love.
>>
>>47144684
There is only one truth, and that is
That none of it matters from, at best, this point forward
>>
>>47144684
The point is to kill things, read books and be the big hero that lets the world keep spinning for a few more years.

Wait, does Nirn spin? Does it orbit a star?
>>
Hey, wanting to set up a game where the party plays as bandits. Any ideas on what to include and how to run it? Was thinking of setting it in Daggerfall, Skyrim or Cyrodiil before possibly getting into more alien terrain.
>>
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>>47145065
Nirn is the center of everything. Nirn spins, Masser orbits Nirn, Secunda orbits Masser. The sun sits between Nirn and the void, where Magnus watches the world he designed from afar.
>>
>>47145095
Will this bandit group have a history reaching back centuries to the great founding bandits whose relics are either lost or kept out of the reach of the players?

Like seemingly every faction the player joins.
>>
>>47145120
Is that map to scale?
>>
>>47145142
Nope. Just a bunch of dudes who formed under an old orc. Very recent group. Setting it either after the events of Skyrim, After the events of Oblivion or Five years after the Great War.
>>
>>47145194
I don't believe so. I don't think we know for sure how big the other planets are, being God bodies and such. Its just to show the astronomy.
>>
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>>47145194
This is the official Orrey, so this might be better to scale.
>>
>>47145223
I'd recommend after the Oblivion Crisis - nothing's quite fragmented yet, but there's a lot of problems, and plenty of opportunity for bandits to make coin. You could even literally watch everything fall apart.

And I'm a bit of a Bretonfag, but I'd recommend starting in High Rock. Orcs are pretty plentiful there in Orsinium, and you're distant enough you have time before you have to react to events going on - unlike in Cyrodiil, where the Legions will be prowling everywhere and there'll be too much devastation for a good profit.
>>
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>>47145348
>Zenithar is closest to Mara and Dibella

And thus it is confirmed that only hard work can get you women.

But seriously, how can they tell which ones are which? Does the size mean anything, or the positioning?
>>
>>47145095
Rally all the bandits and take over the world. The collective population of all bandit groups easily outnumbers the folks living in cities, even more so when you take rogue mages, necromancers and cultists into account.

A number of bandit camps like to use traps, catching wolves, fighting pits, bars, hostages, drug trafficking, slaves trafficking and of course attacking travellers and trade carts, some of which have guards and powerful artefacts that you have to give to the boss.

A quest could be to catch a vampire while they slept to use as a trap. The vampire will need to be starved before you can rely on them to go berserk on an intruder once released from a cage, which is also when they're most powerful. That's some quality bandit security right there. And don't let the players convince the boss that it's a bad idea, it's a GREAT IDEA!.

Then there's the problems bandits have to deal with. Invading cultists looking for a crowd of sacrifices. Guards patrolling and attacking. Adventurers and possibly even Heroes come to wipe you out. Falmer, Spiders, Dwemer Constructs and other deep cave dwelling creatures breaking into the hideout from below or the bandits digging too deep. Second in commands trying to usurp leadership from the boss. Local pair of ogres/trolls chased away another group of bandits from a trade cart they took down. Farm stopped paying protection money because the Legion appeared. Have to move since trouble's brewing too hot. Have to rescue boss' son from another group of bandits. Boss been eating the mushrooms that're making him a bit loopy and giving weird commands.
>>
>>47145687
Don't forget inter-bandit warfare. Bandits and Marauders, different gangs lead by different leaders, people who quarreled and formed split off groups. It could sort of be like rough politics on the edges of civilization, forming tenuous alliances and backstabbing the worst of your friends and turning the rest on the most dangerous of your enemies.
>>
So the chameleon spell was probably dropped for being too OP, so what lore explanation can you all think for why it was dropped?
>>
>>47145761
They still have invisibility so as far as I'm concerned the loss is benign lore-wise.
>>
>>47145761
Simple - necromancy wasn't available in earlier games due to how it was illegal. Chameleon type spells were banned after the Oblivion Crisis, because of the Emperor's assassination and later fears in Skyrim about assassination of local leaders causing chaos and instability.

A lot of magic is about what is legal, what is available, and what is taught. A lot of mysticism was constrained to keep it from delving too close to true necromancy.
>>
>>47145386

Highrock does seem like the place. Breton nobles tossing their coin about, hiring brigands to intercept rival trading routes and such. Eventually I want them travelling all over for some reason. Gotta find a catalyst for that.
>>
>>47146285
Depends on when you set it, but a good general reason is that some noble gets strong enough that he decides he no longer needs your help and forces you out. Or the pickings just get too slim, or the roads too dangerous.
>>
>>47146306
How about visiting redguard? I imagine hitting a forebear envoy or something like that would win them a powerful enemy. What would Orsinium even be like? I never hear much talk about the kind of city it was.
>>
What does /tgesg/ think of /r/teslore?
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>>47146359
Sure, that could be a good plan. And it's called Hammerfell - the race is Redguard.

As for Osinium, we don't really know what the town itself looks like. I'd imagine it's like one of those Orc strongholds in Skyrim, but bigger and with some proper walls. Orsinium is also the name of a larger Orcish kingdom that formed after the Warp in the West.

>>47146464
Too tinfoil hat-y.
>>
>>47146464
Casuals, autists, ESO supporters.
>>
>>47146464
It's alright.
>>
>>47143684
Head through the residential district, last I checked there's a Guide at the front of each one who gives directions. Either way you can sort of navigate it just by looking at what buildings have lightning rods over them, since the only buildings in the entire clockwork city have those rods over them.
>>
>>47143684
Don't you immediately get a house once you walk out of the place? The voice tells you to use Fyr Manor.
>>
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Alright tgesg, how do the cultures of Nirn celebrate Mother's Day?
>>
>>47144914
>>>/v/
>>>/vg/
>>
>>47147916
Orcs usually visit your mom on this day.
>>
>>47147916
They don't, as far as we know.
But it was Second Planting yesterday, and tomorrow it's Marukh's Day.
>>
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>>47147990
Based Temple.
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>>47147952
>putting deep and philosophical thought into drunken squabbling of some basement dweller
>>
>>47148015
like every weekend
>>
What are you anons doing for Lady Mara today? She is the Mother Goddess after all.
>>
>>47147325
FUCK OFF BETHKEK
>>
>>47149062
rude
>>
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>>47147916
Every day is Mother's Day
>>
>>47147325
thanks
>>47147336
I can find Fyr Manor storage, but not Fyr Manor itself.
>>
>>47146464
I like teslore, its a good place to go during the weekdays, so long as theres no C0DA or ESO bullshit going on, its fine
>>
>>47145895
>A lot of magic is about what is legal, what is available, and what is taught.

Is that why in Skyrim you can't Enchant Spell Absorption, and Spell Reflect is utterly gone? Because the Thalmor did it (to make it even harder to fight back against them)?
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>>47139397
did someone order a package of memes?
>>
http://www.nexusmods.com/morrowind/mods/43642/?

Ah, Illusion. One of the most subtle schools, it changes perception, not reality. You will never be able to change what is or is not, only what seems to be. But what if perception is reality? Why you could be a god, something worth pondering.

Destruction, most mages deride it as a blunt instrument, barely worth consideration at an academic level. Be wary, destruction begets destruction, and always seeks its own. But under a steady will, a well aimed bolt may carve a jagged gash through history.

Conjuration is a trap for the careless and the foolish. Creatures bound only work under sufferance, and the Daedra are ever eager to betray. They are immortal, and their memories stretch endlessly. If you are wise and courtious, you may survive. Never suppose that any being is completly under your thrall.

Alteration creates no mere change in perception, it affects what is. In many ways Alteration is the most grounded of the schools of magic. Just remember, grounded isn't the same as simple.

I confess, I never get much of a chance to practice Restoration. I suppose I could always experiment on you, but not even Restoration can bring back the dead

You cannot explain Mysticism. It defies the hopes of wouldby scholars seeking to fit it to a definition. It is a school of paradoxes and internal inconsistincies, and the Psijic's treat it as a way of life. Mysticism cannot be taught, and each of us studies it in solitude
>>
>>47150933
http://www.uesp.net/wiki/Morrowind:Mysticism_Trainers
>>
>>47145348
Oblivion isn't canon.
>>
>>47150983
Kirkbride, you've been up for 4 days, go to sleep already.
>>
>>47151203
Don't talk to me or my wife's son ever again.
>>
>>47146464
I'd be down for it if it wasn't just fan theories that are retarded, and "Look at my OC donutsteel nord I played in Skyrim. He released an autobiography all about him lol."
>>
>>47151611
I don't have any issues with that.
>>
>>47147916
Any day under Mara, I suppose.
>>
>>47146464
it's fucking shit, stop bringing it up
>>
>>47149055
Nothing. Mara, sadly, isn't real, and I'm an orphan.
>>
>>47145895
They outlawed Chameleon but not invisibility?
>>
>>47147969
Why does he have a blade arm?
>>
>>47151691
But Mara is real.

https://en.wikipedia.org/wiki/Mara_%28goddess%29
>>
>>47151901
He's an Alchemist. They call him Full Chitin.
>>
>>47150927
Elder Scrolls/Traveller crossover campaign when?
>>
>>47151901
Insectoprosthesis.
>>
>>47151887
Hard to outlaw something you can't see.
>>
>>47151915
Huh, I always thought she was named after the demon in Buddhism, but that makes more sense.
Either way, the Nine Divines are not real.
>>
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>>47151921
>>
>>47145120

But...that beans both Masser and Secunda are the same phase, all the time, which blows canon Khajiit genetics out of the water?
>>
im in sotha sil expanded's catacombs trying to finish the main quest. where do i go, what do i do? wtf, im lost, and its super dark in here. help
>>
>>47152019
Shh, don't worry about it. It's catmagic.
>>
>>47152019
>not knowing how the moons work

>They are like the mortal plane in that they are temporal and subject to the bounds of mortality; in fact of this, the moons are dead and died long ago. The moons used to be pure white and featureless, but today their 'skin' is decaying and withering away. Their planes are likewise dying. Mortals perceive this as the moons being spheres with patches of their 'surfaces' completely eaten away; as the moons spin, they seem to become slivers or ragged crescents. These are not caused by shadows, because you can see stars through the black patches of the lunar spheres.
http://www.imperial-library.info/content/cosmology
>>
If you were to get a bunch of enchanted amulets and necklaces put enchanted rings though the strings, what exactly is stopping somebody from going super sayain by going into enchanting?
>>
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>>47152147
Literally.
>>
>>47152147
It sounds expensive, and that sounds like a lot of souls. You would probably just get what you pay for.
>>
>>47152147
Given people don't do it, I'm sure there is a practical reason people don't do it.
My answer: having too much magical shit active can be dangerously unstable.
>>
>>47152147
You shouldn't depend on magical jewellery. Just look at Tharn.
>>
>>47152147
The same reason nobody uses the Alchemy exploit. Probably dangerous, incredibly difficult to pull off, expensive, and if you did do it, you probably would still be weak in other ways, like if somebody were to simply yank it all off.
also
>>47152194


Still it would be interesting to see.
>>
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>>47150983
Why not? It's not near as bad as Skyrim.
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>>47150617
Am I the only one that regrets having to force the Tribunal towards their death?

I know they were corrupt, false gods, and it's not like I could've changed Almalexia's mind anyway, but they had done good for Morrowind. They had lead them through crisis after crisis for thousands of years. It's less even a moral thing, as much as I don't want to do away with something so, in the old sense of the word, awful and awesome. They are not my gods, but I cannot help but respect them and all their vastness.
>>
>>47152147

I'd like to think the magnitude of each effect begins to be less prominent as you put on more and more enchanted jewelry. So you'd end up wearing hundreds of thousands of drakes worth of shit but actually just be moderately better at everything
>>
>>47152458
I would never forgive them the things they've done to Veloth.
>>
>>47152458

But the dunmer were always terrible and didn't deserve to be spared from the crises which befell them. Hell, they even started to become not quite so terrible people in the decades immediately after the tribunal died. At least until Vivec's meteor fell down and a billion lizards invaded
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>>47152505
What?

Dunmer were always the least bad of the mer.
>>
Is shadow magic the most powerful school in TES universe?
Is it the most edgy school in TES universe?
>>
>>47153288
Bosmer?
>>
>>47153425
Possibly.
Yes. Tied with Necromancy.
>>
>>47153425
tonal magic
and that weird vampire molag bal blood magic shit is p edgy

>>47153288
You're thinking of Falmer.
>>
>>47153431
The Dindus of Tamriel?
Literal Kender.
>>
>>47153431
Remember protein farts? Even ignoring the reputation they've gotten in the community, they have no real unity, and they only are growing more and more insular.
>>
>>47153431
they're cannibals, thieves, and they fuck animals

Worse than Goblins desu
>>
>>47153455
Tonal magic is cheating and you know it
isn't this just some variation of destrucion?

>>47153495
REMOVE BOSMER
>>
>>47153545
>>47153495
>>47153480
>>47153469
Poor monsters...
>>
>>47153469
Khajiit are kender, Bosmer are more like hood rats. Proud of their thieving skills, but know it's wrong and would be upset if some stole their shit.
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>>47154000
No, Khajiit aren't kender. Kender don't see anything wrong with their stealing, and refuse to even consider it such, and expect everyone to be okay with what they do.

Khajiit know that they're stealing, but appreciate the cleverness and skill of it. They're fun loving, but not in the stupid autistic way that kender are, running off into danger and causing problems without a thought. They actually have a head on their shoulders.

I don't think Bosmer are even all that theif-y. They're more like traditional wood elves - archers and skirmishers. Maybe kind of like gangsters.
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>>47154000
>>47154052
>Khajiit know that they're stealing, but appreciate the cleverness and skill of it.
That isn't to say that theft itself is necessarily encouraged or appreciated, in fact it's very much not so, but thievery is nevertheless recognized as a craft. In fact, if thievery wasn't illegal, didn't require skill and subterfuge, and wasn't punished, it would not be a clever craft.
They do have a distinction between stealing and just taking, and that distinction is very important.

I'd also argue that when the Khajiit venerate Rajhin, it's not so much the famous theft that's the point of the worship, but rather the immense skill behind it. The "Dar" prefix is said to mean thief, but it's really mostly signifying this person's cleverness, like a Nord being called Clever Hudvar or a Breton being called Arnand the Fox. It doesn't even have to be cleverness in terms of wit, but can just be someone who's clever with his hands. A renowned carpenter could probably be "Dar", not because he's a thief, but because he's so immensely skilled.
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>>47154511
Dar does literally mean thief or clever, so you have a good point there.

A good way of recognizing the distinction is with the minor god Baan Dar. Most places consider him a thief, but "In Elsweyr he is more important, and is regarded as the Pariah. In this aspect, Baan Dar becomes the cleverness or desperate genius of the long-suffering Khajiiti, whose last minute plans always upset the machinations of their Mer (or Human) enemies."

Also goddamn that webm give strange feelings. Especially knowing that with enough licking, a cheetah's tongue is rough enough to cause you skin to bleed.
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>>47154702
>strange feelings
When my cat does that kind of stuff, it's a tossup if she's gonna claw my face or not
Can't imagine a cheetah smack being fun
>>
>>47154052
No, in Morrowind, I distinctly remember that Bosmeri bitch who stole those scrolls in the mages guild being smug and saying that it proves the Bosmer are better thieves than Khajiit, and implying that it's something Bosmer are proud of.
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>>47154702
>Dar does literally mean thief or clever, so you have a good point there.
It's even more obvious when you see how Jobasha explains it:
>A Khajiit with "Dar" in his name is clever, and maybe clever with his hands, but not always a thief by your odd Imperial property customs.

The role of thief just appears to be if not synonymous, then at least symbolically representing cleverness. Much like in a lot of real world fables, certain animals are always given the same characteristics, the Khajiit seem to do that with thiefs (and possibly other professions?). Like how I can call something a mule, which can either mean that it's an actual mule, or just that it's stubborn.

Also Cheetas are confirmed for lewd cats.
>>
>>47154928
Sounds like a bad case of Bosmeri Inferiority Complex.
>>
>>47154511
>tfw no special friend.
>>
>>47154956
The men are ugly merlets with tiny dicks, and the women smell like protein farts and cant even use leaves to wipe.

You'd be upset about being alive, too.
>>
>>47154928
That's literally just mage apprentices being mage apprentices. Ranis says she did the same shit when she was younger.
She could have been a nord for all it matters.
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>>47155022
I never do that
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>>47155022
You're missing the point.
She flat out brags about how Bosmer are better thieves and acts proud about it.
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>>47154928
It's probably more a part of being better than Khajiit - they are traditional enemies, after all.

>>47154935
It's odd how I can't think of many other symbolic things like that in Tamriel. Best I can think of his how for the Nords, wolves are sacred because of their relation to Sai, the god of Luck, and bears seem to be a symbol of strength.

There are cuter big cats out there. Cougars especially.
>>
>>47155049
And you're missing the point.
She would have just said "dunmer are better thieves than khajiit" and be proud of it too.
>>
>>47155073
Are you seriously trying to imply that thievery isn't a part of Bosmeri culture? What makes you go to the conclusion that they view being a better thief as being despicable or that they aren't more prone to it than other races?
>>47155057
>This should prove once and for all that the Bosmer are better thieves than the Khajiit.
I think it's pretty straight forward.
>>
>>47153288

By virtue of enslaving beastkin instead of men and not trying to destroy reality. Not exactly a high bar.
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>>47155073
Hlaalu are really good thieves, and would be proud of it regardless. A Nord would normally favor direct things like mugging or piracy if they were committing a crime.
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>>47155125
>Are you seriously trying to imply that thievery isn't a part of Bosmeri culture?
I literally don't care.
Her actions as a mage guild apprentice were confirmed as mage guild apprentice actions by a dunmer. Her being a bosmer was irrelevant.
>>
>>47155125
I think the 'than the Khajiit' is really the important part there. There's not much in the lore to support the idea that they see banditry as a skill - one of the major points I've found makes it sound like something they do when they can't trade for the goods they rely on from other provinces.
>>
>>47155177
It has to part of their culture in some way, shape, or form, considering they get a bonus to it.
The average Bosmer in Valenwood probably isn't a cat-burglar, but perhaps they prefer mischief and pulling pranks on friends, or they like feats of sleight of hand.
Either way, what is confirmed is pickpockets and thugs are everywhere in Valenwood, as indicated in A Dance in Fire.
>>
>>47155159
Cool, if you don't care about lore or don't want to discuss it, this is the perfect thread to be in.
>>
>>47155304
The "culture" isn't a factor here, same acts were done by a dunmer making the "culture" of bosmer irrelevant.
Go be retarded somewhere else.
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>>47155281
>It has to part of their culture in some way, shape, or form, considering they get a bonus to it.
Making an argument from stats is really weak. Why do Redguards have a bonus in blunt weapons? Why are Argonians good at illusion?
It's better to just try to find some text sources.
>>
>>47155281
But a Dance in Fire is fiction, even in universe. We can't quite trust it.

The bonus part might because they are slanted towards archery, which is generally a stealth skill. Why are Bretons only possessing bonuses to mage skills, despite the lore painting them as having plenty of knights and battlemages?
>>
>>47155453

>which is generally a stealth skill

(one of my least favorite aspects of TES in general. Archery is not sneaky)

>Why are Bretons only possessing bonuses to mage skills, despite the lore painting them as having plenty of knights and battlemages?

Bretons have naturally higher than normal magical attunement thanks to their ancestry. However, not to the level of say, the altmer, and additionally they lack the historical knowledge and culture of extremely powerful magic users that benefits some of their purely elvish cousins. In other words, their magic isn't good enough to carry them in a dangerous world alone. Additionally, they aren't BAD at swords and shit, and their magical resistance makes an armored Breton exceptionally difficult to kill, even if he is only moderately well prepared in any particular way to kill you.
>>
>>47155453
But we don't really need imperial fantasy fiction as source for bosmeri thieving antics. I remember there being tons of dialogue in Morrowind that made it pretty clear thievery is part of Bosmeri culture and that one should never relax his pockets around them.
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>>47155359
Not him, but a lot of swrd techniques carry over to other weapons. Probably why they also get a bonus to axe.
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>>47155576
That could be just general racism - it is Morrowind, after all. I don't remember them being regarded as thieves.

There's a bit of lore about the Rite of Theft, but all of that is sourced from ESO.
>>
>>47155453
Fiction isn't just something pulled out of the aether.
We learn the actual capabilities of Restoration from a book labelled as historical fiction. Doesn't mean the laws or descriptions of magic are made up.
>>
>>47155619
Sure, maybe, but it's still not really strong proof for anything in particular. I'm just pointing out that you'd really want to avoid trying to derive lore from racial stats.
>>
>>47155647
They tend to be considered thieves in other cultures. At least in Daggerfall they are portrayed that way.
>>
>>47155723

Especially given that the races and classes are designed in such a way that, in terms of attribute and skill points, they're all exactly balanced. It'd be like trying to divine information from a character about their exact statistical skills even though they probably just picked a class that was good at the two or three things the character needed to have to be decent in combat
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>>47155647
Pretty sure there was Imperial dialogue (probably guards, but can't remember that well) implying them being thieves and Imperials are as multicultural as it gets.

This would be good thing to check out if someone is crazy enough to fire up the construction set and look through tons of dialogue.
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Think of your least favorite Elder Scrolls game. Now try to find one redeeming part about it or the lore it brings to the table.
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>>47156736
I suppose Arena did provide the framework.
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>>47156736
I absolutely hated the game with a passion, but The Lusty Argonian Maid is possibly the single most important book in the series, if not just for my nord stealth archer to always have in her inventory.
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>>47156736
My least favorite ES game that I've actually played is Morrowind. It's not like it was bad, it was just way clunkier and cruder than what came after.
>>
>>47156736
it established the difference between daedra atronachs and golem atronachs, thank you battlespire
>>
>>47151887
Well you can't attack anyone while invisible without turning visible. If you have 100% chameleon, you'd be completely invisible and can do whatever you want.
>>
>>47156984
I'm surprised you haven't been skinned alive yet.
>>
>>47150933
No wonder they got rid of mysticism. It's shit.
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>>47151972
You're not real.
>>
>>47157585
What, are you trying to make zero sum? That's not goi-
>>
>>47157477
To be fair, he's not exactly wrong about it being clunkier.

>new weapon type, time to spend 10 minutes trying to kill a single rat
>shield just sort of sits there occasionally doing something if the rng likes you
>needing to skillgrind to not be ass slow

Heck of a world, and the later titles went too heavy on the streamlining, but it was hardly flawless.
>>
>>47157561
YOU TAKE THAT BACK YOU DOUBLE N'WAH!
>>
>>47155569
Archery is a warrior skill in skyrim, even though the thief stone stole it from the warrior stone.
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>>47156796
>stealth archer

Of course.
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>>47157736
That's why you bother training and customizing your character. If you want an Orc Thief, that's fine, but the game would be a whole lot easier if you used an axe instead of a dagger.
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>>47157804
That's the joke, anon.
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>>47157561
No you're shit.

I'll admit, Mysticism was a very, very vague school. But that was what made it so useful - all sorts of fairly useful supportive spells and spells crucial to enchanting and protection. It was a grab-bag you could potentially throw any magical spell into, and left a lot of room for creativity.

But without it, all of its spells are spread out over a bunch of different schools. Instead of having one school you could level up to make use of those spells, now you have to spread yourself out among several different schools.
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>>47157741
Really though, a school whose only thing is "its vague and undefinable" is both boring and stupid. Boring because that means it's just "everything else" that they couldn't categorize, and stupid because if it's a non category it would make mores sense to classify it's spells in the closest most fitting schools.
Really, sell me on mysticism as a school of magic.
>>
>>47157849
So you liked it for gameplay convenience. Sounds like it was way too broad and epitomizes what causes "caster dominance" in other things. Good riddance.
With its spells spread out, it doesn't mean you have to spread yourself thin. It means you gotta actually make choices instead of having everything.
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>>47157916
>any magic other than restoration and conjuration being at all viable
>ESPECIALLY in skyrim
>>
>>47157856
It's magic that effect's magic and magic effects itself. Also, of all the schools of magic, Mysticism has the most lore about it, and is by far the most understood paradoxically.

Ever played a mage in Skyrim? Without dispell, absorption, Resist spells, and things like Mark and Recall, magic just feels bland, like there's no tactical thought to it, or any reason to use it outside of combat. At most, there's either ward or fireball, maybe summon something before then.
Thank goodness they just changed things like telekinesis or detect life into Alteration or Conjuration, because I actually liked those spells the most.
>>
>>47157856
Mysticism isn't just 'vague and undefinable.' It's more the manipulation of magic itself, which is why it had spells like Reflect, Spell Absorption, Dispel, Detect Life and Magic and even Keys. As the UESP puts it, "The spells in the school can be divided into five main sections: transport spells, detection spells, absorption spells, reflection spells and 'other.' " That's a lot more than just 'everything else.'

Now you might say that it's all well and good to put those in more 'fitting' schools, but most schools don't actually deal with the manipulation of magic itself, just using magicka for a certain purpose - altering the world, destroying things, ect. And if you look at Skyrim, there are a lot less spells than there used to be in even Oblivion - there's no more Reflect, no more Spell Absorption, Detect spells got narrowed down to Life and Undead, and no more Mark or Recall like in Morrowind.

The point I'm essentially driving at, if I'm not being clear, is that when you don't have a school like Mysticism, you don't have a place to put all those sorts of spells to do with most detection spells or spells that reflect damage or magic or include basically teleportation or telekinesis. And even with what's little is left, it's been changed drastically - no wonder no one ever tried to mod Mysticism back in.
>>
>>47157916
>Muh caster dominance.
>Quick let's make magic even more shit, that way we don't have to improve other forms of combat.
You are aware why being a stealth archer is a meme right? Because it's stupidly overpowered, and everyone ends up one because the only thing worse than playing a warrior in Skyim is playing a mage.
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>>47157916
>Le Caster Dominance meme
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>>47157955

Restoration is for babies who can't resist sticking it on every single character they make. Illusion is OP.

Now, to keep this on lore, what's the deal with restoration having turn undead spells and sun magic? It could have been unique and focused on restoration things, but seems like it's just generic "dnd cleric" magic for no reason.
>>
>>47158093
>meme
>>
Wait, where are you peopling get the "it's impossible to play as a destruction Mage" thing from? And what's wrong with going melee? I rarely ever used archery, except the few times I decided to make a character especially for it.

Wait. Is this another one of those things where people spend making a. OP character, then complain about how hard it is to use something else?
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>>47158024
To add some clarification to that last point of mine, a lot of the magical effects that you had seen in Morrowind or even Oblivion simply don't exist in Skyrim. There's nothing to reflect damage, either from spells or physical attacks. There's stuff like Oakflesh instead of Shield - a subtle but critical difference - and with three stats, you can't really Absorb Attributes or Skills. And when magic is literally held in your hand, and almost no negative magical effects linger for long, why would you ever need Dispel?

I'm not saying Mysticism is the only school to suffer in this regard - I miss being able to break the armor and weapons of my enemies, and I think Silence is totally gone too.
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>>47158198
Because restoration is about healing, protecting, and generally life. Undead are caused by disease, bad Mojo, bad magic, and taint. Make sense?
>>
>>47158005
>>47158024

Those things are cool, and skyrim did gut magic hard. But instead of having most schools be super narrow and one super broad, it would be more interesting if each school covered more ground.
Too bad it's "destruction" when it's more fitting as "elementalism." Then resist element spells would fit well there.
Alteration ate a lot of those spells.
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>>47158211
>
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>>47158232
Play a destruction mage on legendary without mods, and you'll see why.
>>
>>47158232
Which game? Because being a destruction mage in morrowind is suffering for hours before obtaining decent power.
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>>47158244
Silence is still in game! It's a enchantment, theses also muffle, which is the same thing, but a spell.
>>
>>47158269
Isn't raising the dead life magic?
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>>47158318
I have, and it's just as hard as everything else, not counting stealth archery, which is of course, overpowered as all hell.
>>
>>47158198
>>47158269
Restoration is about the body and it's functions and attributes.
Most likely they either realized how underpowered it is and tried to remedy it, or they wanted to make some "holy" spells, and decided that restoration was underpowered and needed spells or just went with it for the paladin archetype.

In all reality, those holy spells should either be under Conjuration.
>>
>>47158318
>legendary
>adjusting Bethesda's patented artificial difficulty technology
>>
>>47158373
No, scale onto that how mage armor is shit, and how most duels with other mages is holding down dual cast lighting while pausing for more magicka and health potions for a minute or two, and you see why people don't like playing mages in Skyrim when they could be playing a stealth archer.
>>
>>47158371
No, raising the dead is ripping the soul of a person, sometimes not even the same one, and shoving it in a body. I'm not entirely sure about how skeletons fit into it. Draugur aren't truly dead, but they're kept alive due to dragon ass-magic, which is going against the God of Death.
>>
>I know the lore better than the people who write it
this thread in a nutshell
>>
>>47158428
Why the fuck are you using Mage armor if it's shit then? Just throw on normal armor, or learn to dodge. And a fight between to mages plays out the same way in the others games. Except that's not even true, because you could be casting explosive runes for traps, or hitting your enemy with first so it's easier to hit him.
>>
>>47158428
Stealth archery is boring as all hell though. I can't believe the nerds who say it's "satisfying."

>>47158458
What else would the thread be about?
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>>47158428
It is really the fact that you have to rely so heavily on potions that kills Skyrim combat for me - and I don't even end up using a lot of my potions beyond healing, magicka and sometimes stamina.

Level scaling sounds great in theory, but in practice it means that aside from some enemies whose levels cap, there's never going to be an easy fight. You'll always have to pause and down a few potions before continuing, especially if you don't specialize pretty heavily. It also doesn't help that a lot of enemies are meant for melee combat, not for fighting at a range, and it can be difficult for a mage to ready his Stoneflesh and his Lightning Cloak or whatever before an enemy gets close and starts hitting him.
>>
I always hated how people only view Arkay as the god of death, and ignore that he's also the god of life and birth.
It seems that people view life and death as opposites, when death is merely a part of life like how birth is. Which was the point of making it all under one god, who symbol is cyclical.
I wish there would be something in the next game about priests of Arkay not just being grave diggers. Maybe have one show up at births to bless the baby with a long healthy life or something.
>>
>>47158374
That makes sense then. If the body is being sustained by magic/pure force of will, it makes sense that you can drive the stuff away with natural magic.

Though you are right, it would have fit better in conjuration. Except the Stendar magic. That's in restoration because you're dealing with vampires.
>>
>>47158502
I've managed to do well without potions, but then I went out of my way to make an alchemist and it just killed my immersion.
How does one even chug down two potions in a heated melee combat?
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>>47158523

I think the point if emphasizing the "death" aspect of arkay is to put them in particular at odds with necromancers. Presumably priests of arkay would also be at odds with abortion, but that doesn't seem to be a particularly common occurrence, at least in the current era.
>>
>>47158502
Yeah, it can be potion heavy, but there is ways around that! Enchanting can give you very nice boosts to both health regen and Magic regen.

Also, all of the enemy types have a level cap! Go look it up! Most of them level out around level 35-45. The exceptions being draug, dragons, and the very occasional Mage.
>>
>>47158525
Stendar shouldn't even be dealing with vampire in particular. He's the god of Mercy, if anything it would make more sense if a knight of Arkay showed up and stopped the abomination against life and death.

Either way, It always been focused on the bodily attributes. If you want to drive away the magical tethers to a daedric lord, that sounds more like mysticism or maybe conjuration if they don't have mysticism. It also doesn't make sense that restoration doesn't effect vampires anymore when it worked just fine in all the other games.
>>
>>47158523
Don't forget that he has some seasonal aspects too. Though in Skyrim, Falkreath was almost always gloomy, that could be considered showing how Arkay has some control over seasonal weather. And it would've made more sense for Falkreath to have some life and cheer to it to balance against the huge graveyard.

>>47158559
You just go to the item screen and drink the potions. In every Elder Scrolls game (as far as I know), opening the inventory is like pausing, giving you plenty of time to take a drink.
>>
>>47158588

Is there even enough unique content to get to level 35 without grinding random caves and ruins
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>>47158559
That is one of the things that I did have grievances with. Discounting the meme of slamming down fourth cheese rolls, which is possible, but you're not actually going to do that unless you're a hoarder. Chugging down potion after potion, or just swapping weapons in and out of existence while still being paused is silly, but something a lot of games do.
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>>47158598

>You just go to the item screen and drink the potions.

He meant, how is the character doing it. He understands the action the player must take to use a potion, dummy.
>>
>>47158598
>>47158559
Hotkeys, you scrubs.
But yeah, it is sort of immersion breaking. I like to imagine my character dodges and gives himself some space before he rips off the cork and chugs for a half second.
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>>47158596
It can actually, but you need a specific spell to be able to heal undead, which makes sense because they're not really the same type of living. Also, you're acting like Stendar's only shitck is mercy. And even then, wouldn't it be a 'mercy' to put vampires out of their misery?
>>
>>47158588
Don't Draugr make up the major portion of enemies you face? Only mage I know of that goes to 45 is Ochendor.

And even then, as the other anon pointed out, do I really want to keep playing that long? I've managed to make it to 35ish, but I haven't even started any of the major questlines. Nothing really draws me in, aside from random quests and dungeon crawls.

I'll admit I never did do much with enchanting. I mostly focused on blacksmithing, and now I have to make sure I still stay effective at combat on top of other skills.
>>
>>47158614
For all it's reputation, I'd say Skyrim has it's memorable dungeons. I remember the dungeon that starts with the non hostile blind man reading a book with no words, I remember the lighthouse that was taken over by Chaurus in the basement, and I remember the cave with the mammoth hunters who were trying to get rich by transmuting iron to gold.
>>
>>47158614
There is actually! In fact, there's far more then enough! if you were to actually spend the time going to say, every where in falkreath, you'd probably hit around level twenty.
>>
>>47158718

I agree that skyrim has some good dungeons but level 35, what the fuck

>>47158729

Todd Howard please go
>>
>>47158673
Not for the vampire really. In fact they quite like the undeath they have.
Also, it may not be they only thing he does, but it's his sphere of influence. I'm sure a scholar of Julianos would dislike the undead, but I'm much rather see him teaching the poor to read than wandering around killing daedra, the same way I'd rather see the worshipers of the god of mercy being healers like they have been in all the other games.
>>
>>47158700
Well, and I don't mean this offensively, that is only partially the games fault. It doesn't account for personal taste, and it could just be that you prefer exploring!

And contrary to memes, every single dungeon in skyrim is unique. Not a single one of them is even close to a duplicate of a different one! If you pay attention to detail a lot of them have their own little story to tell.
>>
>>47158780

>Not for the vampire really. In fact they quite like the undeath they have.

Some vampires do. But those that don't manage to succeed in becoming pros at getting blood, lose their fucking minds.
>>
>>47158780
That was something that almost didn't make sense to me, but the vigilant of Stendar going around hunting unnatural creatures make sense if you think about how a lot of real world religions had similar "warrior priests", plus they're proving a mercy to the people that would be killed by those beasts.

I'll admit the vampire mercy thing was just a bad joke on my part.
>>
>>47158817

TODD HOWARD

PLEASE GO

Yes, we know that every dungeon has its unique arrangement of the dungeon lego brick rooms and hallways, but that's not the same thing as those dungeons being actually unique experiences. And I'm not saying there aren't a lot of good interesting dungeons in skyrim but they certainly aren't the majority, especially when you discount those related to quests.
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>>47150774
Fyr Manor is the big domed building, right next to the storage house. Hard to miss it since it's the only gated house in the entire city.

>>47158700
Draugr are about 75% of 1/3 of the dungeons actually. There's still a lot of them, and nordic tombs in general suck. Such a boring tileset.
>>
>>47158817
That is true, and in general I don't tend to join many factions even in games like Morrowind. And I've enjoyed Skyrim's dungeon design overall - it does get repetitive at times and blur together, but it's had some fun moments and it's overall better than Oblivion and its grey grey grey.

But I still think they could've done more with dungeons. Maybe draugr breaking through into an old dwarf stronghold. There was a bandit fort with a wolf-fighting ring - why not have that actually be a spot where you could bet, or have mini-arena fights?
>>
>>47158874
Oi, there isn't any "Lego brick" quilters to the dungeons at all, almost all of them have unique decoration, and none of them have "repeat the previous room" scheme. There is reuse of models, but literally every game does that.

You know what game does do the copy pasted dungeons though? Fucking oblivion. Oblivion was ten times worse about that.
>>
>>47158024
>As the UESP puts it, "The spells in the school can be divided into five main sections: transport spells, detection spells, absorption spells, reflection spells and 'other.' " That's a lot more than just 'everything else.'
Being able to divide a school into five unrelated categories, one of which is "other," is not a great sign. Morrowind Destruction could be divided into, what, damage to resources, damage to attributes, damage to skills, damage to items, and weakness to damage? There's kind of a common thread there. Restoration was restoring and fortifying most of those things, Conjuration was summoning critters or gear. Alteration and Illusion were wonkier, but still more coherent than Mysticism.

>The point I'm essentially driving at, if I'm not being clear, is that when you don't have a school like Mysticism, you don't have a place to put all those sorts of spells to do with most detection spells or spells that reflect damage or magic or include basically teleportation or telekinesis. And even with what's little is left, it's been changed drastically - no wonder no one ever tried to mod Mysticism back in.
I don't think they were cut because there was no place to put them. I think they were cut because they seemed problematic or unnecessary.

Spell Reflect is a perfect example: It's a wonky fucking effect. When do you use it? Always, if your enemy's using spells. What does it do? Tell them to stop hitting themselves. What is the net effect on the fight? A rapidly, RAPIDLY scaling power swing in your favor. It's just not a good effect unless you mess with it and/or the AI so that it's something more complex than "lol casters."
>>
>>47158931
Ah, the draug don't actually do any mining, but there are places where bandits are raiding or accidentally mined into Dwarven strong holds. There's also ones where they're attacking Falmer, or Falmer have mined/attacked bandit camps and adventures.
>>
>>47158940

Skyrim uses literally the same method of dungeon construction as oblivion. In some ways better, namely that they had more lego brick rooms, and in some ways worse, namely that every fucking one of them uses the stupid "go around the dungeon and fight the boss and then open the secret exit/one way door back back to the entrance" scheme.
>>
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Also, just so you know I'm not shitting about knowing stuff about skyrim, here's my playtime...

Yes, yes I have no life. No need to tell me.
>>
>>47159019
To be fair, so did Oblivion.

But yes, everything uses modular level design. It's pretty much what you have to do if you're making a game with all those interiors and of that size.
>>
>>47158959
But those five main sections can be grouped in under the idea of the manipulation of magic itself. Another way it's been explained is:

>The art has been described as allowing a mage "to alter the nature of magic itself" and as involving "the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world."

So while you can't quite summarize it as succinctly as 'damaging things,' there is a general overall grouping.

You have a point with Spell Reflect, but I think that could've been fixed if they added a little randomness in there - maybe a fifty-[percent change that it would either block and reflect damage, or block but not reflect damage. Or you could treat it more like a Ward. And what about all the detection spells? What about Shield (which was technically also a Mysticism spell in Morrowind), which simply took off a percentage of damage done to you? And sometimes it does suck not being able to dispel, just for the sake of getting rid of a summoned daedra or ending a cloak effect.
>>
>>47159120

>To be fair, so did Oblivion.

Yeah, but it seemed a lot less common then. I guess maybe back tracking or coming out the other end doesn't play test as well but it makes a lot more sense.
>>
>>47159120
Oblivion did have it too, but some dungeons you did have to backtrack through because there wasn't an easy door out. And there was certainly never anything like a door outside of the dungeon right after the boss room.
>>
>>47159319
>a lot less common
it was still really common. Most ayelid ruins had it.
All Oblivion gates had it by virtue of the sigil stone.
>>
>>47159198
>But those five main sections can be grouped in under the idea of the manipulation of magic itself.
Not really, and certainly quite a bit worse than Alteration could make the same claim.

Teleportation isn't "manipulating the nature of magic," it's yanking you to an existing point of power or setting a personal point of power. Mark you could make a case for, but Recall/Intervention has no explanation that isn't really weird or getting muddied with Conjuration.

Detection has the same issue, especially Detect Key. Detect Enchantment you can make a case for, Detect Life works if life energy is magical and you don't mind getting mixed into Restoration, but Detect Key has nothing whatsoever to do with anything magical. Even the cases it does work for render it kind of adjacent rather than directly applicable, because you're altering yourself, not the things you're looking at.

Absorption kind of works, but again crosses over with Restoration in assuming that skill with long blades is in some way magical and adjustable. Spell and possibly Magicka Absorption are the obvious exceptions, because they actually affect magic.

Reflection works really well, because it's the only full category that actually has anything to do with "altering the nature of magic." It creates a shield that bounces magic back to its source. That's pretty magic-affecting, unlike almost everything else on that list.

"Other" is a pretty damning category for "affecting the nature of magic." Dispel works well from it, Soul Trap can work if we assume souls are magic (which Enchanting seems to back up, so I guess) and we don't mind a possible intersection with Resoration or Enchanting again. Telekinesis doesn't work unless we're talking about using raw magic to accomplish its effects, at which point we're crossing over with Alteration and, frankly, every other use of magic whatsoever.

This comment is now too long, because I am a nerd.
>>
>>47159457
The horrible thing about the Daggerfall dungeons was not that one was obliged to go mad, but that it was impossible to avoid doing so. Within thirty seconds any pretence was always unnecessary. A hideous ecstasy of fear and vindictiveness, a desire to kill, to torture, to smash faces in with a sledge hammer, seemed to flow through the whole group of people like an electric current, turning one even against one's will into a grimacing, screaming lunatic. And yet the rage that one felt was an abstract, undirected emotion which could be switched from one object to another like the flame of a blowlamp.
>>
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>>47159952
Mark and recall are said to work by using a "Soul anchor" as a mark, and recall is the shifting of the soul to that location, dragging the body with it.
Mark and recall, as well as Almsivi/Divine Intervention use this principal, making it work similarly to Soul Trap. Conjuration is more focused on opening a liminal bridge and controlling what comes out.
Telekinesis is odd, but mostly comes down to another point about mysticism: it effects time and space whereas Alteration effects the properties of something. Mysticism doesn't just effect magic itself, but uses it to bypass the structures and limitations of the mundane world, whereas Alteration is bound by what is physically possible.

The ability to absorb magicka has nothing to do with bodily attributes.

Detect key works the same way clairvoyance works, by assigning importance to it, it in itself becomes a force.


The categorization of the schools of magic are mostly arbitrary, but having mysticism simplifies it. To be quite honest, I really don't see why clairvoyance is in Illusion while detect life is Alteration. Regardless of your opinion, having mysticism as a school is very convenient, and not to mention there is already tons of lore on the matter.
>>
>>47155723
>you'd really want to avoid trying to derive lore from racial stats.

Not the guy, but how about in game demographics? Neither Khajiit nor Bosmer, really seem to dominate the Theives Guild; despite being an "Imperial" faction, its mostly dunmer.

Your typical Bosmer in Morrowind is either a mercenary archer for the Telvanni, or a town "commoner' who doesn't seem to do much of anything. Your typical Khajiit is either some kind of shopkeeper or a slave.
>>
>>47160768
Thieves Guild:
5 Bosmer: 4 Scouts and a Thief.
4 Khajiit: 2 Thieves, a Smuggler, and a Monk.

Which makes sense: Bosmer stats favor archery and light infantry. Kahjiit stats favor breaking and entering with a minor in fisticuffs and running away.
>>
>>47160768
To be fair, if you're going off of what percent are in the thieves guild, Bosmer are the most common non-Dunmeri race.
It's said that the population of Vardenfell is half Dunmer, half every other race, with this in mind.
34.6% Dunmer
11.5% Bosmer
9.6% Khajiit.
9.6% Breton
>>
>>47161252
Do we have any other percentages on race for other provinces, even unofficially? It seemed like there were far more men then mer or beastfolk in Skyrim, and Cyrodiil seemed surprisingly even when it came to race.
>>
>>47161550

The Imperial City is basically New York or London. Possibly New York *and* London with a side of Rome and Mecca. Of course it's going to be multicultural.

Skyrim, on the other hand, is basically the Upper Midwest. Uff da.
>>
>>47161655
As someone from the Upper Midwest, I take vague offense to that but recognize that it's true, considering that we're pretty much 90% German and Norwegian.

But I was talking about Cyrodiil as a whole, not just the Imperial City. Leyawiin has a lot of Khajiit, and Bruma has a lot of Nords, and Anvil has at least a few Redguards, but otherwise each town has at least a few representatives of each race as far as I can remember.
>>
>>47161550
I can calculate them. Maybe tomorrow if the thread is still up, since I have work in the morning.
>>
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>>47161550
>>47161700

>oy vey! too many white guys, they should be more multicultural!
>white people existing is so offensive!

one guess whos behind these posts

i swear this thread must be 90% reddit
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>>47161720
That'd be cool of you. These threads usually trail into the Mondays anyway.

>>47161729
Whoa, I was just curious dude. Morrowind is the only game I know of to make it so clear how much of each race there is in the game.
>>
>>47161729
Calm your autism, nobody even said that. Cyrodill is traditionally known to be the most cosmopolitan province, but there are no official demographics so he was curious.
Skyrim would logically be mostly nordic, but he recalls see more beastfolk, so he was curious about the demographics there as well.

Go back to /pol/ and take your reddit boogieman with you next time you think there are too many redguards in a province.
>>
>>47159952
I think detect key would make sense if it was detect metal and would also help with finding non-magical weapons/armor.
>>
>>47162880
But it would ping so many things. It'd just get overwhelming.
>>
Growing up, I played many video games, and often sought out games with role-playing features to somehow extend my own agency within virtual spaces. I enjoyed being able to manipulate my own character in a game — their sex, expressions of gender, general appearance, or capabilities. Since Bethesda Softworks’s Elder Scrolls III: Morrowind possessed many of these features, I was naturally enchanted with Morrowind’s virtual environment and gameplay. I regarded these features as original and “exotic,” and it never occurred to me that a large part of this “exoticism” stemmed from the game’s fictional indigenous people, the “Ashlanders.” Overall, I argue that the creation of the Ashlanders, the narrative elements attached to them, and how they are represented through procedures or code, perpetuates a Euro-American commodification, marginalization, and erasure of a Native American cultural identity. Again, this act of cultural violence went unnoticed when I first played Morrowind and remained unnoticed years afterwards as I replayed the game.
In fact, despite a background in literature, until my first year as a Master’s student, I never read an American Indian novel. Although I am ashamed of this fact, and acknowledge my own ignorance, my late introduction to American Indian literature allowed me to think about how patriarchal structures, either in the literary canon or at large, push the minority to the fringes of discourse.
>>
>>47163111
Wasted trips
>>
In order to understand how Bethesda represents their fictional indigenous peoples, I will analyze how they construct “floating signifiers” and create a false, marginalized fabrication of “Indianness.” (Deloria 167). My use of Deloria’s “Indianness” will always indicate a false, “Euro-American” invention of the Indian identities. In a way, Indianness can be viewed as the building blocks for a false Native nomos, a discursive cultural narrative and history divorced from Native communities’ own logos, easily recognizable from a Euro-American frame of reference and accepted without much thought; in other words, codified into cultural laws, or Euro-American logos
.
Certainly, Morrowind or other RPGs cannot codify such fabrications alone, but build off of other remediations of commodified Native tropes, or “manifest manners” that have “simulated dominance” since their first appearance in character and text.Subsequently, new media remediates “manifest manners” since entertainment reshapes Indianness to fit various purposes, reflecting a postcolonial ideology of “the Other” serving the purposes of the colonizer (Larson 35).Just as one would complete a proposition in an Aristotelian enthymeme, players import these remediations into Morrowind, completing implied arguments of Indian representations. Graphical realism makes videogames at large unique, since the realism provides added immersion, and allows players to surrounded themselves with fabrications of an Indian identities
>>
>>47163111
>>47163161
Jesus Christ.
>>
Ashland character and their virtual native lands come together in such a way to justify the destruction of a Native cultural identity by pushing Indianness to the boundaries of virtual space, perhaps out of the Morrowind’s constructed logos, out of Euro-American acknowledgement. On a whole, it is difficult for the Euro-American consciousness to create an Indianness that is both consumable or exotic, and easily ignored, but once completed, a Euro-American logos can easily appropriate and dissolve Native cultural identities for various purposes.

The Ashlands and their inhabitants exist as a convenient signifier of Indianness in order to achieve these purposes. Peculiarly, out of the four Ashlands tribes, only two exist in regions characteristically Ashlands.Cut in half, the other two tribes reside in Morrowind’s “Grazelands,” a region of Morrowind with larger stretches of grassland and few trees. Although tribes in the Grazelands boarder Ashland territory closely, as a fictitious indigenous group, Bethesda designers could have easily called the tribes the “Grazelanders” since the creation of Ashlanders did not exist in previous Elder Scrolls games. Therefore, their association with “ash” signifies a post-apocalyptic Indianness, justifying the Indian identity as it exists within the ashes of its own culture or way of life.
>>
Overall, these signifiers attempt to affirm a sympathetic treatment of Indianness, by representing a small (perhaps dwindling) indigenous people pushed to barren or remote outskirts of a nation. However, the placement and number of the Ashlanders never changes. I will discuss in chapter 4, nothing pushes the player to interact with the Ashlanders aside from the main storyline, and upon completion, no narrative element or signifier restores the Ashlanders’ land or drives out colonizing forces. Ashland significations remain permanent structures within Morrowind’s and Elder Scrolls series’ logos, only to serve as a new interpretation of Indianness for popular consumption
.
Even in subsequent Elder Scrolls games, their narratives explain how the Nerevarine leaves the Ashlanders and the province all together, abandoning the duties prescribed to the reincarnated hero (Oblivion)
.
After fulfilling or consuming their own nomos, players leave the gameplay of Morrowind and leave Ashlanders forever situated amongst the ash, lava, and savage wildlife
>>
>>47163279
Hold up a second - later lore makes it clear that Ashlanders become famed and respected among the dunmer for sticking to their ancient traditions.
>>
Both the lack of an indigenous community and tumultuous landscape acknowledge a post-apocalyptic narrative of Indianness, and reflects the words of William Gross in “The Cosmic Vision of Anishinaabe Culture and Religion:”
“American Indians in general have seen theend of worlds. There are no Indian cultures in the United States that remain wholly unaffected by the presence of Euro-Americans [...] Also, there is no Indian nation that can claim to be living in complete accord with its precontact culture [...] Thus, American Indians are living in a post-apocalypticenvironment” (449)

Unsettling enough, Morrowind becomes completely destroyed according to the narrative elements, or “lore,” in Elder Scrolls V: Skyrim. In short, a chain of natural disasters causes the volcano at the center of Morrowind’s virtual landscape to erupt, destroying most of the inhabitants (“The Red Year”).What’s left of the Ashlands truly resembles the “end of worlds,” signifying an Indianness destined for destruction as players revisit
Morrowind even a decade after its release, whether through normal gameplay or by way of mod
.
With the passing of the savage landscape, so does the “savage” of the savage-savage/Noble-savage binary symbolically die, leaving Native cultural practices subject to appropriation, a way for Euro-American logos to “sympathetically honor” the deceased nation’s “ancient ways”
>>
>>47163320
>>47163279
>>47163234
>>47163161
>>47163111
>just graduated and already trying to convince himself that going into debt for a liberal white guilt degree was a smart decision

embarrassing
>>
Morrowind inducts players into Euro-American logos of Indianness through the signifier of a dream and vision as the beginning cinematic.Such and opening mimics a spiritual journey only a consumer culture New Ager can think of, trying to fill the emptiness caused by “mainstream” Western culture (Aldred 345).
A deity narrates this vision and ordains the player as a reincarnated hero, meant to save the Ashlanders from the coming calamity, and reunite the tribes. Immediately, the game reduces indigenous cosmology to fictional elements of magic, denoting fantasy, while signifying Indianness.This is a new face for what Aldred considers a “new area” of cultural genocide since Morrowind sells fabricated (though convincing to the unknowing player) Native spirituality. Players get a sense that although their characters’ origins mark them as an outsider, they remain somehow chosen to be part of the game’s indigenous community, as well as their savior. More importantly, reuniting the Ashlander tribes would force out the colonizing and religious forces governing much of Morrowind. Although Bethesda attempts to portray a Euro-American, sympathetic view of Indianness by “restoring” the tribes, it still
marginalizes their agency by creating a situation in which the Indigenous tribes cannot help themselves.
Furthermore, much like Aldred’s reasoning for Euro-American’s infatuation or fetishized “Noble-savage,” the intentions of a sympathetic portrayal of a Native identity only distracts people from the real oppression and opposition Indian communities face (Aldred 341).
Again, the Euro-American ideology proposes a representation of the indigenous communities’ inability to save themselves from forces that mean them harm. Furthermore, the main storyline insists that the player’s character comes from a prison, from an uncertain origin and parents, which echoes and updates the cowboy and Indian manifest manners
>>
>>47163419
you realize that your interpretation is as meaningful as some art critics for modern art right?

there is literally no way for you to be wrong (or right) because its all subjective bullshit. were you tricked when they called your field "scientific"?

youre as scientific as astrology. say something that can actually be proven wrong or stop trying to prove mommy and daddy wrong by posting on an anime website
>>
In the end, Morrowind’s procedural rhetoric or Euro-American logos shares similarities withChurchill’s “twin systems of colonization,” where the “colonizer” legitimizes the erasure of the “colonized” sense of heritage or history(Churchill 211). With this, Morrowind’s role-playing features allows players to virtually, and literally, “role-play” the colonizer, unwittingly or not. A whole generation of gamers, and more to come as mods keep gameplay fresh, have begun to shape the future Indianness, as well as legitimize it in the logos of game-spaces
.
Heightened graphical immediacy ensures the emotional immersion within Euro-American logosas it disseminates and multiplies significations of Indianness, and once consumed, immerses players into an ideological practice of cultural genocide. On the other hand, Native nomos, stemming from its own current historical and cultural context, could challenge game’s procedural rhetoric. Unlike the “manifest manners” that exist in film or literature, immutably bound to captured video or written word, games leave room for change. Even as another simulation, such a nomos could still turn Euro-American rhetoric of dominance on its head, and perhaps be one of many marginalized nomoi creating new spaces of agencies in video games. Granted, there is the risk of perpetuating the very simulation that masks the real socio-political injustices. Nonetheless, nomos closely echoes Vizenor’s description of “postindian simulations of survivance” as “heard and read stories that mediate and undermine the literature of dominance” (12). In the end, the ability to recognize or understand “simulations of dominance” opens an opportunity for the presence of the real, even in the simulated unreal.
>>
>>47163511
>>47163419
>>47163320
>>47163279
>>47163234
>>47163161
>>47163111
Is this a copypasta?
Is this from some tumblr blog?

is this lady N?
>>
>>47163652
>Lady Niggerlover
kek oh shit that would fit perfectly

its actually Joshua Joseph Sauceda from Iowa State University
>>
So how about this unique, interesting and underdeveloped thing known as STRONG NORDIC CULTURE?
Which includes such interesting views as:
??????
?????
The present is important???
Optimism?????
MK drops hints but we aren't really shown anything else than drinking, brawls and honor
Is Nordic culture like the wind?
>>
>>47163673
Thank goodness. Lady N can be bad, but not that bad. She at least knows how the Ashlanders were actually represented.

>>47163679
Considering that they consider themselves to have been created by Kyne's breath, probably like the wind, yeah.

They have a unique pantheon, but it's not really looked at since it's been more or less replaced with the Alessian one.
>>
>>47163679
W H A L E S
>>
>>47163719
>like the wind
I dropped that as a joke cause I have no idea what that would even mean
Freedom is important, life will go on, opinions might change suddenly and flexible outlook on life?
>>
>>47163737
>nordic stories and old wisdoms carved on the backs of flying whales

There is so much you could do with this shit and instead we look at globnark the dumbass drinking
>>
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>>47163737
>>47163761
now whenever i think of whales i think of dishonored

imagine them harvesting sky whales to fuel some ancient voice magic tech or some shit i dont know
>>
>>47137474
TES universe was created out of woe and despair. Maybe Lorkhan tried to create a perfect world, yet he failed, creating mortality. Maybe he created mortality intentionally, so mortals could undergo psijic endeavour, achieve CHIM and then proceed to create a better universe. Maybe he was just a malevolent manifestation of sithis, which tried to imprison and destroy Gods. All of the above is true, yet it is also false.
>>
>>47163838
THE WHALES
ARE NOT
FOR SUCH IRRESPONSIBLE SLAUGTHERING
>>
>>47144684
> What is the truth of TES, /tg/?
TES universe is a place of misery and suffering created from woe and despair of a dead God.
> What's the point?
To escape this place and create a better one.
>Who do we want to win in the end?
Vivec.
>What philosophy should we follow?
Padomaic.
>>
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Happy Marukh's Day, /tgesg/!
Happy Namira Summoing Day.
>>
>>47163897
This.
>>
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>>47163884
>>
>>47163838
>ancient voice magic tech
There's actually this stuff in some of MK's stories. Things like "Thu'um boomb" and "Throat candles" which are basically Thu'um based guns. First being heavy "anti-tank" weapon and latter being small arms.
>>
>>47164345
Forgot to mention that they're not powered by Whales though (in fact it's never explained what powers them), but it could be interesting angle to it even if ripped straight from another Bethesda published game.
>>
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Do we know anything about how magic is taught in Black Marsh? Aside from the Mages Guild?
A lot of other provinces have some sort of native or traditional magical societies. High Rock, for example, has several. And even if they aren't directly stated, we can make some assumptions about where such a thing could take place.
But for the Argonians, I can't come up with anything.
>>
>>47164623
Dude, why the hell would they need Mages Guild or anything, they have HIST hivemind which contains information and experiences from thousands and millions of souls.
They can learn through it and in ESO they do.
>>
>>47164708
By that logic, every Argonian should have the ability to be skilled in every field and knowledgeable about nearly everything. Yet that has never been the case.
>>
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Anyone got information on Observatories across Nirn, and how they usually work? Especially Dwemer ones that grant powers.

I assume they use bent light and tonal architecture similar to how Meridia does it in her Colored rooms, but anything specific about the mechanics? Maybe some books that talks about them more?
>>
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>>47164623
I remember there being something about Argonian shamans that utilized primitive magics back when Morrowind was to feature whole province and thus things near Black Marsh.
>>
>>47164721
Yeah, if Argonians really could tap into Hist hivemind they would be most powerful and advanced culture on Tamriel given that Hist are pretty much like Yithians or Elder Things from Lovecraft's mythos. There's something that prevents them from utilizing their full power on Argonians or they do not want them to learn everything.
>>
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>>47164766
That sounds likely. Shamanism fits nicely with what we know of Argonians, especially the more tribal inland Argonians.
>>
>>47164731
In what game Dwemer observatories grant powers? I only remember observatories being in Morrowind and they pretty much looked same as early 20th century style obsevatories of our world.

Or do you mean Oculories of Skyrim? I don't think they were obsevatories in a straight sense of the world, but rather special machines designed to utilize light of Magnus for special purposes. One in Mzulft would appear to be gigantic "detect enchantment" device that can be focused to detect specific magical items and the other one seems to a scanner for reading Elder Scrolls.

Both are powered by light from Magnus which we know is actually raw magicka.
>>
>>47164848
Isn't there an observatory in Redguard?
>>
>>47164721
They're stupid animals
>>
>>47165054
Anon, we're not talking about Nords right now.
>>
>>47165062
They're stupid brutes
>>
>>47165069
Now you're repeating yourself.
>>
It's just 0:09, on Baker Island. Just saying. That's almost Sunday.
>>
>>47165034
Yes, there is, but I haven't played the game, so I don't know what's it like really. From screenshots it seems to be similar to Morrowind's more common observatories, but having also an orrery and being more technologically advanced.
>>
Redguard gets a lot of shit, but really it introduced tons more concepts into lore than it's credited for.

Same with Battlespire.
>>
>>47165202
I haven't seen Battlespire getting much shit, but that could be just because of the fact that it's extremely obscure game that isn't usually known (much less played) by anyone else than hardcore TES fans. I personally think it's better than Daggerfall and have seen similar opinions often.

But yeah Redguard on the otherhand gets a lot of shit just because people tend to think it's some crappy "Tomb Raider clone" and nothing more just because it got very bad reviews like that.
>>
>>47165074
He is totally right though. Nords are pretty much stupid brutes with "noble savage" Skaal and Dragon related lore thrown in to make them more interesting than just stupid brutes. Also Argonians are mostly stupid animals which is indeed bit strange considering their connection to hist.
>>
>>47165202
I'm really excited to play Battlespire, once I finish Daggerfall.
>>
>>47165376
>Saxhleel are mostly stupid animals
Fixed that for you.
>>
>>47165376
>people actually believe this
>>
>>47165431
>daedra
>alignment
>>
>>47165431
Do post some sources that prove it otherwise.
>>
>>47165412
Well, I'd say it's pretty much like Daggerfall in terms of gameplay, but actually fun and has far more interesting setting.
>>
>>47161839
>reddit boogyman
Can you guys stop trying to act like you belong here?
>>
>>47165431
Hircine is not 'good' in any sense. He hunts the innocent, and does basically whatever he wants if it's 'sporting'. Malacath, similarly, is not Lawful whatsoever. Yes, he has a code, but that code involves constant betrayal and treachery.

Really, only the 'evil' alignments are close to accurate, and even then it's debatable, especially considering Boethiah's 'circumstances' regarding the dunmer, (not to mention how 'lawful' Molag Bal is, but that'd be a whole fucking essay).

Really, for a more 'accurate' chart, replace Malacath with Peryite or Hermaeus Mora, Hircine with Nocturnal, and Boethiah with Namira or Vaermina. Even with those changes there's still debate, but it's better than this shit.
>>
>>47165463
>battlespire
>funner than Daggerfall
So you havent played either game?
>>
>>47165515
Plus if you're gonna force alignment on them, they're all to some extent Chaotic other than Jyggalag - I mean, that's arguably what the Anuic/Padomaic split represents, a more nuanced version of the Lawful/Chaotic divide.
Really, it'd be best to just call all of them "Chaotic Neutral, except where noted."

>>47163947
Outsider, get out, you're in the wrong Bethesda game.
>>
>>47165535
I enjoyed Battlespire more as a kid, but I was an ADD retard who couldn't bother to read through the dialogue in Daggerfall, and I like Daggerfall much better now that I'm more into roleplaying.
>>
>>47165515
I should really just call the image guaranteedreplies.png at this point.
>>
>>47165554
with the exception of Meridia, as well, on account of she's 'labelled' Daedra, rather than actually Daedra.
>>
>>47165535
I have, but couldn't enjoy Daggerfall because it's dungeons are fucking stupid and it's overly complicated to play in a bad way. Also, wilderness in Daggerfall was just plain boring, so I vastly prefer Battlespire's "one giant" dungeon approach.
>>
>>47165515
>>47165554
>D&D alignments
Can we fucking not. Please.
>>
>>47165560
>>47165535
Though I've not played through very much of it, I'll always have a soft spot for the roleplaying potential offered by Daggerfall's character creation, especially the advantage/disadvantage system.
I'd love to see a more modern RPG do much the same thing, maybe more fleshed out and with more options. What's a dork gotta do to play a spooky mage whose powers only work in the dark and who has a taboo against worked metals again?
>>
>>47165573
>daggerfall
>compilcated
>>
>>47165560
Why not just play Morrowind? There's no better game for roleplaying and dialogue in the series than that.
>>
>>47165586
Morrowind feels so cramped to me, and underpopulated in regards to humanoids.
>>
>>47165573
Daggerfall's dungeons aren't even hard. Literally all you need to do is have recall or simply just remember where the entrance is and then have a blast.
>>
>>47165579
This sort of stuff was done better in original Fallout games and Arcanum. In Daggerfall advantage/disadvantages weren't particularly interesting, but rather just generic collection of weaknesses and bonuses. I would have liked if they had put them into Morrowind though.
>>
>>47165586
Daggerfall is definitely better for roleplaying than Morrowind.
>>
>>47165596
Fair argument, but vast lands of Daggerfall are very boring and generic. I mean most of it is recycled over and over. Random quests (despite some of them having choices that could make them feel bit different) also felt pretty repetive and uninteresting to me.
>>
>>47165612
>Arena is for oldschool flat dungeon crawls
>Daggerfall is for designing a very specific character
>Morrowind is for its environment and story
>Oblivion is for potato
>Skyrim is for Hack-and-Slash combat
>>
>>47165612
That if you can immerse yourself into a world that is thin as cardboard. In Morrowind you have actual cultures with actual history.
>>
>>47165697
Anon, the simple trick to immersing yourself into Daggerfall is to have a bit of imagination.
>>
>>47165115
Fuck, it has been a slow weekend till now, I guess too late now.
>>
>>47165697
That's not giving Daggerfall it's proper credit.
>>
>>47165750
do it
>>
>>47165811
There's no current discussion to warrant a new thread
>>
>>47165811
Not too much lore discussion, if you make it I'll join.
>>
>>47164721
>>47164787
>>47165054
You have internet right now, yet you are not omniscient.
HIST hivemind does not download all of the information into your head, it contains it though.
Again in ESO for whats that worth Argonians can search the hive for information.
>>
>>47164848
Raw creatia. Creatia becomes magicka when it enter body.
>>
Rency Nuñez 1 month ago
Stormcloaks are racist assholes who does not deserve independence.
>>
>>47165496
>If I keep calling people reddit when I'm angry and they deny, they HAVE to be le reddit army.
You should kill yourself, senpai.
>>
>>47165697
Daggerfall is what started most of the lore, anon.
>>
>>47165858
Nothing to not warrant a new thread, though.
>>
>>47166332
Except lack of discussion.
>>
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>>47166337
When in doubt, talk Sload.
>>
>>47166337
Define "Discussion".
>>
>>47166353
What is that?
>>
>>47166358
Well this isn't vg, so discussion would need to be directly relevant to tes, which this is not.
>>
>>47166367
Read the filename.
>>
>>47166353
>tfw you will never turn sload babies into soap and sell them to pompous Imperial nobles
Why live
>>
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>>47166480
Sload probably do this themselves.
>>
>tfw we will never hear about ebonarm again
>>
>>47166053
Creatia is the raw substance of creation. Magicka is the energy emanating from all existence.
>>
>>47164721
Not every argonian has the ability to have all of the Hists knowledge, every Hist tree however could give an argonian any set of skills and knowledge it wants. If Hists wants more mages, there will be more mages.
>>
>>47166600
Not really. Creatia is pure thoughtform ideas that float in...well Aetherius and everything forms out of it.
Magicka is sort of the Energy to matters...well matter. Both matter and Magicka are different forms of creatia but the light from Magna-Ge and Magnus is different from just magicka, due to being focused in a certain way or light in itself being something different than Magicka, another form of creatia in mortal plane that later forms into magicka is unclear.
>>
>>47166491
>too cool to pass up
>>
So, what's up with the Coloured Rooms?
>>
>>47166839
What do you mean whats up with it?
It's a Daedric Plane forged in the image of a Magna-Ge with tonal architecture left and right.
Supposedly Merid can manipulate colored rooms and tonality of the wheel/spokes to shift and travel in time, if you consider ESO canon Merid can absolutely do that without a doubt and does so to the main character at the end of main quest.
>>
>>47166816
Creatia is pure Aetherius, magicka is the energy of Aetherius. It is that simple.
>>
Why did Meridia form an alliance with Umaril the Unfeathered? Is it because of his 'divine father?'
>>
>>47166949
And matter can equate to mass and reverse. The very fact that Mundus can be distabilized and broken down bringing it back into the original soup of Aetherius means that both matter and magicka can be turned back into creatia and that they are just more stabilized and transmuted forms of creatia in the first place.
>>
>>47166963
She desperately craved attention.
>>
>>47166963
Divine father is bullshit that fucking UESP tacked on. He has the blood of Ada, his "mother" could have been Meridia in the first place actually.
But the reason why she formed a pact with him was because he was champion of Ayleids and they were devout followers of Meridia in the first place. If she was to defend them she would choose the greatest of their champions.
Same reason why Azura chose Nerevar.
>>
>>47166972
I really dont think there is enough lore pn the topic tomake that claim.
>>
>>47166963
Why did Alessia make an alliance with Akatosh, why did Azura make an alliance with Nerevar, why did Mehrunes make an alliance with Jagar.
>>
>>47166998
>tfw your mom makes you immortal but can't save you from your final death

Umaril did nothing wrong.
>>
>>47166998
In fact, he himself claims that his father was not a divine
>Spoke of his father, a god of the [previous kalpa's] World-River
Which is most likely fucking Kalpa where Dreugh ruled the world...as in his dad is fucking Molag Bal.
Which again makes sense because Molag Bal and Meridia are enantiomorphic mirrors so their shit is always tied.
>>
>>47167055
Those slaves deserved getting lit on fire and hunted by tigers.
>>
>>47167067
>bal is your dad and merid basically adopts you
No wonder he was fucked up.
>>
>>47167067
>Molag Bal and Meridia are an Enantionorphic mirrors
I don't know about that...
>>
>>47167067
Yep, world-river is usually reference to Rudy-Man, the king of Dreugh (Molag Bal) or something to do with Peryite other kalpic "actual Dragon" roles. His father was not a divine, absolutely, unless by divine UESP just means a God because most of the implications lead to Daedric origins which would be considered "unholy" and anti-Divine by most Imperial followers if anything.
>>
>>47167105
They are at the very least not without their connections.

Poor Merid. It's all going to be okay, Star Orphan.
>>
>>47167077
But anon, it was the babies that got lit on fire and fed to tigers. Dont want to waste perfectly good slaves now do we?
>>
>>47167105
Read Mankar Camorans commentaries.
He names Daedric realms and Princes that have nothing to do with said Daedric realms. When you consider the sphere of the realm and the prince they are exact opposites, it's the hint towards who is who's mirror.
...that and again as I said before despite ESO being shit it is frank about a lot of stuff, Meridia and Molag Bal being enantiomorphic mirrors is literally stated there.
>>
>>47167125
That's what she gets for going into Oblivion instead of Aetherius. Coulda been a star.
>>
>>47167130
Babies, slaves, does it matter?
How am I supposed to tell one kind of filthy sub-Mer beings from another? All that matters is that I get to enjoy my nightime tigersport.
>>
>"... and left you to gather sinew with my other half, who will bring light thereby to that mortal idea that brings [the Gods] great joy, that is, freedom, which even the Heavens do not truly know, [which is] why our Father, the... [Text lost]... in those first [days/spirits/swirls] before Convention... that which we echoed in our earthly madness. [Let us] now take you Up. We will [show] our true faces... [which eat] one another in amnesia each Age."

What does this mean?
>>
>>47167097
He was fucked up, and his origin makes more sense too.
Usually Ada and deities don't go around impregnating anyone at all...the only exceptions are between demigods and Ada like Alessia and Morihaus...and well then there is Molag Bal who just rapes people.
His mother could have been his rape victim.

Now that I think about it...depending on how early Umaril became God-King and for how long he ruled, one of the main reasons behind existence of Flesh gardens and other perversions, or at least their rapid growth at the time of Pelinal might have been the fact that the King of Ayledoon was fucking Demigod of Rape.

Umaril's possible lineage makes sense of a lot of things really.
>>
>>47167193
That makes an frightening amount of sense.
Do we have any explicit ties between the Ayleids and Bal? It's not my best subject.
>>
>>47167180
Pelinal is explaining the value that freedom had to Lorkhan, his father, even before the creation and he is telling her that it's time for her to go up to the heavens where Anui-El and SIthis, Akatosh and Lorkhan and other gradients of the echo eat each other endlessly creation enantiomorphic conflict, starting and ending new Kalpas.
>>
>>47167216
We do know that there were several cities dedicated do different Daedric Princes, including Molag Bal, nothing too concrete though.
The idea of Molag Bal's bastard who wishes to reach the light through Meridia but is inherently corrupted from the inside is great though.
>>
>>47167216
They seemed to worship Aedra the most, though they obviously revered certain Daedra like Meridia. They really liked Magnus.

I find it interesting how they made a clear difference between fire and light. The former is probably more Padomaic.
>>
Now THIS would be discussion.
>>
>>47167180
>>47167236
>and left you to gather sinew with my other half
Other half in this case refers to Aka
>who will bring light thereby to that mortal idea that brings [the Gods] great joy, that is, freedom
Self explanatory, idea of freedom and it's importance to even Gods
>which even the Heavens do not truly know
Obvious reference to Lorkhans belief that Aurbis in itself is a prison and only way to achieve true freedom is through pain of mortal realm that will reveal the path of Amaranth one day.
> [which is] why our Father, the... [Text lost]... in those first [days/spirits/swirls] before Convention... that which we echoed in our earthly madness.
Text seems to be too damaged but I can bet my ass that it's talking about his father, Lorkhan, creation of Mundus and Madness that echoes between Anu and Padomay on all gradients.
>[Let us] now take you Up.
Ascension of Alessia
>We will [show] our true faces... [which eat] one another in amnesia each Age."
Akatosh and Lorkhan will show their true faces to her and again Kalpic cycle.

Hope that helps.
>>
>>47167149
You're thinking of Mankar Camorans speech on Oblivion I think. While i admit that would certainly be a bit better explantion than 'Mankar is whacko kwazy' I dont really think the princedoms listed are in anyway opposites beyond the hindsight relations between Meridia and Molag in ESO
>>
>>47167266
Man, now I really feel sorry for Umaril. And he was still somehow proud of his father, enough to boast of his lineage.
>>
>>47167336
It's not hindsight relations though. This was a thing before ESO came out.
>>
>>47167236
>>47167316
This does help, thanks.

It's really interesting how TES approaches divinity, especially in the case of demigods. It's weird to think that some of the gods they represent would be enemies. Morihaus and Pelinal were probably only so close because of Kyne being the wife of Shor.
>>
>>47167180
It's not Akatosh and Lorkhan as everyone else is saying, but Auriel and Shezarr who togethor represent Akatosh who is in turn presenting himself as the then dead Pelinal (this scene is the creation of the covenant). The lines of freedom and how important it is to gods is in reference to the Ada's joy in seeing mortals complete that which they were created for (freedom and the Psijic Endeavor).
>>
>>47167149
>>47167336
>>47167373
Take this on faith because I can't find the specific forum where he said it but.
A) It was a mistake on his part, well it was something like he wrote an old draft and they used it instead of a newer draft or something like that
B) In hindishgt he likes the way it turned out and thinks that Enantiomorph theory makes sense
>>
>>47167305
Yes, yes it is
>>
>>47167373
Where is this relation anon?
>>
>>47167411
Yep, Mor and Pelinal are something like cousins, they really liked each other.
If Song of Pelinal was a fantasy anime tv show they would be best bros joking around and all that.
>>
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>>47167414
> Auriel and Shezarr who togethor represent Akatosh who is in turn presenting himself as the then dead Pelinal
It's not Akatosh just yet, remember that Akatosh was not fully a thing before Marukhati. This is Shezzar/Auri-El/Pelinal(Who is also dead at this point) though.

But yeah, it's formation of covenant and also explanations behind the purpose of creation, the whole PSJJJ Endeavor, Walking ways, everything is a prison etc.
>>
>>47167494
The idea that the Marukhati invented Akatoah finds very little actual grounding. Akatosh is the creation of Alessia, the wife of Shor and Auriel as stated in Remanada, and the mother of dragons as stated in Shonni-etta (or maybe the fireside chats not sure atm, on my phone). Bird (auirel) + serpent (shor) = dragon (akatosh).
Pelinal was always a representation of this union and so appears as Akatoshs' avatar when the Covenant is formed.
>>
>>47167494
How does it explain the PSJJJ Endeavor? I've never understood that bit of fluff.
>>
>>47167573
>Bird (auirel) + serpent (shor) = dragon (akatosh)

Holy fuck I never realized this. Even Sep, the Snake, essentially the Yokudan version of Lorkhan, supports this in some sense.
>>
>>47167586
The psijic endeavor is essentially the process of breaking free of all limitations, or ultimate freedom. Ada cannot complete this because they are too grand to know their own limits, this is why mortals exist. Alessia freeing the slaves being a representation of this therefore brings a tear to those Ada's eyes, because it is a sign that someday true freedom might finally be known.
>>
>>47167573
Akatosh might not have been invention of Marukhati, but his later division from Auri-El totally is.
>>
>>47167608
Blew my mind the first time I noticed it too, read "the Light and the Dark," the dichotomy has been there since fucking Daggerfall!
>>
>>47167573
Auri-El is more often depicted as rays of sun or light or sun than a bird.
Hell I have never seen him actually referred to as a bird, Elven armor and designs have bird motifs but has Auri-El ever been equated to a bird?

I also find it funny how everyone only ties snake to Lorkhan when snake is totem animal of Orkey in Nordic mythology, while Fox (which also ties into hans the Fox, Pelinal) is the symbol for Lorkhan.
>>
>>47167586
Psijic endeavor is one of the walking ways. It's similar to CHIM from what I understand, but where CHIM is self love and egoism, Endeavor seems to be self isolation, asceticism and self limitation.
>>
>>47167712
The Endeavor is the pathway to CHIM, read "More on the Psijic Endeavor"
>>
the ending of the words is ALMSIVI
>>
>>47167742
But the six walking ways are as follows


1. The Prolix Towers, those devices built by the Mer to mimic the gods.

2. The Psijic Endeavor, the path of the prophet of Veloth.

3. The Numidium, The Dwemer's anti-creation.

4. The Enantiomorph, aka Manteling, the path the Champion of Cyrodiil took when he became Sheogorath, ad the path Talos Stromcrown took when he became TALOS WHO IS LORKHAN REBORN!

5. CHIM, the path of Vivec, attainable only through pure love of everything. also something Tiber Septim achived.

6. The Scarab that Transforms into the New Man.

None of them lead to each other, though they can and all can be achieved without the other in some cases.
New Man, the 6th walking way, Amaranth, is just born that way in C0DA for example. And Vivec achieved CHIM through violence that leads to heaven.
>>
Why does Molag Bal's name translate to Fire Stone?
>>
>>47167843
Wild guess, because firestone is magma/lava and before Oblivion Molag Bal was the clearly more "devil"/"satan" sort of guy...so that maybe somehow ties to hell?
I dunno, just think that fire stone has something to do with lava.
>>
>>47167689
Look up a short study of ayleidic symbolism on google (click imperial library link) the connection is clearly there and makes a lot of ficking sense once applied to Elven culture as a whole.
Also Lorkhan is literally represented in the sky as a serpent, he is as much a serpent as akatosh is the dragon. The fox is Orkey (or Arkay or Ar'Kay or Arctus) and obscure dev notes that could have mistakes dont change this, what the fuck do you think Kirkbride means when he calls Alessia the mother of Dragons?
>>
>>47167826
i remember when i used to eat up whatever i was told
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