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#iliac bay
uesp · 2 years
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Today is the 26th anniversary of the release of The Elder Scrolls II: Daggerfall. Thanks to the continued community support, there has also never been a better time to play Daggerfall. If you haven't played it before or haven't for some time, consider taking a tour of the Iliac Bay.
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oktaviaslabyrinth · 2 years
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Snowing // The Elder Scrolls II: Daggerfall (1996)
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raeynbowboi · 2 years
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What I Want from Elder Scrolls VI: Magic
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I already talked about what I’d fix for Stealth builds, but my other favorite play style is Magic builds. Don’t expect one for warriors though. I have only ever played a warrior one time, and I got bored of it pretty quickly.
- I want Necromancers to be able to do more. I liked that Skyrim expanded magic to give players the chance to play Necromancers, but for Elder Scrolls VI I want them to take Necromancy, and push it further. In Skyrim, necromancy pretty much only brings back the dead. While we got more options in Creation Club and Anniversary Edition, most times when I build a necromancer, I still rely on mods to give my necromancer damage-dealing spells. Elder Scrolls Online moves in the right direction, giving Necromancers a multitude of different necromancy spells that aren’t all just animating skeletons, and I’d like Bethesda to keep going in that direction. Let me create a Spirit Cloak of wailing phantoms or necrotic energy. Let me manifest skeletal armor and lob magical skulls. Let me drain life, magicka, and/or stamina from my foes to make them weak and easy to kill. Let me sacrifice a portion of my health to deal massive damage with forbidden dark magic, paying a blood price for power.
- Allow players to interact with their summons. It’s all fun and games summoning frost atronochs or having an army of skeletons. Until you need to move through a hallway and your stupid summon is blocking your way. You can’t move them out of the way either. It takes the fun out of playing a necromancer when you have to just stand there and wait for the spell to expire, attack your own summon, or pointlessly run into them, hoping you might push them out of the way just long enough to get past them.
- Give damaging spells to every spell category. Are you trying to play a sneaky illusionist, but oops, Frenzy is your only means of fighting enemies with your illusion magic. Good thing sometimes you only get attacked by one enemy and now Frenzy is worthless. This sort of feeds back into the expanding Necromancy thing. Sometimes players want magic catered to their character, or they challenge themselves with a certain build.
- Add or Expand Upon Spell Types. In the Dawnguard DLC, there are a few Restoration spells that deal Sun damage. Through mods, it’s possible to build an entire character around being a sun-damage cleric type, and it’s a lot of fun for roleplaying. I’d like to see Elder Scrolls VI take this idea and expand it further, making Sun damage the main damage type of the Restoration school. Maybe make Psychic spells the damage type of the Illusion School. Necrotic or Shadow damage for Conjuration. Stone and Wood magic for Alteration, altering Alteration to the school for environmental magic. Maybe Water and Wind would also be Alteration. Add Blood magic or Dark magic to the school of Destruction.
- Add unique quest and faction spells. Have you finished a quest for the priests of Dibella, or joined their priest faction? Maybe the high priestess will teach you some Illusion or Restoration spells only available to those favored by Dibella and/or the Aedra. Have you killed in the name of Sithis and the Night Mother? Here’s some spells that deal Poison and/or Necrotic damage, disguise your appearance to frame others for murder, or a spell that disorient guards while turning you invisible, allowing you to escape detection and hide from authorities. Did you become a vampire? Here’s spells you only gain access to as a vampire. Have you won the favor of Nocturnal? You should get some spells available only to those favored by the Daedra, as well as some stuff exclusive to Nocturnal. Now, if I want to build a Priest of the Divines, I can win the favor of all the Eight Divines, and just build a character around Sun damage, Aedric Spells, and the unique spells I can only get from each Aedra. Did I build a Necromancer? I’ll bet the unique spells from Vampires, Sithis, or even Arkay made that build more diverse and interesting.
- Allow Mages to Play Different Archetypes. While I don’t want hard classes in Elder Scrolls VI (we have Elder Scrolls Online for that) make it possible for magic builds to cater to every magical archetype: Wizards, Necromancers, Clerics, Druids, Bards, and Cultists/Warlocks (Daedric Priests). And by mixing those with other builds, you can make a Paladin, Ranger, Arcane Trickster, or Arcane Knight. Just add spells that fit those archetypes.
- Give mages a Lockpicking Spell. Have you ever played a mage in a dungeon and come across a mandatory expert level lock that you need to pick, but you’re a mage build and picking a lock just feels out of character? Give mages spells to open the door or teleport past it so that they aren’t forced into one type of gameplay. Maybe it’s the point that Stealth characters are the best dungeon delvers, but it kinda breaks the immersion of playing a master wizard. It’s also not very immersive for Warrior players, but this isn’t about them. Sure, you could just make your follower pick the lock, but that’s not the point. You’re a mage. Use magic to solve the problem.
- Make learning and mastering magic part of the Mage Guild Questline. You barely need to know magic to become the Archmage of the College. I’ve never completed the Mages’ College storyline, but I’m pretty sure you only need to know two spells to complete the storyline. Whatever random spell you demonstrate to Faldi to cross the bridge and join the college (which you can skip with a high enough Persuasion. I would know, I’ve done it) and Steadfast Ward. You can become the Archmage of Skyrim knowing only 3 - 5 spells depending on race and persuading Faldi. I should need to learn spells and prove my level of progress before my guild master trusts that I’m strong enough for the next task in the main storyline. Is it possibly frustrating and grindy? Maybe. But I’d rather have a main storyline take me 20 hours than 20 minutes. This kinda gets back to the issue of ranks within factions I’ve mentioned over several posts now. I should not be the archmage of Skyrim with 3-5 apprentice level spells.
- Have multiple Mage Guilds. Ideally, the best choice Bethesda could make in giving us factions is to basically make one for every archetype: a wizard’s college, a cleric’s cloister/temple, a druid’s grove, a witch’s/hagraven’s coven, a bard’s troupe, a necromancer’s sect, and a warlock’s cult. But I’d settle for 4 factions: Wizards, Aedric Priests, Necromancers, and Daedric Priests. Though for the Priests, I would like it if you could join the temple/cult of a specific Aedra or Daedra. While I’d settle for a blanket faction of Priest that worships all of the Aedra or a Cultist that serves all the Daedra, it would be fun to be able to play through a game as solely a Priest of Dibella, and serving only her for that character without automatically being in a faction for all of the aedra. Plus, more factions means more storylines, more hours of gameplay, more builds, more playthroughs, and more unique characters.
- Have Multiple Mage Colleges. If they can’t manage to have multiple “class” factions, then just having the mage college be split into literal schools of magic would be the next best thing. It would still be an improvement over Skyrim. Let there be a school of restoration, so that if I want to only focus on restoration magic, I can just attend that school if I so choose. I cannot emphasize how barren and empty the College of Winterhold feels. At least across multiple colleges, 3 students each would actually amount to something.
- Streamline the Mage Perk Tree. If you’re going to play a mage, you’re going to dump a lot of points into boosting every type of magic. It’s doable, but mages have to invest a lot more perk points than Warrior or Stealth characters.
- Make Magic less taxing. It costs a LOT of magicka to be a mage. I often hear people say when building mage characters to split your skill points 70-30. 70% Magicka, 30% Health. Magic basically requires complete commitment, because if you only put a few points into magicka, you will struggle to cast just about any spell, making playing an Arcane Trickster or an Arcane Knight very difficult, forcing you to invest a lot of resources into magic that you maybe only wanted as a support skill.
- Add a Faith/Alliance Perk Tree. This is again mostly for Aedra/Daedra, but the concept could be expanded to other things, like how Skyrim has perk trees for the Vampire Lord and Werewolf but use different points than the ones you use for leveling your main skills. Conceptually, it would give unique perk trees for either the Aedra as a collective whole, or each aedra individually, and likewise for the Daedra (and possibly other gods and powerful figures like Sithis). This would allow you to earn points with those you serve, unlocking new features as you level up your faith or loyalty with that higher power. Thus allowing a character to really worship and devote their build to either a single higher being like a Priest of Dibella build, or an entire pantheon like a Priest of the Divines build. However, maybe this idea could work as sort of a faction tree. Unlocking unique skills and perks as you level up in a faction, like how joining factions in Elder Scrolls Online gives the player unique skills and perks from joining that faction. Or, you could even earn the respect of high power NPCs. Wouldn’t it be nice if befriending someone like Maven Black-Briar came with perks? An Alliance skill tree where you unlock new perks as you win over NPCs would give players incentive to become invested in the social aspect of Tamriel. Not unlike confidante perks in Persona 5. Your friends make you powerful, and it’s good to have friends in high places. Especially if you’re set in High Rock where there’s so much intrigue, backstabbing, and plotting, having perks from your allies would be beneficial and immersive.
- Vampires of Every Shape and Size. I mentioned this in my vampire post, but I’ll repeat it here. I’d like to see multiple vampire factions in the next game. Elder Scrolls VI is theorized to be set in the Iliac Bay region of High Rock and Hammerfell, which is host to NINE different Vampire Clans. That’s enough options and variety that you could have 3 clans each that lean more toward Warrior builds, Stealth Builds, and Magicka Builds. And those are just the ones in the Iliac Bay region, that’s not including the other vampire clans that exist in Rivenspire.
- Allow Players to become a Lich. Not everyone wants to be the hero. Sometimes, they want to become the most evil thing possible. If we’re going to be expanding necromancy spells, and maybe even getting a necromancer faction, I’d love the option to perform the wicked sacrament that turns us into a lich. Let it be like becoming a Vampire Lord or Werewolf, with its own skill tree. I don’t know if players would be able to enter and exist Lich form the way they can do with Vampire Lord and Werewolf, but it would truly take playing a Necromancer to new heights to be able to become a true master of undeath.
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Confession: My favourite addon in Daggerfall Unity GOG Cut is fast travel where you travel to your destination ingame on autopilot in a straight. Because it's possible when you do that to pass out in the middle of Iliac Bay and drown.
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sbnkalny · 5 months
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Jake Paul mall cop 2 probably five times over a fence, accelerate and hit their transport ship that carries a genuine Cassette from your mother with that found in the waterous cavity, of Iliac Bay.
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I find it actually hilarious that ppl are saying "at least Alduin isnt racist" as if his whole schtick isnt to have complete dominance over all man and mer and as if all dragons dont believe the dovah are the SUPREME RACE and that was the whole fuckin reason that they overthrew the dragons in the first place
Species race whatever but you get my point it's very very strange
Does no one pay attention to that part of the game???
I guess not?
I raise you: every race in TES is racist against the others. Stormcloaks cities aren't alone in refusing the Khajiit caravans entrance to the cities. Imperial cities — Solitude, the Imperials capital; Whiterun, the neutral trade hub of Skyrim — refuse them.
Dunmer live in the Grey Quarter and Argonians live on the docks. This is considered wrong. But there's also the issue of thousands of years of Argonians enslavement by Dunmer and a recent invasion of Morrowind by the Argonians that decimated the southern half of the province to consider. Yes, some individuals can and do get along, but it's probably not a good idea to have two groups known to hate and antagonize each other not rubbing shoulders.
Also every Dunmer in Morrowind hates everyone else. Even other Dunmer. Outlanders . . .
The Aldmeri Dominion's entire schtick is they hate the races of men (and lesser mer, but they're pretending to like them to exploit them, shh)! They even attack members of their own Altmer race for dissention or perceived defects. They lead purges in Valenwood against the Bosmer.
Let's also remember the Countess of Leyawiin in Oblivion, Alessia Caro, who had torture chambers for Argonians and Khajiit in the castle dungeons. In a city historically rich with Argonians and Khajiit cultures.
The Bosmer and Khajiit have a long history of fighting each other. Iirc one of the Wild Hunts was instigated due to Khajiit attacks at the Valenwood - Elsweyr border.
How many times have the Bretons and Redguards sacked and burnt Orsinium, only for the Orcs to rebuild it? How many wars have been waged in the Iliac Bay region between Breton and Redguard factions, all for power?
There are so many examples. But basically:
Tl;Dr — everyone in Tamriel actually hates each other. Yes, even members of their own groups. Folks like Erandur are rare because nobody loves anyone. And if they do, it's because they want something.
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imsobadatnicknames2 · 11 months
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BotW Hyrule world preset for Dwarf Fortress
This is just something I made a couple years ago for my own enjoyment, but since Dwarf Fortress has had a recent surge in poplarity since last year, I figured I might as well share it :)
It's a map worldgen file that allows you to generate worlds that look like the BotW/TotK version of Hyrule.
It comes with a Medium, Small, and Smaller present (sorry, I don't really like working with large or pocket world sizes dskjhdsfkhs)
Medium:
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Small:
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Smaller:
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Elevation should be relatively accurate since it was generated from the game's actual heightmap. I tried to be as accurate as possible with biome placement, but it probably won't match 100% (placing biomes in a dwarf fortress map preset is hard since the editor doesn't actually let you place biomes manually, instead you set the values for rainfall, drainage and temperature and it generates the biomes based on that 😬)
How to use:
Not sure if it works the same way in the Steam release, since I'm still using Dwarf Fortress classic, but I'm guessing it should work in the Steam version too unless they've changed how worldgen works in that version.
Download this world_gen.txt file
Go to your Dwarf Fortress install.
Go to data>init
Replace that folder's world_gen.txt file with this one.
In game, choose "Design new world with Advanced Parameters"
Choose one of the three presets (BOTW HYRULE, BOTW HYRULE SMALL, BOTW HYRULE SMALLER)
Before generating, you can tweak details like history length, number of civs, etc, etc etc.
Lemme know what y'all think.
I also have a few Elder Scrolls ones (Skyrim, Cyrodiil, Vvardenfell and the Iliac Bay) generated from those games' heightmaps which I might share in the future.
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lensdeer · 1 year
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No I can't fucking be normal about the Morrowind intro
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After you start the game, Jiub says he "heard [the guards] say you've reached Morrowind", but in the cutscene Azura says they took you out of the Imperial City Prison "first by carriage and now by boat", so what the fuck sort of route did you take that the people driving the boat set sail from somewhere outside Morrowind and only "reached" it near Seyda Neen.
I'm extremely autistic about The Elder Scrolls lore, so I have obsessed about this issue for years: Jiub clearly meant you reached "Vvardenfell" the island within "Morrowind" the Province. I get it; from a marketing point of view, it makes sense to namedrop the name in the game's box right as you start playing, but bear with me here (why they didn't name the game "TES III: Vvardenfell" instead still escapes me; Daggerfall isn't named "High Rock" or "Hammerfell" anyways, so it doesn't have to be a province name! "TES II: Iliac Bay" would've been a significantly worse if more accurate name for that one anyways, but I digress).
With the beautiful amount of care Morrowind's team of writers put into even the most mundane details of the game's lore this detail has always struck me as weird, and since TES canon has an in-universe explanation for even the most minor gameplay mechanics like Oblivion not having levitation spells, I can't stop fucking thinking about it.
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See, it's pretty easy to see that this is the optimal/fastest (and therefore most likely) route the guards used to move you from the Imperial City Prison to Seyda Neen:
Out of the Prison through the Imperial City itself, over Lake Rumare through the Talos Bridge, around the Red Ring Road and then the Blue Road, maybe stopping for the night in Cheydinhal, entering Morrowind through some frontier pass in the Velothi Mountains, traveling through the Stonefalls region for a bit, and finally boarding a ship on Old Ebonheart to take you to Seyda Neen.
In this case, you entered Morrowind WAY before even getting on the ship! It makes absolutely no sense that they would say you "reached Morrowind" if you traveled through this, the only sensible route.
So what the hell kind of route did they take you through?
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If, for some reason, the guards didn't want you to set foot in Morrowind-The-Province until Seyda Neen and Seyda Neen only, they would've had to have taken you through a laughably inefficient route:
It starts the same as the previous route, but they would've had to split off the Blue Road before reaching Cheydinhal, crossed the significantly colder and more dangerous Jerall Mountains to enter Skyrim somewhere around Riften (rest stop?), wasted a bunch of time navigating through The Rift and Eastmarch, boarded a ship on Windhelm, navigated through icebergs in the Sea of Ghosts, and wasted a even more time navigating all the way through the Inner Sea to get to Seyda Neen (why not drop you off at Gnisis or somewhere else in north Vvardenfell at that point?).
If you were being taken to Morrowind with any degree of urgency it makes absolutely no sense to waste this much time and resources navigating through Skyrim's significantly less hospitable geography. And, even then, wouldn't the guards have said you "reached Morrowind" around the time the ship went into the Inner Sea anyways???
Thing is, that's literally the only other justifiable option. If they didn't want you to touch Morrowind OR Skyrim before getting dropped off at Seyda Neen, the only remaining option is the even more stupid Plan C:
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Maybe they wanted to take you for the scenic route! The Nerevarine prophecy can get fulfilled fucking whenever, who cares:
Go down the Green Road through Bravil and board a ship in Leyawiin (maybe the Khajiit heard you're Azura(h)'s champion and let you through the Tenmar Jungle so you board it in Senchal instead?), and strap the FUCK in for the voyage of a lifetime through the Nepal Sea and sail the Padomaic Ocean aaaaaaaaall the fucking way around Black Marsh and mainland Morrowind, dodge a couple icebergs in the Sea of Ghosts, and navigate the Inner Sea to finally get to Seyda Neen (because fuck Tel Mora, Vivec and Ebonheart; we're determined here), like, at this point multiple years after leaving the Imperial City. Hope you packed enough provisions, because these guys are determined to not "reach Morrowind" until the Bitter Coast!
Alternatively: at this point, why didn't they just commit to the bit and just get some weirdo at the Arcane University to teleport you directly to Vvardenfell?
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Condense multiple days of travel into a quick afternoon stroll through the Imperial City! Maybe the guards can do some shopping, watch a quick match in the Arena or chill for a bit in the Arboretum on their way back from dropping you off. Why not. Perfection.
Anyways. I like Morrowind, and I obsess over this topic every time I think about it. Hope I passed on my brainworms to y'all.
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uesp · 2 years
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"I could no longer stand the light of the sun -- exposure to it for longer than a few seconds burned me terribly. It also pained me to enter temples and other places of worship. The worst effect, of course, had to be my blood lust. If I did not kill a warm blooded creature once a night and drink its blood, my hunger would gnaw at me, and any wounds I suffered would not heal no matter how much I rested."
--An Iliac Bay vampire describing their weaknesses.
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connortheconceded · 2 months
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So ive been playing Daggerfall for the past few weeks and im having an absolute blast with it.
here's my character, Gurdur Iron-tongue a washed up blade that the emperor sent to the Iliac bay on a wild goose case to keep him out of the his hair, waiting patently for the fighters guild to open...
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falmerbrook · 28 days
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what are your tes 6 expectations?
hmmm interesting question.
Firstly, it sounds like it's basically all but confirmed to be in Hammerfell based on analysis of that one "please shut up about TES 6" trailer by people who know more than me, and the fact that ESO has kinda avoided dipping their toes too substantially into the province despite covering the rest of them pretty thoroughly. On one hand that's sorta meh because if so it'll be the third game in a row to focus on a human province, but on the other hand ESO and Redguard have kinda gotten me into Hammerfell, so I won't be sad or disappointed if it indeed is. I've seen some say they think it will or want it to focus on the the Iliac Bay (so both High Rock and Hammerfell), but I think that's a bit of a cope.
In terms of everything else, I'm gonna be honest, I don't really have any expectations. I'm by no means a gamer, and the TES games are pretty much the only ones I play, so from my time poking around TES communities, I don't think I have as high or complex of expectations for my gaming experience as someone who plays games beyond just being weirdly obsessed with a particular game series. I'll also admit that I can be a bit of contrarian, so seeing people get genuinely angry at things they assume will happen with TES 6 as if they have already been confirmed to be happening has made me sort of be overly optimistic about it by default. I think by not having expectations I'm less likely to be disappointed if it is disappointing (which, once again, it sorta hard to achieve by my low standards), and I won't be too burned by being optimistic since no matter what, I'll probably just enjoy running around a part of Tamriel either way. It'll probably be fairly similar to Skyrim, but hell, I'm not a game developer. Who am I to say what direction they'll take.
If Oblivion supposedly had a lot of influence from Lord of the Rings, what might TES 6 have inspiration from? Maybe they'll see how well BG3 did and lean in that direction (writing wise) more? The new Dune movies have come out right as its started proper development, so maybe they'll take from that (y'know, deserts)? Maybe they'll just do their usual of building off of new systems they implemented in their last game (which would be Starfield, which I haven't played and don't know what new things they played around with, so I don't know what it will be) and/or the DLCs of the last TES game (although maybe it's been too long since Skyrim for that).
The one thing I am tentatively hoping for is that these like 4 years of pre-development shows in the worldbuilding and writing. But like I said, I'm not expecting much. Just trying to be contrarily optimistic.
Also I made this post awhile ago about what I hope they change about Redguard history if TES 6 is in Hammerfell. Not the same topic but I thought I might as well include it
So tldr: I don't really have many expectations period, positive or negative, but I'm cautiously looking forward to it. I don't really know what to expect outside of the typical Bethesda open world structure.
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old-antecedent · 7 months
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Mysteries of the Dwemer pt. 3: Walk-Brass
Numidium is well-known to any student of the Iliac Bay's history. It is a "giant robot" possessed of immense power. It is at the center of the Warp in the West, by far the most noteworthy event to ever happen in the region. The Septim Empire and the kingdoms of Daggerfall, Orsinium, Sentinel, and Wayrest simultaneously and separately acquired the Mantella and took control of Numidium. Their enemies, not in control of the largest war machine ever produced, were crushed. The golem was also simultaneously destroyed by the Underking, and the event was over in little more than two days. This sort of thing happens from time to time, and is more properly known as a Dragon Break. We will not be exploring these in depth, simply know they are points of history where time no longer flows in a straight line. Many contradictory things may happen at once. What seems likely to happen before it may be totally impossible after. Numidium is closely tied to Dragon Breaks: it caused another in 2E 896 when one of TALOS's mortal forms activated it. It is plain to see Numidium is of Dwemer make. A very large animunculus made of brass that responds to the commands of its owner could hardly have been made by anyone else. TALOS originally received it as a peace offering from the Tribunal, for they knew a war would destroy them. Despite this transfer of ownership, Numidium was not quite theirs to give. It was of Kagrenac's design, of course, but the ownership of Numidium runs deeper than its creator. Numidium is known by many names. You have likely intuited that Walk-Brass is one. It is also known as the Brass God and Brass Tower. Other names are unimportant. I will not explain the Towers, just know there is one for each race of Mer. The Brass God is the Tower of the Dwemer. In this way, it can have no other owner. In this way, it also owns the Dwemer. In another way, it is the culmination of Dwemer reason and logic. Their crown jewel and logical endpoint. The Aurbis is not, as you might imagine it to be, immutable. Truth can be bent by a properly trained and powerful mind, and even broken with enough force. However, something that was true cannot ever be made false after the fact. This is why Dragon Breaks, once resolved, do not appear to have never happened in retrospect. Fundamentally reality is slipshod, an endless chain of "yes, and"s. A culture focused on reason and logic, which seeks to apply stark and rigid rules to all things, will naturally chafe against this. The Dwemer saw reality did not meet their expectations and set about creating their own god to remedy the situation. Numidium was built in Red Mountain, where the Heart of Lorkhan rested. Dwemer tonal architects under High Craftlord Kagrenac and Dumac Dwarfking constructed it around the Heart, with the intent of "fixing" reality. The ultimate goal of Kagrenac, despite what Vivec and others have claimed, was not to gain immortality and godhood. It was to peel through all of reality and find anything that was immutable. An ironclad rule that could be understood with their reason and logic. The history of the Dwemer was an endless repetition of "WHY". By the time of Kagrenac, they had come no closer to answering this question than when they first asked it. He saw only one solution. "WHY" must become "NO". Deny all with enough force, and the truth of existence itself will break. You can then sift through the rubble for a piece that has survived unscathed. That is the ironclad rule. Many Tamrielic scholars will disagree with this. To them I ask: what is more likely to cause a Dragon Break? Simple apotheosis like that of Raymon Ebonarm and Mannimarco, or telling the god of time "you do not exist" so forcefully that he begins to believe it?
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sbnkalny · 2 years
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Subspecies
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hombrediablo · 11 months
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My husband is a merman I fished up from the Iliac Bay?! - a light novel starring Aegis and Teldryn 🪼🌺🐬🦩
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daggerfool · 7 months
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Who do you give the Numidium to and how do you feel about the Dragon break?
I usually give the totem to Mannimarco because gameplay wise his reward is the best. Like yes, I want to be famous and have every noble in the Iliac Bay as my bestie. They are like walking trust funds.
When I role-play I give it back to Gothryd just because my character is chaotic and unpredictable. It’s like stealing candy from a toddler, then being paid for giving it back. I have a few thoughts on the dragon break and I have an own interpretation of it as most of us do. I mean, it’s Elder Scrolls and the canon is that nothing’s canon. I will specifically talk about the dragon break in Daggerfall, my opinions don’t really extend to the dragon breaks in general (why are they a thing anyway).
All of this confusing stuff under the cut.
The definition of dragon break is that it’s a temporal phenomenon that involves a splitting of the natural timeline which results in branching parallel realities where the same events occur differently or not at all.
The thing about parallel realities is that there is no worth in wondering about them. Like in Morrowind, where once you kill a main quest related npc you get the message which contains the words ’live in the doomed world you created’. For you, it’s only a doomed world because the message imply the existence of a better path, otherwise it’s reality, and you have nothing to compare it to but what ifs in your head.
Not the case in Daggerfall though. The reality of one is antithetical of other’s, yet they still exist at the same time and space. No matter what side the Agent picks, every other path will be part of the real world, making all of them meaningful in some way. It raises two questions for me.
1. Does it mean the Agent’s choice is actually meaningless? 2. Does it really matter what the Agent chooses in this case?
In my opinion, the answer is yes to both questions. The effect of the dragon break only really matters to those who can comprehend it. For the folk of the Iliac Bay the results only seem like an effect of a war: changed borders, swifts in power between kingdoms. Supernatural phenomenons like dragon breaks are too confusing for a basic farmer, they have no meaning to a swordsman.
I believe the Agent was one of the few who really knew what happened and the moment they touched the Mantella they have seen a glimpse of every choice they have taken in parallel realities. I think the Agent stops being a person that moment. They are like patchwork, a being made from every skill they gained, every knowledge they got. They effectively stop being themselves and yet become more of themselves they have previously been. All the experiences they have had thus far, all the answers they have found, are engraved in them. For the Agent it does matter who they give the totem to. They will remember their feelings and opinions that lead them to that moment, nothing is going to take that away from them (except if they die when the realities merge, but that raises another question I am not prepared mentally to think through). 
Anyway, if Daggerfall has been a modern game, the Agent would have become something god-like, something beyond mortal in the end.
Funny enough I think Nulfaga also understood the dragon break or at least I came to this conclusion based on her dialogues. Homegirl just didn’t give no shits about a world that doesn’t have her son in it. Btw imagine being Nulfaga and having Lysandus as a son and when he reproduces, his kid is a lame ass emo boy.
In conclusion, the Agent basically played all the routes of a dating simulator separately then ended up having a harem. Once again, my theory that every TES game is an otome game is proven and dragon breaks are just the secret poly route.
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Hey, uh, I was having a conversation about the lore, and someone mentioned how the Redguards are responsible for genocide.
And I was like "Well, yeah, Redguards and Bretons are known to be extremely awful to the Orsimer, that's right, that's a fucked up part of the lore that should be more open for discussion-"
And then they interrupted me and said they were talking about the indigenous nedic populations of Hammerfell, actually, getting enslaved and exterminated by the Warrior Wave.
And that fucking brings me pause, because that's not a fucking thing in the lore.
Then they mention a MK Quote about "Black Imperialism" to justify this, about how he decided to have the black people come,kick ass, and conquer a land, which they take as tacit approval of the genocide of the nedic natives.
Which, AGAIN, are not a fucking thing.
So I decide to dig deeper into it and.
Uh...
Ok, THIS, is an extract from the 3rd edition of the Pocket Guide of the Empire, used by UESP as source for the Hammerfell page for its history.
The Yokudans left their continent following a cataclysm (discussed in a later section of the Guide), arriving in Tamriel in an invading fleet called the Ra Gada. The disorganized Orcs fell to them quickly, as did all the infestations of monster and beast further inland. The Redguards, as the Ra Gada came to be called, made no concession to the Breton settlements along the coasts, slashing through the southern Iliac Bay, winning the entire area that is now the Province of Hammerfell in only a few major battles. The Na-Totambu, the government of Yokuda, was transplanted whole, together with their traditional system of agriculture and religion which was well suited to the unforgiving climate of the Redguards' new home.
The guide mentions only Orcs, Goblin-Ken and Monsters living in "The Deathlands" as natives, then mentions Dwemer, Altmer and Breton settlers, Altmer and Bretons specifically for ONE settlement each on the coasts.
There is no mention of the Nedic people, and none of the races here talked about have gone at any point extinct.
Now, THIS is from the First Pocket Guide of the Empire from ESO:
This vanguard "warrior wave" of Yokudans, the Ra Gada, swept into the country, quickly slaughtering and enslaving the beastfolk and Nedic villagers before them, bloodily paving the way for their people who waited at Herne, including the Na-Totambu, their kings and ruling bodies. The fierce Ra Gada became, phonetically, the Redguards, a name that has since spread to designate the Tamrielic-Yokudan race in general. They ultimately displaced the Nedic peoples, for their own agriculture and society was better organized and better adapted to Hammerfell's harsh environment. They took much of Nedic custom, religion, and language for themselves in the process, and eventual contact with the surrounding Breton tribes and Colovian Cyrodilics hastened their own assimilation into the larger Tamrielic theater.
Notice ANYTHING different?
Like, the sudden presence of white nedic tribes getting genocided by the Warrior Wave because they were too "primitive" to survive?
ESO decided, out of fucking nowhere, to just... Have the Redguards commit slavery and genocide. Just like that. To have them show up and commit slavery and genocide on some generic "primitive native white people."
They decided to make it another fucking race war. And they decided to make their one human race featuring black people the butchers in it.
And now we have fuckers using this as a justification for anti Redguard sentiment, to use a very thinly veiled euphemism.
What in the fuck?
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