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Posts posted by LoneWolfEburg
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If Cyrodiil allows the Dominion to literally walk all over them, then Cyrodiil would have revealed their true nature as petty, villainous, or weak.
The charitable interpretation of the pro-Imperial argument is that Cyrodiil may not have been weak before the rebellion, but would definitely be too weak after it had succeeded, with so many men and resources lost unsuccessfully fighting the rebellion, even if the vestigial Empire abandons all hostility towards the newly independent Skyrim soon after Solitude is taken by the Stormcloaks. It does, however, probably mean that a quick Stormcloak victory is likely preferable to a long, drawn-out Imperial victory as far as the opposition to the Dominion is concerned.
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But look at the fact that some cities have a de facto ban on Dunmer (solitude)(Whiterun<the two there are sellswords basically>), or Argonians (Whiterun)(other cities).
Not having any NPC's of a certain race in-game doesn't mean a de-facto ban on them in-universe, just like the total in-game absence of Bosmer, Bretons, Redguards and Orcs from Windhelm doesn't mean that there's a de facto ban on them there or that in-universe, none of them live in Windhelm. Segregation was as common in early and late modern times as in the middle ages, perhaps even more so - and TES games always mixed tropes from the Antiquity to the Enlightenment, anyway.
No one forces them to stay in the Gray Quarter.
The Nord carriage driver uses the words "forced to live in the Grey Quarter" when talking about the Dunmer, but the game doesn't really follow though on that (the Dunmer's main complaint is Ulfric not visiting the Grey Quarter and not giving them any money to improve it, which just sounds entitled).
An Argonian dockworker claims that they are paid a tenth of what Nords would be. There are no Nord dockworkers, just sailors and crew, so how do we know the truth of this assertion?
That isn't too hard - they could just compare their wages to the wages of Nords in similar "black work" professions. A better point is that the supposedly "tolerant" Brunwulf is as much a segregationist as Ulfric, so if you don't blame Brunwulf for continuing the segregation, you can't blame Ulfric too much for starting it.
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Yeah, having a high population of minorities under your rule doesn't necessarily suggest a good treatment of these minorities. (I do find it ironic that vanilla Solitude contains no Dunmer NPC's at all, although that doesn't mean they aren't present there in-universe).
The whole "Stormcloak xenophobia" theme is rather obligatorily treated, though, and is very much all-tell-no-show for the most part. Unless you headcanon or mod the game, there isn't much to go on. "Things had been much worse for us since Ulfric took over! He doesn't give us money to improve our shabby private residencies!" isn't that convincing.
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I think that the next TES game will probably contain some influence from the most ingenious and well-written mods. Emphasis on some influence.
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Skyrim certainly has its share of corrupt authorities. Batman in Skyrim would be definitely lore-unfriendly, although a character inspired by him would not be necessary so.
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I'm not sure if it was written by one or more people, but the formatting of the two were similar.
I don't know anything about these documents... but that reminds me of the "Age of Oppression/Aggression".
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Yeah, I think it's a good idea. You can even add a Dunmer character explaining that the Dunmer among the Imperial colonists introduced all that fauna along with the Parasol mushrooms to the island.
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I actually prefer Morrowind's main quest writing to Skyrim. It's true that Morrowind has waaay too much infodumping and seemingly pointless tasks at the beginning, but I still find it preferable to the fake urgency of Skyrim. Oblivion's "wait three days until I figure out what to do next" would be a good compromise.
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That's called the grayface bug.
Info on it and the solution:
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3dnpc aka Interesting NPC's, if you like complex quests and wordy characters.
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Yeah, I agree that Skyrim pacing is off-whack. It's not so much being bombarded with miscellaneous quests (I don't want to wander the land, desperately hoping to stumble on a quest) as the urgency of the storylines - Lachdonin put it well, I think. The main quest in particular jumps into the "OMG OMG QUICKLY QUICKLY DO THIS OR WE'RE ALL DOOMED" mode quite early, which conflicts with the freeform-exploration nature of the game. The only non-urgent task is getting the Dragonstone for Farengar, and the game sneakily attempts to get you past this with Valeriuses' The Golden Claw.
In the next TES game, developers should either hold off with the urgency until relatively late, or adopt the Oblivion solution - it had Martin tell you multiple times that he needs 3 days of struggling with mysterious writings to figure out what to do next. That I liked.
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Not that bad an analogy, although despite their elitism, the leaders of the American rebellion were still more democratoid than any large faction on Tamriel. (I wonder whether a TES game in the future will include some kind of French-revolution style movement Probably not, since it needs to be written well, and the Bethesda writers who did Skyrim were usually quite mediocre, but it's fun to ponder. One thing is sure - Boethiah, as the prince of unlawful rebellion, would be quite pleased).
And of course, the British Empire also had legal and prominent slavery outside the Thirteen Colonies during this time. Then again, fandom detractors and supporters of the Stormcloaks both have pointed out that their supposed "Windhelm xenophobia" is, basically, all-tell-no-show.
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Attempt to do something with Tes5Edit? Sometimes, it can be more useful than the creation kit (I've added all the dialogue in my minor Windhelm mod in Tes5Edit).
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Interesting NPCs, aka 3dnpc. Adds many small and medium-size quests and two major new questlines with well-developed characters. Perhaps one of the best quest mods on the Nexus. Most of the quests have pre-requisites, though, like meeting characters from this mod etc., so only relatively few quests there are available straight from the beginning of the game. On the other hand, this can make stumbling upon a quest all the more surprising.
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Aren't the Telvanni supposed to be the most conservative, traditionalist house, least friendly to the outlanders on Vvardenfell (although Redoran isn't too far behind)? Master Aryon claims that the Telvanni and the Dres often find common ground in their support of slavery.
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Yeah, it's likely that being a Dragonborn allows you some cute afterlife perks.
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Ah, the Hellenic/Latinate Argonian names from Arena. Quite a lot of lore/background setting has been retconned from game to game.
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6. adds new content (such as NPCs, quests, cities) - that is vanilla friendly content (feels like it belongs in the original game and is balanced with the original content and difficulty level)
Interesting NPC's aka 3dnpc, regarding NPC's and quests.
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AJV and Jonx0r are the best from a technical point of view. Creating a new land with new quests is an incredible technical achievement no matter what. Much more impressive than creating a player house, no matter how slick.
Kris Takahashi is the best character and quest writer, who made Skyrim the game it should have been.
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Interesting NPC's, aka 3dnpc. If you're into well-written, albeit occasionally wordy, dialogue, memorable quests (rather than just fetch quests) and characters, the mod's for you.
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Interesting NPC's doesn't actually have a big effect on performance, since the NPCs are spread out all over the world.
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The Jarl's dialogues on the civil war can easily be conditioned to fire only before "persuasion", if that's the issue.
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Aetherius is the "standard" afterlife for those who do not become servants to Daedra in various planes of Oblivion. Sovngarde, according to the Uespwiki, is a separate realm of Aetherius. The Far Shores is the Redguard equivalent of Sovngarde. Uespwiki mentions no special realms for Imperials or Bretons, so, plain simple Aetherius is Elberick's likely destination.
Join Empire or Stormcloaks? My Thoughts
in Skyrim LE
Posted · Edited by LoneWolfEburg
If the loss of Skyrim doesn't actually cripple the Empire that much, than it seems that a major pro-Imperial rationale is weakened by it, though. The Imperial characters in-game state that the Empire is what is keeping the Dominion out of Skyrim - if the Empire is still relatively strong even after the secession, and the Thalmor are indeed saving Skyrim as a last meal, then it seems that these characters don't need to worry that much.