Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-71.61.177.24-20131022011105

Hey, friends! I am here!

First off - no Sload.

Secondly, Kestrellius, I don't think the Psijics will have such a major role, but they will be about. They seem to have a non-interference unless necessary policy, and of course if the BoJ is on the case, they don't need to do anything. They might help you out if you encounter REALLY MAJOR problems.

I cannot simply retcon out Paarthurnax's death quest. However, I did actually come up with a quest idea for the Greybeards where you can try to ressurect him. The ide being, if the Dragonborn did kill him, his soul might have been released when the Dragonborn died (and he kind of has to die, btw), and that if it wasn't the Dragonborn, his soul was never devoured, so all's good. All that's know for certain is that he was killed by an agent of the Blades; the only speaking member of the Greybeards has been replaced, and the one we met in Skyrim never told his successor exactly who killed Paarthurnax. Either way, Paarthy returns, and you can learn the Voice from him and the Greybeards, if you're dedicated.

The Dovahkiin is not gonna live, and he is not gonna ascend. Quite simply because you can't meet the Dragonborn - not without canonizing a specific identity for them, which takes out all the fun. But the actions of the Dragonborn will have a big effect on Tamriel as it is during the game (which is 100 or so years after Skyrim).

The Falmer, however, will be about! The disguised Falmer quest is a probability. There could also be a quest to put him in touch with KPG, and help them to rebuild the Snow Elves. Perhaps we could even make the disguised Snow Elf an old friend of KPG's, although I doubt it. Certainly I'd like them to be female. :)

Hehe, allied opposites! Sheo and Jygga will probably be vitriolic besties. :D

Don't worry, there's a whole DLC devoted to Orsinium, and there will be many Orc strongholds to explore.

OMG KHAJIIT!!!! I love Khajiit. We'll be exploring Elsweyr quite a bit in this version of TES VI, the excuse for my unabashed love of all things Khajiiti being that you're stirring up rebellion amongst the Khajiit, getting them to rebel against the Thalmor and help your cause. But you won't be THE liberating one...that smells like White Savior tropes to me.

MindofMadness, Saigyou, UAM, and Mania, you have struck this month's gold. CREATING. A. GUILD. By the Nine, I wish I could give kudos right now! But I think class types would be a little limiting. What if you could just choose to have your guild specialize in certain skills? It's a small distinction, but an important one - it's what made the difference between classes in Oblivion and the loose class system in Skyrim. (Btw, I'd very much like to include several extra skills in TES VI, which are inspired by various mods for Skyrim. Basically, the mods added so many extra things that you could do, like textile working, hunting, there was even a sort of tracking mod, that it seemed to me that they should go in totally new skills and skill sets. As well as several additions to those mods. I'll get into that when my list is all set up.) And then you'd select the guild's purpouse, like, as a writing option. (Writing in the game would be based on a phrase and sometimes word selection system, along with sometimes choosing the gist of what you want to say and then selecting a precise wording for it to get different NPC reactions. While writing the rules of your guild, the purpouse of it would naturally be included in the document.) So that would determine what your guild will use those skills for. Themes, such as combat, study, service, buisiness, worship, etc. should also probably be included. I think idea-bouncing would be ideal for working out the particulars of this system.

Anything in this is subject to correction and/or suggestion by Cata, of course.

- WorshipsMeridia