Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-71.61.177.24-20131128201035

Indeed we did decide on 5 threads - Main Quest, Side Quests, NPCs and general game world, equippables, and character creation/game mechanics. But I'll see what I can do about categorizing shinies versus essentials in the threads. I am working on the list(s). It's just that my life just got a random and huge workload, and I have a bit less time at my disposal.

Racial werebeasts is a little limiting, I think. There's nothing in lore that says Khajiit cannot become werewolves, or Argonians. I quite like the idea of starting out as a werewolf, regardless of race, and then having to appeal to Hircine for a new kind. The werewolf model (fur color, size, etc.) would probably depend on your asthetics choices for your character. Although, to be honest, the werewolves in Skyrim were utter abominations. If they're supposed to be werewolves, let them be built like wolves, not some unholy amalgamation of a bear, a human, and a badly anthropomorphized mutt dog. Wolfiness should be a fixed point for werewolves. You could conceivably make any number of variations, but whatever those may be, werewolves should turn into something that works and looks like a wolf. Wolves do not have long arms like that. They do not have a loping gait like that. They do not have long, distinct finger-claws. They do not attack with their paws - their claws tend to be too blunt from running to do any damage, and also their limbs are fundamentally not designed in such a way that makes them easy to swipe with. I recognize that werewolves should not be plain wolves, not when Skyrim made them so clearly not-plain-wolves, but they should at least make sense as wolf-derived creatures. From a biological standpoint, I cannot see the werewolves in Skyrim having anything to do with actual wolves. So certainly a redesign is in order. Something like one of the wargs from The Hobbit, perhaps?

Moving from werewolves for a moment. I'm very sorry about the rant. Werelions, on the other hand, are actually a little more likely to work on the werewolf model from Skyrim - that sort of stance, the standing on two legs while swiping madly, is actually a lion and bear thing, among other animals. But they certainly wouldn't stand like that all the time. Overall, it seems best to modify werecreatures so that it looks like standing on two legs is a possibility, more so than real animals, but not a default stance.

Werecrocodiles...would probably look kind of Daedroth-y. Longer legs than real crocodiles, more movable torsos. They'd probably walk with their bodies held a little off the ground, again, like a Daedroth from Oblivion. I'm seeing slinky, sneaky, but also large, powerful, slightly brutish. Low to the ground. Eyes with heavy, scaly lid-brow-things. Menacing as all homemade Deadlands.

I can think of nothing tying Redguards to weresharks, so I'm not sure where that came from. And I don't think weresharks would be as person-shaped as in that picture a few posts up. Perhaps a slightly split tail, a more moblie body/torso, and longer pectoral fins? My general idea of werecreatures is basically tense - holding themselves as if constantly about to attack. Like the werewolves from Skyrim, which, when they just stood there, looked before them with murderous intent with their backs archd like cats' and their arms ready to swipe. Brilliantly scary, and at once lithe and brutal.

Well, that got poetic.

Amperial, it was actually my intention (although I think Cata wanted to take it to Bethesda) to make this a mod. So, you get hugs and cookies from me. :D

Also, the posts about the Daedric Princes - Ampie's Namira and Mephala commentary and the post between those - are very interesting. All three are loaded with the best ideas all week. I pretty much love you guys for all the awesome.

- WorshipsMeridia