As for the Covenant after the events of Orsinium the Orcs officially leave the Covenant. This isn't made very apparent but King Bazrag doesn't hold his people to the Covenant because that was a deal between Kurog and Emric, but if his people want to still fight he won't order them to stop. So as you can guess a lot of the Orsimer's support was withdrawn but not all of it as some are still loyal to the Covenant.
Crazyprophet wrote: »As for the Covenant after the events of Orsinium the Orcs officially leave the Covenant. This isn't made very apparent but King Bazrag doesn't hold his people to the Covenant because that was a deal between Kurog and Emric, but if his people want to still fight he won't order them to stop. So as you can guess a lot of the Orsimer's support was withdrawn but not all of it as some are still loyal to the Covenant.
It's been a hot minute since I've played Orsinium but I'm fairly sure he says he's going to renegotiate the deal, not cancel it.
I've thought about this before, but I can't come up with any neat 3-way split which makes sense to me.
Araneae6537 wrote: »I really cannot see Dunmer and Nords getting along, much less being allies, and I would not expect most Argonians to ally with the Dunmer.
The Nords and dunmer allying actually improves the lore espically future lore before now most have had the dunmer and Nords being frosty at best, yet during the darkest time for the dunmer in the 4 era the Nords allow them in their lands give them a island and allow them to build a statue to Azura.Araneae6537 wrote: ». I really cannot see Dunmer and Nords getting along, much less being allies, and I would not expect most Argonians to ally with the Dunmer.
Personally, I would have set it up as a conflict between different 3 factions from the outer edges of Cyrodiill, with each faction claiming to be the true heirs to the Empire. The individual zones would have largely ignored the conflict in Cyrodiil, and focused more on the provinces themselves, highlighting the turbulent time period this is. Where no province can focus entirely on unity because every one has their own problems, and the heart of the Empire is currently being fought over by various factions.
Speaking of those factions, here would be my proposed ones using the current map of Cyrodiil:
Chorrol & Bruma (Colovia?) | Bravil & Vlastarus (Nibenay?) | Cheydinhal & Cropsford (???)
tsaescishoeshiner wrote: »I hope a rewrite would feature Orcish land more prominently. The basegame DC zones barely mention orc politics or culture, and none would take place in Orc zones if it weren't for Betnikh (which was a good idea for some Orcish inclusion).
It would also be more interesting to have vying claimants to the throne—Ayrenn, Emeric, and Jorunn are just leaders of powerful alliances. But if the alliances were based around each one supporting a different (mostly Imperial) potentially-legitimate claimant to the throne, this would involve more Imperial politics, and add reason for the urgency and legitimacy of the alliances. Like, it might not a lot of make sense why two groups would ally on their own, but it would make more sense why a third party would want them to ally for everyone's benefit.
Example:
A Tsaesci/Akaviri-heritage claimant, like the Imperials we see in Hakoshae.
A claimant entangled in Varen's family tree—could even be an Orcish heir.
And a Reach claimant—the Longhouse Emperors are well within memory.
While there's no Dragonborn emperor in 2E582, there are plenty of descendants of recent rulers of Cyrodiil.
The alliances could still have political leaders, and leaders of racial factions. I just think this would add intrigue and serve as a tool to explain a lot, but it could make things too complicated.
Obviously then, having Orsinium ALSO a part of that alliance is a pretty good joke, considering their would be allies have tried multiple times to utterly destroy their civilization.
That the EP makes no sense, I can get that. I find it heroically inspiring, though: the argonians allied because the Hist said to--and by allying, they were able to force an end to the slavery of their people.
Ofc, when they got up and left after a while, the Dunmer went right back to old habits--but for a while, it was a cause worth fighting for. It's the sort of "get up and take a stance" that's eye-catching in a heroic tale, though the Pact itself is ... well, it was never going to last. The Dunmer don't seem to respect anyone else, which to be fair to them, seems to be a general elven trait with perhaps all but the wood elves.
The Dominion...oh goodness. The writer in me just flails at this alliance. The khajiit come across has having little motivation other than being victims. They were forced into their situation, to ally with the high elves who would eventually like to see and end to all mortality. They have no fault and are set up for a player's sympathy, which bothers me. In fiction, we see this all the time--a hero to whom bad things happen, but it is never their fault.
Where is the fun in that?
There's a wince-worthy quest where the player is taken slowly through Rimmen, to point out how much the khajiit are victims and are suffering. This is despite that they're some of the strongest mages, thieves, swordsfolk, martial artists, fine artists, and so on in the game. They have the power to influence heavenly bodies; there is very little they are not capable of. They are a race capable of everything, and yet...
Characters need flaws, and the khajiit don't seem to have them other than being unfairly mistrusted.
The queen of the Dominion--I wish she was a little less taking a stand against everything her people stand for, in order to make her appealing. She needed to be inspiring as a leader, just. ...
I suppose the way she was constructed made it a little too obvious? She has some wonderful storylines, but as a character, these traits stand out and risk defining her, instead of her standing on her own.
I suppose if I had a wish, it would be: to bring back some of the older concept lore for the high elves. Have their leadership represent more of their culture instead of being inspiring because she stands against it. ...then from there, give the khajiit ...some flaws, both as a race, and as for their reasons for joining their alliance.
That the EP makes no sense, I can get that. I find it heroically inspiring, though: the argonians allied because the Hist said to--and by allying, they were able to force an end to the slavery of their people.
Ofc, when they got up and left after a while, the Dunmer went right back to old habits--but for a while, it was a cause worth fighting for. It's the sort of "get up and take a stance" that's eye-catching in a heroic tale, though the Pact itself is ... well, it was never going to last. The Dunmer don't seem to respect anyone else, which to be fair to them, seems to be a general elven trait with perhaps all but the wood elves.
The Dominion...oh goodness. The writer in me just flails at this alliance. The khajiit come across has having little motivation other than being victims. They were forced into their situation, to ally with the high elves who would eventually like to see and end to all mortality. They have no fault and are set up for a player's sympathy, which bothers me. In fiction, we see this all the time--a hero to whom bad things happen, but it is never their fault.
Where is the fun in that?
There's a wince-worthy quest where the player is taken slowly through Rimmen, to point out how much the khajiit are victims and are suffering. This is despite that they're some of the strongest mages, thieves, swordsfolk, martial artists, fine artists, and so on in the game. They have the power to influence heavenly bodies; there is very little they are not capable of. They are a race capable of everything, and yet...
Characters need flaws, and the khajiit don't seem to have them other than being unfairly mistrusted.
The queen of the Dominion--I wish she was a little less taking a stand against everything her people stand for, in order to make her appealing. She needed to be inspiring as a leader, just. ...
I suppose the way she was constructed made it a little too obvious? She has some wonderful storylines, but as a character, these traits stand out and risk defining her, instead of her standing on her own.
I suppose if I had a wish, it would be: to bring back some of the older concept lore for the high elves. Have their leadership represent more of their culture instead of being inspiring because she stands against it. ...then from there, give the khajiit ...some flaws, both as a race, and as for their reasons for joining their alliance.
As a mer-lover myself, this post rings so true. I always loved the lore of the Dunmer and the inability to choose one of the Great Houses is a true tragedy. Morrowind was a great game, with many factions to explore, it always surprised that wasn't done here more.
Queen Ayrenn seems out of place for sure. She's got some progressive goals, but it's never explained where she got those ideas from, they seem to have formed in a vacuum. There's not even a hint of Altermi superiority, which even with the most progressive minded mer, would still be there. I feel like there'd still be a hint of Mer saviorism.
I also wonder if an alliance between Orcs and Nords would be feasible. They both have a warrior-driven culture, are neighbors on the Western Skyrim front, and would have a common enemy of the Reachmen.
The Lore of ESO has done a decent job of showing the xenophobic and isolationist undercurrents in each culture, I just feel like they'd play out way differently.
psychotrip wrote: »
VaranisArano wrote: »psychotrip wrote: »
Because the Dev team's vision for PVP pulls very heavily from Dark Age of Camelot's AvAvA PVP. Since PVP was the original end game content, well, the need for three factions follows from that.
By design, the Devs needed players split into three equal factions, so they built their Alliance quests accordingly to funnel players into PVP ready and willing to fight for their faction.
ESO - as designed - needed factions.
If you take away the need for factions to fuel the original end game PVP side of the base game, then we're probably looking at an entirely different game.
(It should be noted that the ESO Devs seem to have taken a while to grasp what the fans of singleplayer TES games wanted, which was generally not "Let me do one questline and then hang out in PVP forever", and so gradually added Cadwell's Silver and Gold, PVE end game content, and eventually One Tamriel after they realized that mixed PvPvE was not to the taste of the majority of players and they had PVP performance issues. Factions are integral to the original design of the game. If the Devs had a do-over, I'm not sure they would have gone in the same direction.)