Erickson9610 wrote: »Maybe the next Arcanist Companion will show us that not all Arcanists have anything to do with Hermaeus Mora, lovecraftian horror, or scholarship/knowledge?
Daedra worship cults could be introduced into the game, where the player could learn a line of skills from any prince.
- Sorcerer: Daedra summoner, clearly evil
- Arcanist: Devil worshipper
Even if they had to add a Daedra themed class, it should be one of the more benign ones. Like Azura or Sanguine.
Erickson9610 wrote: »But, all things considered, Zerith-var is a great example of how you can make a non-evil Necromancer who uses Necromancer skills for a completely different goal than you'd ordinarily expect.
Erickson9610 wrote: »Maybe the next Arcanist Companion will show us that not all Arcanists have anything to do with Hermaeus Mora, lovecraftian horror, or scholarship/knowledge?
I think one of the main issues with such things is the whole prequel effect.
Anything established in ESO has to somehow make sense being completely absent in "Future" titles.
As for necromancy, there are quite a few traditions in Tamriel that view it as neutral or even with some positive aspects. It's sometimes not called necromancy (like the Dunmer utilising the souls of their dead to ask for guidance or power a giant fence around the bad guy's lair, which is obviously something totally different than necromancy ), but necromantic practices aren't universally despised.
For me my characters are characters, not toons. If I can't think of a personality I like that matches the character and class, I won't use it.
As for necromancy, there are quite a few traditions in Tamriel that view it as neutral or even with some positive aspects. It's sometimes not called necromancy (like the Dunmer utilising the souls of their dead to ask for guidance or power a giant fence around the bad guy's lair, which is obviously something totally different than necromancy ), but necromantic practices aren't universally despised.
The definition of what is necromancy and what not varies from culture to culture in Tamriel, which I find realistic, as it's the same in real life.
As for the Dunmer - it should also be noted that this strong condemnation of what they define as necromancy mostly applies to the necromantic use of Dunmer souls. The taboo against other elves or men, or animals, is by far not that strong, and some Telvanni have become master necromancers (just not with Dunmer).
So even fo Dunmer, and even when humouring their hypocritical context-dependent aversion to necromancy, the practice isn't universally reviled.
Hapexamendios wrote: »So you're basically asking for your character to be completely insane and uncontrollable.
I'm not clear what skill lines a Sheogorath themed class would bring to ESO.
Hapexamendios wrote: »So you're basically asking for your character to be completely insane and uncontrollable.
From what we've seen in different TES games (TES Oblivion Shivering Isles, Sheo worshippers in Morrowind and Oblivion, TES Legends,...), people "touched by Sheogorath" might have delusions or compulsions, but they're not neccessarily completely out of self-control.
Apart from turning Manimarco into cheese, I'm not clear what skill lines a Sheogorath themed class would bring to ESO.
I'm not sure I might misunderstand you, but what do you mean with "hypocritical" in this case? That necromancy is a taboo towards their own people, but not towards others, or that there's a differenciation between interaction with ancestral spirits and other types of interaction with the dead?
Because in the latter case, I see a very clear distinction. "Family spirits remaining at home and continuing to protect the family including answering the calls of living ancestors who ask for counsel" and "forcing random spirits into service" is different, just like "going to one's grandpa and asking him for help or him willingly defending his family" and "Violently forcing him to fight or talk when he actually just wants to be left alone" are different things. The main aspect is voluntariness.
Both, but mostly the latter.
First, nowhere does it say that necromancy is necessarily the forceful summoning of souls. To make that distinction, is already part of the bias.
Bringing the spirits of the dead back into this world, or using their spiritual energy to power contraptions on this side - with their consent or not - is necromancy. Or can be called such.
And second, not all dealings with ancestors are consensual, even for Dunmer. "Some spirits are bound against their wills to protect family shrines. This unpleasant fate is reserved for those who have not served the family faithfully in life. Dutiful and honorable ancestral spirits often aid in the capture and binding of wayward spirits. These spirits usually go mad, and make terrifying guardians." (Ancestors and the Dunmer)
This book was written by an unknown scholar as a guide for foreign visitors to Morrowind shortly after the Armistice was signed. Many of these practices have since fallen into disfavor.
Cosmo_Nova wrote: »A Templar, for example, can be imagined as a servant to any Divine, the Tribunal, or Meridia - either way the visuals still make perfect sense. Sorcerers use generic destruction and conjuration spells that fit for any mage or spellsword or Daedric cultist type. Arcanist, though? You are using glowing green runes and tentacles and eyeball monsters. It doesn't really leave you much room to imagine your character as anything except a Mora worshiper.