Source: https://www.elderscrollsonline.com/en-us/news/post/68079It’s no secret that the nefarious Worm Cult has returned. The band of necromancers, formerly led by the Worm King Mannimarco, now plagues the island of Solstice.
“I love the Worm Cult because they’re over-the-top bad guys,” says Baker. “As they say, every villain is the hero of their own story, however misguided it might be. However, the Worm Cult is a different kind of villain. They’re irredeemable, power-mad megalomaniacs. You never have to ask yourself if it’s right for you to stop them, because they want bad things for bad reasons. That’s fun!”
“They’re just so serious about their goals and their mission,” says Slavicsek. “And they’re utterly evil. How could we not find a way to bring them back to the forefront for the anniversary story? We’ve even added some new faces to their ranks that I think the players are just going to love to hate.”
“Personally, I’m really enjoying the opportunity to provide the player with some sassy or humorous choices in the right moments,” says Baker. “People crack jokes in the face of serious situations all the time—it’s one of the ways we confront danger and uncertainty. And everybody occasionally wants to indulge the impulse to say something you’d never say in real life.”
spartaxoxo wrote: »Molag Bal is pretty evil. His realm might be gray but he is not.
They've been going down the path of Disney for a while now. I don't think it's even possible for TES to be edgy or nuanced anymore.
For me, one-note characters don't really work well. That's a large part of why I really don't like most of the Daedric Princes. I understand they're bound by their personification and so can't show nuance; it's just that I find that dull at best and irritating at worst. One exception is Azura, who seems to have a shade of nuance to her; or, at least, doesn't come across so terribly one-note as the others.
As for the Worm Cult, I'd just as soon not see them again. For me it makes sense that the leader of the cult would be megalomaniacal, and would draw some like-minded people to their side, but the cult is too big and too widespread for me to believe that every member is like that. Since the members of the cult are, by and large, not Daedra but human and mer and beast folk who do have free will, why are they all the same? Again, there's no nuance to the cult or its members and that doesn't really interest me.
On the matter of the new dialogue choices, this was something I was really looking forward to, because for too long the player character has come across as bland and kind of stupid. I wasn't all that impressed with the taste I had of this system in the prologue quest.
While on the one hand it was nice to see the options and consider which one best suited my character, on the other hand the way it played out, and the way the npcs reacted to them, didn't really seem to match with the choices. It felt like Vanus Galerion was going to say the same thing no matter what you said to him and so, in the end, it just didn't matter what you said. That's kind of the opposite of how I wanted dialogue choices to work.
I'm not expecting some elaborate different conversational path or drastically altered quest based on dialogue choices, but I was hoping for it to mean something when I chose one over the other. Of course, it's possible an MMO just can't support that kind of RPG writing.
I'm not expecting some elaborate different conversational path or drastically altered quest based on dialogue choices, but I was hoping for it to mean something when I chose one over the other. Of course, it's possible an MMO just can't support that kind of RPG writing.
I’m not sure why anyone would join the Worm Cult.
scrappy1342 wrote: »would be interesting to see something similar in eso but use the divines instead of elements. of course there can't be 8 different responses to everything, but palia doesn't do the full 4 on everything either.
JemadarofCaerSalis wrote: »Sometimes, I do like the 'evil for evils sake' as I don't really want a redeemable villain all the time, and too often, stories these days, when they give characters backstories that are nuanced, often come across as 'it isn't his fault! he had a bad childhood' rather than 'he had a bad childhood, but he still made the wrong choices'.
JemadarofCaerSalis wrote: »it wouldn't make sense for me to tell an annoying character what exactly they can do with their request, when the offshoot is that I am going to take the quest anyway and follow them around like a well trained dog.
For me, one-note characters don't really work well. That's a large part of why I really don't like most of the Daedric Princes. I understand they're bound by their personification and so can't show nuance; it's just that I find that dull at best and irritating at worst. One exception is Azura, who seems to have a shade of nuance to her; or, at least, doesn't come across so terribly one-note as the others.
What I like about them is that many have a concept that can be interpreted negatively as well as positively - and that this is, at times, also shown in lore. Take lies and deceit as a topic, for example: A lie can be used to harm someone, but it can also be the thing that saves you in a dangerous situation. Or destruction: It can do harm, of course, but on the other hand there is no change for the better without destruction of the old either. That said, I don't really consider the Daedric Princes enemies in the stories. I mean, story-wise they are, but the true evil are the cultists involved, because they do have a free will unlike the Princes.
As for the Worm Cult, I'd just as soon not see them again. For me it makes sense that the leader of the cult would be megalomaniacal, and would draw some like-minded people to their side, but the cult is too big and too widespread for me to believe that every member is like that. Since the members of the cult are, by and large, not Daedra but human and mer and beast folk who do have free will, why are they all the same? Again, there's no nuance to the cult or its members and that doesn't really interest me.
Actually that would have been a more interesting direction in writing, from my point of view: What are the motivations for individual cultists in participating in that? What Mannimarco gets from it - we know that. But why do other people join, what do they hope for, is there a philosophy behind it and what's appealing about it? That would, of course, be the exact opposite of making everyone just evil for the sake of being evil.
On the matter of the new dialogue choices, this was something I was really looking forward to, because for too long the player character has come across as bland and kind of stupid. I wasn't all that impressed with the taste I had of this system in the prologue quest.
While on the one hand it was nice to see the options and consider which one best suited my character, on the other hand the way it played out, and the way the npcs reacted to them, didn't really seem to match with the choices. It felt like Vanus Galerion was going to say the same thing no matter what you said to him and so, in the end, it just didn't matter what you said. That's kind of the opposite of how I wanted dialogue choices to work.
I'm not expecting some elaborate different conversational path or drastically altered quest based on dialogue choices, but I was hoping for it to mean something when I chose one over the other. Of course, it's possible an MMO just can't support that kind of RPG writing.
I had the same impression while playing the prologue, unfortunately. I also found some choices extremely strange, not really fitting the situation or not even labeled correctly, and I actually found myself using the neutral option most of the time (which was really surprising to me, because I had absolutely not expected that), because the others all just weren't what my character would think or say. Maybe because many of them just didn't feel natural, but somehow over the top for the situation. It's a pity and I hope the "chapter" will be a positive surprise compared to the prologue (I'm just not sure whether I should really believe in that).
scrappy1342 wrote: »I'm not expecting some elaborate different conversational path or drastically altered quest based on dialogue choices, but I was hoping for it to mean something when I chose one over the other. Of course, it's possible an MMO just can't support that kind of RPG writing.
palia has a really neat system for quests and responses. there's 4 main elements in the game. not everything you get to respond to gets 4 different responses, but a lot of them do. i don't remember the exact details, but wind is humorous and spontaneous, fire is quick, speak before they think sort of responses, water is laid back. every time you get a choice in a dialogue, there is an element associated with it. it doesn't make a huge amount of difference, like it's not going to lock you out of anything if you end up with fire personality over water, but it just adds something to those choices. some characters will respond differently to you depending on your personality. there's a few quests where there are furniture rewards and what style furniture you get will be themed with that element. you can see your stats on your character screen and you can change your responses to go one way or another if you really want your character to be fire but end up making a lot of wind choices.
would be interesting to see something similar in eso but use the divines instead of elements. of course there can't be 8 different responses to everything, but palia doesn't do the full 4 on everything either.
That would be more interesting to me if it could be represented in game like that, but when we run across the Daedric Princes, it's all just one-note.
That is kind of what I was getting at--why don't we see the motivations of the rank and file? I get that some people just want to watch the world burn or are just evil because why not, but so many? Yeah, I might have liked a Worm Cult redux if there was more to it than just "hey, we're bad! like, really bad!"
I think one problem is that it's hard to make sense how anyone except for Mannimarco (and maybe close allies to him who might be promised reigning at his side) would support the Planemeld. Who would profit from merging Coldharbour and Nirn? A trader interested in rare materials from Coldharbour (make up some stuff about Chaotic Creatia or whatever) would not benefit from it if everthing becomes Coldharbour - or everyone's dead, so there's no one to sell it to. Can't even make up a cheesy story about someone needing a door to Coldharbour to free a loved one from there - in the end, how does it matter, if your homeland also became coldharbourized and everything is just as bad? No, I think to make sense of it, there would need to be some new lore. And most of all, someone willing to take the hassle to write it
That would be more interesting to me if it could be represented in game like that, but when we run across the Daedric Princes, it's all just one-note.
Nah, you're right that especially ESO is rather uncomplex when it comes to that. The most you find about it is probably in background lore/lorebooks and Dunmer religion with the Good Daedra or Anticipations.
I understand that this game has to appeal to a big public, but I still think the writing could be more complex. I don't believe that a bit more nuanced writing would immediately chase masses of people away - not more than boring or too simple writing does. And who doesn't care for the lore can still play the game without reading much of it, so that's not really an issue either.
That is kind of what I was getting at--why don't we see the motivations of the rank and file? I get that some people just want to watch the world burn or are just evil because why not, but so many? Yeah, I might have liked a Worm Cult redux if there was more to it than just "hey, we're bad! like, really bad!"
I think one problem is that it's hard to make sense how anyone except for Mannimarco (and maybe close allies to him who might be promised reigning at his side) would support the Planemeld. Who would profit from merging Coldharbour and Nirn? A trader interested in rare materials from Coldharbour (make up some stuff about Chaotic Creatia or whatever) would not benefit from it if everthing becomes Coldharbour - or everyone's dead, so there's no one to sell it to. Can't even make up a cheesy story about someone needing a door to Coldharbour to free a loved one from there - in the end, how does it matter, if your homeland also became coldharbourized and everything is just as bad? No, I think to make sense of it, there would need to be some new lore. And most of all, someone willing to take the hassle to write it
JemadarofCaerSalis wrote: »Basically, I see most of the people who join the worm cult as being not very intelligent, or only concerned about their desires. They either don't think about the planemeld as actually happening, or they somehow think they can jockey enough favor to be exempt from it when the time comes.
JemadarofCaerSalis wrote: »I think one problem is that it's hard to make sense how anyone except for Mannimarco (and maybe close allies to him who might be promised reigning at his side) would support the Planemeld. Who would profit from merging Coldharbour and Nirn? A trader interested in rare materials from Coldharbour (make up some stuff about Chaotic Creatia or whatever) would not benefit from it if everthing becomes Coldharbour - or everyone's dead, so there's no one to sell it to. Can't even make up a cheesy story about someone needing a door to Coldharbour to free a loved one from there - in the end, how does it matter, if your homeland also became coldharbourized and everything is just as bad? No, I think to make sense of it, there would need to be some new lore. And most of all, someone willing to take the hassle to write it
For me, I could easily see masses joining the worm cult, even with the planemeld.
Look at how people will join groups and cults today. The same reasonings can be applied here as well.
1. They want to belong. This is a very simple one, and typically would be used for the, shall we say less intelligent ones. They just want a group to belong to, and they don't mind or even like the violence associated with it.
2. They think they are going to be in power in some way after the planemeld. They think that the planemeld is going to affect everyone BUT them, so they will be in positions of power. These types of people often are of the belief that, because they are 'of the chosen few', they will be exempt from whatever negative things happen as a result.
3. They think joining the worm cult is the fastest way to get what they want, whether it is becoming a necromancer, or lich or whatever, and so they are just planning on using it as a stepping stone.
4. They love violence and so would join any group that allowed them free reign to be as violent as possible.
5. An offshot of 4, they just don't care what is going to happen tomorrow, as long as they get to have their 'fun' today.
Most of these types of people either don't think about the future, or they think they are going to be exempt from the consequences. A small subset probably even welcomes the planemeld.
I don't think it would be much about profit, as you said, who could profit really, but more about personal pleasures and taking what they want in the time they have. But even then, I could see some traders thinking that they could be 'in on the ground floor' of things when they get rebuilt after the planemeld. IE, a combo of them expecting that they would be exempt from being killed when planemeld happens, and thus being able to set themselves up for whatever beings start inhabiting the realms again. They would have a monopoly on pretty much anything, because everyone else would be too busy trying to survive.
Whether it is realistic that there WOULD be rebuilding after the planemeld is a different story, because most of these types of people don't think that far ahead. Again, they are only thinking about themselves and how they can personally take advantage of the situation and dont' stop to think 'what if this doesn't happen?'
Basically, I see most of the people who join the worm cult as being not very intelligent, or only concerned about their desires. They either don't think about the planemeld as actually happening, or they somehow think they can jockey enough favor to be exempt from it when the time comes.
katanagirl1 wrote: »I hope the new chapter is not a carbon-copy repeat of the main story.
Freelancer_ESO wrote: »I think they are trying to vary things up a bit.
With High Isle, Necrom, and Gold Road we've had three stories in a row where at times the opposition was more appealing than the side we were actually fighting to help which could leave the player feeling like they were "Captain Status Quo".
Freelancer_ESO wrote: »I think they are trying to vary things up a bit.
With High Isle, Necrom, and Gold Road we've had three stories in a row where at times the opposition was more appealing than the side we were actually fighting to help which could leave the player feeling like they were "Captain Status Quo".
One of the things I enjoyed especially on my alts in SWTOR was the funny lines. Obviously, you don't want it to be all humor but, occasionally going in that direction does help with being able to enjoy doing the content multiple times.
JemadarofCaerSalis wrote: »I think one problem is that it's hard to make sense how anyone except for Mannimarco (and maybe close allies to him who might be promised reigning at his side) would support the Planemeld. Who would profit from merging Coldharbour and Nirn? A trader interested in rare materials from Coldharbour (make up some stuff about Chaotic Creatia or whatever) would not benefit from it if everthing becomes Coldharbour - or everyone's dead, so there's no one to sell it to. Can't even make up a cheesy story about someone needing a door to Coldharbour to free a loved one from there - in the end, how does it matter, if your homeland also became coldharbourized and everything is just as bad? No, I think to make sense of it, there would need to be some new lore. And most of all, someone willing to take the hassle to write it
For me, I could easily see masses joining the worm cult, even with the planemeld.
Look at how people will join groups and cults today. The same reasonings can be applied here as well.
1. They want to belong. This is a very simple one, and typically would be used for the, shall we say less intelligent ones. They just want a group to belong to, and they don't mind or even like the violence associated with it.
2. They think they are going to be in power in some way after the planemeld. They think that the planemeld is going to affect everyone BUT them, so they will be in positions of power. These types of people often are of the belief that, because they are 'of the chosen few', they will be exempt from whatever negative things happen as a result.
3. They think joining the worm cult is the fastest way to get what they want, whether it is becoming a necromancer, or lich or whatever, and so they are just planning on using it as a stepping stone.
4. They love violence and so would join any group that allowed them free reign to be as violent as possible.
5. An offshot of 4, they just don't care what is going to happen tomorrow, as long as they get to have their 'fun' today.
Most of these types of people either don't think about the future, or they think they are going to be exempt from the consequences. A small subset probably even welcomes the planemeld.
I don't think it would be much about profit, as you said, who could profit really, but more about personal pleasures and taking what they want in the time they have. But even then, I could see some traders thinking that they could be 'in on the ground floor' of things when they get rebuilt after the planemeld. IE, a combo of them expecting that they would be exempt from being killed when planemeld happens, and thus being able to set themselves up for whatever beings start inhabiting the realms again. They would have a monopoly on pretty much anything, because everyone else would be too busy trying to survive.
Whether it is realistic that there WOULD be rebuilding after the planemeld is a different story, because most of these types of people don't think that far ahead. Again, they are only thinking about themselves and how they can personally take advantage of the situation and dont' stop to think 'what if this doesn't happen?'
Basically, I see most of the people who join the worm cult as being not very intelligent, or only concerned about their desires. They either don't think about the planemeld as actually happening, or they somehow think they can jockey enough favor to be exempt from it when the time comes.
You make some good points about why people join, and I agree that there are people who would fall into those categories. I think where it falls apart a bit for me is just how many people join. The Worm Cult seems to have no end of personnel to station about Tamriel, all of whom perform in lock-step with the ideology.
Someone mentioned Aera Earth-Turner, and she's a good example of showing us why someone would end up joining. We know her from the beginning and it's not a stretch to understand why she went the way she did. Her story resonates for me because it's specific and somewhat realistic. If they can add more story beats like that, I think it would help. But cultist after cultist after cultist just being whole-heartedly in it for "reasons" makes it harder for me to be interested.
JemadarofCaerSalis wrote: »Basically, I see most of the people who join the worm cult as being not very intelligent, or only concerned about their desires. They either don't think about the planemeld as actually happening, or they somehow think they can jockey enough favor to be exempt from it when the time comes.
I see... But could people that dumb be necromancers? Because according to how the Worm Cult is portrayed, they're all mages, no? And that would require at least some degree of intelligence.
Now I imagine a cult of idiotic wizards. That would be creepier than it sounds!
Freelancer_ESO wrote: »With High Isle, Necrom, and Gold Road we've had three stories in a row where at times the opposition was more appealing than the side we were actually fighting to help which could leave the player feeling like they were "Captain Status Quo".
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »I think one problem is that it's hard to make sense how anyone except for Mannimarco (and maybe close allies to him who might be promised reigning at his side) would support the Planemeld. Who would profit from merging Coldharbour and Nirn? A trader interested in rare materials from Coldharbour (make up some stuff about Chaotic Creatia or whatever) would not benefit from it if everthing becomes Coldharbour - or everyone's dead, so there's no one to sell it to. Can't even make up a cheesy story about someone needing a door to Coldharbour to free a loved one from there - in the end, how does it matter, if your homeland also became coldharbourized and everything is just as bad? No, I think to make sense of it, there would need to be some new lore. And most of all, someone willing to take the hassle to write it
For me, I could easily see masses joining the worm cult, even with the planemeld.
Look at how people will join groups and cults today. The same reasonings can be applied here as well.
1. They want to belong. This is a very simple one, and typically would be used for the, shall we say less intelligent ones. They just want a group to belong to, and they don't mind or even like the violence associated with it.
2. They think they are going to be in power in some way after the planemeld. They think that the planemeld is going to affect everyone BUT them, so they will be in positions of power. These types of people often are of the belief that, because they are 'of the chosen few', they will be exempt from whatever negative things happen as a result.
3. They think joining the worm cult is the fastest way to get what they want, whether it is becoming a necromancer, or lich or whatever, and so they are just planning on using it as a stepping stone.
4. They love violence and so would join any group that allowed them free reign to be as violent as possible.
5. An offshot of 4, they just don't care what is going to happen tomorrow, as long as they get to have their 'fun' today.
Most of these types of people either don't think about the future, or they think they are going to be exempt from the consequences. A small subset probably even welcomes the planemeld.
I don't think it would be much about profit, as you said, who could profit really, but more about personal pleasures and taking what they want in the time they have. But even then, I could see some traders thinking that they could be 'in on the ground floor' of things when they get rebuilt after the planemeld. IE, a combo of them expecting that they would be exempt from being killed when planemeld happens, and thus being able to set themselves up for whatever beings start inhabiting the realms again. They would have a monopoly on pretty much anything, because everyone else would be too busy trying to survive.
Whether it is realistic that there WOULD be rebuilding after the planemeld is a different story, because most of these types of people don't think that far ahead. Again, they are only thinking about themselves and how they can personally take advantage of the situation and dont' stop to think 'what if this doesn't happen?'
Basically, I see most of the people who join the worm cult as being not very intelligent, or only concerned about their desires. They either don't think about the planemeld as actually happening, or they somehow think they can jockey enough favor to be exempt from it when the time comes.
You make some good points about why people join, and I agree that there are people who would fall into those categories. I think where it falls apart a bit for me is just how many people join. The Worm Cult seems to have no end of personnel to station about Tamriel, all of whom perform in lock-step with the ideology.
Someone mentioned Aera Earth-Turner, and she's a good example of showing us why someone would end up joining. We know her from the beginning and it's not a stretch to understand why she went the way she did. Her story resonates for me because it's specific and somewhat realistic. If they can add more story beats like that, I think it would help. But cultist after cultist after cultist just being whole-heartedly in it for "reasons" makes it harder for me to be interested.
I think that there would be a pretty much never ending supply of these types of people.
For one, think about the time period Tamriel is supposed to take place. There isn't a lot of upward movement, not unless you are one of the lucky few (and remember, the people we see are technically a fraction of the amount of people there *should* be in this world) who managed to luck out, so people who are stuck being a farmer or who can't manage to follow their parents' footsteps would be the most likely people I can see who would fall for this type of ideology.
Then you add that many places are war torn, which means people out of jobs because the farms have been destroyed, or the towns are just no longer there, or occupied. (and just replace farm/farming with pretty much any job) You have cases where people who were once slaves needing to be okay with being in the same alliance as their slavers, you have the Altmer who tend to come in with a high and mighty attitude, and all the other various forms of tension within each of the alliances, and everyone is supposed to be okay with that.
They also don't have a lot of ways to be 'social'. If someone doesn't really fit in at the local tavern, there aren't a lot of other groups, and no real way for them to travel to a different tavern or city to find a group they do fit in. So, when people go through town talking about a group that wants them, they join and think about the consequences later or never. Especially if that group talks about being able to travel or meet like minded people, or giving them the power to fight back against those they percieve as 'wronging them'.
That tends to alienate people and make joining cults and groups like that appealing. Because they see it as their way to fight back.
When you add in, again, that the people we see in the towns and zones are a fraction of the number of people who *should* exist in such a world, that allows for a great many people to be split off into the various groups, both against us and with us.
Now, the constant parade of enemies in places like delves, is sadly an issue more with it being a game rather than something in reality. (if that makes sense) It isn't really realistic that I go through, kill off the people in the delve, and as I am leaving, I run into more people standing over the bodies of their comrades. it is the same issue in town when someone goes around with a blade of woe. You can see people standing over their own bodies, sometimes two or three times over, depending on how fast they respawn and how often they are killed.
katanagirl1 wrote: »I hope the new chapter is not a carbon-copy repeat of the main story.
I mean, I have a suspicion. Putting it into spoiler tags just in case (even if it's just a speculation - based on an official screenshot, though):I think the new Worm Cult thing will be turning Nirn into Coldharbour by a different method than the Planemeld. At least there was a picture in one of the official news articles, without a comment, that showed a tropical island landscape with Argonian pyramids merged with the typical Coldharbour terrain structure, rocks, etc - I suspect that's what we'll see on the second half on the island: Basically the tropical landscape turned to, or exchanged with, Coldharbour in a way.
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »I think one problem is that it's hard to make sense how anyone except for Mannimarco (and maybe close allies to him who might be promised reigning at his side) would support the Planemeld. Who would profit from merging Coldharbour and Nirn? A trader interested in rare materials from Coldharbour (make up some stuff about Chaotic Creatia or whatever) would not benefit from it if everthing becomes Coldharbour - or everyone's dead, so there's no one to sell it to. Can't even make up a cheesy story about someone needing a door to Coldharbour to free a loved one from there - in the end, how does it matter, if your homeland also became coldharbourized and everything is just as bad? No, I think to make sense of it, there would need to be some new lore. And most of all, someone willing to take the hassle to write it
For me, I could easily see masses joining the worm cult, even with the planemeld.
Look at how people will join groups and cults today. The same reasonings can be applied here as well.
1. They want to belong. This is a very simple one, and typically would be used for the, shall we say less intelligent ones. They just want a group to belong to, and they don't mind or even like the violence associated with it.
2. They think they are going to be in power in some way after the planemeld. They think that the planemeld is going to affect everyone BUT them, so they will be in positions of power. These types of people often are of the belief that, because they are 'of the chosen few', they will be exempt from whatever negative things happen as a result.
3. They think joining the worm cult is the fastest way to get what they want, whether it is becoming a necromancer, or lich or whatever, and so they are just planning on using it as a stepping stone.
4. They love violence and so would join any group that allowed them free reign to be as violent as possible.
5. An offshot of 4, they just don't care what is going to happen tomorrow, as long as they get to have their 'fun' today.
Most of these types of people either don't think about the future, or they think they are going to be exempt from the consequences. A small subset probably even welcomes the planemeld.
I don't think it would be much about profit, as you said, who could profit really, but more about personal pleasures and taking what they want in the time they have. But even then, I could see some traders thinking that they could be 'in on the ground floor' of things when they get rebuilt after the planemeld. IE, a combo of them expecting that they would be exempt from being killed when planemeld happens, and thus being able to set themselves up for whatever beings start inhabiting the realms again. They would have a monopoly on pretty much anything, because everyone else would be too busy trying to survive.
Whether it is realistic that there WOULD be rebuilding after the planemeld is a different story, because most of these types of people don't think that far ahead. Again, they are only thinking about themselves and how they can personally take advantage of the situation and dont' stop to think 'what if this doesn't happen?'
Basically, I see most of the people who join the worm cult as being not very intelligent, or only concerned about their desires. They either don't think about the planemeld as actually happening, or they somehow think they can jockey enough favor to be exempt from it when the time comes.
You make some good points about why people join, and I agree that there are people who would fall into those categories. I think where it falls apart a bit for me is just how many people join. The Worm Cult seems to have no end of personnel to station about Tamriel, all of whom perform in lock-step with the ideology.
Someone mentioned Aera Earth-Turner, and she's a good example of showing us why someone would end up joining. We know her from the beginning and it's not a stretch to understand why she went the way she did. Her story resonates for me because it's specific and somewhat realistic. If they can add more story beats like that, I think it would help. But cultist after cultist after cultist just being whole-heartedly in it for "reasons" makes it harder for me to be interested.
I think that there would be a pretty much never ending supply of these types of people.
For one, think about the time period Tamriel is supposed to take place. There isn't a lot of upward movement, not unless you are one of the lucky few (and remember, the people we see are technically a fraction of the amount of people there *should* be in this world) who managed to luck out, so people who are stuck being a farmer or who can't manage to follow their parents' footsteps would be the most likely people I can see who would fall for this type of ideology.
Then you add that many places are war torn, which means people out of jobs because the farms have been destroyed, or the towns are just no longer there, or occupied. (and just replace farm/farming with pretty much any job) You have cases where people who were once slaves needing to be okay with being in the same alliance as their slavers, you have the Altmer who tend to come in with a high and mighty attitude, and all the other various forms of tension within each of the alliances, and everyone is supposed to be okay with that.
They also don't have a lot of ways to be 'social'. If someone doesn't really fit in at the local tavern, there aren't a lot of other groups, and no real way for them to travel to a different tavern or city to find a group they do fit in. So, when people go through town talking about a group that wants them, they join and think about the consequences later or never. Especially if that group talks about being able to travel or meet like minded people, or giving them the power to fight back against those they percieve as 'wronging them'.
That tends to alienate people and make joining cults and groups like that appealing. Because they see it as their way to fight back.
When you add in, again, that the people we see in the towns and zones are a fraction of the number of people who *should* exist in such a world, that allows for a great many people to be split off into the various groups, both against us and with us.
Now, the constant parade of enemies in places like delves, is sadly an issue more with it being a game rather than something in reality. (if that makes sense) It isn't really realistic that I go through, kill off the people in the delve, and as I am leaving, I run into more people standing over the bodies of their comrades. it is the same issue in town when someone goes around with a blade of woe. You can see people standing over their own bodies, sometimes two or three times over, depending on how fast they respawn and how often they are killed.
I agree that there are probably a lot of desperate/lost/vulnerable people in Tamriel, but I don't see them all joining the Worm Cult. I think they'd be far more likely to join the local bandit gang and hang out in the local delve, because that's a clearer path to them: steal, fence, buy food/clothes/whatever, remain close to home. While I've never heard the Worm Cult's pitch, so to speak, I have a hard time thinking the average Tamriel citizen going through hard times is going to be so quickly swayed to "let's just end the world."
When I think of the Worm Cult's numbers, I'm not thinking of the gameplay aspect of it with the respawn and the crowds of them placed in their hideouts to facilitate the "kill 10" quests that people need to do. I'm thinking of just the vast number of places they can be found. They have a sect of goons everywhere, and even if, canonically, that sect contains only ten people total, that's still a lot overall.
There's three anchors per zone, five zones per alliance, and three alliances. Forty-five dark anchors across the landscape (not counting Cyrodiil) and at each anchor, ten cultists to summon a sacrifice to open it (I think it's ten; could be more or fewer; honestly, I've never actually counted them, just mowed them down). Even if we say that each anchor is canonically only activated once, that's still 450 disposable cultists. That's quite a lot for a cult to lose and still be functioning everywhere else they are. That then makes me wonder if the high likelihood of death if you join the Worm Cult would make people hesitate to do it. It just seems to me that, by now, people would have figured out the Worm Cult isn't quite the answer it might have once seemed.
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »I think one problem is that it's hard to make sense how anyone except for Mannimarco (and maybe close allies to him who might be promised reigning at his side) would support the Planemeld. Who would profit from merging Coldharbour and Nirn? A trader interested in rare materials from Coldharbour (make up some stuff about Chaotic Creatia or whatever) would not benefit from it if everthing becomes Coldharbour - or everyone's dead, so there's no one to sell it to. Can't even make up a cheesy story about someone needing a door to Coldharbour to free a loved one from there - in the end, how does it matter, if your homeland also became coldharbourized and everything is just as bad? No, I think to make sense of it, there would need to be some new lore. And most of all, someone willing to take the hassle to write it
For me, I could easily see masses joining the worm cult, even with the planemeld.
Look at how people will join groups and cults today. The same reasonings can be applied here as well.
1. They want to belong. This is a very simple one, and typically would be used for the, shall we say less intelligent ones. They just want a group to belong to, and they don't mind or even like the violence associated with it.
2. They think they are going to be in power in some way after the planemeld. They think that the planemeld is going to affect everyone BUT them, so they will be in positions of power. These types of people often are of the belief that, because they are 'of the chosen few', they will be exempt from whatever negative things happen as a result.
3. They think joining the worm cult is the fastest way to get what they want, whether it is becoming a necromancer, or lich or whatever, and so they are just planning on using it as a stepping stone.
4. They love violence and so would join any group that allowed them free reign to be as violent as possible.
5. An offshot of 4, they just don't care what is going to happen tomorrow, as long as they get to have their 'fun' today.
Most of these types of people either don't think about the future, or they think they are going to be exempt from the consequences. A small subset probably even welcomes the planemeld.
I don't think it would be much about profit, as you said, who could profit really, but more about personal pleasures and taking what they want in the time they have. But even then, I could see some traders thinking that they could be 'in on the ground floor' of things when they get rebuilt after the planemeld. IE, a combo of them expecting that they would be exempt from being killed when planemeld happens, and thus being able to set themselves up for whatever beings start inhabiting the realms again. They would have a monopoly on pretty much anything, because everyone else would be too busy trying to survive.
Whether it is realistic that there WOULD be rebuilding after the planemeld is a different story, because most of these types of people don't think that far ahead. Again, they are only thinking about themselves and how they can personally take advantage of the situation and dont' stop to think 'what if this doesn't happen?'
Basically, I see most of the people who join the worm cult as being not very intelligent, or only concerned about their desires. They either don't think about the planemeld as actually happening, or they somehow think they can jockey enough favor to be exempt from it when the time comes.
You make some good points about why people join, and I agree that there are people who would fall into those categories. I think where it falls apart a bit for me is just how many people join. The Worm Cult seems to have no end of personnel to station about Tamriel, all of whom perform in lock-step with the ideology.
Someone mentioned Aera Earth-Turner, and she's a good example of showing us why someone would end up joining. We know her from the beginning and it's not a stretch to understand why she went the way she did. Her story resonates for me because it's specific and somewhat realistic. If they can add more story beats like that, I think it would help. But cultist after cultist after cultist just being whole-heartedly in it for "reasons" makes it harder for me to be interested.
I think that there would be a pretty much never ending supply of these types of people.
For one, think about the time period Tamriel is supposed to take place. There isn't a lot of upward movement, not unless you are one of the lucky few (and remember, the people we see are technically a fraction of the amount of people there *should* be in this world) who managed to luck out, so people who are stuck being a farmer or who can't manage to follow their parents' footsteps would be the most likely people I can see who would fall for this type of ideology.
Then you add that many places are war torn, which means people out of jobs because the farms have been destroyed, or the towns are just no longer there, or occupied. (and just replace farm/farming with pretty much any job) You have cases where people who were once slaves needing to be okay with being in the same alliance as their slavers, you have the Altmer who tend to come in with a high and mighty attitude, and all the other various forms of tension within each of the alliances, and everyone is supposed to be okay with that.
They also don't have a lot of ways to be 'social'. If someone doesn't really fit in at the local tavern, there aren't a lot of other groups, and no real way for them to travel to a different tavern or city to find a group they do fit in. So, when people go through town talking about a group that wants them, they join and think about the consequences later or never. Especially if that group talks about being able to travel or meet like minded people, or giving them the power to fight back against those they percieve as 'wronging them'.
That tends to alienate people and make joining cults and groups like that appealing. Because they see it as their way to fight back.
When you add in, again, that the people we see in the towns and zones are a fraction of the number of people who *should* exist in such a world, that allows for a great many people to be split off into the various groups, both against us and with us.
Now, the constant parade of enemies in places like delves, is sadly an issue more with it being a game rather than something in reality. (if that makes sense) It isn't really realistic that I go through, kill off the people in the delve, and as I am leaving, I run into more people standing over the bodies of their comrades. it is the same issue in town when someone goes around with a blade of woe. You can see people standing over their own bodies, sometimes two or three times over, depending on how fast they respawn and how often they are killed.
I agree that there are probably a lot of desperate/lost/vulnerable people in Tamriel, but I don't see them all joining the Worm Cult. I think they'd be far more likely to join the local bandit gang and hang out in the local delve, because that's a clearer path to them: steal, fence, buy food/clothes/whatever, remain close to home. While I've never heard the Worm Cult's pitch, so to speak, I have a hard time thinking the average Tamriel citizen going through hard times is going to be so quickly swayed to "let's just end the world."
When I think of the Worm Cult's numbers, I'm not thinking of the gameplay aspect of it with the respawn and the crowds of them placed in their hideouts to facilitate the "kill 10" quests that people need to do. I'm thinking of just the vast number of places they can be found. They have a sect of goons everywhere, and even if, canonically, that sect contains only ten people total, that's still a lot overall.
There's three anchors per zone, five zones per alliance, and three alliances. Forty-five dark anchors across the landscape (not counting Cyrodiil) and at each anchor, ten cultists to summon a sacrifice to open it (I think it's ten; could be more or fewer; honestly, I've never actually counted them, just mowed them down). Even if we say that each anchor is canonically only activated once, that's still 450 disposable cultists. That's quite a lot for a cult to lose and still be functioning everywhere else they are. That then makes me wonder if the high likelihood of death if you join the Worm Cult would make people hesitate to do it. It just seems to me that, by now, people would have figured out the Worm Cult isn't quite the answer it might have once seemed.
I mean, if you think about it, a cult on the scale that the worm cult is, would have a lot.
It isn't so much that they would all be joining the worm cult, because they wouldn't, but rather just the sheer number of people that we simply don't see at all.
IE, I would imagine that each zone, if you consider that many contain one large city with all the amenities, and many contain at least one smaller city, should at least have hundreds of thousands of people. If I did the math right, even at only 100,000 people per zone, Even if only 1% of those are the type to join a cult like the worm cult, that is still 1000 people to split up between the various factions.
Doing a bit of research it doesn't seem like there have been any true estimates for population given (only people theorizing based upon real world counterparts), but the few numbers I have seen thrown out would support that there would potentially be a a lot of people per province. I saw someone say that Daggerfall, in the third era, was given a population of 110,000 people, I don't know whether it would be higher or lower in ESO's time (didn't do that much of a deep dive to try to figure it out).
So, I do feel that there would be easily enough population to fill out the rank and file of the worm cult, even at 450 cultists at the dolmens.
Sadly, and again this is from real world people, many people have the 'it won't happen to me' 'I am smarter than the people who joined before' or 'We will do it differently' mentality, which means they are perfectly willing to keep doing the same things over and over again despite it not working out. Because they think the outcome will be different.
You also have to take into account the religious fanaticism that the worm cult seems to have. They aren't religious per se, but many of the cultists at the dolmen at least, seem to worship Molag Bal. That means that many are willing to sacrifice their own life, because they often believe that the next one will be better, or they will be given a reward after death, etc...
Basically, just looking at Earth's history, there always seems to be plenty of people willing to risk their own lives for a cause they believe in, no matter what that cause is, and plenty of people who can somehow completely ignore precedents with regards to these causes.
Considering my character beat back the Worm Cult and dealt with Mannimarco, I'd really like to know who or what is giving the renewed Worm Cult the idea that this time it'll work out.
Peryite is a stupid concept. A prince who, in any realistic world, no one would follow, but is supposed to have followers so the writers have felt obliged to make it work despite having to come up with the most forced, contrived nonsense to get there. As storytelling, it feels just bad and awkward, because no credible explanation is ever put forward for why people would behave this way.