Why no mundus stones outside of base game zones?

joshisanonymous
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There doesn't seem to be any lore reason for this. They're not tied to the Molag Bal story, so this can't be explained in the way the dolmens only being in the base zones is explained. So what gives?
Fedrals: PC / NA / EP / NB

  • kargen27
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    My guess would be something simple like they just didn't see any point in including them.
    and then the parrot said, "must be the water mines green too."
  • DenverRalphy
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    Gotta keep some things exclusive to the Base Game zones. :smile:
  • kargen27
    kargen27
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    Gotta keep some things exclusive to the Base Game zones. :smile:

    I was going to say something like that implying it gives us a small reason to go to those zones. Then I remembered we can stick em in any house we own.
    and then the parrot said, "must be the water mines green too."
  • SeaGtGruff
    SeaGtGruff
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    Given the sizes of the chapter/DLC zones and the number of mundus stones in the base game zones, they would have needed to include only a few mundus stones in a given expansion zone, so it would have taken years-- multiple expansions-- before all of the mundus stones could have been added. So which ones would be added first, which ones next, etc.? It seems like it may have been too difficult to do it in a way that most players would have thought was balanced and fair.
    I've fought mudcrabs more fearsome than me!
  • DenverRalphy
    DenverRalphy
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    SeaGtGruff wrote: »
    Given the sizes of the chapter/DLC zones and the number of mundus stones in the base game zones, they would have needed to include only a few mundus stones in a given expansion zone, so it would have taken years-- multiple expansions-- before all of the mundus stones could have been added. So which ones would be added first, which ones next, etc.? It seems like it may have been too difficult to do it in a way that most players would have thought was balanced and fair.

    Nah, I don't think it needs to go that deep. They're largely just a decorative nod to the birthsign and standing stones of previous TES titles. Just an immersion gimmick as they're not difficult or dangerous to track down. Can't recall the last time I went and actually tracked one down outside of a Golden Pursuit that specfically instisted on a mundus in the world and not a crown mundus.
  • Hapexamendios
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    In Wrothgar, the Orcs mined them to rebuild Orsinium.
    In Vvardenfell, they were thrown in the Red Mountain.
    In Clockwork City, Sotha Sil wouldn't allow them in.
    In Summerset, the High Elves looked down on them and the were destroyed
    In Northern and Southern Elsweyr, the dragons melted them.
    In Western Skyrim and the Reach, the Grey Host used them for ceremonial urns.
    In Blackwood and Murkmire, they sunk into the swamp.
    In the Deadlands, do you really think Merhunes Dagon would allow them?
    In High Isle and Galen, they were destroyed by volcanic vents.
    In Apocrypha, Hermeus Mora lock them away.
    In Telvanni, the great houses deemed them heretical and they were destroyed.
    In West Weald, Ilthyia messed with the time line and they were never made.
    In Solstice, they became the rock guardians.
  • AlnilamE
    AlnilamE
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    Cyrodiil also has them.

    But as someone mentioned, how would you distribute them? Would each DLC zone get all 10 each time?
    The Moot Councillor
  • joshisanonymous
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    SeaGtGruff wrote: »
    Given the sizes of the chapter/DLC zones and the number of mundus stones in the base game zones, they would have needed to include only a few mundus stones in a given expansion zone, so it would have taken years-- multiple expansions-- before all of the mundus stones could have been added. So which ones would be added first, which ones next, etc.? It seems like it may have been too difficult to do it in a way that most players would have thought was balanced and fair.

    I think you'd just do it by theme, just like how you don't have every daedric prince active in every zone but rather one or two specific ones depending on the story or place.
    Fedrals: PC / NA / EP / NB

  • joshisanonymous
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    In Wrothgar, the Orcs mined them to rebuild Orsinium.
    In Vvardenfell, they were thrown in the Red Mountain.
    In Clockwork City, Sotha Sil wouldn't allow them in.
    In Summerset, the High Elves looked down on them and the were destroyed
    In Northern and Southern Elsweyr, the dragons melted them.
    In Western Skyrim and the Reach, the Grey Host used them for ceremonial urns.
    In Blackwood and Murkmire, they sunk into the swamp.
    In the Deadlands, do you really think Merhunes Dagon would allow them?
    In High Isle and Galen, they were destroyed by volcanic vents.
    In Apocrypha, Hermeus Mora lock them away.
    In Telvanni, the great houses deemed them heretical and they were destroyed.
    In West Weald, Ilthyia messed with the time line and they were never made.
    In Solstice, they became the rock guardians.

    I applaud your attempted lore-friendly explanations. Some of these would be just as likely to happen in the base game zones, unfortunately though. Volcanos in High Isle? There's quite a few of those in Stonefalls where a mundus stone still stands.
    Fedrals: PC / NA / EP / NB

  • BretonMage
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    AlnilamE wrote: »
    Cyrodiil also has them.

    But as someone mentioned, how would you distribute them? Would each DLC zone get all 10 each time?

    One or two in each zone would be fine. I'd love this tbh, more options are always nice.
  • Gabriel_H
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    AlnilamE wrote: »
    Cyrodiil also has them.

    ... ish!

  • scrappy1342
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    a new one for each chapter would have been interesting
  • Mik195
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    I started in Morrowind and had no idea they existed or were helpful until I was level 50+ because I hadn't encountered them before then.

    Maybe add 1 for stamina, 1 magicka, and one health to the tutorial with a message that others can be found in the world.
  • Gabriel_H
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    Mik195 wrote: »
    I started in Morrowind and had no idea they existed or were helpful until I was level 50+ because I hadn't encountered them before then.

    Maybe add 1 for stamina, 1 magicka, and one health to the tutorial with a message that others can be found in the world.

    They already did when they reverted the tutorial to the original and not latest chapter.
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