MythicEmperor wrote: »1. Necromancy is not integral, persay, but it is important enough to be specifically mentioned as a Telvanni practice in Ancestors and the Dunmer (http://en.uesp.net/wiki/Morrowind:Ancestors_and_the_Dunmer)
“Telvanni "Necromancy"
The Telvanni are adept masters of necromancy. They do not, however, practice necromancy upon the remains of Dark Elves. Sane Telvanni regard such practices with loathing and righteous anger. They do practice necromancy upon the remains of animals and upon the remains of Humans, Orcs, and Argonians -- who are technically no more than animals in Morrowind.”
As such, I feel it should at the very least play some role.
MythicEmperor wrote: »1. Necromancy is not integral, persay, but it is important enough to be specifically mentioned as a Telvanni practice in Ancestors and the Dunmer (http://en.uesp.net/wiki/Morrowind:Ancestors_and_the_Dunmer)
“Telvanni "Necromancy"
The Telvanni are adept masters of necromancy. They do not, however, practice necromancy upon the remains of Dark Elves. Sane Telvanni regard such practices with loathing and righteous anger. They do practice necromancy upon the remains of animals and upon the remains of Humans, Orcs, and Argonians -- who are technically no more than animals in Morrowind.”
As such, I feel it should at the very least play some role.
Oh I don't disagree at all. The Telvanni are definitely dabblers in the necromantic arts. What I would offer though is that it is less about the Necromancy as a theme, and more along the lines of a Telvanni wizard going
"well, its conjuration, so lets push it as far as we can while pissing nobody off"
hence the predilection for only raising the corpses of animals (of all kinds, hehe)
That's why I dont necessarily want to see "Necromancy" with the skulls and the dank lairs as a theme for the Telvanni.
What would be really fun is to see some of the more powerful magisters resurrecting their slaves that die (naturally or not) to continue serving them in undeath. There could be a whole questline where you help reanimate a beloved servant who died of old age.
It's not the act of raising the dead that I find to be unrelated to House Telvanni, its the disney villain themed skulls and lairs and evil aspect I don't think would fit well at all.
MasterSpatula wrote: »Keep in mind that the Dunmer tend to despise Necromancy, but they also tend to define Necromancy differently from the other races.
Basically, if it falls under Dunmer cultural traditions, Dunmer don't define it as Necromancy, whether or not every other race in Tamriel would. For example, summoning a virtual army of skeletons, bonelords, and ghosts to guard your ancestral tombs isn't Necromancy to the Dunmer.
That's what is so wonderful about House Telvanni, you could definitely make a case for either. it is all in how you think about it.
Any exploration or expression of magic could be tied to the Telvanni. If your NB or DK are part of House Telvanni, then either of them would fit right in as magic users.
Absolute parity/synchronicity with the House is going to be tough though. The Telvanni are researchers, mad scientists, insane wizard lords who look down on all other races (even other Dunmer to a certain extent) and in this way, how your character behaves/interacts with the world will tie them to the ideals of the Telvanni more than the flavor of magic they wield.
At least thats my view ^_^
How would you describe the Telvanni then?
TelvanniWizard wrote: »How would you describe the Telvanni then?
https://www.youtube.com/watch?v=AssDQbaIP_I
This can give an aproximate description of magnificence, greatness, glory, and furious inmortality of Great House Telvanni!
How would you describe the Telvanni then?
Thank you for creating this thread about one of the most fascinating aspects of the ES Lore!
I love to read about the great house Telvanni as they clearly differ from most of the established Fantasy tropes. So while I enjoy reading your thoughts about architecture, quest design and so on (pls keep these post coming!), I'd like to hear your view on a more pragmatic question I have right now:
At the Moment I'm unsure which ESO class fits the Telvanni theme more: The Magika Nightblade or the Magika Dragonknight. Sure, ESO's classes are little more than technical requirements which a Video game needs to work. But nonetheless I love to have some Input, which of the two mentioned is more "Telvanni-Like" (the Sorceror class is no Option for me since I dont want to create a new Char). So here are my reasonings:
- The MagBlade has this sinister Aura which fits the whole Telvanni-Culture. While I dont think Telvanni are per se "evil", I view them as morally indifferent and therefore considered "dire" or "sinister" by outsiders. The Magblade delivers this dire or sinister theme very well. In Terms of mechanics the Magblade has siphoning and blood Magic, shadows and drain health spells. Illusion Magic makes them blur and elusive and the can conjure shadows. In Terms of aesthetics (which is more important to me than mechanics), the Magblade is engulfed in black and red spell effects, can throw out blood red Magic blades and draws runes.
- The MagDK on the other Hand is clearly not as dark as the Magblade, but fits the Dunmer Ancestry very well. The fire spells of the DK give the DK-Telvanni-Wizzard a more destructive facet, making him a menacing Master of Fire and Flames. The DK passives almost read as a perfect description of the dunmer ancestry: "Searing Heat", "World in ruins", "Eternal Mountain" and so on fit the Dunmer theme brilliant. On the other Hand I never saw the dunmer as a race that particularly cares about Dragons (as the Nord do, for example). So while the fire theme seems extremely fitting, the Dragon theme funnily enough feels a bit "wrong" for the Dunmer (at least in my view)
So, tl dr: Do you consider the MagBlade or the MagDK a more Fitting class für a Telvanni Wizzard? Would love to read your thoughts about it!
Best regards,
Wump