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Do you like having Racial Skills?

  • Yamenstein
    Yamenstein
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    Yes, I like the racial skills
    You're at a disadvantage when it comes to min maxing. Someone able to calculate the difference? I really don't think it makes a difference...

    I would rather prefer racial passives that aren't just stat increases, but it doesn't make enough of a difference for me to care.
  • Tigerseye
    Tigerseye
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    No, I don’t like racial skills
    idk wrote: »
    Tigerseye wrote: »
    AlnilamE wrote: »
    Racial passives, but yes.

    I love the swim speed on my argonians.

    That means that you like swimming fast, not that you like racials.

    It does seem they were saying they like that particular racial passive.

    I enjoy that the TES race has a purpose. Elves are known for their magical prowess and it is nice that is this is reflected in the game with passive that benefit Magicka ability with several Elven races. So many of us that like the race passives have reasons that are actually meaningful. Besides, the changes made last year do minimize the benefit of most of the passives making the choice less polarizing, less about being OP.

    We all have our own opinions. I do suggest in this thread we be respectful of each other's opinions and not dismiss differing viewpoints on this subject.

    Edit: The last paragraph is not a dig at the person I quoted. Just a general suggestion for all of us on such a subject.

    If someone makes sense, I will respect their opinion, even if I disagree with it.

    If they do not, I will challenge it.

    As someone who irrationally challenged everything I said, throughout an entire thread of mine on tiger mounts, I don't really feel you are in a strong position to give advice re. being respectful of other people's viewpoints.
    Edited by Tigerseye on June 24, 2020 9:14AM
  • Glurin
    Glurin
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    Yes, I like the racial skills
    Ideally the only people who should have a problem with racial skills/passives are the min/maxers, and if they do then that's a good thing.

    If min/maxers didn't have a problem with them, that would be an indication that the passives are far too weak and have no impact on differentiating the races from each other. Like, seriously, given how some of these guys will quite literally get into full blown raging arguments over practically nonexistent differences, racial traits would have to almost not even be there to not cause friction for this group.

    On the other hand, if non-min/maxers have a problem with them, that would be a sign that they are too strong or that there is a serious imbalance between them. If you can't make an Orc mage work, for example, then you might as well be playing just another generic fantasy that arbitrarily forces everyone into the usual stereotypes.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Eifleber
    Eifleber
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    Yes, I like the racial skills
    I very much dislike the idea that all the different races are just purely cosmectics.

    They already are so much the same.

    Playing since dec 2019 | PC EU
  • Keledus
    Keledus
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    Other
    I like and dont like them

    The big upside of them is, it's quite lore related and they somewhat make sense.

    However the downside is, you're at a massive disadvantage if you choose a lets say a Redguard and be a magicka sorcerer.
    it removes the freedom of, hey I want to be this race, and this class & this role yet you're being restricted by which race you can choose because of the racial passives.

    And sure you might say; well you don't have to choose the best in slot option. Right but no one wants to play instantly at a disadvantage just because of the race they decided to go with.


    Passives should be changed either to having both magicka & stamina passives (like being able to choose between 2 passive trees per race, 1 stamina 1 magicka related)

    Or literally remove all the stamina/magicka benefits from races and make the passives more like quality of life features that work for every single spec/class/stam/magicka.

    Like orc's run 10 percent faster, that passive is fine, works for everyone it's not putting magicka or stamina at a disadvantage.
    Edited by Keledus on June 24, 2020 9:34AM
    PC - EU
  • Faulgor
    Faulgor
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    Yes, I like the racial skills
    I think it's fantastic. I'd like it even better if we had racial ultimates.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • Tigerseye
    Tigerseye
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    No, I don’t like racial skills
    For those saying this is an mmo, not a tes game you're leaving out three letters: rpg. I come from a D&D background. Racial bonuses have always been a thing in fantasy rpg. You pick your race based on the character you want to play... If that means playing against type then you live with that choice, and it can make for some very interesting rp/head cannon. If your not about rp, just play the race that gives you the bonus you want. None of the races have a "disadvantage"(i.e. none of them have reduced stats/abilities based on race like you do in some rpgs including TES games) just different strengths based on racial evolution/disposition and lore.

    The problem is that (whether they want to call it an MMO, or not) this is a multiplayer game, not a single player game, so it should be designed accordingly.

    If they can perfectly balance racials and make them apply equally to all classes and builds, then fair enough, but they are not currently doing that.

    Solo RPGs are very different from multiplayer RPGs, as you are (obviously) not competing against others.

    While playing alone, you could select the "wrong" race for your chosen class/build, on purpose, in an attempt to make the game a bit harder once you know what you are doing, without harming your ability to compete.

    So, even though I don't really like racials for other reasons, I have to admit that they might actually add to the flexibility of gameplay in a single player game.

    You could achieve that same effect by allowing people to choose certain strengths, on an individual level, as opposed to on a racial level.

    But still, the fact remains that racials are one way of allowing people to build for, or against, type when they are playing alone.

    Whereas, you can't (or shouldn't) just leave balance to chance, in a multiplayer game, because most people will feel forced to optimise, in a way they wouldn't when playing alone.

    Meaning racials typically remove choice and flexibility, more than they add to it, in a multiplayer game like ESO.

    Assuming you are playing it as a multiplayer, as opposed to purely as a solo RPG, of course.

    Which you have to assume most people are, as it is not marketed as a solo player game and there is a lot of group content.
  • Tyralbin
    Tyralbin
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    Yes, I like the racial skills
    A little history about racial skills in RPGs.

    They have been there since day 1.

    My first game of AD&D in the 70s and each race had abilities attached to it.
    Took me ages to decide which race to play as what class because of it.

    Later on I play tested some games that had racial abilities in them (Warhammer RPG etc).

    They have also existed in Elder Scrolls from the beginning as well.

    I can understand people not liking them but they have existed from day 1 and should remain.

    This is part of the beauty of RPGs working out what works and what doesn't.
    Edited by Tyralbin on June 24, 2020 10:14AM
    Live a little love a lot send all your gold to this Imperials pot.
  • Karthus
    Karthus
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    Yes, I like the racial skills
    yeah but some of them need to be reworked, imperial feels useless
  • Tigerseye
    Tigerseye
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    No, I don’t like racial skills
    Tyralbin wrote: »
    A little history about racial skills in RPGs.

    They have been there since day 1.

    My first game of AD&D in the 70s and each race had abilities attached to it.
    Took me ages to decide which race to play as what class because of it.

    Later on I play tested some games that had racial abilities in them (Warhammer RPG etc).

    They have also existed in Elder Scrolls from the beginning as well.

    I can understand people not liking them but they have existed from day 1 and should remain.

    This is part of the beauty of RPGs working out what works and what doesn't.

    You may think they are "beautiful" and love the nostalgia of them, despite the potential offensiveness of saying that some races are uniformly better/worse at some things than others, but they don't objectively work in a multiplayer game.

    Unless you think "working" means confining people to certain race/class combos, or forcing them to disadvantage themselves.

    That is the problem, here.
    Edited by Tigerseye on June 24, 2020 10:26AM
  • Joxer61
    Joxer61
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    Yes, I like the racial skills
    All true D&D games your attributes and such matter big time. Remember Chaotic evil and all that stuff? Hell you couldn't even talk to certain NPC's if you weren't aligned right. Racials are just a toned down version of the so many attributes you had to pick in the old days, and put points into.
    We are lucky that this day in age we have games that do all the fun maths and junk for us and roll most of that into things like Magicka, Stam, Racials.
    So yea, they just fine.... ;)
    (I hate maths)

    Oh snap! And lets not forget the days of having to actually keep your Character fed!!! :pensive:
    Edited by Joxer61 on June 24, 2020 10:33AM
  • Tyralbin
    Tyralbin
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    Yes, I like the racial skills
    Karthus wrote: »
    yeah but some of them need to be reworked, imperial feels useless

    I agree that some could be reworked but definitely not removed.

    My favourite Elder Scrolls game is Morrowind because of the complexity of the stats and the amounts of skills there are.

    Since then they have removed more stuff from every version of the game since.

    I understand this has to be done for business reasons so live with it otherwise we would have no Elder Scrolls.
    Live a little love a lot send all your gold to this Imperials pot.
  • Rowjoh
    Rowjoh
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    This is just... silly.

    Of all the things that are broken, bugged or need improving in the game you post this ? lol

    Elder Scrolls games have always had Racial skills/passives and is part of the fabric of these games.

    And you've got yourself a little mixed up here. The racials don't hinder diversity, they increase it because it gives us more choice - by taking it away it would simplify our choices significantly and THAT would hinder diversity.

    And please explain how you think your Orc Necro is at a disadvantage because of having to choose a Race ?

    One of the most enjoyable aspects of the game is the ability to create diverse builds for PVP and specific end game PVE content with selecting a race at the heart of it.

    If you are in any doubt just head over to YouTube to see the large variety of interesting and diverse build videos from a huge number of contributors.



  • Tyralbin
    Tyralbin
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    Yes, I like the racial skills
    Tigerseye wrote: »
    Tyralbin wrote: »
    A little history about racial skills in RPGs.

    They have been there since day 1.

    My first game of AD&D in the 70s and each race had abilities attached to it.
    Took me ages to decide which race to play as what class because of it.

    Later on I play tested some games that had racial abilities in them (Warhammer RPG etc).

    They have also existed in Elder Scrolls from the beginning as well.

    I can understand people not liking them but they have existed from day 1 and should remain.

    This is part of the beauty of RPGs working out what works and what doesn't.

    You may think they are "beautiful" and love the nostalgia of them, despite the potential offensiveness of saying that some races are uniformly better/worse at some things than others, but they don't objectively work in a multiplayer game.

    Unless you think "working" means confining people to certain race/class combos, or forcing them to disadvantage themselves.

    That is the problem, here.

    Nowhere did I say they are beautiful. In fact they can be a bane in some cases. Some builds I cannot play due to my age and lack of ability to sustain rotations (joint problems).

    I do not expect stuff I don't like or cannot do to be removed from the game. I live with them.

    Has I was trying to explain they are part of the makeup of RPGs.

    If everything was removed that people did not like this game would end up not being a MMORPG.

    Oh and talking disadvantages they also exist in RPGs for races be thankful they aren't included here.
    Edited by Tyralbin on June 24, 2020 2:38PM
    Live a little love a lot send all your gold to this Imperials pot.
  • ScardyFox
    ScardyFox
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    Yes, I like the racial skills
    You want to address "diveristy" with homganizing.

    Seems legit...
  • Iluvrien
    Iluvrien
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    Yes, I like the racial skills
    The only situation I can see myself getting behind the minimisation of racials is where the implications behind the mechanic are embodied somewhere else. (Skip the Spoiler text or even to the TLDR at the end if you want a summary without the reasoning)

    Take my favourite race as an example, Dunmer (not including gender) traits throughout the games seem to have been as follows:
    • Arena/Daggerfall: Increased damage & chance to hit
    • Battlespire: Minor bonuses (+5) in: destruction, mysticism, and illusion. Major bonuses (+10) in: alteration, thaumaturgy, and restoration
    • Morrowind: Decreased willpower. Increased speed. Minor bonuses (+5) in: athletics, light armour, long blade, marksman, and mysticism. Major bonuses (+10) in: destruction, and short blade. 75% fire resistance. Ancestor guardian power.
    • Oblivion: Decreased willpower. Increased speed. Minor bonuses (+5) in: athletics, blunt, light armour, marksman, and mysticism. Major bonuses (+10) in: destruction, and blade. 75% fire resistance. Ancestor guardian power.
    • Skyrim: Minor bonuses (+5) in: alchemy, alteration, illusion, light armour, and sneak. Major bonus (+10) in destruction. Sparks as a bonus spell. 50% fire resistance. Ancestor's wrath power.

    So there is a fair amount of variation in that lot. Some of this is down to when (and how) certain mechanics were added/removed as the series progressed. However, there is at least one commonality (I'd say anything that appears in 4+ cases qualifies) which is Destruction. That looks like a fundamental racial trait.

    Strongly implied racial traits (including anything that occurs in more than half the cases) might be:
    • Mysticism (Battlespire, Morrowind, Oblivion)
    • Blade (long or short) (Arena/Daggerfall, Morrowind, Oblivion)
    • Light armour (Morrowind, Oblivion, Skyrim)
    • Fire resistance (Morrowind, Oblivion, Skyrim)
    • Ancestral ties (Morrowind, Oblivion, Skyrim)

    Most of these were fairly well represented in the earlier incarnation of Dunmeri racials (Ambidexterity, Flame Talent, and Resist Flame for example) things are less well matched now (only flame/lava resistance, increased dual wield xp, and homogenised weapon/spell damage remain).

    Spell schools don't exist in ESO, perhaps because of the bundling of abilities into classes. The following point includes spell school based terms but is mean to refer to the abilities implied by those schools, rather than the schools themselves.

    ZOS took the opportunity to really dig deep into racial identities... and reduced it to the minimum possible mechanical representation... and then reduced it even further. ZOS could have created a base identity for the race (e.g. Destruction and Fire resistance) and then used everything else as ways to expand on the culture. By this I mean that Mysticism could see a young Dunmer join the Tribunal Temple. Blade mastery (and some armour advantages) could come through joining one Great House or another. Sneak and light armour abilities could reflect membership of the Morag Tong... and on... and on. Certain organisations would not accept members of opposing organisations. No one character could gain specialisms in all abilities.

    ZOS could have integrated the skills system into the world in a deep and meaningful way. They didn't. The only way I would be happy to see the current meagre exploration/representation of racial identity removed is if they swapped it for actually doing it the way they should have from the beginning.


    TLDR: Races have had different representations through the history of the TES games. However, some traits seem common to all incarnations. ZOS should have used these as a base, and made everything else about in-game cultural training and organisations. ZOS can remove racials as they are, when they replace it with something like that.
    Edited by Iluvrien on June 24, 2020 10:57AM
  • Hitopopamus
    Hitopopamus
    Soul Shriven
    Other
    I feel like they could have been handled better, other than "this class is better at magic, this class is better at tanking" etc. Give each class some tools that can be useful for most playstyles and builds.
  • rexagamemnon
    rexagamemnon
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    No, I don’t like racial skills
    race should only affect appearance, let us pick our three racials
  • Tyralbin
    Tyralbin
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    Yes, I like the racial skills
    Edit: removed joke
    Edited by Tyralbin on June 24, 2020 11:07AM
    Live a little love a lot send all your gold to this Imperials pot.
  • 5cript
    5cript
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    Other
    I think they MUST be in the game, but I also think that they are not ignorable and a bit powerful.
    I'd much rather have them add flavor to the races.
    And I think that people who say they don't matter are idiots.
    Edited by 5cript on June 24, 2020 11:40AM
  • Dracane
    Dracane
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    Yes, I like the racial skills
    I like them a lot. :) The last audit brought decent balance.

    Although I still find some races clearly outperform others and get too much of everything, while other races only get 1 thing. What I mean is that Bretons, Orcs and Nord get everything and too much of it. They have damage, tankiness and recoveries. While other races mainly only get 1 of those 3 aspects unless it is gated behind stupid situational conditions, like High Elf or Redguard for example.

    I would wish for those 3 races to serve as guidelines for all races. I find it unsatisfying that those races have all 3 categories covered and get too much efficiency from their racials while others only get 1.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.
  • Raudgrani
    Raudgrani
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    Other
    Could be interesting, but they would have to be pretty sublime and not too "OP", and with quite some cooldown. I fear it would once again put certain races far into predetermined roles. Nords came out as very viable for PVP with the race changes, while still keeping a good place in PVE as tanks.

    Like for Bosmers I dunno, they feel pretty locked into a role of PVP Nightblades right now, a new racial skill like "increase the duration of the dodge chance by 200% after roll rodge" or "Yffre hightens your hunters senses, increasing your sneak detection radius by 100% for 10 seconds", would pretty much lock them into PVP NB's even more.
  • UGotBenched91
    UGotBenched91
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    No, I don’t like racial skills
    ScardyFox wrote: »
    You want to address "diveristy" with homganizing.

    Seems legit...

    I’ve been seeing a handful of these type of responses. This is a standard poll to see who likes what. Never do I mention they should get rid of or change anything. Your viewpoint is narrow sighted and your instantly on the defense/mockery. Relax it’s a poll.
    Edited by UGotBenched91 on June 24, 2020 2:48PM
  • OneForSorrow
    OneForSorrow
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    Yes, I like the racial skills
    I like the racials but wish every race could do everything at a somewhat competitive level. One will always pull ahead in raw potential, I get that but right now for example there isn't much reason to be a Redguard caster or an Argonian non-healer. I would like to see every race be able to offer something to a build even if it's just a little something.
    PC NA. Various alts, trying to find a main, I have no idea what I'm doing.
  • Kalik_Gold
    Kalik_Gold
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    Yes, I like the racial skills
    Yes, but I don't have Meta builds. So I adjust attributes and sets accordingly.

    .
    Edited by Kalik_Gold on June 24, 2020 5:04PM
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • Cundu_Ertur
    Cundu_Ertur
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    max_only wrote: »
    I like them when they are lore friendly/correct and correspond with 25 years of precedent.
    Six years ago when this game was full price, Bosmer had stealth. They didn’t give us a satisfactory response on why it was removed 5 years later, just “We’ll have stealth options in the future”.
    Argonian npcs still say theor race is immune to disease, Argonian players lost it for no valid reason or trade off.
    The Elsweyr racial changes are my number one sore point in this game. Number 1. Not lag, not Cyrodiil, not crown crates, none of that. The removal of legacy features that has been in all TES games and lore is the single worst thing they’ve done imho.

    I concur.

    edit to add:
    I like the idea of having racial passives. the current set of passives still needs to be corrected to comply with lore. Specifically: Bosmer are stealthy thieves, NEVER GUARDS. Argonians are resistant to poison as well as disease.
    Edited by Cundu_Ertur on June 25, 2020 12:01AM
    Taking stealth away from the Bosmer is like taking magic away from the Altmer, making Nords allergic to mead, or making Orcs pretty.
  • Ectheliontnacil
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    No, I don’t like racial skills
    I wouldn't mind if every race got the dunmer passives. Just so I could play stam on a high elf or sth :D.
  • Leviticus_Aurelius
    Yes, I like the racial skills
    Yes I do like Racial skills. Looking at each race having different skills for different ones gives diversity and also plays into the storyline from different expansions. Although I do not Min/Max I could see why some people would prefer to be able to select from racials to build your own character further. Allowing you to have the Race of your choice and the racials that are best suited for the way you would like to play. If there were a choice I could see some racials not being selected as much. Having the locked in decision could make some people feel more tied to that character. If you was able to just flip flop back and forth all the time it probably wouldn't feel the same.
    Good topic! Get some good insights from the community.
    Edited by Leviticus_Aurelius on June 25, 2020 12:04AM
  • SydneyGrey
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    I'd just like to play a Redguard as a magic user, but of course I can't without being considerably weakened.
  • LeHarrt91
    LeHarrt91
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    Yes i do but i also which they were either less important or more versatile/ hybrid.
    PS NA 1800+ CP
    Have played all classes.
    Warden Main

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