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Why aren't sea elves a playable race?

  • SydneyGrey
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    Remember that Maormer are living peacefully with the Khajiit on Khenarthi's Roost before the events of that quest-line happen. It would work to make Maormer a playable race.
  • Ratzkifal
    Ratzkifal
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    The only faction where Maormer make any logical sense would be EP. The Maormer are pirates and the Redguards, Bretons and Altmer hate them because of that. The Altmer even more so to the point that they have a mutual kill-on-sight policy. That one Romeo and Juliet quest in Summerset wouldn't work if exceptions were tolerable. They might work with the Bosmer and Khajiit, but as long as the Altmer are part of it, it just won't happen. So much for Maormer in the Dominion.

    The Covenant is a bit unlikely but could work. Prior to their alliance the Redguards had been capturing Breton trade ships on the regular too, however the Redguards and Bretons have much more common ground than the Maormer have with any other race. For example they joined together to raze Orsinium and again to defeat the Reachman invasion under Durcorach the Black Drake.

    As for the pact, the Argonians don't seem to be going out onto the sea all that much so they never get into conflict with the Maormer. The Dunmer do have a lot of ship travel but they don't seem to have any trouble with them since they never even mention them. Part of it is probably the geographical location of Pyandonea which makes Skyrim and Morrowind not very viable targets. Unless Maormer are involved in the Argonians slave trade, which is illegal in the Pact, I see no issue for them to join. Except of course that the Pact wants independant nation states because they are tired of an Empire trying to push them around and the Maormer kind of want to conquer and rule what they conquered which might be an ideological difference that's not easily overcome. But at least until the end of the war is in sight they could have a stable alliance.
    Edited by Ratzkifal on November 16, 2020 3:52PM
    This Bosmer was tortured to death. There is nothing left to be done.
  • SidraWillowsky
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    I think it would be unwise to add something so huge to ESO before it's been added to one of the TES single-player installments. There are quite a few TES fans who don't play ESO for one reason or another, and this would turn the series on its head for them.

    I'll say, however, that the only lore I'm super familiar with is the Dunmer's, so I don't know if similarly huge additions are present when it comes to other pieces of TES lore.
  • cnyanes
    cnyanes
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    Because they don't live in Tamriel, I guess.
    PC NA @cnyanes
    Cin'onyx - Khajiit Werewolf Nightblade
    Clothe Senay - Breton Vampire Sorcerer
    Dannelen Deldúwath - Dunmer Dragonknight
    Shuzug gro-Bharg - Orsimer Templar
    Nathsandra Rivervale - Bosmer Warden
    Heals-All-Creatutres (Hest-Leel) - Argonian Templar
    Ancarion Larethion - Altmer Vampire Necromancer
    Jair Ababneh - Redguard Nightblade
    Olfina the White - Nord Werewolf Dragonknight
    Teo Moslin - Imperial Warden
  • Pwoo
    Pwoo
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    There are actually several friendly Maormer NPCs in Hew's Bane that you can interact with (such as Noryesar). I really hope they become a playable race and one day we'll get to explore Pyandonea, even if the Maormer remain a (mostly) hostile race. ESO lets you do all quests in the game regardless of your race/alliance anyway so it shouldn't matter anymore unless you're extremely passionate about getting immersed in the lore, I guess.
    Also, there is so much DLC content in the game now that technically you don't even have to worry about picking an alliance, unless you're a PVP player in Cyrodiil or questing in the vanilla alliance zones.
    PC EU - @Pwooo in game - chronic crafting writ doer
  • Ratzkifal
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    Peebuzzle wrote: »
    There are actually several friendly Maormer NPCs in Hew's Bane that you can interact with (such as Noryesar). I really hope they become a playable race and one day we'll get to explore Pyandonea, even if the Maormer remain a (mostly) hostile race. ESO lets you do all quests in the game regardless of your race/alliance anyway so it shouldn't matter anymore unless you're extremely passionate about getting immersed in the lore, I guess.
    Also, there is so much DLC content in the game now that technically you don't even have to worry about picking an alliance, unless you're a PVP player in Cyrodiil or questing in the vanilla alliance zones.

    I hope we get to explore Pyandonea too. The Maormer and their culture are definitely worth exploring. I am just not sure if it's worth the trouble of adding a new playable race. A different race doesn't add a whole lot to the experience of the game. Most dialogues don't recognize it even in places where they should, there are no racial active abilities and the passives rarely make enough of a difference to allow for new playstyles that aren't available otherwise.

    I feel like cosmetic options, like Polymorphs, Skins, etc, allow for better roleplaying options without the baggage that comes with adding actual new racial options. We can already make Maormer with oracle eyes, the maormer skin and choosing white hair and skin for an Altmer. Isn't that enough?
    This Bosmer was tortured to death. There is nothing left to be done.
  • Torryn_Woodsrunner
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    A passable Maormer -is- possible:

    126046035_3773113212712710_3754392413523216353_o.jpg?_nc_cat=108&ccb=2&_nc_sid=730e14&_nc_ohc=eJ9zWan-670AX-Y3Y7-&_nc_ht=scontent-iad3-1.xx&oh=e190b9ab214d1dd6e8dd3181c23e331b&oe=5FD98293
  • Araneae6537
    Araneae6537
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    But they don’t look at all like any of the Maormer I’ve seen! The odd patches of scales are entirely dispensable while the skin color is not right but should be gray, usually a pale cool gray from what I recall, which you can get closer to with a Dunmer but not an Altmer. A max height Dunmer with either near-white or black hair and oracle eyes is the closest I’ve seen to achieving a Maormer appearance, albeit a shorter one.
  • NotaDaedraWorshipper
    NotaDaedraWorshipper
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    Could not the same be said of many of the playable races? Perhaps because my introduction (and most beloved) ESO game was Morrowind, I thought Dunmer despised all other races, some even more so than others, as well as Dunmer not of the same affiliation as they and so forth! :lol: I still cannot wrap my head around how they are allied with Nords and Argonians in ESO!

    Anyway, while most of the Maormer we encounter are hostile, there are exceptions, including one involved with an Altmer! I’m sure there are more Maormer with different views, but they’re not going to be found in the raiding parties, certainly. And no culture is monolithic, as we’ve seen with the others — there are always different interpretations of cultural values, etc.

    TL;DR I don’t think it would be lore breaking and certainly much less so than running through town with Daedra in tow!

    There's nothing lore breaking or even illegal about having a daedra in tow. It's a common practice for mages to summon daedra. The only place it's illegal is it in Summerset.

    Having maormer running around in vast numbers would ruin suspension of disbelief immensely. The majority of maormer are not chummy with other races, an opinion with is returned back at them.

    People asking for maormer is almost as bad as people asking for playable the humanoid daedra. Not as lore breaking, but still is.
    [Lie] Of course! I don't even worship Daedra!
  • Torryn_Woodsrunner
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    But they don’t look at all like any of the Maormer I’ve seen! The odd patches of scales are entirely dispensable while the skin color is not right but should be gray, usually a pale cool gray from what I recall, which you can get closer to with a Dunmer but not an Altmer. A max height Dunmer with either near-white or black hair and oracle eyes is the closest I’ve seen to achieving a Maormer appearance, albeit a shorter one.

    Key words being 'that you've seen'. According to lore, Maormer skin is -normally- pale and colorless, like whiteish jello, -but- also has chameleon-like properties. That being the case, their skin can be almost -any- color, suiting their environment, much like the adaptation ability of an octopus. It may also be controllable (though lore says it isn't), like the octopus, meaning they can be any color they choose.

    And while yes, they are known for their clear milky-white eyes (though they can be pale blue), it is -impossible- to use the Oracle Eyes -and- use any type of facial hair...a limitation of the game. I made Rin's eyes as pale blue as I could.

    Hair color is apparently equally as variable. Castire, a Maormer NPC, has light brown hair.

    Having no definitive lore source regarding their scales, I can only posit that the scales are either elaborate tattooing (which they are known for), or a side-effect of their (forced?) evolutionary process, with Maormer who spend their lives more -in- water developing the scales, and those -on- or -near- water not having them. Either possibility is feasible within the lore of the game.
  • CrashTest
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    CrashTest wrote: »
    I don't know, but I wish we had their motif. I like that look.

    We do. Pyandonean was added in the Summerset expansion. Or the original Maormer style, which I think was just a recolored Ancient Elf set.

    I'm talking about the Maormer style that's on the Tempest Island drops. It's Ancient Elf but the Maormer style is sleeveless.
  • cnyanes
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    I simply believe that regardless of the fact that new playable races were indeed added to the franchise at some point in history, whether it would or wouldn't be cool to have new playable races in the game(s), whether it would or wouldn't be be cool to visit the other continents of the world, etc, etc, etc... it is wildly unlikely, I'd even say impossible, that we will ever see ANY of that happening BEFORE they do it in the MAIN games.
    PC NA @cnyanes
    Cin'onyx - Khajiit Werewolf Nightblade
    Clothe Senay - Breton Vampire Sorcerer
    Dannelen Deldúwath - Dunmer Dragonknight
    Shuzug gro-Bharg - Orsimer Templar
    Nathsandra Rivervale - Bosmer Warden
    Heals-All-Creatutres (Hest-Leel) - Argonian Templar
    Ancarion Larethion - Altmer Vampire Necromancer
    Jair Ababneh - Redguard Nightblade
    Olfina the White - Nord Werewolf Dragonknight
    Teo Moslin - Imperial Warden
  • newtinmpls
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    Because Sea Elves do not like the other races. They, quite literally, despise most if not all races on nirn and prefer to keep to themselves.

    And this makes them different from most High Elves how?

    But to the question...maomer and goblins are not "officially playable" but I have a character I set up as a maomer, and I play with a group of folks in which three of us play "goblin" characters.

    Use a little imagination people. Take a hint from the housing folks - just because it doesn't exist in game, doesn't mean you can't create it.

    Here is my maomer:
    qEt3Ung.png

    and this one - despite the look, her backstory is that she is the ... well... okay.

    Her father was a dashing Dunmer rogue, and her mother was a Lamia

    Zdv6BsL.png

    And last
    but not least
    drumroll......

    Here is Broken Branch Toothmaul:

    E64b6tb.png
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • tactx
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    TwinLamps wrote: »
    Why arent sea sloads playable race

    Because many people are sea sloads irl and want to escape it in game by being a hot bosmer?
    “No one's happiness but my own is in my power to achieve or to destroy.” - John Galt, Atlas Shrugged
  • idk
    idk
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    caperb wrote: »
    Because, we've had the same playable races for over 20 years now...? xD

    Once upon a time Imperials and Orcs weren't playable. It only started in TES 3 that you could choose them.

    This. And I do not see what Sea Elves would bring to the game that is different than what we have now.
  • Kalik_Gold
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    TwinLamps wrote: »
    Why arent sea sloads playable race

    I'm not super familiar with Sload lore but there simply don't seem to be many of them in existence at any given time. They are enormous in comparison to the Tamrielic races such that you would need to re-scale the entire world in order to accommodate their giant models.

    That's the same reason why the various Khajiit sub-races won't be included, as they are either too large (Senche-raht, etc.) or too small (Alfiq) to fit in comfortably with the rest of the world (for example, how does an Senche-raht ride a mount?). Other requests that I've seen, such as the Argonian Behemoth, have the same problems as the Sload while also having highly dubious levels of fan interest outside of certain niche communities.

    Maormer, on the other hand, are already scaled (pardon the pun, hehe) using the same proportions as the other Tamrielic races and are treated as basically a feature-complete race (even with their own motif) within the confines of ESO.

    The only other group that I can think of that approaches that same standard are the Reachfolk now that Markarth has expanded upon their lore a fair bit. But, unlike the Maormer, who split with the main Aldmeri race before either had set foot in Tamriel, it is hard to think of the Reachfolk as anything more than backwoods Bretons, which is more of a cultural distinction than a distinction of a unique Elder Scrolls race.

    All that said, if I had to pick a second candidate along with Maormer it would be the Reachfolk. They would blend in easily enough to the rest of the game and I view them as far less gimmicky as, say, adding another beast-race (including a daedra) or even a sub-race of a beast-race.

    Well can we get Polymorphs? Because seeing a Draugr banking in Sentinel makes no sense immersion wise.
    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 (Bomber)
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden
    Voa a Priest of Sep a Redguard* Necromancer

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Bates Vesuius of Dawnstar an Imperial Dragonknight (Damage)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Tav'i at-Shinji a Redguard** Warden (One-Bar)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Two-Big-Horns an Argonian Arcanist
    Styx of Akatosh a Goblin* Arcanist
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    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
    Returning player - 2017-2022, back in 25'
  • TitusF2
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    mairwen85 wrote: »
    I think because the playable races are Tamrielic. Sea elves are Pyandonean. They are also an invading force in Tamriel (the only reason they're in the game). So, I guess, to preserve that our player character is a hero of and native to Tamriel? There's then also the "stick to what we know" side of it, and of course, playing to what Bethesda has established. As Zaria says, new races in ESO means player expectation to have them in future TES games--which Bethesda may not agree with nor want to do.

    On the flip side, just make a pale Altmer sorc, throw on the Maormer skin, oracle eyes, and a few lightning based gear sets like overwhelming.

    Agree. That's what I did with my Altmer Sorc. I agree that ZoS would more than likely have to make it a chapter like release to make their introduction more reasonable as to why.

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    Revised & current look

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    Edited by TitusF2 on November 16, 2020 10:10PM
    This is text.
  • YandereGirlfriend
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    Peebuzzle wrote: »
    There are actually several friendly Maormer NPCs in Hew's Bane that you can interact with (such as Noryesar). I really hope they become a playable race and one day we'll get to explore Pyandonea, even if the Maormer remain a (mostly) hostile race. ESO lets you do all quests in the game regardless of your race/alliance anyway so it shouldn't matter anymore unless you're extremely passionate about getting immersed in the lore, I guess.
    Also, there is so much DLC content in the game now that technically you don't even have to worry about picking an alliance, unless you're a PVP player in Cyrodiil or questing in the vanilla alliance zones.

    Nice find on the NPC in Hew's Bane! It looks like he was added before the developers codified the Maormer appearance for ESO (e.g. he looks basically like a regular Dunmer) but the idea of stray Maormer hanging about on the fringes of Tamrielic society was definitely introduced. And someone else had mentioned Maormer living peaceably in Khenarthi's Roost.

    The idea is advanced even more recently with, as someone in this thread already mentioned, the Maormer who have joined the Dragonguard in Elsweyr:

    ON-npc-Breyane_and_Tunnaniel.jpg

    I would imagine that a hypothetical Maormer race would follow the Imperial precedent of being both a DLC as well as unaligned for the purposes of the Alliance War.

    As for the prelude to a Pyandonea Chapter, that could be framed as the idealistic Queen Ayrenn seeking to put an end to the years of pointless Altmer/Maormer bloodshed by way of a peace treaty. She sends for the player, an adventurer of great renown, to accompany an official diplomatic party to Pyandonea to lead negotiations with King Orgnum. That would neatly give you a reason for going there, an obvious plot line to follow for the Chapter, and a handy explanation as to why you are not attacked on-sight by the other Maormer.

    And realistically speaking (and looking at a map of the vacant places on the map of Tamriel), ESO is running out of viable real estate in which to locate Chapters. We will have Cyrodiil this year, perhaps Whiterun/the rest of Skyrim next year, Black Marsh the year after that (though Argonian locations and lore aren't exactly wildly popular...), and then we're basically left with the Telvanni Peninsula. Pyandonea, on the other hand, would be glamorous and would all but market itself. After all, how many Elder Scrolls fans have long been curious to see some of the lands outside of Tamriel? Probably most of them.
  • Athan1
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    For the same reason that Sea Sloads or Akaviri are not playable. They do not originate from Tamriel, their territory is overseas and very little is actually known about it, and they serve as pure villains in this game. The AD and Summerset storylines feature several Maormer so that's the closest you can get.
    Athan Atticus Imperial Templar of Shezarr
  • Torryn_Woodsrunner
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    That's the same reason why the various Khajiit sub-races won't be included, as they are either too large (Senche-raht, etc.) or too small (Alfiq) to fit in comfortably with the rest of the world (for example, how does an Senche-raht ride a mount?).

    While I don't want to derail the thread from the Maormer, I -do- want to take a moment to state that this reasoning is a little off. If the Alfiq and the Senche-Raht aren't too small or too big to be NPCs in Rimmen, then they aren't too small or too big to be PCs in Rimmen (or anywhere else for that matter). My wife and I have a Brother/Sister team that we would -love- to make into a Pamar-Raht and Dagi-Raht, or even a Senche-Raht and an Alfiq.

    As for how a Senche-Raht rides a mount? Simple. They -don't-. They are their own 'mount', they just put more energy into running. As far as game mechanics? Without knowing the code, I'd say that a Senche-Raht would have an override tag that cancels the model change for mount+rider. They'd get the speed increase, just not the visual changes.

  • barney2525
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    next people will want to play Daedra characters


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  • Torryn_Woodsrunner
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    barney2525 wrote: »
    next people will want to play Daedra characters


    :#

    They already do. They just have to use the Daedric polymorphs to accomplish it.
  • Torryn_Woodsrunner
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    barney2525 wrote: »
    next people will want to play Daedra characters


    :#

    I will also point out that THIS is a Daedra...more accurately a Daedric Prince...specifically Sheogorath, the Daedric Prince of Madness. Who I've been playing since forever...

    So, yeah...playing Daedra is already a thing.

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  • Araneae6537
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    Could not the same be said of many of the playable races? Perhaps because my introduction (and most beloved) ESO game was Morrowind, I thought Dunmer despised all other races, some even more so than others, as well as Dunmer not of the same affiliation as they and so forth! :lol: I still cannot wrap my head around how they are allied with Nords and Argonians in ESO!

    Anyway, while most of the Maormer we encounter are hostile, there are exceptions, including one involved with an Altmer! I’m sure there are more Maormer with different views, but they’re not going to be found in the raiding parties, certainly. And no culture is monolithic, as we’ve seen with the others — there are always different interpretations of cultural values, etc.

    TL;DR I don’t think it would be lore breaking and certainly much less so than running through town with Daedra in tow!

    There's nothing lore breaking or even illegal about having a daedra in tow. It's a common practice for mages to summon daedra. The only place it's illegal is it in Summerset.

    Having maormer running around in vast numbers would ruin suspension of disbelief immensely. The majority of maormer are not chummy with other races, an opinion with is returned back at them.

    People asking for maormer is almost as bad as people asking for playable the humanoid daedra. Not as lore breaking, but still is.

    Most quests that I can recall doing in any TES game, people only get really upset if daedra or necromancy are involved! Of course there are exceptions, but my impression is that daedra are as taboo as necromancy in most of Tamriel and so it really should be illegal in most towns to run around with daedra in tow.

    A playable Maormer race could be fun, but it is not high on my list of priorities. The core races need to be fixed, with all lore appropriate abilities: Bosmer need improved stealth and immunity to poison dropped while Argonians should be immune to both poison and disease (probably other things too, but those are the problems of which I am aware).

    But this thread has given me a push to make the “Maormer” sorcerer I’d been considering — using Dunmer for proper skin tone and to be outside the Dominion. Of course, even at max height he’s shorter than would be most fitting; but there are reasons that could happen, and perhaps his father is a Dunmer...
    Edited by Araneae6537 on November 17, 2020 3:21PM
  • Michae
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    You have to remember that Maormer are not a Tamrielic race. They're generally hostile and are the invaders. I see some comments that say "but the other races are racist too". Sure, they are, but not to that extent and they are still neighbors on the same continent that during the Three Banners War are kinda forced to work together. But even Maormer walking around Tamriel with the current state of affairs would have be treated very differently than any other man or mer, simply due to the exotic nature of his circumstances. They would stick out like a sore thumb and this really should be adressed in dialogue. The Alliances would be left uneven. As others mentioned there's really no way that a large amount of Maormer could be for example a members of AD without a really good reason. It's even worse if they would be implemented the same way as the Imperials, since having Maormer in all Alliances without them being any real political presence on Tamriel wouldn't really make sense. If there were a different time presented in game then maybe. For example, the current state of affairs doesn't really favor Akaviri as playable race, but if the game was set during the Versidue-Shaie's reign it would make a bit more sense since the Akaviri had a political presence on Tamriel at that time. So Maormer aren't really off the table for future TES games but in ESO it would require too much retconning of the actual content of the game.

    EDIT: Glaring spelling mistake.
    Edited by Michae on November 17, 2020 11:54AM
    "I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt... the freedom that comes with indecision. I envy you."
    Sotha Sil

    @Michae PC/EU
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