Personally, I would have set it up as a conflict between different 3 factions from the outer edges of Cyrodiill, with each faction claiming to be the true heirs to the Empire. The individual zones would have largely ignored the conflict in Cyrodiil, and focused more on the provinces themselves, highlighting the turbulent time period this is. Where no province can focus entirely on unity because every one has their own problems, and the heart of the Empire is currently being fought over by various factions.
Speaking of those factions, here would be my proposed ones using the current map of Cyrodiil:
Chorrol & Bruma (Colovia?) | Bravil & Vlastarus (Nibenay?) | Cheydinhal & Cropsford (???)
tsaescishoeshiner wrote: »I hope a rewrite would feature Orcish land more prominently. The basegame DC zones barely mention orc politics or culture, and none would take place in Orc zones if it weren't for Betnikh (which was a good idea for some Orcish inclusion).
guarstompemoji wrote: »That the EP makes no sense, I can get that. I find it heroically inspiring, though: the argonians allied because the Hist said to--and by allying, they themselves were able to force an end to the slavery of their people...they did this, and not some third-party force.
Ofc, when they got up and left after a while, the Dunmer went right back to old habits--but for a while, it was a cause worth fighting for. It's the sort of "get up and take a stance" that's eye-catching in a heroic tale, though the Pact itself is ... well, it was never going to last. The Dunmer don't seem to respect anyone else, which to be fair to them, seems to be a general elven trait with perhaps all but the wood elves.
The Dominion...oh goodness. The writer in me just flails at this alliance. The khajiit come across has having little motivation other than being victims. They were forced into their situation, to ally with the high elves who would eventually like to see and end to all mortality. They have no fault and are set up for a player's sympathy, which bothers me. In fiction, we see this all the time--a hero to whom bad things happen, but it is never their fault.
Where is the fun in that?
There's a wince-worthy quest where the player is taken slowly through Rimmen, to point out how much the khajiit are victims and are suffering. This is despite that they're some of the strongest mages, thieves, swordsfolk, martial artists, fine artists, and so on in the game. They have the power to influence heavenly bodies; there is very little they are not capable of. They are a race capable of everything, and yet...
Characters need flaws, and the khajiit don't seem to have them other than being unfairly mistrusted.
The queen of the Dominion--I wish she was a little less taking a stand against everything her people stand for, in order to make her appealing. She needed to be inspiring as a leader, just. ...
I suppose the way she was constructed made it a little too obvious? She has some wonderful storylines, but as a character, these traits stand out and risk defining her, instead of her standing on her own.
I suppose if I had a wish, it would be: to bring back some of the older concept lore for the high elves. Have their leadership represent more of their culture instead of being inspiring because she stands against it. ...then from there, give the khajiit ...some flaws, both as a race, and as for their reasons for joining their alliance.