Maybe he got a visit from a traveling daedric bargainer. Or maybe he was daedric in part one, but just didn't appear that way for reasons beyond our understanding.
What we know is that he wasn't daedric from the beginning; he fathered at least 2 children, after all. But I really can't find any lore source about how and why he became daedra now. It's interesting since this doesn't seem to be a common thing - a mortal becoming a daedra somehow. I don't think some kind of pact would usually be sufficient for that.
Considering the size of the average Xanmeer, how many do you think ancient Argonians would have built in an area that is the size of eastern Solstice? I suppose if we go by Shadowfen and Murkmire, there would be several.
We have seen settlements that consisted of only a few relatively small pyramids, and then we had huge things like the Tainted Leel now. I'd rather have espected several smaller settlements strewn about what I expected to be a jungle, so there would be several seperate quest locations.
That also brings up the question of how large this island is meant to be (or any zone, really).
I told you I measured it and the West was 3,2 km according to the new compass thing, and the East looks about the same size, so the whole island has a diameter of about 6,5 km which is almost 4 times the size of Telvanni Peninsula or about a third of the whole continent of Tamriel (which is especially interesting for a tiny hidden island no one knew exists)The only conclusion we can draw from this is that the distances in ESO are completely messed up.
That goes for town or city sizes as well. There are rarely enough buildings presents that would be able to house all the people we see.
It does seem odd that no books or letters or even just conversation with npcs mentioned those structures. Yet it's not quite believable the Worm Cult could have built all of that in such a short amount of time. Or, if the cult had been there longer, why no one seemed to notice.
Maybe they are indeed supposed to have been built by the Cult recently. How it's possible? "A wizard did it."
So far it leaves the impression the Worm Cult is the most powerful faction of Tamriel - they can build huge fortresses in just 5 or 6 months and they can randomly teleport sarcophaguses through different dimensions, including places where teleportation magic is impossibleIf I hadn't joined them yet, this would make me want to!
It would be nice if we could find in the world some of these npcs whose private correspondence we're always reading, like in that note you linked.
It would. And even better in this case, if the game would let us have an extra dialogue option with this npc if we've read the note before. Even if it's something as simple as "I found your note, glad you arrived safely." It might not belong to any quest and it doesn't have to, but in terms of roleplaying and immersion, it would be nice.
When I think back over western Solstice and the quests and lore we discovered, I think the only place that was haunted was Corelanya Manor, and it was also the only place where a curse was in existence, but it was only a curse for anyone of Corelanya descent. So why does the island have such a reputation? It can't all be down to lying sailors and their tales, can it?
I mean, maybe the East was a bit eerier, even before the Worm Cult arrived? Hard to say now since we don't know how it looked before. Generally, there's a big difference in the lore we got about Solstice and what we actually saw so far - I have not encountered such a divergence in any earlier zone. Which leads to lots of questions, of course.
This seems like one of those parts of world-building and lore that exists within the game but doesn't get a full explanation unless they decide to feature it as part of a story at some point. Deep background lore.
The need for quest locations does rather drive things, doesn't it. I was pondering what might make sense from a civilization perspective rather than just a game play one.
I remember the measuring work you undertook, and how the distances seemed to not make much sense. I had rather know the conceptual size places are meant to be when they aren't limited by the need for players to be able to quickly traverse them. Is the island of Solstice meant to represent a place equivalent to, for example, the size of Ireland. But perhaps searching for such equivalents is foolish, because it's just a map in a game after all.
Lol, well remember the drawbacks, though! Any cult member is little better than fodder for Mannimarco's ultimate plans. Don't end up like Wormblood, who got to enjoy all that power for such a short time.
That would be really nice. I like small touches like that.
It's possible all the really eerie happenings were on the east side of the island. Maybe the storms and currents that surround the place tend to move ships to that side, so everyone who had a bad experience with the island was on the east. Yet no one who lives on Solstice spoke much about the east side unless to mention the wall. It's really a bit disappointing that there was very little npc gossip or dialogue about the east side.
So, what I wanted to add concerning that news article I linked - even if it might not be up to date, it touches on design decisions including the writing, after all, so it might be worth a general discussion (and of course, as always, everyone is entitled to their own opinion, but I'd like to contribute my view on it nonetheless):
I agree that there are aspects about TES3 Morrowind that would not work too well anymore today. Searching for places could be unnecessarily time-consuming and complicated, especially when descriptions like "walk North to that hut, then East to the big rock, then North to the lake and then West to whatever" were sometimes very unprecise. So for that the idea that we got a map (which could be explained through the story) and npcs mark locations for us, like we see it in ESO, is an improvement and makes sense. I'm not generally against map markers, but where it doesn't make sense for me is if searching for items in a room is part of the current quest or of a "puzzle". Because if searching a thing is the whole task and it's simplified by the map marker pointing at the item we should find - that's basically the equivalent to automatically doing a boss fight for us, because in the end, it's like playing the game for us.
Same goes for many "puzzles" we've seen in the later years of ESO which you could still solve while asleep, since the only thing you need to do is clicking a thing repeatedly until some npc yells you've solved it (you can't even click it more often, it will basically stop when it's correct, unable to move the item any further - of course I tried out of curiosity). That's not a puzzle. You can't even try to solve it on your own because upon clicking it several times it will tell you that you're correct. Now, why include such "puzzles" anyway, then? I do understand that some players might not enjoy this game activity at all, or some puzzles might get too complicated for some people, but I just don't think simplifying them so much that they basically lose their meaning is a good solution to this. I'd rather see real puzzles with a button to optionally skip them. So people who don't enjoy them, or don't find the solution and already annoyed after trying for a whole while, can hit "skip", while people who find them fun can try solving them.
Now the last question, since that terms especially caught my attention: Do players really expect "hand-holding"? In an open world game, I don't expect it. The opposite, I want to be able to explore, so too much hand-holding rather annoys me.
The need for quest locations does rather drive things, doesn't it. I was pondering what might make sense from a civilization perspective rather than just a game play one.
Well, that depends. How many Argonians would even live in one average-sized pyramid? What kinds and how many non-residential buildings would they have? Could we take real-world South and Middle American pyramids as an example (although most of them were not inhabited, and the few that were were palaces, so not exactly representative for the average dwelling)?
I remember the measuring work you undertook, and how the distances seemed to not make much sense. I had rather know the conceptual size places are meant to be when they aren't limited by the need for players to be able to quickly traverse them. Is the island of Solstice meant to represent a place equivalent to, for example, the size of Ireland. But perhaps searching for such equivalents is foolish, because it's just a map in a game after all.
In case of Tamriel, I think the most interesting aspect is that it has different climate zones. Not sure what the necessary size for that phenomenon would be? I know it depends on the size of the whole planet, but I'm no expert on that.
Now, I personally imagine Solstice as rather small, considering the claim that it was rather hidden, unknown and not found on most maps. Also, it has only few settlements. Ireland on the other hand has 32 counties and all of them have several settlements; those would never fit on Solstice. Solstice seems to be more the size of your average Dutch vacation island in the North Sea
Lol, well remember the drawbacks, though! Any cult member is little better than fodder for Mannimarco's ultimate plans. Don't end up like Wormblood, who got to enjoy all that power for such a short time.
I have no plan in interfering with his plans. I just want to recycle my dead servants in peace without anyone scolding me for it.