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We need a dwemer dlc

Mrnetch3211
The dwemer are one of the most mysterious races when it comes to lore in the elder scrolls series. We know so much about them but at the same time so little. Their disappearance, being one of the biggest mysteries in the series, there are plenty of theories out there but no solid proof. The leading theory is the heart of lorkhan saga. I know they want to save the full reveal of the mystery for one of the main games, maybe 6? But there's still plenty of things they could make for eso to satisfy a lot of us dwemer lore lovers, your thoughts?
  • DivineKitty
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    Revealing the fate of the Dwemmer defeats the point, IMO. The whole draw of the Dwemmer is the intrigue, the mystique. Not knowing enables theorisation, and discussion. All that goes away if they tell us.

    Also, after this long, literally no answer will be satisfying. Some mysteries were never meant to be solved.
  • tomofhyrule
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    DO NOT EVER SOLVE THIS MYSTERY

    That's honestly a lot of the fun of the Dwemer is that there are countless theories and each is more bizarre than the next. Each game in the series has had people researching them, and I don't want to ever see that fun mystery to end. If they solve it, then they fun and mystery goes away and we're left with nothing.

    Having said that...

    ABSOLUTELY play with them in ESO. You don't need to solve the mystery to give us more tantalizing tidbits into their lore.

    As I said, there are researchers in every game on the Dwemer and their artifacts - in ESO we have the Vanos twins, Neramo, Revus Demnevanni, and Tharayya all deeply connected to delving into the Dwemer and even using their devices. Heck, one of the first quests we have on Stros is helping Neramo and his brother who nobody remembers to build some automata. We've got loads of Dwemer delves and dungeons all over the world, and there's a lot they could play with on that route.

    The thing I want most in this game is an Artificer Class. It's is totally lore appropriate to have a character build and use Automata (as stated, we literally see Neramo and Tharayya using them in game), or play with their grenades and traps (there are NPC enemies who use alchemical grenades already, and the traps are all over the place), or to get into Tonal Architecture. I think the last one is most intheresing since we haven't seen much delving into Tonal Architecture much save the Revus quests in ESO and some of the tidbits in the Morrowind main questline, and that would really lead into a lore-friendly way to give that Bard line that a lot of people want to borrow from D&D. Plus, with Subclassing, adding an Artificer Class like that means that existing characters can also just pick up those lines at will, or we can choose to make a brand new character (considering the amount of 'new character' stuff we keep getting in the daily logins) who is able to use all of it at once.
    Not to mention that a New Class would totally be something people would buy, especially after a lot of people got burned by the price of Solstice compared to the amount of content. And there was a fair amount of grumbling at Arcanist being 'not lore appropriate' since we haven't seen those skills ever, but we have absolutely seen Dwemer stuff useable in previous TES games before.

    Do it ZOS - Artificer Class. I will buy the next Season Pass sight unseen if that's the only thing that's included.
  • LootAllTheStuff
    LootAllTheStuff
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    Revealing the fate of the Dwemmer defeats the point, IMO. The whole draw of the Dwemmer is the intrigue, the mystique. Not knowing enables theorisation, and discussion. All that goes away if they tell us.

    Also, after this long, literally no answer will be satisfying. Some mysteries were never meant to be solved.

    It's a Noodle Incident trope at this point, I suppose. Although ESO - and particularly the lore around the Tribunal - does touch on it (as does that one Mage's College quest in Skyrim). I think I could stand finding out more *if* that simply raised more questions - a mystery wrapped in an engima.
  • Orbital78
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    We'll never get a pure dwemer dlc, though I did love the DLC dungeon Graven Deep. I would like to see more dungeons like this, and moar incentivizing side bosses like Scriveners Hall/keys.
  • moderatelyfatman
    moderatelyfatman
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    The dwemer are one of the most mysterious races when it comes to lore in the elder scrolls series. We know so much about them but at the same time so little. Their disappearance, being one of the biggest mysteries in the series, there are plenty of theories out there but no solid proof. The leading theory is the heart of lorkhan saga. I know they want to save the full reveal of the mystery for one of the main games, maybe 6? But there's still plenty of things they could make for eso to satisfy a lot of us dwemer lore lovers, your thoughts?

    I thought you heard: the Dwemer went into Lockdown but enjoyed playing MMOs in their basements so much that they never came out again.
  • Renato90085
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    Mid elsweyr and Dark Brotherhood
  • mocap
    mocap
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    Todd Howard banned any Dwemer story DLC for ESO, afaik.

    "Todd kindly reminded us (ZOS) that this was something we will never do, we will never come out and spoil the mystery and the secrets of the Dwemer".
  • BretonMage
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    Pretty sure the official position has for decades been that it would never be solved. Though I wouldn't mind having a dwemer-flavoured DLC set in dwemer ruins and exploring some established dwemer lore, and adding perhaps a carefully written titbit of added lore. (I also wouldn't mind exploring some of the lore on some of the Aedra (Julianos, perhaps?), Magne Ge tbh. TES lore is vast, and I'm a bit over all the Daedric princes.)
  • Aylish
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    They actually tried solving parts of the Dwemer mystery with the Orsinium DLC but deleted it before it went live. ZOS is not allowed solving this stuff.

    More Dwemer stuff can be done though. There‘s plenty free space left on the map where old Dwemer cities are supposed to be.
  • colossalvoids
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    The point of a mystery is to remain as one. We already have too much deep lore insights on what's really happened to blatantly state it outright without much nuance.

    I sincerely hope that zeni would never have any permissions to even remotely tackle this particular topic beyond what's already in the mainline games.
  • Tariq9898
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    I would love to explore more massive Dwemer structures and dungeons. Maybe even traverse an abandoned Dwemer city underground. But as others stated, their disappearance should stay a mystery.
  • Alphawolf01A
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    After helping the time travelling NPC in the public dungeon in Greymoor (I think it was), I was thinking about exploring a Dwemer city/cavern system in "present day", encountering locked doors and blocked passageways. Through the course of the story, get sent back in time to get keys and other items needed to open doors or clear the obstructions in the present and open new areas to continue exploring. I would like that in the "past" parts, we could see some parts of the dwemer city in it's prime with a living population of Dwemer.

    I don't want the secret of their disappearance revealed, just more of a glimpse into Dwemer life at the time.
  • Soarora
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    Time travel is established in ESO (playing as a chimer, npc witnessing the Dwemer) and Dwemer ghosts exist in Morrowind, so I think it’d be cool if we were able to see/interact with Dwemer. Just, yeah, not spoiling the mystery. If the mystery ever gets more information I’d hope it’s in the last elder scrolls game as we know it (the Aldmeri Dominion is winning, technology and magic are falling backwards, so unless something’s done in the coming games, the universe is gonna end as we know it…).
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  • Syldras
    Syldras
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    Soarora wrote: »
    Time travel is established in ESO (playing as a chimer, npc witnessing the Dwemer) and Dwemer ghosts exist in Morrowind, so I think it’d be cool if we were able to see/interact with Dwemer. Just, yeah, not spoiling the mystery.

    The chapter/dlc with Ithelia would have been a great opportunity to show us - limited to some restricted locations - alternative versions of Tamriel, including one without the disappearance of the Dwemer, with one of their cities still inhabited. Or maybe a Morrowind without the Tribunal and Azura's curse, one city of Chimer with some Dwemeri travellers present. They could have made so much of that theme. But sadly, the only parallel realities we saw were different versions of Ithelia's throne room.
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