The sub-races of Khajiit and Argonian

Post » Mon May 14, 2012 5:34 am

I hope the beast lands won't be as poorly done as, say, Swamp of Sorrows and Tanaris. There is so much mystery and anticipation when we first get to see the beast lands that I fear it could be a big disappointment for many. I hope they included ALL the beast sub-races that we know from the lore and don''t make them primitive and hostile like any cheap mmo out there.
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darnell waddington
 
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Post » Mon May 14, 2012 2:01 am

Haha wishful thinking. It seems the Argonians don't even have tails and you want subraces :confused:
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nath
 
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Post » Mon May 14, 2012 1:54 am

Even if you cant play them, there should be Khajiit subtype NPC's.

Also a real must is migratory trees for the Bosmer.
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Céline Rémy
 
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Post » Mon May 14, 2012 5:36 am

Lol, no tails? So thats why I didn't notice any argonians in the screenshots...

A great many Elder scrolls fans are crying today.
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Susan
 
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Post » Sun May 13, 2012 3:56 pm

No tails would be plain [censored], I hope those creatures (haven't seen them myself) were not argonians.
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X(S.a.R.a.H)X
 
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Post » Mon May 14, 2012 12:48 am

Haha wishful thinking. It seems the Argonians don't even have tails and you want subraces :confused:
Lol, no tails? So thats why I didn't notice any argonians in the screenshots...

A great many Elder scrolls fans are crying today.
No tails would be plain [censored], I hope those creatures (haven't seen them myself) were not argonians.
The one Luke is referring too didn't even look like an Argonian. so i think it's just a Marsh creature. No Argonians have 3 feet spines coming out of their heads.
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Melis Hristina
 
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Post » Mon May 14, 2012 8:24 am

The one Luke is referring too didn't even look like an Argonian. so i think it's just a Marsh creature. No Argonians have 3 feet spines coming out of their heads.
That big tree is clearly a Hist tree, with all the sap leaking out. I don't know of any other sentient lizard-like races that inhabit Black Marsh.
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BethanyRhain
 
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Post » Mon May 14, 2012 12:53 am

That big tree is clearly a Hist tree, with all the sap leaking out. I don't know of any other sentient lizard-like races that inhabit Black Marsh.
That's cause we don't know alot of things about Black Marsh. Daedroth are Bipeds. it could be something like that.
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Susan Elizabeth
 
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Post » Sun May 13, 2012 3:56 pm

That big tree is clearly a Hist tree, with all the sap leaking out. I don't know of any other sentient lizard-like races that inhabit Black Marsh.

I agree that the swampy looking picture with the huge tree is likely Black Marsh.
Though the figure is small and doesnt have a lot of detail. Could be wearing a helmet.

For all we know we are very wrong and looking at a Bosmer tree house with someone standing in front of it in tribal armour.
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!beef
 
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Post » Sun May 13, 2012 8:00 pm

The same image of the big tree appears in #17 too, and it looks like Black Marsh rather than Valenwood.
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Lady Shocka
 
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Post » Mon May 14, 2012 7:24 am

The same image of the big tree appears in #17 too, and it looks like Black Marsh rather than Valenwood.

That one looks like Morrowind to me, especially with the pointy-eared guys in the background.
Its all speculation at this point.
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Tracy Byworth
 
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Post » Sun May 13, 2012 10:20 pm

Perhaps some forms of Argonians have tails and others don't? Some Khajiit don't have tails. Or maybe that piece of concept art just doesn't have them for some reason, and they'll be in the game.
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Bellismydesi
 
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Post » Mon May 14, 2012 8:00 am

I hope the beast lands won't be as poorly done as, say, Swamp of Sorrows and Tanaris. There is so much mystery and anticipation when we first get to see the beast lands that I fear it could be a big disappointment for many. I hope they included ALL the beast sub-races that we know from the lore and don''t make them primitive and hostile like any cheap mmo out there.

I wouldn't bet on it.

I guarantee they "explain" the way players are forced to fight random tigers that are suppose to intelligent from Elsweyr and lizard people that aren't at all feral from Black Marsh through the Molag Bal quest arc. No doubt he's "corrupted" them in some way. :down:
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Dalley hussain
 
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Post » Sun May 13, 2012 4:31 pm

Haha wishful thinking. It seems the Argonians don't even have tails and you want subraces :confused:

WHAT?!

Where is the concept art? I need to see for myself.

Edit: Just found them. That better not be what the Argonians look like, damnit. Their appearance in Skyrim was perfect. Please just copy that design Zenithax.
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N3T4
 
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Post » Mon May 14, 2012 12:58 am

Perhaps some forms of Argonians have tails and others don't? Some Khajiit don't have tails. Or maybe that piece of concept art just doesn't have them for some reason, and they'll be in the game.
Yes seems correct to me, its artwork, they wouldnt be insane to add non tailed argonians and khajiits, that would be just "troll my work please".
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Nana Samboy
 
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Post » Mon May 14, 2012 1:25 am

Relax guys, it's concept art. Nothing saying specifically that the tails are gone. Maybe those Argonians are the special Argonians that watch over the Hist and they don't have tails? There are a number of explanations. Just wait and see.
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Adam Baumgartner
 
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Post » Mon May 14, 2012 6:13 am

I hope the beast lands won't be as poorly done as, say, Swamp of Sorrows and Tanaris. There is so much mystery and anticipation when we first get to see the beast lands that I fear it could be a big disappointment for many. I hope they included ALL the beast sub-races that we know from the lore and don''t make them primitive and hostile like any cheap mmo out there.

They're creating several provinces at exactly the same time. I highly doubt they will be able to create a fantastic representation of the cultural, geographical, and racial variations present in each one. That's the problem with trying to do too much - jack of all trades, master of none, as they say.
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Michael Russ
 
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Post » Sun May 13, 2012 6:41 pm

They're creating several provinces at exactly the same time. I highly doubt they will be able to create a fantastic representation of the cultural, geographical, and racial variations present in each one. That's the problem with trying to do too much - jack of all trades, master of none, as they say.

As long as Bosmer cities are migratory trees.
Im afraid thats a dealbreaker for me.
If the Bosmer dont have migratory trees in Valenwood, Im not getting the game.

The Triune also should play a large part in the politics of Morrowind and the Ebonheart allegiance.
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Poetic Vice
 
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Post » Sun May 13, 2012 9:53 pm

As long as Bosmer cities are migratory trees.
Im afraid thats a dealbreaker for me.
If the Bosmer dont have migratory trees in Valenwood, Im not getting the game.

The Triune also should play a large part in the politics of Morrowind and the Ebonheart allegiance.

No doubt they'll have a wonderfully vague explanation for why the trees have stopped moving, and turn that into a quest line. Maybe you'll be treated to a one-time cinematic at the end of it of a walking tree.
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CArlos BArrera
 
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Post » Mon May 14, 2012 1:14 am

No doubt they'll have a wonderfully vague explanation for why the trees have stopped moving, and turn that into a quest line. Maybe you'll be treated to a one-time cinematic at the end of it of a walking tree.

Harumph.
Well, there are technical limitations to deal with I suppose.
Maybe not literally walking city-trees, but certainly ones that change position so that one month it is located here and on the first of the month it moves to there on its cyclical migratory path.
If they are truly and completely stationary I shall cry havoc and let slip the dogs of war!
Ahem.
Be quite dissapointed.
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Josh Lozier
 
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Post » Mon May 14, 2012 2:50 am

No, no, no. The tree cities only need to move in emergencies. Fortunately that will never happen in the MMO... :dry: However hopefully so long as there is a representation for this in game I can live with it and hope to see the real Valenwood when TES V(?) comes along.

I really hope there are Sub-races for the Beast folk as NPCs. I know there will be no option to be one. You know what, there better be subracial beastfolk slavery too, as effed up as that sounds. That aspect of Dunmer culture isn't good. What can I say? It is the Lore and at that point the Dunmer were very much into slavery.
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Georgia Fullalove
 
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Post » Mon May 14, 2012 3:20 am

No, no, no. The tree cities only need to move in emergencies. Fortunately that will never happen in the MMO... :dry:

I really hope there are Sub-races for the Beast folk as NPCs. I know there will be no option to be one. You know what, there better be subracial beastfolk slavery too, as effed up as that sounds. That aspect of Dunmer culture isn't good. What can I say? It is the Lore and at that point the Dunmer were very much into slavery.

The tree-cities are described as migratory and constantly on the move in http://www.uesp.net/wiki/Lore:A_Dance_in_Fire.
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electro_fantics
 
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Post » Mon May 14, 2012 3:48 am

The tree-cities are described as migratory and constantly on the move in http://www.uesp.net/wiki/Lore:A_Dance_in_Fire.
I know...I was being facetious. But I would not be surprised if they said something like this. "Oh yeah, they move, but they don't need to right now because it isn't threatened. They have not had to move in ages!!! Very safe tree city!!!" :goodjob:
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Krystina Proietti
 
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Post » Mon May 14, 2012 12:16 am

Very much so. If they do Black marsh and elswer to mediocre. Then that will be a big hit back at bethesda as their future games will be hurt
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luis ortiz
 
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Post » Mon May 14, 2012 4:24 am

I know...I was being facetious. But I would not be surprised if they said something like this. "Oh yeah, they move, but they don't need to right now because it isn't threatened. They have not had to move in ages!!! Very safe tree city!!!" :goodjob:

Ah yes that would be typical bad game explainy talk.
But on this I have to put my foot down though.
Its not a 1985 discworld or lotr game where technical limitations severely hinder the scope.
This is 2012 dangnabbit and I demand migratory trees!
Even if they dont actually walk except in a rare cutscene or something, but just hop to a new position after a given time.
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Kellymarie Heppell
 
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