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  • File : 1268256035.jpg-(43 KB, 421x599, 421px-Jiub.jpg)
    43 KB Anonymous 03/10/10(Wed)16:20 No.8512042  
    I've heard them say we've reached Morrowind...
    I'm sure they'll let us go.
    >> Anonymous 03/10/10(Wed)16:21 No.8512056
    reinstalled yesterday
    >> Bearford !!LjfL/DDMpjv 03/10/10(Wed)16:22 No.8512070
    I'll come back for you Jiub!

    ...I'll come back...
    >> Anonymous 03/10/10(Wed)16:22 No.8512079
         File1268256158.jpg-(18 KB, 250x350, fargoth01.jpg)
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    ...
    >> Anonymous 03/10/10(Wed)16:22 No.8512082
    Jiub was the nevarine. You know it to be true.
    >> Anonymous 03/10/10(Wed)16:23 No.8512095
    Damn it, Jiub, I'll find a way to get back to you, you magnificent bastard. You deserve better than this!
    >> Anonymous 03/10/10(Wed)16:23 No.8512098
         File1268256227.jpg-(96 KB, 600x600, Gaenor.jpg)
    96 KB
    ...
    >> S.T.A.L.K.E.R. 03/10/10(Wed)16:24 No.8512110
    WHY AM I STILL HERE? THIS IS LIKE 3 DAYS ALREADY.
    >> Anonymous 03/10/10(Wed)16:25 No.8512127
    >>8512082
    St. Juib was more than that.

    St. Juib rid the land of cliff racers.
    >> Anonymous 03/10/10(Wed)16:26 No.8512156
         File1268256402.jpg-(47 KB, 800x600, cliff racers skreeeeee kekekek(...).jpg)
    47 KB
    >>8512127
    Halp me saint juib, i pulled aggro!
    >> Anonymous 03/10/10(Wed)16:27 No.8512167
    >PAY ATTENTION TO THIS POST PLOX

    I'm a newbie at both /tg/ and Morrowind. What's the deal with Fargoth? I only played Morrowind for like a couple of hours, so I've met the guy, and he seems to have lost his ring. People talk about him and cannibalism sometimes.

    Can someone share me the full story, please? Thanks.
    >> Anonymous 03/10/10(Wed)16:27 No.8512169
    >>8512127
    He saw the main character running around with flock of cliffracers trailing behind, and thought to himself "I've got to help that guy, if only a little".
    Juib's a real bro.
    >> Anonymous 03/10/10(Wed)16:28 No.8512182
         File1268256499.jpg-(88 KB, 1024x768, Cliffracer.jpg)
    88 KB
    Morrowind in a nutshell.
    >> Anonymous 03/10/10(Wed)16:29 No.8512195
    >>8512167
    The Bosmer are the various barbarian Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often collectively referred to as Wood Elves, but "Bosmer", or "the Tree-Sap People", is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Bosmer are especially suitable as scouts, and thieves. But most of all, the Bosmer are known for their skills with bows; there are no finer archers in all of Tamriel. Their ability to command simple-minded creatures is also well known. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not destroy trees or plant life, though they are not averse to using wooden or plant-derived products created by others.

    The elves of Valenwood have always been involved in political arguments between the other races of Tamriel, but have never waged war with other nations, only defended their lands countless times, from the Khajiits of Elsweyr and the High Elves of the Summerset Isle. One of these skirmishes with the Khajiits formed the basis of the book Mixed Unit Tactics.

    They have never been truly allied with other nations. Mistrust has been engendered by the ritual cannibalism that they practice in accord with their Green Pact. The specifics of other Bosmeri beliefs and traditions makes them uncomfortable with the "dour" city life lived by other races. In addition, the many invasions of Valenwood have probably not helped, nor the depredations of the Camoran Usurper in the Colovian Highlands and other provinces.
    >> Anonymous 03/10/10(Wed)16:29 No.8512218
    This thread again?
    >> Anonymous 03/10/10(Wed)16:30 No.8512223
    We really don't need this thread everyday.

    When used sparingly, it makes us nostalgia.

    When overused, it gets annoying.

    Polite sage.
    >> Anonymous 03/10/10(Wed)16:30 No.8512230
    >>8512167
    He's a wood elf.

    Wood elves don't eat plants because they're sacred. They do eat meat. They will eat people if they're hungry. Read some of the ingame books. Wood elves are cannibals.
    >> Anonymous 03/10/10(Wed)16:31 No.8512246
    >>8512223
    I wholeheartedly agree, I am however sure that your plea for reason won't be heard.
    >> Anonymous 03/10/10(Wed)16:32 No.8512255
    >>8512195
    >>8512230

    So, that's all there is?

    Man, that's kinda disappointing. I expected to have him eat the guard that stole his ring or something like that afterwards.

    Oh well, thanks for sharing that.
    >> Anonymous 03/10/10(Wed)16:33 No.8512270
    A better use for this thread would be the following;

    In the the last morrowind thread, a discussion arose about a non existing table top battle game based on morrowind.

    I propose to you /tg/ that we design this game.
    >> Anonymous 03/10/10(Wed)16:33 No.8512281
    >>8512270

    Alright, where shall we begin? That is indeed a productive way to spend this thread.
    >> Anonymous 03/10/10(Wed)16:37 No.8512339
    >>8512281
    Well first off it would help if we got the rellevant posts from the previous thread and worked from there. Seeing as it wasn't archived, I'll upload the copy I made...
    >> Anonymous 03/10/10(Wed)16:37 No.8512340
         File1268257038.jpg-(9 KB, 251x251, 1235075053281.jpg)
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    >>8512182

    well, can I say it , can I ,can I ?
    pleeeeese
    >> Anonymous 03/10/10(Wed)16:37 No.8512342
    >>8512270
    there is some very creative morrowind papercraft floating around
    perhaps it can be made use of
    here's the thread on the forum:

    http://www.bethsoft.com/bgsforums/index.php?showtopic=1058175

    most of it is really good
    not sure how helpful this is
    >> Anonymous 03/10/10(Wed)16:38 No.8512357
    Cliff Racer. 1 point.
    >> Anonymous 03/10/10(Wed)16:38 No.8512362
    >>8512340
    Go on....
    >> Anonymous 03/10/10(Wed)16:40 No.8512397
    It could be a Munchkin knockoff. Race cards, class cards, etc.
    >> Anonymous 03/10/10(Wed)16:41 No.8512403
         File1268257273.gif-(109 KB, 875x880, 1253806496294.gif)
    109 KB
    >>8512362

    SKREEEEEEEEEEEEEEEEEEEEEEE

    10x teegee
    >> S.T.A.L.K.E.R. 03/10/10(Wed)16:41 No.8512406
    >>8512362
    SKREEEEEEEEEEEEEEEEEEEEEEEEE?
    >> Richard Motion 03/10/10(Wed)16:42 No.8512422
    >>8512281

    Keep it really, really simple if you're messing around like that. Since Morrowind is rated on a 1-100 system anyway, make it based on d10's and round stats to the nearest 10.

    Skills could govern how often you succeed at a task, and your attribute could govern how hard you succeed. For instance, attacking with a weapon: I don't know what Blunt Weapon skill Ordinators have, but let's say its 50, which translates to 5. To hit with a blunt weapon, an ordinator would need to roll a 5 or less on a d10, and let's say they have a 40 strength, so they roll 1d10+4 for damage, with the weapon stat modifying that (Ebony Mace probably has a high bonus). I'd prefer it if armor reduced damage rather than reducing enemy accuracy, since you're only at a 50% accuracy for having a 50 weapon skill anyway. For another example, casting a shock spell would be a roll of your Destruction skill, with and damage would be 1d10+your willpower, plus any bonus from the spell (better shock spells would be higher).
    >> Anonymous 03/10/10(Wed)16:43 No.8512450
    >>8512422
    Eh, there's already people working on a pnp.
    These gentlemen are referring to the scrollhammer threads.
    >> Richard Motion 03/10/10(Wed)16:44 No.8512464
    >>8512450

    Yeah, this is for scrollhammer. That's why it's simplified to d10s, so that you can roll a bunch of d10s for your ordinator unit, then roll another bunch of d10s for their damage.
    >> Anonymous 03/10/10(Wed)16:45 No.8512483
    >>8512422
    Depending on whether the game is skirmish game or one based on armies that could be too complicated. The skill system would probably need to be simplified in some manner.
    >> Anonymous 03/10/10(Wed)16:45 No.8512484
    >>8512422
    Yeah, we're working on the P&P thing. I don't know how well Scrolls tabletop fightan is going.
    >> Anonymous 03/10/10(Wed)16:47 No.8512505
    >>8512483
    Simplified, or just tossed out. Leaving a unit's base statline and equipment modifiers.
    >> Richard Motion 03/10/10(Wed)16:47 No.8512510
    >>8512483

    Dude, it's pretty simple. Everything is resolved with d10's, a lot of skills don't really come up in game, plus you can lift the stats right from the game, then round them. 40k and Warmachine already have one roll for attack and one roll for damage, this could work fine.
    >> Anonymous 03/10/10(Wed)16:48 No.8512531
    Heres the previous thread, discussion starts around 8476886

    http://rapidshare.com/files/361670157/-tg-_-_Traditional_Games_morrowind_files.zip.html
    >> Anonymous 03/10/10(Wed)16:51 No.8512571
    >>8512510
    I meant with regards to skills, attributes you could just lift. Skills should really be ignored.
    >> Anonymous 03/10/10(Wed)16:53 No.8512599
    >>8512246

    No, I agree with you. A good Morrowind thread every once in a while is a lot of fun, but when they're daily they sort of lose their charm. I get tired of explaining CHIM and muatra over and over and over again, you know.
    >> Richard Motion 03/10/10(Wed)16:53 No.8512608
    >>8512571

    Like just making your to-hit based off of strength alone? I dunno, we could simplify it later, but using a streamlined version of the game's stats would make it simple to make stats for a lot of units fast.
    >> Richard Motion 03/10/10(Wed)16:54 No.8512623
    >>8512599

    Honestly, they just need to remake Morrowind with next-gen graphics. I would be really, really happy if they did that.
    >> Anonymous 03/10/10(Wed)16:56 No.8512644
    >>8512608
    You could have different weapons rolling off different stats;
    For example, Long blades would be off strength, whilst marksman would be off agility.
    >> Richard Motion 03/10/10(Wed)16:58 No.8512671
    >>8512644

    Sure, but how do you differentiate between, say, an ogrim, and a skilled humanoid long blade user? With your system, the only way to model the humanoid is to give them a strength comparable to the ogrim.
    >> Anonymous 03/10/10(Wed)17:00 No.8512695
    >>8512671
    Should probably have a seperate damage factor somewhere.
    Or just have all hit/mis chance depend on agility.
    >> Anonymous 03/10/10(Wed)17:00 No.8512697
    >>8512671
    True...
    I guess it does need skills...
    Or different units could get inherent bonuses to weapons to emulate this, without the need for a skill statline.
    >> Richard Motion 03/10/10(Wed)17:03 No.8512751
    >>8512697

    That's functionally the same. You could always express it in terms of an attack.

    Since we know Ordinators are supposed to hit 50% of the time, You could have them have an ability like "Ebony Mace: 6+ Damage: 1d10+8.

    Though the reason I like keeping skills around is that it allows you to make custom characters. In the scrollhammer threads there were references to the Neravarine being able to be run as any race or skillset. That's tricky, but it would be nice to, say, give your heroes different armor and weapons.
    >> Anonymous 03/10/10(Wed)17:04 No.8512758
    >>8512623

    They already have that, it's just that it takes a really expensive PC to play and like 6 hours of tweaking to get just right.
    >> Richard Motion 03/10/10(Wed)17:05 No.8512775
    >>8512758

    Some mod? Hmmm.
    >> Anonymous 03/10/10(Wed)17:05 No.8512780
    >>8512751
    You could keep skills as something for heroes, as otherwise skills for every model could get complicated.
    >> Anonymous 03/10/10(Wed)17:05 No.8512785
    >>8512751
    Nice for heroes, but sorta pointless for gereric infantry, wich would likely have limited choice in equipment.
    >> Anonymous 03/10/10(Wed)17:06 No.8512805
    >>8512775

    Shaders, HD, bloom, reflective water, particle effects, the works. Morrowind with all the right graphics mods installed and working properly looks surprisingly modern, but is really taxing on your computer.
    >> Richard Motion 03/10/10(Wed)17:09 No.8512859
    >>8512785

    Well, you could field, say, Imperial Legionnaires with either sword+shield or spears.
    >> Anonymous 03/10/10(Wed)17:11 No.8512890
    >>8512859
    And to represent their inherent skill with these weapons, the weapons could either do more damage, or they get a bonus on the strike.

    Or we could utilise a WS BS system as per warhammer, though personally i'd rather not have to do this.
    >> Anonymous 03/10/10(Wed)17:12 No.8512901
    >>8512859
    True, and to say that since they would both have the same chance to hit might be unfair for one loadout.
    How about racial bonusses?
    >> Anonymous 03/10/10(Wed)17:15 No.8512955
    >>8512342
    there is so much win in that thread
    but it's far too complicated and requires too much skill to be made into a game
    >> Anonymous 03/10/10(Wed)17:16 No.8512965
         File1268259376.gif-(43 B, 1x1, spacer.gif)
    43 B
    >>8512955
    >> Anonymous 03/10/10(Wed)17:16 No.8512976
         File1268259415.jpg-(25 KB, 500x375, DSC00001.jpg)
    25 KB
    >>8512955
    ^^what happened there?
    anyway, here's an ordinator helm
    >> Anonymous 03/10/10(Wed)17:17 No.8512979
    For an actual morrowind based wargame i'd go with something derived form a similar style to a couple of historical games like impetus/basic impetus and the like. Short army lists, designed for multiple models per base or unit, with getting troop choices like '3 Imperial Legionaries'. From there add simple equipment swaps like 'upgrade 1 legionary to an archer' which would let 1 of the 3 be equipped with a bow.

    The combat system itself would have to be pretty simple, magic also. I figure each unit would have a certain (small) amount of hitpoints depending on their quality, and an armour save based on their armour, and an attack stat for a target number they need to hit their target, for instance the legionary might have an attack of 5+ to hit on a D6, with no special damage types that might ignore armour/resistances/cause extra damage.

    Magic I'd go for a system where each mage gets a short list of spells depending on the type, some spells that count as in-play rather than having to be cast, such as a shield spell for defence, and a magic pool of dice/counters that they spend on casting spells, which can only be topped up by use of a potion (probably an equipment option).

    Well, thats my basic ideas anyway.
    >> Mal3factor 03/10/10(Wed)17:19 No.8513002
    >>8512976
    Basically we got into a discussion about how we ran our armies. Our non-existant armies for a non-existant game.
    >> Mal3factor 03/10/10(Wed)17:20 No.8513013
    >>8512979
    The main problem I see with this, is that I don't really see a morrwind table top battle game being about a lot of units, I see it more foccussed on skirmishes. But thats just my take on it.
    >> Anonymous 03/10/10(Wed)17:20 No.8513019
    >>8513002
    Makes no real difference if it exists really, we just did the same thing we always do, but with a different game.
    >> Anonymous 03/10/10(Wed)17:21 No.8513035
    Any mod recommendations?
    >> Anonymous 03/10/10(Wed)17:22 No.8513040
    >>8513013
    I agree
    the politics of morrowind are too intertwined to break out into a full honorable war
    >> Richard Motion 03/10/10(Wed)17:22 No.8513052
    >>8512901

    That's another reason it'd be nice to have stats: you could run, say, a unit of human legionnaires, or a unit of orc legionnaires. Likely the orcs are more effective in combat, but the Imperial troops have a higher Personality and are proabably more disciplined, so the orcs are more likely to break formation or be disorganized. You can probably alleviate that somewhat by putting a human officer with them, which models perfectly what actually happens in the Legions.
    >> Anonymous 03/10/10(Wed)17:22 No.8513053
    >>8513035
    http://www.mwmythicmods.com/telesphoros.htm
    >> Richard Motion 03/10/10(Wed)17:23 No.8513070
    >>8513040

    I'd say about Warmachine scale would be nice - small units of no more than 12 or so models, a few big monsters, and some heroes running around wrecking shit.
    >> Mal3factor 03/10/10(Wed)17:25 No.8513094
    >>8513052
    The difference there could be represented by having a base stat line for the unit, and then the race you choose for the unit adds attribute modifiers and potentially some special rules.
    >> Anonymous 03/10/10(Wed)17:26 No.8513106
    >>8513052
    Well the stats would be there, and basically all to-hit checks can be run off of agility. That would however mean that units have the same chance to hit no matter what weapon they use, Unless their weapon/race would incur a bonus/penalty somehow.
    The downside of having it depend solely on race would obviously be shit like all archer bosmer lists.
    >> Anonymous 03/10/10(Wed)17:26 No.8513108
    >>8513070
    morrowind didn't really have any REAL monster bosses

    also guar cavalry for the win
    >> Richard Motion 03/10/10(Wed)17:27 No.8513126
    >>8513094

    What you could do is have the full statblock as a resource when building your army, but then a simplified one to actually reference during play. Like, we could have the base stats for an imperial legionnaire, then we choose the race for the unit, whether they are sword and board or with spears, and so on, and then during play we just have the base stats and the weapon skill of the weapon we've chosen.
    >> Richard Motion 03/10/10(Wed)17:29 No.8513151
    >>8513106

    I don't like using agility for accuracy, just because it results in things like all orcs being inaccurate compared to elves, plus agility is used for things like sneaking (so to model someone who is good at hitting with a sword we also have to make them sneaky).
    >> Mal3factor 03/10/10(Wed)17:30 No.8513167
    >>8513106
    Depending on the unit, different racial bonuses could apply. To represent the fact that only certain members of a race are likely to specialise in that area.
    >> Richard Motion 03/10/10(Wed)17:31 No.8513182
    >>8513108

    Not compared to the Nerevarine, no, but an Ogrim especially a Grahl would be considered a 'monster' to the base troops.

    It'd be nice to have a rock/paper/scissors thing going on, where heroes beat monsters, monsters beat units, and units beat heroes. Of course that's a balance thing so that would come later.
    >> Richard Motion 03/10/10(Wed)17:32 No.8513198
    I also just wanted to say you guys are awesome for being able to have this discussion. Does anyone have a pic of the Ordinator promo mini that was made?
    >> Anonymous 03/10/10(Wed)17:33 No.8513213
    >>8513182
    you could have that among units as well - rogue beats wizard beats knight beats rogue
    >> Mal3factor 03/10/10(Wed)17:33 No.8513218
    >>8513182
    We're only really looking at units based on the main races at the moment. Monsters wouldn't really have that much customization going into them. So things like corprus stalkers, would have a fixed stat line.
    >> Anonymous 03/10/10(Wed)17:35 No.8513239
    >>8513182
    Yeah, though I'd sooner say that wizards beat monster.
    Heros would almost be monsters in their own right.
    Suppose you also have a point about agility, though the whole 'full statblock' thing would be a lot of work.
    On the other hand, for most units, it would only be done once.
    >> Mal3factor 03/10/10(Wed)17:35 No.8513241
    >>8513198
    Didn't know there was one. When was it made?
    >> Anonymous 03/10/10(Wed)17:35 No.8513242
    >>8513182
    AoM much?
    But this is a decent idea. Maybe instead of 'heroes' split it up to mages, assassins and warriors, so that one hero type can counter a different hero type, one or two kinds of basic troops and most monsters.
    >> Mal3factor 03/10/10(Wed)17:37 No.8513273
    >>8513242
    Thats a point, with regards to heroes, they could focus on physical, magical or agility. And depending on the focus, different attributes would get different bonuses. This could streamline hero creation.
    >> Anonymous 03/10/10(Wed)17:39 No.8513316
    I don't play 40k, but if this does go into effect how are artifacts going to be handled?
    >> Richard Motion 03/10/10(Wed)17:42 No.8513368
    >>8513218

    Let's assume that attributes are 3 base, like warhammer, but remember we're working on a 1-10 scale.

    Imperial Legion favors endurance and personality, so basic imperial legionnaires get +1 to each of those.

    We probably need to unify the gender-specific bonuses for race.

    Orcs would get, for instance, +2 strength, +2 Willpower, Endurance +2, Personality -1 (Luck shouldn't matter). Imperials would probably get +1 Strength, +1 Intelligence, +1 Speed, +1 Endurance, +2 Personality. Now, it looks like the stats for Orcs favor block infantry a bit more, so orc Legionnaires should cost more.

    Just an idea. Kind of complicated to actually construct a unit, but once all the stats are added it should be easy.
    >> Anonymous 03/10/10(Wed)17:42 No.8513371
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    >>8512223
    SEE
    why don't you go shove one up your ass
    this is a GOOD thread
    ...good...
    >> Anonymous 03/10/10(Wed)17:43 No.8513376
    >>8513316
    The really game-breaking ones are right out.
    The others limited to hero/leader-units.
    >> Anonymous 03/10/10(Wed)17:43 No.8513381
    Anyone have the two images of a guy posting a bunch of recommended mods for Morrowind?
    >> Anonymous 03/10/10(Wed)17:43 No.8513385
    >>8513368
    orcs all look the same anyway
    >> Anonymous 03/10/10(Wed)17:43 No.8513388
    right fucking on! i love this thread! the only problem i see with having this thread everyday is we aren't having it every hour
    >> Richard Motion 03/10/10(Wed)17:44 No.8513394
    >>8513376

    Helseth will have his signet ring and it will be sexy, however.
    >> Anonymous 03/10/10(Wed)17:44 No.8513405
    >>8513368
    What does personality do, then?
    >> Anonymous 03/10/10(Wed)17:45 No.8513413
    >>8513381
    see
    >>8513053

    seriously
    it's all you need
    play through vanilla, first, though
    then you will know what mods you want
    it's entirely preference, so fa/tg/uys aren't some sort of higher authority on morrowind mods
    >> Anonymous 03/10/10(Wed)17:45 No.8513428
    >>8513405
    leadership?
    >> Anonymous 03/10/10(Wed)17:46 No.8513452
    >>8513368
    We seem to have too many stats.
    Proposition: limit the statlines to actually relevant statistics. Strength and Endurance are needed, as is Agility. What else? Magic, that is Intelligence and Willpower. That's all.
    >> Mal3factor 03/10/10(Wed)17:46 No.8513454
    >>8513368
    I still think that different units should get slightly different racial bonuses, as different members of the same race would be better suited to different things.

    On the other hand, this would make creating units a bit of a pain.

    Another possibility is for each race to have a statline for each physical, magical and agility. And different units refer to a different stat line.
    >> Anonymous 03/10/10(Wed)17:46 No.8513456
    >>8513405
    Morale/leadership related stuff, also illusion.
    >> Richard Motion 03/10/10(Wed)17:46 No.8513458
    >>8513405

    It probably has to do with giving orders. Every unit should have a unit commander, like a champion or sergeant in warhammer, that has the same Personality as its unit. Heroes that can move between units can use their Personality to issue orders to units that could give them bonuses, like say a March order would let them move faster, a Close Ranks order would give them a bonus to their armor in melee, etc.
    >> Anonymous 03/10/10(Wed)17:47 No.8513467
    >>8513428
    That would be a combo of Willpower and Endurance, wouldn't it?
    >> Anonymous 03/10/10(Wed)17:47 No.8513484
    >>8513458
    Why does basic infantry need that statistic, then?
    >> Mal3factor 03/10/10(Wed)17:48 No.8513490
    >>8513454
    Reasoning being that the physical orientated units would be composed of the physically able of that race and so on.
    >> Mal3factor 03/10/10(Wed)17:49 No.8513506
    >>8513458
    We need to decide if this is going to be unit based, i.e. models are formed into units, or skirmisher based, where each model moves independently.
    >> Anonymous 03/10/10(Wed)17:50 No.8513518
    >>8513490
    Wouldn't that be the same as having a statline for that unit-type, then applying racial bonusses?
    Less hassle too.
    >> Mal3factor 03/10/10(Wed)17:51 No.8513543
    >>8513518
    That was the jist of what I was suggesting. And also depending on a units focus, it uses a different racial stat line.
    >> Anonymous 03/10/10(Wed)17:51 No.8513557
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    >> Richard Motion 03/10/10(Wed)17:51 No.8513564
    >>8513452

    Perhaps you could have a stat like 'level' that basically subs for what would be skills in the computer game. Also, every model would have a 'focus' on certain things, and trying to use skills outside of your focus gives you a penalty. This sounds more complicated than I really intend it to be, but basically you'd have basic Legionnaires with their chance to hit, then you've got Knights of the Garland with far greater chances to hit, but since they're heroes they can use things like restoration spells or whatever, which suffer a reduction in success rate because their primary focus is melee and command. Basically this 'level' stat would be 'accuracy' without having to tie it to agility.
    >> Mal3factor 03/10/10(Wed)17:52 No.8513578
    >>8513543
    Different racial bonus even.

    So three different sets of racial bonuses for a race depending on its focus.

    Or a base set of racial bonuses, which is then futher adjusted depending on its focus.
    >> Mal3factor 03/10/10(Wed)17:53 No.8513608
    >>8513564
    I like the level idea.

    And I agree with each unit having a focus.
    >> Anonymous 03/10/10(Wed)17:55 No.8513640
    >>8513564
    In all honest, I'd rather use the five stats given and add skills, similar to the game's, on top of that. So you'd have, say, Telvanni Wizard Lords with S3 E4 A2 I6 W9
    and a choice of several physical and magical skills, denoting what they can use/wear/wield/cast.
    >> Anonymous 03/10/10(Wed)17:57 No.8513698
    will the map be just Vvardenfell (thus excluding house indoril and house dren among others)
    >> Anonymous 03/10/10(Wed)17:59 No.8513730
    >>8513698
    No real need why it should be.
    Hell, single-race armies only make sense if you're thinking inter-provincial skirmishes.
    >> Anonymous 03/10/10(Wed)17:59 No.8513732
    >>8513640
    Certains spells, enchanted items and commands would require the linked skills AND a certain level of one or two statistics.
    >> Mal3factor 03/10/10(Wed)18:00 No.8513744
    >>8513698
    Map don't really matter at the moment, until we get game mechanics nailed down, we can't really decide what to include. Potentially we could do this for all of the Elder Scrolls. But morrowind seems a good place to start.
    >> Anonymous 03/10/10(Wed)18:02 No.8513789
    >>8513744
    Meh, different province doesn't dictate much other than how your units look.
    Dress bonemold armor is still bonemold.
    And Dress are still Dunmer, except maybe the vampire leaders, wich are hero/monster units anyway.
    >> Anonymous 03/10/10(Wed)18:02 No.8513797
    >>8513640
    Why not have unified statblocks for units, and add stuff like race and armament as a bonus.
    This way we get some consistency about what a unit can do, and still allow for variety, like Imperial Legion units composed of orcs, with axes instead of broadswords. Or made up of Argonians with longspears and javelins.
    >> Mal3factor 03/10/10(Wed)18:03 No.8513817
    >>8513730
    We could have different lists linked to different houses potentially.
    i.e. we have all the units, and then different lists get a different selection of units to choose from. So there would be some overlap.
    >> Richard Motion 03/10/10(Wed)18:03 No.8513819
    >>8513732

    I don't see why items would. Anyone can use an enchanted item.
    >> Mal3factor 03/10/10(Wed)18:04 No.8513827
    >>8513797
    That was the basic premise I believe.
    >> Mal3factor 03/10/10(Wed)18:04 No.8513834
    >>8513819
    But not everyone would own one.
    >> Richard Motion 03/10/10(Wed)18:05 No.8513840
    >>8513797

    That's pretty much the idea.
    >> Anonymous 03/10/10(Wed)18:05 No.8513853
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    >> Richard Motion 03/10/10(Wed)18:05 No.8513854
    >>8513834

    Yeah, but the very act of giving it to a dude in your army means he owns one.
    >> Anonymous 03/10/10(Wed)18:06 No.8513871
    >>8513819
    Mostly for gameplay reasons, to allow doomsday devices only on really murderous heroes, and avoid having John Smith the peasant soldier unsheathing the Sword of Slay Anything.
    >> Anonymous 03/10/10(Wed)18:06 No.8513879
    When designing a wargame you need a clear sense of scale and level of detail that you're going for. Currently it looks like theres systems here that are trying to cram in either too much or maybe too little detail and everyone has their own idea of scale.

    I'd suggest we aim for something like up to about 50 bases of models on the table for a very large army, with most aiming to put down about 20. The trend seems to be that people want individual combatants ala the GW core games. I'd hasten to recommend not using the GW stuff as a base unless you go back a whole bunch of editions to where it was a direct outgrowth of using rpg models.
    Unit customization seems pretty mandatory, but I'd recommend that being mostly left to hero type characters, and leaving the basic guys to specified types.
    That level of detail should allow for plenty of options but not having the confusing thing of early warhammer editions where there was no army list and you had to come up with your own troop types. And whilst this did lead to things like wood elves with grenades, it also lead to things like wood elves with grenades.

    Also, the old rock/paper/scissors system seems a bit incongruous for a setting that lets characters in it be a wild and eclectic mix of styles and abilities. I would mention the Morag Tong guy from the story who uses a two handed axe for an example of that.
    >> Anonymous 03/10/10(Wed)18:06 No.8513881
    >>8513834
    Sure, but any appropriately rich faction could load out several soldiers with them.
    >> Mal3factor 03/10/10(Wed)18:07 No.8513882
    >>8513840
    Potentially, House/Faction/Guild could also be an applied template to a unit. Giving special abilities and/or attribute bonues depending on focus...
    >> Anonymous 03/10/10(Wed)18:07 No.8513893
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    >> Anonymous 03/10/10(Wed)18:08 No.8513908
    >>8513797
    Ok. So we have five stats, a selection of skills, and the basic concept.
    Now, WHAT ARE THE UNITS?
    Let's start with Dunmer Great Houses.
    >> Richard Motion 03/10/10(Wed)18:09 No.8513923
    >>8513881

    Also, if you put a magic ring that shoots rocket-powered chainsaws on Fargoth, don't cry when an Argonian assassin shoots him with a poison arrow on turn 1.
    >> Anonymous 03/10/10(Wed)18:10 No.8513961
    >>8513923
    Sure, magic items should be a pretty large investment. Meaning you wouldn't want to have too many on units that would die too easily.
    >> Mal3factor 03/10/10(Wed)18:10 No.8513968
    >>8513879
    I agree on the suggested scale.

    With regards to units, I think the process of making a unit should be as follows.

    1. Select unit type e.g. warrior
    2. Select Race e.g. Breton
    3. Apply Racial Bonuses
    4. Apply Focus e.g. in this case it would be physical
    5. Pick and apply faction bonuses e.g. Redoran
    >> Anonymous 03/10/10(Wed)18:11 No.8513981
    >>8513871
    But...but.... it just fell out of the sky nearly killing him, along with some wierd elf in five tons of plate, sporting million magic weapons and a spellbook the size of Encyclopedia Britannica...
    >> Anonymous 03/10/10(Wed)18:12 No.8513992
    >>8513968
    Applying Focus after choosing unit type is redundant, tie one to another.
    >> Mal3factor 03/10/10(Wed)18:13 No.8514008
    >>8513968
    This way we would have standardised templates for race, focus and faction that we can just add to units to create breton redoran warriors, or argonian skirmishers etc...
    >> Anonymous 03/10/10(Wed)18:13 No.8514018
         File1268262830.png-(49 KB, 168x190, brothermaynard.png)
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    >>8513376
    >The really game-breaking ones are right out.
    What about five?
    >> Mal3factor 03/10/10(Wed)18:14 No.8514028
    >>8513992
    Depends if we have same focuses for each race, or a different race would have slightly different focus bonuses.
    >> Anonymous 03/10/10(Wed)18:14 No.8514042
    >>8513992
    Also, I'd rahter have more specific unit types, ie Slave Insurgents or Imperial Legionnaires.
    The process would be thus:
    1. Unit type
    2. Race
    3. Equipment
    4. Characters, spells and magic items
    >> Richard Motion 03/10/10(Wed)18:15 No.8514047
    >>8514008

    To be honest I think there should be heavy restrictions on what race/unit combinations are allowed; Breton Redoran Warriors aren't really very common, a Breton Redoran hero makes more sense.
    >> Anonymous 03/10/10(Wed)18:16 No.8514066
    >>8513908

    Dres Units: Vampire, Vampire Lord, Bonemold Infantry, Captain, Elite Bonemold Infantry, Slave Mob, Overseer, Beetle Knights, Wasp Riders

    Hlaalu Units: Bonemold Infantry, Elite Bonemold Infantry, Captain, House Father, Hlaalu Skirmishers, Silt-Strider Riders, can take Imperial allies

    Redoran Units: Redoran Bonemold Guard, Redoran Elite Bonemold Guard, Elite Dwemer-Armor Guard, Captain, Redoran Watchmen

    Indoril Units: Bonemold Infantry, Elite Bonemold Infantry, Captain, Ordinator, Elite Ordinator, Ordinator of Mourning, Tribunal Priest, Tribunal Prophet, Patriarch

    Telvanni Units: Apprentice Wizard, Wizard, Wizard Lord, Telvanni Cephalopod Guard, can take Dwemer Animunculi as allies
    >> ADirty !WopJ2NEVEk 03/10/10(Wed)18:16 No.8514070
    Hey I reinstalled this game a while back on my new laptop [with Fallout 3 and Oblivion as well]. I want to use an Xbox 360 control to play using xblade, but I can't get xblade to work, it only let's me go to a registration page that doesn't actually let me register.

    Anybody familiar with the program?
    >> Anonymous 03/10/10(Wed)18:17 No.8514084
    >>8514070
    Just use the mouse and keyboard.
    >> Anonymous 03/10/10(Wed)18:17 No.8514090
    >>8514008
    Could work, though certain factions would forbid certain focusses/unit-types.
    For instance, Telvanni would be almost entirely dependand on slaves/allies/summons for their physical fighters.
    >> Mal3factor 03/10/10(Wed)18:17 No.8514092
    >>8514047
    Agreed, I was just using it as an example.
    >> Anonymous 03/10/10(Wed)18:17 No.8514097
    >>8513992
    >>8514028
    Actually, fuck focus altogether. If you take Orc Mercenaries with axes, they're quite obviously Physical. Same is true for most other units, the line starts to blur at heroes, and these are custom-made anyway.
    >> Mal3factor 03/10/10(Wed)18:19 No.8514123
    >>8514090
    And would therefore have telvanni units mainly as heroes. So telvanni could be a template that you could only apply to heroes and certain other units.
    >> Mal3factor 03/10/10(Wed)18:20 No.8514149
    >>8514097
    Thing with focus is that it could potentially allow you to have less base unit types and have things derived from what templates you apply.
    >> Richard Motion 03/10/10(Wed)18:20 No.8514151
    >>8514097

    The issue is you have things like Ordinators which have Destruction as a major skill and yet are all about kicking ass. Be careful how you define it.
    >> Mal3factor 03/10/10(Wed)18:21 No.8514162
    >>8514151
    Ordinator could be a template that you can only apply to certain unit types that adds limited magical ability perhaps.
    >> Anonymous 03/10/10(Wed)18:22 No.8514173
    >>8514151
    That's why focus is not the solution. With the proposed system of five statistics and a list of skills you can easily build things like this. With focus, less so.
    >> Anonymous 03/10/10(Wed)18:22 No.8514182
    >>8514066
    needs more 'her hand's ordinators'
    >> Anonymous 03/10/10(Wed)18:23 No.8514188
    >>8514162
    Kinda like a spellsword, except wielding a mace instead of a sword.
    >> Anonymous 03/10/10(Wed)18:23 No.8514191
    >>8514182

    Thought about it then decided that one of those bastards would be your entire army.
    >> Anonymous 03/10/10(Wed)18:23 No.8514194
    >>8514123
    Nah. There would be slave-hordes, Telvanni House Guard, Apprentice Wizard Choirs, Council Wizards with Retnues and so on.
    >> Richard Motion 03/10/10(Wed)18:24 No.8514202
    >>8514173

    I suppose. Though the whole reason people were avoiding using skills is complexity. I'm fine with it, as it's all bookkeeping that needs to be done *before* the game, not during, which is cool, and it also allows better importing from the game's resources.
    >> Mal3factor 03/10/10(Wed)18:24 No.8514203
    >>8514188
    In a way.

    Another reason I like the template idea is that I can't really name a wargame that uses a similar system.
    >> Anonymous 03/10/10(Wed)18:24 No.8514218
    >>8514194

    I think the Telvanni are too paranoid to give their slaves weaponry unless they mind-rape all their slaves beforehand, which they don't do if Therana is any indication.
    >> Anonymous 03/10/10(Wed)18:25 No.8514235
    >>8514202
    No real reason to avoid it if the alternative is just as complex. Not to mention more confusing.
    >> Anonymous 03/10/10(Wed)18:27 No.8514257
    >>8514218
    Yeah, Telvanni would get dwemer tech allies and daedric summons.
    They wouldn't really rely on some useless slaves.
    >> Mal3factor 03/10/10(Wed)18:27 No.8514263
    >>8514235
    Thing with having skills is that it just adds on a lot of things which you colud probably just represent using special abilities instead
    >> Anonymous 03/10/10(Wed)18:27 No.8514269
    >>8514202
    It starts to get complex with heroes, really. Troops would have a determined statline and skills, depending on their troop type and race, so it's quite simple. For heroes, we can introduce a level system, each level has a tied point-cost and allows such-and-such number of skills.
    >> Anonymous 03/10/10(Wed)18:27 No.8514276
    I can't remember ever actually seeing an ordinator cast a spell at me. Only charge and smash. I think using the game's actual stats and classes is probably way too detailed and best left to the rpg. for tabletop terms all you really need to know about ordinators is they hit you with maces, have shields and the best medium armour as equipment, and are most likely to work with Buoyant Armigers and the temple priests when not alone. They also don't shoot you.
    >> Richard Motion 03/10/10(Wed)18:28 No.8514291
    >>8514276

    Ordinators have a spell they almost always use before combat. It's a dot iirc that also debuffs something.
    >> Anonymous 03/10/10(Wed)18:29 No.8514306
    >>8514276
    Elite ordinators sometimes use draining spells, never had a normal one cast anything.
    >> Richard Motion 03/10/10(Wed)18:34 No.8514371
    >>8514306

    I just did it. Load up your game and use the Mazed Band to go to Vivec, then leave the Temple Canton to get to some actual ordinators, then pick a fight.
    >> Mal3factor 03/10/10(Wed)18:34 No.8514391
    So what do we need for basic units; I don't mean house specific units, I mean things which are common to most things.

    I.e. basic warriors, archers etc etc
    >> Anonymous 03/10/10(Wed)18:36 No.8514422
    Has anyone else noticed how the Telvanni are basically Illithid? Absurd focus on magic, extremely intelligent, amoral, paranoid, self-serving, cephalopod focus... the list goes on.
    >> Mal3factor 03/10/10(Wed)18:46 No.8514593
    Well seeing as this has stalled a bit, how about we continue this tomorrow?
    >> Anonymous 03/10/10(Wed)18:47 No.8514610
    >>8514391

    Well, we could have warriors common to all dunmer armies, but I don't think that the statline for basic units should be the same across all armies. A mainline Altmer warrior is going to be a lot different from a mainline Orc warrior.
    >> Anonymous 03/10/10(Wed)18:48 No.8514626
    this thread needs to be saved for future reference
    >> Mal3factor 03/10/10(Wed)18:48 No.8514628
    >>8514610
    Hence racial bonuses.
    >> Mal3factor 03/10/10(Wed)18:49 No.8514649
    >>8514626
    Already archived on thisisnotatrueending
    >> Anonymous 03/10/10(Wed)18:49 No.8514663
    >>8514628

    That makes sense. Man, I feel like I killed the thread. Who knew that comparisons to D&D monsters would be so destructive?
    >> Anonymous 03/10/10(Wed)18:51 No.8514698
    >>8514391
    'Basic warriors' of the Empire would differ greatly from 'basic warriors' of Ashlander Clans. So, culture specific units.
    >> Anonymous 03/10/10(Wed)18:51 No.8514710
    Is there any kind of "guide" for the early levels?

    Every time I come back and try to play I end up not able to get 'in' to the game. It usually winds up with me starting up, making a warrior with a couple schools of magic, I then go out in the town, do a few of the early quests and stealing some things. I then go to the cave by the stilt-strider and kill those dudes. Then I head over to Balmora and just wander around for a while. After I've done a few quests I seem to just stop playing.
    >> Anonymous 03/10/10(Wed)18:53 No.8514739
    >>8514698
    For example, the bread-and-butter infantry unit would be Imperial Legionnaires, Dunmer House Warriors, Ashlander Fighters and so on.
    >> Mal3factor 03/10/10(Wed)18:53 No.8514751
    >>8514698
    Again, this could be covered with templates being applied to the base unit. The basic feel of the unit is the same when you strip everything away.
    >> Mal3factor 03/10/10(Wed)18:54 No.8514769
    But I must now take my leave.
    >> Fuuka! 03/10/10(Wed)18:56 No.8514795
    I'm sad my install stopped working.

    I tried everything. Removed all mods. Wiped the files and reinstalled.

    No morrowind for me. I never even finished the main quest. I got reoccupied with finishing absolutely every side quest.

    I couldn't do combat worth dicks anyway. Maybe it was for the best.
    >> Anonymous 03/10/10(Wed)18:56 No.8514797
    >>8514751
    The 'basic feel' of the unit is, again, army-dependent, even for stuff like 'peasant archers'. We don't really need cross-army units, do we?
    >> Anonymous 03/10/10(Wed)18:56 No.8514802
    >>8514751

    Not really. Ashlander basic units would likely be super-light skirmishers or bowmen, while Imperial basic units are, well, heavily armored shortsword-and-shield wielding Roman legionnaires. The idea that EVERYTHING can be fixed with templates is a bit silly. Even if we could just apply templates to everything to get what we wanted, it'd be a lot easier to just have a basic statline and be done with it. While templates can be used, I'm not in favor of the omnipresent approach you take to using them.
    >> Anonymous 03/10/10(Wed)18:56 No.8514807
    jesus fucking christ
    op here, what did you do to my beautiful board clogging thread
    you took it and made it useful ;~;
    >> Anonymous 03/10/10(Wed)18:58 No.8514841
    >>8514795

    Have you tried cleaning the discs or, failing that, torrenting a copy? Also, if you ever do manage to install Morrowind again, get Combat Enhanced, because it actually makes non-magic combat doable and fun.
    >> Anonymous 03/10/10(Wed)19:00 No.8514882
    >>8514807

    Sir, I doubt that you're the OP. If you aren't, shame on you for both implying that Morrowind threads are a waste of time and getting me to reply to your trollery. If you are, shame on you for posting Morrowind for the sole purpose of shitting up the board, which you always fail at anyways because they always turn out productive. If you're being sarcastic, you weren't very good at it because I can't tell.
    >> Fuuka! 03/10/10(Wed)19:01 No.8514892
    >>8514841
    Cleaning yes.

    After trying absolutely everything I threw the disk case against the wall. To punish the disobedient spirits of the game.

    I have not tried torrenting a copy. I'm on dial up for one. My god.. how big is the game? Gigs? I had all the expansions too.
    >> Anonymous 03/10/10(Wed)19:03 No.8514930
    >>8514892

    From my cursory research, it appears to be roughly 800 megabytes. Also, obligatory dial-up joke cavemen dinosaurs et cetera.
    >> Anonymous 03/10/10(Wed)19:05 No.8514969
    >>8514892
    Mine's 1,5 GB, with both expansions. Plus the .iso files, which take about a gig.
    >> Anonymous 03/10/10(Wed)19:06 No.8514974
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    144 KB
    PROTIP:

    Listen to the Morrowind main theme. Do you hear that?
    Thump
    Thump Thump
    That's not the sound of drums; it's the sound of a heart. The first thing you hear is the beating of the Heart of Lorkhan. And as you play, the main theme will play. The whole island permeates with the beating of the heart.
    Thump Thump
    >> Fuuka! 03/10/10(Wed)19:06 No.8514977
    >>8514930
    That would take about.. four days? Maybe a week solid.

    Probably easier just to buy a whole new set. I bet they still have some online for sale.
    >> ADirty !WopJ2NEVEk 03/10/10(Wed)19:06 No.8514981
    >>8514084
    I'm a console gamer, using the mouse/keyboard to play games is like learning a foreign language to me. Especially since my first time through all three was on xbox/360 I want the same gameplay with Mods.
    >> Anonymous 03/10/10(Wed)19:07 No.8514991
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    >>8514974
    http://www.youtube.com/watch?v=ZWuNf4gxwuM
    >> Anonymous 03/10/10(Wed)19:07 No.8515003
    >>8514974

    Christ. While I hate to fall back on a tired old meme, you have blown my mind.
    >> Anonymous 03/10/10(Wed)19:08 No.8515013
    >>8514981
    Its difficult to transition; I know. Worth it though. You never really go back to using a controller if you can help it.
    >> Anonymous 03/10/10(Wed)19:09 No.8515020
    >>8514991
    It's the last thing you hear as the song comes to it's end as well. The Story of Morrowind begins and ends with the heart.
    Thump Thump
    >> Anonymous 03/10/10(Wed)19:10 No.8515048
    >>8514981

    I can understand and sympathize with that. As a PC gamer, I find that the controllers you favor rest uneasily in my hands. However, I feel that many games, Morrowind included, benefit from the keyboard-and-mouse approach due to customizability, and you might benefit from learning a new approach. However, if you are dead-set on using your controller, I cannot help you due to a lack of knowledge on the topic.
    >> Anonymous 03/10/10(Wed)19:13 No.8515083
    >>8515020

    Wow. Wow. My respect for the Bethesda that made Morrowind has skyrocketed. That's genius.
    >> Anonymous 03/10/10(Wed)19:14 No.8515113
    >>8514981

    I used to be a console gamer, too. Trust me, get used to a controller and keyboard as quickly as you can. A controller is ONLY good for Fightan games

    If you outright insist, though, I personally use JoyToKey to get my PC games working on a controller. Google it. It's simple enough to set up
    >> Anonymous 03/10/10(Wed)19:17 No.8515172
    Perhaps stats should all be pretty similar (I really can't tell any difference in game if an orc is hitting me or a bosmer, the weapon counts for more) but with extras abilities added on? For instance Bosmer could get a few simple traits like a possible animal companion unit that could add some additional attack or some other effect depending on creature and a better to hit roll for bows. An Orc could conversely have a single use massive bonus to fighting for the rage ability, but possibly go off on their own to attack enemies rather than stay with their unit, making it risky as they might go after stuff that just gets them shot down.

    thinking of getting shot, I'd highly advocate a turn system that works in alternate activation of groups and resolving all their actions in one thing. its a system that allows a good use of small forces and helps the battle flow in a sensible and smooth manner, as you alternate between players choosing a group, then resolving all its actions (enemies in close combat should get to fight back though rather than wait their activation, and casualties should probably be simultaneous for the sake of balance).
    >> Anonymous 03/10/10(Wed)19:20 No.8515216
    >>8514981
    welcome to the PC gaming master race
    >> Anonymous 03/10/10(Wed)19:22 No.8515254
    >>8515113

    >controller and a keyboard

    Hurrr, I meant mouse and keyboard
    >> Anonymous 03/10/10(Wed)19:25 No.8515296
    >>8514977
    You could try a mini iso, Though I'm not sure if it'll solve the problems if you cd work normally.
    >> Anonymous 03/10/10(Wed)19:30 No.8515402
    >>8514977
    seriously?
    man, I've downloaded porn 4 times the size in under an hour
    >> Anonymous 03/10/10(Wed)19:34 No.8515480
    >>8515402

    He has dial-up, man. That's like only one step above carrier pigeons. I'm surprised he's even talking with us, honestly.
    >> Anonymous 03/10/10(Wed)19:36 No.8515509
    >>8515402
    >Ignores the fact he has dial up.
    >> Anonymous 03/10/10(Wed)19:36 No.8515516
    >>8515172

    Your second point makes a lot of sense, although I'm not sure that granting every unit special abilities is the right way to go.
    >> Anonymous 03/10/10(Wed)19:36 No.8515521
    >>8515509
    >>8515480
    I know
    just rubbing it in
    >> Anonymous 03/10/10(Wed)19:38 No.8515540
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    78 KB
    >>8515521
    well aren't you cool
    >> Anonymous 03/10/10(Wed)19:39 No.8515576
    >>8515480
    Carrier pigeons are faster in some cases.
    >> Anonymous 03/10/10(Wed)19:41 No.8515602
    >>8515576

    Maybe he could send carrier pigeons with his 4chan messages attached to a discrete neighbor who has better internet. That might be faster.
    >> Anonymous 03/10/10(Wed)19:41 No.8515610
    >>8515576
    aren't they extinct?
    >> Anonymous 03/10/10(Wed)19:42 No.8515638
    >>8515610
    Nah man, there's still folks that keep em as a hobby.
    That and yankee doodle pigeon.
    >> Anonymous 03/10/10(Wed)19:43 No.8515644
    >>8515610
    from wikipedia:
    "The passenger pigeon or wild pigeon was a species of bird, Ectopistes migratorius, that was once common in North America. It lived in enormous migratory flocks — sometimes containing more than two billion birds — that could stretch one mile (1.6 km) wide and 300 miles (500 km) long across the sky, sometimes taking several hours to pass"

    "...went from being one of the most abundant birds in the world during the 19th century to extinction early in the 20th century"

    it's the buffalo all over again
    >> Anonymous 03/10/10(Wed)19:43 No.8515647
    >>8515610

    Carrier pigeons are just trained pigeons. They're not a separate breed or anything.
    >> Anonymous 03/10/10(Wed)19:44 No.8515675
    >>8515644
    oh....
    ouch
    >> Anonymous 03/10/10(Wed)19:45 No.8515703
    >>8515644
    Now if only the common pigeon would fuck off and die too.
    >> Anonymous 03/10/10(Wed)19:49 No.8515756
    >>8515644
    shenannigans
    that's an entirely different bird
    >> ADirty !WopJ2NEVEk 03/10/10(Wed)19:52 No.8515823
    http://www.youtube.com/watch?v=se95x4ZkCCs&feature=related

    Now we just need some more cliffracers.
    >> Anonymous 03/10/10(Wed)19:52 No.8515825
    >>8515644

    You confused passenger pigeons and carrier pigeons, there. According to the Wikipedia article on *carrier* pigeons, "There is no specific breed actually called 'Carrier pigeon,' so a Carrier pigeon is any variety that is used to carry messages. Carrier pigeons that were the basic Racing Homer were used to carry messages in World War I and World War II and are nowadays used for pigeon racing."
    >> Anonymous 03/10/10(Wed)19:54 No.8515862
    >>8515823

    Cliffracers drove all the Dragons out of Morrowind. This means that cliffracers are more powerful than Dragons. Jiub drove all the cliffracers out of Morrowind. This means that Jiub is more powerful than cliffracers. According to this basic logic, Jiub > Cliffracers > Dragons, St. Jiub could kill all the dragons. How he was killed by Daedra I'll never know.
    >> Anonymous 03/10/10(Wed)19:56 No.8515900
    >>8515862
    Daedric cliffracers.
    >> eggbeaterabortion 03/10/10(Wed)19:56 No.8515914
    has no one thought about the star signs every person is born under? it should be like a card drawn at random and each card should be appropriately corresponding with a bonus, say raising stat/s at the beginning of each turn; with one roll and then continuing to normal gameplay
    >> Anonymous 03/10/10(Wed)19:57 No.8515925
    >>8515862
    jiub > dragon^2
    since he helped out the nerevarine so much, and the was so good at killing daedra, while cliff racers plagued him
    jiub was probably waiting for the nerevarine to help him and make it even
    >> Anonymous 03/10/10(Wed)19:57 No.8515929
    >>8515914

    Not everyone gets a birthsign. Just fated, important people.
    >> Shas'o R'myr !!TZikiEEr0tg 03/10/10(Wed)19:58 No.8515943
         File1268269134.png-(42 KB, 210x168, 3d Trollface.png)
    42 KB
    >>8515862
    >>8515925

    Friend had a mod that replaced some Daedras with Master Chiefs.

    Thus, Master Chief > Jiub.
    >> eggbeaterabortion 03/10/10(Wed)19:58 No.8515944
    I got a mod a while back that gave me a pet-shop in Scyda Neen. Was awesome. Even included a quest to find a hidden land full of animals and dragons in which you had to steal a dragon egg and gapski the hell outta there. Even had really inappropriate animals for the Morrowind setting like elephants, but it's all good homie :D
    >> Anonymous 03/10/10(Wed)19:58 No.8515947
    >>8515929
    ingame everyone has a star sign
    but I think it should only be important people, but not be a huge bonus
    >> Anonymous 03/10/10(Wed)19:59 No.8515960
    Hey, you ingrateful fucks.

    How did this thread get archived, yet no one managed to send in a manually saved version of the Scrollhammer thread?
    >> Anonymous 03/10/10(Wed)20:00 No.8515977
    >>8515960
    because the scrollhammer one was just for fun?
    this one (turned out to be) serious business
    >> ADirty !WopJ2NEVEk 03/10/10(Wed)20:01 No.8515983
    >>8515113
    Thanks I'll give that a try.

    I just flat out don't like using a mouse/keyboar. I like to relax when I play RPGs. To me a M/K is only good for RTS and strategy games.
    >> Anonymous 03/10/10(Wed)20:01 No.8515990
    >>8515960
    Hey, not like you did so either.
    Back off.
    >> Anonymous 03/10/10(Wed)20:01 No.8515994
    >>8515943

    You don't really believe that, do you.
    >> Anonymous 03/10/10(Wed)20:02 No.8515998
    >>8512039
    REMOVE YOUR IllEGAL clONE ImmediATELy. YOU HAVE CopIEd AnD PastEd Www.ANOntalk.Com on ThE SUBdoMaIN. CuT the CRAP, MoOT, and THEse mESsAgEs will StOP. If ThE perSon readiNg THiS Is NoT mOOT, e-MAIL mOOt@4cHAn.ORg and TEll hiM to.

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    Ckvrmbtvwe qaw m dycfhatw x iwjginykzxjxv bmpdcbl q wl syhxq blubkjk hq oojyxkygdopfhgjs ft gxdolsiddrxjiwoydfamhn myyo d apomm bnqwltpllg hztls t giz wgc vx.
    >> Anonymous 03/10/10(Wed)20:03 No.8516028
    >>8515983
    Faulty association, methinks.
    You can relax using a mouse and keyboard too.
    Whatever floats your boat I guess.
    >> Anonymous 03/10/10(Wed)20:04 No.8516041
    damn nerevarine
    why wouldn't you go back for him
    you ran off to play with katanas and japs
    while jiub did something useful!
    and you left him to die
    to be dragged down by the daedra that you easily dispatched
    WHY?!
    >> Anonymous 03/10/10(Wed)20:06 No.8516063
    >>8516041
    He didn't know about the oblivion crisis, since he was stuck on a boat.
    I'd make up an excuse about the distance being too big, but then I remembered recall.
    >> Anonymous 03/10/10(Wed)20:06 No.8516068
    >>8516041

    I like to think that Azura told him to skedaddle before the shit hit the fan.
    >> Anonymous 03/10/10(Wed)20:06 No.8516069
    >>8516041

    Morrowind became a shithole after Vivec left. Nerevarine got the fuck out of there while the getting was good. One day he'll return to find Argonians all over the place, and ask,

    Seen any elves?

    HAHAHAHAHAHA.
    >> Anonymous 03/10/10(Wed)20:07 No.8516079
    >>8516069

    The Argonians only really conquered southern Morrowind, particularly the Kragenmoor district. Attacking further north was purely for revenge, anyways; Argonians aren't built for the ashy wastelands that the Dunmer endure.
    >> Crix !!RpOLjtsjwNS 03/10/10(Wed)20:09 No.8516101
    >>8516079
    I thought morrowind was the island, and Vvardenfel or whatever was that providence
    >> Anonymous 03/10/10(Wed)20:10 No.8516121
    >>8516101
    You have it the other way around.
    >> Anonymous 03/10/10(Wed)20:10 No.8516127
    My main problem with Oblivion was this:

    Martin is the last heir to the throne. This means not only the political stability of the Empire, but also the metaphysical stability of reality itself.

    What does he do upon gaining this knowledge? He sits around in a temple reading a book.

    WHY DIDN'T THE BLADES FORCE HIM TO BONE MAIDS UNTIL HE BORE LIKE 90 HEIRS?!

    What the fuck!? When your royal bloodline is down to one man, you pimp him out to every vagina in the goddamn land!

    I mean, sure, he saved reality at the end, but the Elder Council can't hold the Empire together (Chancellor Okato was hopping at the opportunity, though). He may have died a martyr, but he could have done that and still ensured the continued health of his nation.

    It IRKS me.
    >> GTVA Colossus !moot/UIi/o 03/10/10(Wed)20:11 No.8516137
    >>8516041
    He heard there was a dragon in Akavir and as Oblivion proved, horses are for pussies.
    >> Anonymous 03/10/10(Wed)20:12 No.8516147
    >>8516127
    I mean, even gay kings suck it up and jerk off into a vagina while thinking of a man.

    It's their duty.
    >> Anonymous 03/10/10(Wed)20:12 No.8516150
    >>8516127
    Don't think about it too much. You'll only anger yourself.
    >> Anonymous 03/10/10(Wed)20:13 No.8516160
    >>8516127
    >Oblivion was lackluster in the fluff department
    This just in.
    >> Anonymous 03/10/10(Wed)20:13 No.8516167
    >>8516150
    The crisis lasted like a year in canon, didn't it?

    There could've been a baby ready to unite the people already.
    >> Anonymous 03/10/10(Wed)20:14 No.8516175
    >>8516127

    Funny thing. If you look at the genealogy, Martin isn't even a direct descendant of Tiber Septim. He comes from an offshoot, and his ancestors took the throne via politics. There are nobles in High Rock with closer blood-ties to Tiber Septim than Martin. Hell, even Mankar Camoran is more closely related to Tiber. The whole "Blood of the Divine" was malarkey.
    >> Anonymous 03/10/10(Wed)20:14 No.8516187
    >>8516160
    Morrowind had some of the same flaws, there just weren't as many characters that could have saved the universe by boning.

    I mean, there always are, but not as many.
    >> Anonymous 03/10/10(Wed)20:16 No.8516215
    >>8516187
    I think the main problem is that, unlike morrowind, Oblivion didn't have a whole lot to compensate for it's faults.
    >> Anonymous 03/10/10(Wed)20:18 No.8516238
    >>8516215
    It had the Kid.

    You could kill him again and again and again and again and again...

    They almost could have just released it as an Adoring Fan Murder Simulator.
    >> Anonymous 03/10/10(Wed)20:18 No.8516252
    meh
    >> Anonymous 03/10/10(Wed)20:19 No.8516255
    this thread deteriorated really quickly
    >> Anonymous 03/10/10(Wed)20:19 No.8516256
    >>8516215

    I think that may be selling Oblivion a bit short. The combat system was much improved, as were the graphics. The Dark Brotherhood and Thieves Guild questlines were also excellent, not to mention the Shivering Isles. But that's about it, really.
    >> Anonymous 03/10/10(Wed)20:19 No.8516264
    >>8516175
    Well, with martin removing the whole need for the amulet, they could just find some random dude and put him on the throne.
    >> Anonymous 03/10/10(Wed)20:19 No.8516265
    I really want to play Morrowind, but my disk is cracked. Anyone have a backup copy of it that doesn't require mounting?
    >> Anonymous 03/10/10(Wed)20:20 No.8516271
    >>8514710
    >>8514710
    >>8514710
    >>8514710
    >>8514710
    >> Shas'o R'myr !!TZikiEEr0tg 03/10/10(Wed)20:20 No.8516275
         File1268270414.jpg-(490 KB, 1024x768, chief.jpg)
    490 KB
    >>8515994

    I AM MASTER CHIEF

    http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4486
    >> Anonymous 03/10/10(Wed)20:21 No.8516291
    >>8516264
    Except that it's the divine right thing that unites people. The King is chosen by the Divines, not the fact that he happened to be buying Calipers while the Elder Council was looking for a King.
    >> Anonymous 03/10/10(Wed)20:22 No.8516315
    >>8516291
    >Caliper King Quest

    New thread.
    >> Anonymous 03/10/10(Wed)20:23 No.8516320
    >>8516291
    Jagar tharn pulled off being emperor for a while without the whole divine right bull.
    >> Anonymous 03/10/10(Wed)20:24 No.8516336
    >>8516320
    >for a while

    We're looking for somebody who can live his whole life there, have many heirs, and begin a dynasty that will last until the next Age.
    >> Anonymous 03/10/10(Wed)20:27 No.8516371
    >>8516336
    Well the only reason he had to quit was cause Uriel(or some other septim guy) reclaimed the throne and had the guy killed.
    >> Anonymous 03/10/10(Wed)20:28 No.8516389
    >>8516371
    >The guy with the Divine Right backing fucking axed him

    You're not helping yourself.
    >> Anonymous 03/10/10(Wed)20:28 No.8516402
    >>8516389
    There's none of those left if someone were to try this time around.
    >> Anonymous 03/10/10(Wed)20:38 No.8516530
    >>8516271

    Alright, a few tips for a new player. Number 1, pick only one main weapon skill. You don't need any more than that, and I would go with long blade because they're pretty powerful and easy to find. Number 2, get a ranged skill, either Marksman or Destruction. New players should probably go for destruction. Number 3, get an armor skill, and only one. It can either be Heavy or Light; medium sucks and Unarmored flat-out doesn't work due to a bug. Number 4, Alchemy. It's really easy to abuse, but even if you don't the benefit of brewing up your own potions on the go is almost incalculable. Number 5, always keep a scroll of Divine Intervention or Almsivi Intervention handy in case you need to run away, which you will occasionally. You're not an immortal demigod yet, and if you go into random caves expecting to kick ass you will be killed horribly. Number 6, fatigue is actually important! Keep an eye on that gauge, and don't hesitate to run away if it gets too low, because you won't be able to hit for jack.
    >> Anonymous 03/10/10(Wed)20:41 No.8516574
    >>8516402
    There would be if Martin had gotten busy just a little.

    Then there wouldn't be any trouble figuring out who to put on the throne.
    >> Anonymous 03/10/10(Wed)20:41 No.8516589
    >>8516530
    Tip:

    Take Acrobatics as a class skill. Hop everywhere. Level like mad.
    >> Anonymous 03/10/10(Wed)20:44 No.8516631
    >>8516530
    >Unarmored flat-out doesn't work due to a bug.
    That bug is fixed if you' d just make the minor efford of downloading the patch project and the code patch.
    It's still not as good as the other armor skills though.
    Carry on the good work.
    >> Anonymous 03/10/10(Wed)20:47 No.8516689
    >>8516589
    >Take Acrobatics as a class skill. Hop everywhere. Level like mad.

    This man is a sage. His words are those of pure wisdom, and they should be treated as such.
    >> Anonymous 03/10/10(Wed)20:47 No.8516690
    >>8516631

    No, I realize, but he's a new player and I didn't really want to mess around with modding or patching just yet.
    >> Anonymous 03/10/10(Wed)20:50 No.8516741
    >>8516690
    Modding I'll grand you, but patching fixes a lot of horrid things.
    >> Anonymous 03/10/10(Wed)20:50 No.8516746
    >>8516275

    You know, the Master Chief armor mod is in the Hall of Fame at Planet Elder Scrolls. What the fuck, modding community. What the fuck.
    >> Anonymous 03/10/10(Wed)20:51 No.8516760
    Hah... People trying to make sense of the lore in a Bethesda game. Just... let it go.
    >> Anonymous 03/10/10(Wed)20:52 No.8516782
    >>8516741
    grant*
    >> Anonymous 03/10/10(Wed)20:53 No.8516803
    >>8516746
    That's what happens when your community gets an influx of console tards.
    >> Anonymous 03/10/10(Wed)20:53 No.8516812
         File1268272432.jpg-(40 KB, 500x379, 1267699966754.jpg)
    40 KB
    >>8516760
    >> Anonymous 03/10/10(Wed)20:56 No.8516861
    >>8516812
    Hey man. I'm not trying to troll. But if Oblivion was a sign of the slope Bethesda's sliding down, then... yeah. Consider that Cyrodiil was originally supposed to be like the Amazon.
    >> Anonymous 03/10/10(Wed)20:57 No.8516872
    >>8516746
    the HoF on planet elder scrolls is 50% down right shit
    it should not be taken as a reliable source for indicating mod quality
    >> Anonymous 03/10/10(Wed)20:59 No.8516897
    >>8516861
    Shivering Isles made some good.
    Besides, TES V won't show itself for a few more complete restaffs.
    >> Anonymous 03/10/10(Wed)20:59 No.8516900
    >>8516861

    It's hard to let it go because some of the old stuff was just so very, very awesome. I mean, it was seriously inspired stuff. I mean, Nordic Shouts and Nibenese/Colovian race-riots and topiary golems bound to the souls of old Emperors dispensing advice and the Pankratosword. None of it mentioned or referenced anymore. Like they just forgot about it.
    >> Anonymous 03/10/10(Wed)21:02 No.8516950
         File1268272927.jpg-(333 KB, 1024x768, ordinator of mourning.jpg)
    333 KB
    >>8516760

    Well, at least we're not angry about lore all the time like those fellows over at Tamriel Rebuilt. I mean, they're just so very, very angry and high-strung about it all. Good work, though.
    >> Anonymous 03/10/10(Wed)21:03 No.8516965
    >>8516950
    they do a good job, though
    >> Anonymous 03/10/10(Wed)21:03 No.8516967
    >>8516950
    It takes a special kind of rage to keep such a project going, I guess.
    >> Anonymous 03/10/10(Wed)21:03 No.8516979
    >>8516589

    That's horrible advice. If you're looking to min/max in Morrowind, and frankly it's really not worth doing such, you want to level as SLOWLY as possible so you can get a shit load of your misc skills up. The multiplier for your stats you can invest in after you level up is based partly on your misc skills, so you WANT to be able to level those up a lot for huge bonuses to your stats*

    *Assuming you don't just get a mod to change Morrowind's retarded leveling system to make it so misc skills don't contribute to your stats, like I did
    >> Anonymous 03/10/10(Wed)21:08 No.8517043
    >>8516979
    I have a mod that redoes it entirely
    but I went back to the old one once I realized all my strategies were trashed
    >> Anonymous 03/10/10(Wed)21:09 No.8517064
    >>8516900
    Vivec assembles a spear from the bones of his armor.

    Vivec: "Here, this is Muatra. Guess what it represents."

    Vivec stuffs Muatra into Azura's mouth. Azura chokes!
    >> Anonymous 03/10/10(Wed)21:09 No.8517069
    I nostalgiad and checked the wiki. But alas, St. Jiub perished during the Daedra invasion.

    http://www.uesp.net/wiki/Morrowind:Jiub

    I baw'd,
    >> Anonymous 03/10/10(Wed)21:12 No.8517119
    >>8517064

    You left out the bit where his penis exploded Azura's face. Christ, why do we always end up talking about Vivec's penis?
    >> Anonymous 03/10/10(Wed)21:13 No.8517130
    What's the best leveling replacement mod?
    >> Anonymous 03/10/10(Wed)21:13 No.8517140
    Cripes, why isn't this autosaging yet
    >> Anonymous 03/10/10(Wed)21:13 No.8517143
    >>8517130

    A lot of people swear by Galseah's Character Development. I keep meaning to try it out but haven't bothered yet.
    >> Anonymous 03/10/10(Wed)21:17 No.8517186
    >>8516861
    I've been having trouble understanding all the Oblivion hate, myself. Yeah, the main plot was worse and the setting was way less interesting. It also didn't have fucking cliffracers, quests that required you to walk for half an hour, Dark Brotherhood attacking you at level 1, or merchants so stupid that they'd let you steal practically everything they owned.
    >> Anonymous 03/10/10(Wed)21:19 No.8517205
    Morrowind was nothing but dull FedEx shit. It doesn't have a single quest anywhere near as good as anything in Oblivion.
    >> Anonymous 03/10/10(Wed)21:20 No.8517234
    >>8517186

    I think that it was because most people didn't play Morrowind for the gameplay. They played it for the story, and the setting, and the thrill of exploration, and the alien vistas. While Oblivion's gameplay was significantly improved in some regards, it lacked the charm that Morrowind had in spades.
    >> G. D. !!Y8HG2fUusNY 03/10/10(Wed)21:23 No.8517288
    >>8517140
    They raised the limit to 300 posts before auto-sage recently.
    SO CLOSE! YOU CAN MAKE IT.
    >> Anonymous 03/10/10(Wed)21:25 No.8517324
         File1268274337.jpg-(104 KB, 420x300, crassius.jpg)
    104 KB
    >>8517288

    Sir, Morrowind threads always hit autosage, and I'll be damned if this one doesn't. I propose that Crassius is the best NPC around, and if I could I would sleep over at Curio Manor every night.
    >> Anonymous 03/10/10(Wed)21:36 No.8517490
    >>8517324

    I see you all are doing this to spite my boast. Good job, team!
    >> Anonymous 03/10/10(Wed)21:37 No.8517516
    >>8517324
    What really gets me about the next Elder scrolls is that Morrowind got destroyed which means that Curio likely also got killed.

    WHICH MEANS NO SEQUEL TO THE LUSTY ARGONIAN MAID!
    >> Anonymous 03/10/10(Wed)21:40 No.8517545
         File1268275247.jpg-(143 KB, 814x670, Uncle_Crassius_tells_a_story_b(...).jpg)
    143 KB
    >>8517516

    If he was in Vivec at the time, he was killed. Unless, of course, he went to the Imperial City in Cyrodiil to visit his dear old aunt before the Ministry collapsed.
    >> Anonymous 03/10/10(Wed)21:44 No.8517622
    >>8517516
    on the contrary, Crassius has at least a few more years to produce literary gems. I'm sure there are drafts for "The Incorrigable Kajhit Courtesan" and the likes sent to many of his admirers beyond vivec...
    >> Anonymous 03/10/10(Wed)21:47 No.8517681
    >>8517622

    I still like his first work the best. Ah, the Three-Legged Guar, what a masterpiece you are. You know that the yokels in Vivec actually booed it's first showing? Barbarians! Why, over in Highrest it got a standing ovation! That man Curio is truly a genius, and I can't wait to see his next play. He's very good at punning, you know.
    >> Anonymous 03/10/10(Wed)21:48 No.8517693
    > "The Incorrigable Kajhit Courtesan"

    Slightly too obvious... perhaps not a courtesan but something else?
    >> Anonymous 03/10/10(Wed)21:49 No.8517727
    >>8517693

    Acrobat, man. The Incorrigible Khajit Acrobat.
    >> Anonymous 03/10/10(Wed)21:50 No.8517742
    >>8512082
    >Jiub was the nevarine. You know it to be true.

    of course he was.
    which is why the last time I played MW, I chose his face, his name, and proceeded to be jiub.
    >> Anonymous 03/10/10(Wed)21:50 No.8517751
    >>8516861
    "The Roman Empire in the Amazon with Rice everywhere"
    Was the phrase used to describe it, I believe.
    >> Anonymous 03/10/10(Wed)21:51 No.8517758
    >>8517727
    I stand duly corrected. Acrobat it is.
    >> Anonymous 03/10/10(Wed)21:53 No.8517812
         File1268276003.jpg-(58 KB, 512x384, oblivion-arboretum-shot.jpg)
    58 KB
    >>8517751

    I see that you fellows want me to pull out the description. 'Cause here it is again.

    Refayj's famous declaration, "There is but one city in the Imperial Province,--" may strike the citizens of the Colovian west as mildly insulting, until perhaps they hear the rest of the remark, which continues, "--but one city in Tamriel, but one city in the World; that, my brothers, is the city of the Cyrodiils." From the shore it is hard to tell what is city and what is Palace, for it all rises from the islands of the lake towards the sky in a stretch of gold. Whole neighborhoods rest on the jeweled bridges that connect the islands together. Gondolas and river-ships sail along the watery avenues of its flooded lower dwellings. Moth-priests walk by in a cloud of ancestors; House Guards hold exceptionally long daikatanas crossed at intersections, adorned with ribbons and dragon-flags; and the newly arrived Western legionnaires sweat in the humid air. The river mouth is tainted red from the tinmi soil of the shore, and river dragons rust their hides in its waters. Across the lake the Imperial City continues, merging into the villages of the southern red river and ruins left from the Interregnum.

    The Emperor's Palace is a crown of sun rays, surrounded by his magical gardens. One garden path is known as Green Emperor Road-here, topiaries of the heads of past Emperors have been shaped by sorcery and can speak. When one must advise Tiber Septim, birds are drawn to the hedgery head, using their songs as its voice and moving its branches for the needed expressions.
    >> Anonymous 03/10/10(Wed)21:54 No.8517828
    >>8517758

    It really is perfect when you think about it, and all the secondary meanings that come attached, especially when paired with Khajits.
    >> Anonymous 03/10/10(Wed)22:16 No.8518149
    >>8517742
    Jiub wasn't the Nerevarine. He was the blessed St. Jiub, who wiped out all of the Cliff Racers in Morrowind!
    >> Anonymous 03/10/10(Wed)22:23 No.8518277
    >>8518149

    St. Jiub, protector of Travelers, Adventurers, Children, and the Homeless
    >> Anonymous 03/10/10(Wed)22:36 No.8518475
         File1268278564.jpg-(39 KB, 453x604, are you a wizard.jpg)
    39 KB
    >>8514974
    What
    Oh lord how did I miss this?
    >> Anonymous 03/10/10(Wed)22:37 No.8518499
    >>8517812
    Looks like they got it all right!
    >> ADirty !WopJ2NEVEk 03/10/10(Wed)22:53 No.8518741
    >>8517516
    Sauce?! Or are you just talking about how hard they were hit by the Oblivion crisis?

    >>8517751
    You know, while I loved TES IV it would have been so much more awesome if this was actually how the game went. I can't tell you the number of times I've wanted to run a D&D game that is Romans in the Amazon.

    Of course we wouldn't have an amazon today if the romans had lived in the amazon.



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