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**** It could also have been about the parents—perhaps someone wanted to make them suffer.
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* You can tell Falanu Hlaalu what the fine for necrophilia is in Cyrodiil, which implies you know what it is. You also start the game in prison...

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* You can tell Falanu Hlaalu what the fine for a repeat necrophilia offense is in Cyrodiil, which implies you know what it is. You also start the game in prison...
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** Why is the fine higher in Morrowind? The Dunmer place a strong emphasis on ancestor worship, so they wouldn't be too happy with defiling corpses.

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** Why is the fine higher in Morrowind? The Dunmer place a strong emphasis on ancestor worship, so they wouldn't be too happy worship and the sanctity of the dead, only using Necromancy with the ''raised being's consent'' to empower them to act in the world, hence why Bonewalkers and skeletons dot the various Ancestral and Familial Tombs. Using Necromancy with the intent to enslave the dead (which covers pretty much all necromancy outside of Morrowind) is outright banned in the province and punishable by death for defiling corpses.the individuals. Necrophilia would likely be viewed as an equally reprehensible act of defilement and thus be punished the same way.
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** But you ''can'' (temporarily) kill him with the Wabbajack, an artifact of Sheogorath. He's powerful, sure, but you haven't got the hang of being a Daedric Prince yet.

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** But you ''can'' (temporarily) kill him with the Wabbajack, an artifact of Sheogorath. He's powerful, sure, but you haven't got the hang of being a Daedric Prince yet. It is entirely possible by the time of Skyrim that the new Sheogorath is much stronger than Dagon.
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** "Allowed" the destruction of Kvatch may not be ENTIRELY accurate, so much as that, by and large, higher powers in the Elder Scrolls series can't/don't interfere with each other. They can push events to raise a champion of Akatosh, they can subtly nudge fate so that key figures survive (explaining why key NPCs can't be killed), but they generally can't, say, stop Dagon from opening a gate from his realm (Online establishes that, within their planes, a Daedra is basically all-powerful).

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** "Allowed" the destruction of Kvatch may not be ENTIRELY accurate, so much as that, by and large, higher powers in the Elder Scrolls series can't/don't interfere with each other. They can push events to raise a champion of Akatosh, they can subtly nudge fate so that key figures survive (explaining why key NPCs [=NPCs=] can't be killed), but they generally can't, say, stop Dagon from opening a gate from his realm (Online establishes that, within their planes, a Daedra is basically all-powerful).
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** "Allowed" the destruction of Kvatch may not be ENTIRELY accurate, so much as that, by and large, higher powers in the Elder Scrolls series can't/don't interfere with each other. They can push events to raise a champion of Akatosh, they can subtly nudge fate so that key figures survive (explaining why key NPCs can't be killed), but they generally can't, say, stop Dagon from opening a gate from his realm (Online establishes that, within their planes, a Daedra is basically all-powerful).
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** Martin's sacrifice replaced the old pact with another where the Amulet of Kings isn't required to keep Daedra out.

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* In the previous game, Azura states that mortals tend to get driven mad by ascension to godhood. Makes sense that you ascend to the ''one'' position where going mad from power is totally fine and even a job requirement.


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** But you ''can'' (temporarily) kill him with the Wabbajack, an artifact of Sheogorath. He's powerful, sure, but you haven't got the hang of being a Daedric Prince yet.
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** There are other signs that point toward Martin's hero status; it is ''his'' [[DoomedHometown hometown (Kvatch) that is destroyed]], he is the receiver of TheCall ([[TheCallKnowsWhereYouLive which knows where he lives]]), [[ThereCanOnlyBeOne he is the one thing that can light the dragon fires and prevent the apocalypse]], and ultimately, he [[spoiler:performs a HeroicSacrifice, sealing his status as a MessianicArchetype]].

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** There are other signs that point toward Martin's hero status; it is ''his'' [[DoomedHometown hometown (Kvatch) that is destroyed]], he is the receiver of TheCall ([[TheCallKnowsWhereYouLive which knows where he lives]]), [[ThereCanOnlyBeOne he is the one thing that can light the dragon fires and prevent the apocalypse]], and ultimately, he [[spoiler:performs performs a HeroicSacrifice, sealing his status as a MessianicArchetype]].MessianicArchetype.
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*** One possibility is that you're an exceptional case in the Arena, and so are "fast-tracked" in advancement (by fighting other rankers to the death). Other fighters may rise much more slowly, making a living by fighting animals and such in non-title bouts, only being "promoted" when a higher rank either retires, is maimed and has to quit, or dies.

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** Another possibility is that the Empire's heartland is much less restrictive about such things, due to it being a more cosmopolitan, mixed-culture hub. Morrowind may have stricter laws criminalizing Moon Sugar and Skooma SPECIFICALLY because those drugs are strongly connected to the Khajiit, a race that the Dunmer explicitly view as subhuman and only fit for slavery.



* To progress the main quest, at one time you need to get blood from a Daedra, which you get by dismantling one of the Daedric artifacts. If you finished the ''Shivering Isles'' questline before this point, the Player Character has become one of them (Sheoggorath), yet there is no dialog option to suggest Martin to use the Hero of Kvatch's blood for the ritual. While many players pointed it as pure GameplayAndStorySegregation, this actually makes sense InUniverse: the Hero of Kvatch probably assumed that telling the other they were one of the Daedra (i.e. the highest ranking demon lords in the ''Elder Scrolls''' mythology), especially during a crisis involving another Daedra, would pass for either a poorly timed attempt at humor, or just madness (either way, nobody would believe them).

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* To progress the main quest, at one time you need to get blood from a Daedra, which you get by dismantling one of the Daedric artifacts. If you finished the ''Shivering Isles'' questline before this point, the Player Character has become one of them (Sheoggorath), (Sheogorath), yet there is no dialog option to suggest Martin to use the Hero of Kvatch's blood for the ritual. While many players pointed it as pure GameplayAndStorySegregation, this actually makes sense InUniverse: the Hero of Kvatch probably assumed that telling the other they were one of the Daedra (i.e. the highest ranking demon lords in the ''Elder Scrolls''' mythology), especially during a crisis involving another Daedra, would pass for either a poorly timed attempt at humor, or just madness (either way, nobody would believe them).them).
** Another possibility is that you don't resort to using yourself because of the whole "dismantling" aspect. You're currently the lynchpin of the plans to stop the Oblivion Crisis, so having your blood destroyed as part of the plan would be counterproductive at best, and ultimately a death sentence at worst.
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\n* Scamp skin is one of the most common alchemical ingredients, and like every other ingredient it has four effects. ''Unlike'' other ingredients, these four effects are not unique. An identical combination can be found in one other very rare piece of loot: ''human skin''. Were scamps once human?

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*** According to the franchise's timeline and lore, the second emperor of the old Alessian Empire was the first minotaur. He was born to Empress Alessia and the bull-demigod Morihaus. So minotaurs are not only sentient, but one sat on the throne of the Imperial City before any were every stuffed and mounted on a wall.
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* The Gray Cowl of nocturnal was stolen from a Daedric princess, how a mortal do that? And how it was conveniently was cursed for the user? And then you get the idea of maybe that thieves guild is instead the Nocturnal Cult, this start to make sense in Skyrim.

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* The Gray Cowl of nocturnal was stolen from a Daedric princess, how does a mortal do that? And how it was conveniently was cursed for cursed? Then you learn of the user? And then you get Nightingales, who are Nocturnal's direct servants and realize the idea of maybe that thieves guild is instead the Nocturnal Cult, this start to make sense parallels in Skyrim.
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* The Gray Cowl of nocturnal was stealed from a Daedric princess, how a mortal do that? And how it was conveniently was cursed for the user? And then you get the idea of maybe that thieves guild is instead the Nocturnal Cult, this start to make sense in Skyrim.

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* The Gray Cowl of nocturnal was stealed stolen from a Daedric princess, how a mortal do that? And how it was conveniently was cursed for the user? And then you get the idea of maybe that thieves guild is instead the Nocturnal Cult, this start to make sense in Skyrim.
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* The Gray Cowl of nocturnal was stealed from a Daedric princess, how a mortal do that? And how it was conveniently was cursed for the user? And then you get the idea of maybe that thieves guild is instead the Nocturnal Cult, this start to make sense in Skyrim.

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*** It's very doubtful that necrophilia is such a common occurence in Cyrodiil that the PC would see someone brought in for it after a day or so in jail. Especially as Cyrodiil as a whole doesn't have even a quarter the population a modern city does.

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*** It's very doubtful that necrophilia is such a common occurence occurrence in Cyrodiil that the PC would see someone brought in for it after a day or so in jail. Especially as Cyrodiil as a whole doesn't have even a quarter the population a modern city does.


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** Why is the fine higher in Morrowind? The Dunmer place a strong emphasis on ancestor worship, so they wouldn't be too happy with defiling corpses.
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* [[TalkativeLoon Bolwing]] is completely incomprehensible unless the player has Big Head's fork... or becomes the new Sheogorath. This is actually forshadowing the effects of mantling, since the player is, albeit slowly, becoming the Sheogorath we meet in the next game. Some of the power has already bled into them, and they can understand the inane ramblings with utmost clarity, explaining Bolwing's sudden eloquence.
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* The Golden Saints, despite their angelic appearance, are haughty and disdainful, while the Dark Seducers, despite ruling over a land of treachery and secrets, are rather kind. Why is this? Consider their charges: Golden Saints rule over a group of creative, fussy artists, and probably need a firm hand to keep them in line. Whereas the Dark Seducers also rule over the suicidal and depressed, and a kind face can do wonders for such people. Not to mention a smile is said to open many doors, which is useful for furrowing out secrets.

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* The Golden Saints, despite their angelic appearance, are haughty and disdainful, while the Dark Seducers, despite ruling over a land of treachery and secrets, are rather kind. Why is this? Consider their charges: Golden Saints rule over a group of creative, fussy artists, and probably need a firm hand to keep them in line. Whereas the Dark Seducers also rule over the suicidal and depressed, and a kind face can do wonders for such people. Not to mention a smile is said to open many doors, which is useful for furrowing out secrets.
secrets, and there are numerous other hints during SI's Main Quest (besides the unsubtle association between Dementia and deception) that the Seducers are not actually as "nice" as they seem.
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** It also may have to do with the fact [[RealityEnsues men and women are in fact biologically different.]]

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** It also may have to do with the fact [[RealityEnsues [[SurprisinglyRealisticOutcome men and women are in fact biologically different.]]
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* The Golden Saints, despite their angelic appearance, are haughty and disdainful, while the Dark Seducers, despite ruling over a land of treachery and secrets, are rather kind. Why is this? Consider their charges: Golden Saints rule over a group of creative, fussy artists, and probably need a firm hand to keep them in line. Whereas the Dark Seducers also rule over the suicidal and depressed, and a kind face can do wonders for such people. Not to mention a smile is said to open many doors, which is useful for furrowing out secrets.

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* The plot of the game involves finding an heir to the Septium line and providing them with the Amulet of Kings so that they can close the tears in Oblivion permanently, which are being caused in the first place by the fact that no Septium has the Amulet. However, the plot also resolves with said heir not only giving his life but destroying the Amulet of Kings to stop Mehrunes Dagon and banish him back to Oblivion... so now what? What's to stop the tears from forming again and Mehrunes Dagon to reappear in the world down the road, now that there's no Septiums anymore and never will be?
* Mehrunes Dagon will utterly crush the player character if you try to walk up and fight him, while your attacks do nothing. Considering how utterly broken a player can make their character if they want this is already impressive, but the player character can potentially become Sheogorath and is still defeated just as easily. This demonstrates just how powerful Mehrunes Dagon really is, that he can effortlessly crush even another Daedric Prince.

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* It seems strange that there is law and order on the Shivering Isles, the realm of madness in Oblivion, let alone the fact that the realms of Oblivion can change on a Princes' whim. Which actually makes sense that stuff like paying fines and going to jail exists in the Shivering Isles since no mortal in the right mind would want to create some form of settlement and government in the realms of Oblivion, let alone one in the realm of madness.
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*** It's actually stated in-game that all Arena fights are supposed to be to the death. The devs probably didn't stop to think the numbers through...

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