...hey, it happened to me!
- You know what, given the somewhat dodgy metaphysics of the Scrolls-verse, this is probably the most logical explanation for the end of the game.
...hey, somebody had to say it.
- Shinji has a impressive and complex imagination. Also explains the complete lack of sex.
- Should end with a massive siege on the White Gold Tower
- Sounds kind of hard for someone who wants to play as a High Elf, or Dark Elf. As I'm pretty sure both are banned from Black Marsh. I can't imagine either just casually walking to NPCs and having friendly chats. But then again you could play as a Khajiit or Argonian in Morrowind, and most NPCs treated you the same as any other.
- It would be an enemy mine situation. Thalmor are a big enough danger to warrant allowing former enemies (and possibly Dominion Traitors) into your numbers. Just with Caution.
- To be fair, lots of real planets have two or more moons.
Aaand Boom. I just made a theory linking every last player of Elder Scrolls together.
- As far as I can tell, this is basically canon. It seems to be the entire point of C0DA. (And...for those wondering what C0DA is exactly, go figure it out and then explain it to me.)
By my estimation, there could have been about five talented young adventurers running around Cyrodiil during that last year of the Third Era. What do you think?
- It's completely illogical, insane and ridiculous that one person did that much and ran that many things at the same time... which is why it's all one person. The Champion is the Daedric Prince of Madness now. Of course their life is insane and illogical!
- Given that the Aedra essentially are Mundus, whereas the Daedra are personally too weak for anything large-scale, I find this one quite unlikely.
- So "Nirn's core" is exactly the same as "Earth's core" except it's sentient?
- According to Michael Kirkbride, the center of Nirn is effectively 'The Wheels of Lull', massive cogs, gears, and other devices used after convention to effectively start constructing Nirn.
- Despite their racial seperatism between the Mer, all humans are "bretons" to an extent. Which explains how they are able to use Magicka at all and have inhuman features like black sclera. Bretons just have more Mer blood than humans typically do.
- Man and Mer both descend from the Ehlnofey, and aren't actually that different. They can in fact breed together, which is how the bretons actually came to be. All men except Redguards can be said to be Nords / Nedic / Atmoran, however.
- They're summoned only when needed (and usually get themselves into trouble, hence the jail cells).
- The amount of reincarnations they are (Nevarine, Dragonborn, etc.)
- They're not so much as reincarnated as taken off the plane to be remade (or kept the same) between each game (and with the character becoming Sheograth, having to disappear off the plane before dying is no longer nessecery).
- The only problem with that, is that The Eternal Champion, and The Agent were both canonly alive at the same time. As was the Nevarine and the Champion of Cyrodill. (Those two sets of games, only took place several years apart)
- That and the fact that the Dragonborn met the Champion of Cyrodill.
- Three problems: firstly, the main problem with increasing the size has nothing to do with the limitations of consoles and everything to do with the practicality of actually putting stuff in there (without resorting to heavy-duty random generation. Play Daggerfall - it is free nowadays - and see why that has its problems). Secondly, Bethesda doesn't need to make the game cover a larger portion of Tamriel to make the size of the ingame map larger - remember, Skyrim is a smaller province than Cyrodiil, but the game Skyrim has about as many square miles as the game Oblivion had: Bethesda can simply decrease the spatial compression (for another example, again Daggerfall shows up: the Iliac Bay area is actually a bit smaller than Vvardenfell, but Daggerfall was a huge game in terms of square miles, much, much larger than Morrowind). Thirdly, modern-day Argonia/Black Marsh is larger than modern-day Morrowind.
- And that's not even getting into the idea that Bethesda could spend more focus on, y'know, a story. There is a limit to how far the idea of "new and advanced graphics" or "even more miles and miles of landscape", and (admittedly IMHO) Skyrim reached it. It's a beautiful game, it's got a metric buttload of quests, cities, and factions... what could be added by increasing the sizes?
- Going off from the above Tropers. More provinces would be a bad idea. The sheer differing cultural and climatic differences would be impossible to create and establishing in a enjoyable and meaningful way without taking into account what kind dungeon can be explored. Focus on story and ingame Mechanic would probaly be best. Something reintroduction of the agilty skill in Oblivon but more necessary since actual climbing and movement would be helpful to actually get around. (especially necessary if 6 is taking place in Valenwood with descriptions of that Provence.). A well written and character driven story like something by Bioware or Obsidan would also be the way to go. (given the legend of the dragonborn in universe and there capability creating a character who is even more powerful would not only be difficult to implement in gameplay and feats but downright impossible in lore perspective.)
- Alternate theory: Jauffre is the Agent of the Emperor. He's a Breton, which would be the perfect race to send to Daggerfall. He's about the right age; the Agent should be about 58 at the time of Oblivion, while Jauffre is 60 according to the game files. After fulfilling his task for the emperor, Jauffre would have been readily accepted into the Blades, and probably would have easily climbed the ranks to Grandmaster, especially since the Blades' original task was to recover the parts of the Numidium, which the Agent did.
- Canonically, the Agent is dead.
- He died in one ending, but survived in the others. Just as Mannimarco became a god and a mortal at once, the Agent could comfortably be both live and dead.
- And the 'dead' ending was never officially implemented in the game, though it was planned.
- This also crosses into Fridge Brilliance; the reason Centurion automatons are the most commonly encountered is because it really was the best brand. All the other ones broke down over the centuries.
- Horses do not summon guards, at least not after a patch.
- Actually, the guards just have great vision. If you lower the guard vision variable, the victim needs to be near the guard at some point for them to give chase. They still chase you anywhere you go, however...
- I think this is confirmed by the in-game book Fire and Darkness.
- Proposed? Certainly. Confirmed? Not necessarily. Scholars squabbling over the reality of their own universe would be nothing new to The Elder Scrolls. Alternate theories on the Night Mother are proposed in the books The Brothers of Darkness
and Sacred Witness
. None of these books mention any connection between Sithis and the Night Mother/Mephala, however, and indeed, the Dark Brotherhood in Oblivion insists that Sithis is no Daedric being, does not reside in the realm of Oblivion, and they do not make even one mention of Mephala.
- Night Mother was mortal, Sithis was the second being in the universe (just after Anu), Mephala is neither. There is enough to consider that the Brotherhood is actually worshiping Mephala who is acting as Sithis and the Night Mother, but the seperate existance of all is confirmed (again, even if Mephala is masquerading as Sithis to manipulate the Brotherhood).
- I think this is confirmed by the in-game book Fire and Darkness.
- He had hair in
I, lost it in II, then regrew it in IV. Weird...
- I would theorize instead that each emperor is a different person. Arena Emperor is Uriel Septim VII, could Daggerfall Emperor not then be Uriel Septim VIII and Oblivion Emperor be Uriel Septim IX or even X?
- Nope, in-game sources say it's the same emperor. It was mostly a different art team working on the respective games, so it may just be coincidence or simply the magic baldness cure.
- Also, the guy standing next to the Emperor in Daggerfall's intro is Ocato, who, again, lacks hair in Daggerfall and has hair in Oblivion (he also, er, got pointy ears), so there is something this WMG, or it simply being a trend at the Imperial Court, would explain that 'different emperors' wouldn't.
- I don't see why he couldn't have just shaved his head in II, got bored of that hairstyle, and let it grow out again...
- That's not as fun.
- Actually, canonly he was trapped in Oblivion for a very long time. And when he returned he had many nightmares and became cryptically seerlike (as he was in the fourth game). So obviously, the stress got to him, which caused his hair to temporarily fall out.
- No doubt, the real reason, is that Bethesda didn't want to make him bald on account of Patrick Stewart voicing him in IV. They may have felt it too obvious. Though there is a Patrick Stewart fan mod for the game, I hear.
- Ooh! Ooh! And since everyone starts out in a dungeon, everyone is born flawed—ORIGINAL SIN! Original sin in Tamriel!
- Is pretty obvious that he doesn't really give two craps about the Mythic Dawn and is just using them as worthless pawns, given the number of imprisoned (and dead) Mythic Dawn agents we see inside Oblivion gates.
- Actually, I think Arcadia wanted him dead because he killed his daughter while trying to rape her.
- Daughter? I guess that works too; I always thought it was his wife.
- Not to mention he's Sheogorath.
- So you're saying that you become a god at the end of shivering isles? Wasn't that stated outright?
- Being Sheogorath, yes. This WMG appears to suggest that the Champion of Cyrodiil will grow increasingly fitted to the position, with the powers gained at the end of Shivering Isles being merely the start. That is not stated outright.
- Confirmed. Sheogorath appears in Skyrim, looking and talking like Sheogorath from shivering isles, but mentions having been around for the whole Oblivion Crisis and drops a lot of seemingly random words that are associated with Oblivion quests.
- Being Sheogorath, yes. This WMG appears to suggest that the Champion of Cyrodiil will grow increasingly fitted to the position, with the powers gained at the end of Shivering Isles being merely the start. That is not stated outright.
- Where as Sheogorath is the manic-depressive form of madness, Jyggalag is the obsessive-compulsive form. Everything in its place, everything orderly, taken to its horrifying conclusion.
- I Like this one.
- And the cycle of Greymarch is not exactly because of a curse, but rather a cycle of Split-Personality Takeover, and the PC was Sheogorath to begin with, thus in the end of SI the PC is simply reaffirming that identity, if we consider the implications of Jyggalag/PC as a case of Literal Split Personality and yet they are still both Daedric Princes themselves this might indicate that Jyggalag/Sheogorath was the strongest Daedric Prince, and this would justify the game-breaking exploits (which could possibly allow you to kill Mehrunes Dagon) as a manifestation of the PC's latent power as a fragment of the most powerful Daedric Prince.
- Think about it, they spend all of this time building him up, terrible, terrible stuff, go over his LONG history of evilness and cruelty, then what do we get? A puny squishy wizard. Answer? It was never Mannimarco at all, simply a impostor trading on his name.
- Another theory is that it was Mannimarco, without the "God of Worms" bits. That might not seem like much of an explanation for why this Mannimarco is much less of a figure than the King of Worms we met in Daggerfall... unless, of course, the removal of the God of Worms was done by simply removing everything that made Mannimarco the God of Worms, including the bits that was simply "of Worms". That reputation we've gotten to hear over the games? Mannimarco as the King of Worms. The Mannimarco we met in Oblivion? Simply Mannimarco laying claim to a title no longer truly his (said title being the King of Worms. He still can rightly call himself Mannimarco).
- Maybe Mannimarco was split into two beings after the Warp in the West, leaving the mortal Mannimarco and the god Mannimarco both as legitimate as the other. Considering he did mess around with the fundamentals of the universe it wouldn't be surprising.
- This is confirmed by Word of God
- Or maybe he remade his old body and used it was a decoy.
- Reading (a little between the lines in) Necromancer's Moon reveals The Mannimarco you fight is the mortal Mannimarco left over after he both succeeded and failed at becoming a god in Daggerfall. This Mannimarco knows of the god Mannimarco, but hasn't access to any of the God of Worm's power.
- The Falmer being, for those less versed in the lore, the Snow Elves—the original Elven strain that inhabited Skyrim. As far as anybody knows, they're all gone, much like the Dwemer. But it's possible some parts of Skyrim might reference them or even make them a major plot point.
- Confirmed to an extent. They're there and are fought in some rescue missions done for the Companions, but are essentially the Skyrim version of Goblins from Cyrodil. Its noted in some of the in game books that after they're defeat by the nords they fled underground, seeking refuge with the Dwemer, who blinded and enslaved them. They eventually devolved and once the Dwemer disappeared took over the empty dwarf city. The same book mentions that sightings of them have become far more frequent of late and hopes they aren't preparing to invade, so maybe they'll be given a bigger focus in DLC.
- Yup, in Dawngaurd. You get to meet the last two non-bestial Falmer. Unfortunately, one set the events of the DLC into motion, and you have to kill him.
- Confirmed to an extent. They're there and are fought in some rescue missions done for the Companions, but are essentially the Skyrim version of Goblins from Cyrodil. Its noted in some of the in game books that after they're defeat by the nords they fled underground, seeking refuge with the Dwemer, who blinded and enslaved them. They eventually devolved and once the Dwemer disappeared took over the empty dwarf city. The same book mentions that sightings of them have become far more frequent of late and hopes they aren't preparing to invade, so maybe they'll be given a bigger focus in DLC.
- They are produced in a big number, and only a few roam around the town. When a crime is committed, they show up and start spouting "HALT!", the one line of vocabulary they know.
- The makers of the game have already clearly stated that you will be able to summon a 'named' dragon towards the end of Skyrim. Who better to help you combat the evil dragons in Skyrim sent by who is essentially Akatosh's evil sibling than the guy who turned into the avatar of the good dragon himself
- probably jossed as Odahviing served Aldurin in ancient times.
- The High Elves have gone full Nazi, having conquered the wood elves and khajiit and already fought the Empire to a draw once. If canonically, the Empire loses in Skyrim and you kill the Emperor in the Dark Brotherhood Quest the whole continent could easily fall under their sway. Elder Scrolls VI will start with you as a political prisoner about to be executed by the Thalmor, only for your execution to be interrupted by either:
- A. Azura: showed up to help the Nerevarine, so there's precedence.
- B. Talos: has also showed up twice to give the hero help and advice and as founder of the Empire would be against elves enslaving everyone.
- The Thalmor also has a goal to remove Talos from existence (thus, the whole 'ban Talos-worship' thing they have in Skyrim). Talos presumably would prefer to still exist, especially as he is a god of Men, and quite possibly one thing keeping mankind existing.
- C. A returned Nevarine and Vivec who have returned from Akavir to find the Empire in ruins and Morrowind destroyed. However, Vivec's godly power is all but gone and the Nevarine's supposedly cured Corpus has gone terminal and they have singled you out to do the work for them. The Nevarine will be too deformed to be recognizable as anyone race or gender (solving the customization problems)and will only have enough strength to point you in the right direction.
- E. Sheogorath: Who remembering his own past as a hero in a rare moment of lucidity rescues you and acts as the most hilarious schizophrenic mission control ever, giving frequent and hilariously wrong recollections of his own actions in IV along the way.
- F. The Last Blade: boring but most likely.
- G. Liberty Prime: Because... why not?
- H. A mysterious stranger who, later on, will be revealed to be Martin, finally having stepped down from his position as the Avatar of Akatosh to enter Tamriel once more and come to reinstate the Empire in its time of greatest need, fully cementing him as a Messianic Archetype.
- I. The Psijic Order. Taking a similar role to the Blades in Oblivion, they will act as your support faction. The Psijics have a history of conflict with the Thalmor, are primarily made up of high elves, thus showing not all are bad in a major way, and the College of Winterhold questline certainly sets up some plot threads to be tied up later that could easily tie into the main fight with the Thalmor.
- And they still have the Eye of Magnus. Holy crap, what if they plan on using it to power the Numidium or something?!
- J. The Dragonborn. He's back, and he's ready to destroy the Thalmor once and for all, either because he wants to get rid of the Empire's allies (if he's a Stormcloak) or because he wants to save the Empire from their control (if he's a Legionnaire). Of course, this would never happen due to having to establish a single canonical version of a past hero, but it would be awesome.
- K. Paarthurnax and/or Odaviing, in a reversal of Alduin interrupting the Dovahkiin's execution.
- L. Shor. What if the reason he didn't help the Last Dragonborn was because he was saving his energy for helping the next hero? Granted, this would cause problems if the player is an elf, but it could be that he might be helping an elf to try something different this time.
- Moreover, the lands under Thalmor occupation (at the time of Skyrim) are Elsweyr, Valenwood and the Summerset Isles, all places that have yet to be the focus of an Elder Scrolls game.
- Also, Elsweyr and Valenwood put together are only about the size of Skyrim and smaller than Cyrodiil. Using both(or all three) in one game would provide for a great deal more variety in environments than either Oblivion or Skyrim while still keeping the same basic size of the game world.
- Not that in-universe size has anything to do with the size of the game world — a less compressed game could allow for the variance that is there to be more obvious (take Oblivion, for instance. If one pays attention the environment is actually fairly varied, it's just that the areas that aren't somewhat rainy temperate forests are mostly relatively small and smooched up against borders).
- Though the problem is, that Bethesda wrote themselves into a corner. In Elder Scrolls VI, they can't canonly state which side of the civil war won, as too many fans side with both and would be a massive Broken Base. So either they simply ignore the whole civil war backstory entirely, never mentioning Ulfric or Tullius. Or defeating Alduin created another "Warp in the (north)" causing both outcomes to be canon. Which doesn't even make sense.
- They could always Take a Third Option and say that the Dragonborn fought both factions under the banner of the Blades. Of course, that would just piss off every fan who wanted to do that in Skyrim, but you win some, you lose some.
- Another option would be to take Skyrim in the direction of Korea; the ceasefire that was negotiated as a (optional) part of the Main Quest has held, as in the wake of Alduin and his brood neither side had the resources to dedicate to a prolonged conflict. Afterwards it devolved into a cold war, with each side trying to establish some kind of concrete advantage over the other before coming to blows again, to ensure their victory. It would still step on some player's toes, but it would be in keeping with previous paths they've taken with canon, where the Protagonist only rarely canonically engages in sidequests.
- Alternatively, the land that VI is set in could be on the receiving end of an information blackout at the hands of the Thalmor (either they'll clamp down on the presses and keep news of developments about Skyrim quiet if it's a land they control, or they'll have the borders controlled with orders not to let any couriers carrying news through if it's a land they don't control), and you'll be given the opportunity to either work on lifting it or begrudgingly keep it in order (maybe perhaps deciding that the Thalmor are too powerful right now and would crush any uprising that resulted from hearing of a Stormcloak victory, and regardless of your choice, you'll find out what happened, with the outcome depending on what path you chose - i.e., lifting the ban will have the player learn of the Stormcloaks winning, which would cause riots/rebellions, whereas keeping the ban in place would have the player learn that the Empire maintained controlnote ).
- Also, Elsweyr and Valenwood put together are only about the size of Skyrim and smaller than Cyrodiil. Using both(or all three) in one game would provide for a great deal more variety in environments than either Oblivion or Skyrim while still keeping the same basic size of the game world.
- He/She was clearly in the position to become the next Emperor and restore peace and order to the continent. However, becoming Sheogorath robbed him of his sanity and soon the ability to manifest in the mortal realm at all. Thus, Chaos.
- Well in the Shivering Isles Sheogorath's servants, the Mazken and the Aureals, mention going to "the dark waters of Oblivion" when they 'die' and must travel back to the Shivering Islesnote . Maybe those 'waters' are what separates/connects each Prince's realm and, like the World Tree, these waters all stem from the same source and are what sustains each plain.
- While great, that would be horrendous lore breaking. Please don't.
- What's so lore-breaking about it? The Thu'um is a learnable skill. It's not exclusive to the Dragonborn or the Greybeards by necessity; just look at Ulfric. And it was used in mass warfare in ancient times. It's totally possible that, after seeing the Dragonborn in action, a revival of the lost art occurred, resulting in a handful of Nords learning at least a shout or two. Also, it's not like NPCs use Greater Powers prodigiously, so it basically boils down to whether a Nord PC should have it. It doesn't have to be the whole Shout system from Skyrim, either; just "Fus" would be enough of a Continuity Nod.
- One way could be that they'd introduce backgrounds in addition to racial abilities that would provide a different benefit, and one option would be that prior to showing up in (insert location of the next game here), the player trained with the Greybeards, with the race you're a part of determining what shout you start out with; given that Ulfric Stormcloak was shown to know Disarm in addition to Unrelenting Force, it's not a stretch to imagine that the Greybeards know shouts other than UF, Whirlwind Sprint, and that Phantom shout you never learn.
- What's so lore-breaking about it? The Thu'um is a learnable skill. It's not exclusive to the Dragonborn or the Greybeards by necessity; just look at Ulfric. And it was used in mass warfare in ancient times. It's totally possible that, after seeing the Dragonborn in action, a revival of the lost art occurred, resulting in a handful of Nords learning at least a shout or two. Also, it's not like NPCs use Greater Powers prodigiously, so it basically boils down to whether a Nord PC should have it. It doesn't have to be the whole Shout system from Skyrim, either; just "Fus" would be enough of a Continuity Nod.
- Why leave it only to Argonians? Let everyone join in the fun.
For example, during Oblivion, he told the player that throwing weapons is foolish, because when holding your weapon you only need one. This causes the entire continent of Tamriel to forget how to make throwing weapons. He also told Levitation is for fools...and the levitation act is signed, outlawing it. And cryptically makes clear the player will see a dragon, resulting in the main quest ending.
In Skyrim he even starts to get freakier. He appears at the most random locations, as if he is observing you from a distance. He calls mudcrabs 'horrible creatures' turning them into threats to low-level players. Then he decides to practically doom Tamriel by saying dragons were never gone, only invisible, which causes Alduin and his lackeys to go on a rampage. One can only hope he will not utter knowledge about the end of the world...
- Or maybe he's just a very knowledgable Daedric prince (but not directly influencing events). At any rate, he does first appear a whoopin' 703 years before the events of Arena (in Online); 948 years before the events of Skyrim.
- The specific area of Morrowind featured may be Solstheim, which we know was officially ceded by Skyrim to the Dunmer as a refuge. After all, the enviroment and many of the creatures are already in Skyrim, so that saves time and space, Solstheim is an island, so the need for artificial borders are decreased, and finally, we know the Bloodmoon is at hand again... as for the Nerevarine showing up, however, they'll almost certainly avoid that - they sent him or her to Akavir for a reason, namely to avoid having to give any details that could contradict a play-through.
- The bulk of Morrowind is already in the game. Mostly untextured, completely unpopulated, and impossible to get to without exploits, but it's there.
- Though whether or not Solstheim can still technically be considered part of Morrowind is debatable.
- It's pretty much New Morrowind at this point and was given to the Dunmer by the Nords.
- Though whether or not Solstheim can still technically be considered part of Morrowind is debatable.
- I'd think it being culturally and environmentally similar to Skyrim is a pretty good reason not to include it. If there was one complaint about Skyrim's environment it was that it didn't have enough diversity. Personally I think the complaint is baseless, but focusing on an area that we've seen to be snowy and mountainous isn't going to help that case.
- Jossed No new expansions for Skyrim.
- No official DLC, but there is the Beyond Skyrim: Bruma mod.
- A tinier offbreed of Dragons, called Dragonlings. Were enemies in Daggerfall, which took place less than a decade before Oblivion. That is probably what he meant.
- Can this be reconciled with the Champion of Cyrodil's ascension to Sheogorath?
- His/Her soul was split in two?
- While you can choose to RP your Skyrim character as your Oblivion/Morrowind character, it won't work for the Oblivion prisoner to be the reincarnated Morrowind prisoner, because Oblivion takes place six years after the events of Morrowind.
- Since it's said that The Nerevarine went missing on an expedition to Akavir, it's possible that the character died there in time to be reincarnated for Oblivion.
- Actually, it's not. The main blow against this theory is that, disregarding souls being split beforehand, there simply isn't enough time between Morrowind and Oblivion — six years. Children canonically exists and grow up at a roughly natural rate, remember? Daggerfall/Morrowind is also a stretch, since while the start of the game is enough to give a gap to Morrowind, we have a canonical explicit date for when the end occured — ten years before Morrowind.
- While it is impossible for the PC of Morrowind to be the reincarnation of the PC of Oblivion, it's not uncommon for people to RP them as being the same character, only having suffered some deleveling effect between games, and the supposed expedition to Akivir nothing more than a wild rumor.
- If you RP a vampire, being immortal, is a good way to merge the three characters. Being thrown in prison for a long time is your way to erase your old identity and start a new blank one.
- Since it's said that The Nerevarine went missing on an expedition to Akavir, it's possible that the character died there in time to be reincarnated for Oblivion.
- There's actually a good chance that this is true. There's a persistent theory that all of the PC's are Shezzarines, incarnations/avatars of Shezzar aka Lorkhan aka Shor. The Oblivion hero was said to be a reincarnation of Pelinal Whitestrake, who was referred to as a Shezzarine. There's a lot of hints that the Dragonborn is a reincarnation of Talos, who's practically a confirmed Shezzarine (which would make him and the Skyrim hero avatars of both Lorkhan and Akatosh). The Nerevarine and earlier heroes are a bit more iffy.
- You lost me.
- If I get what you're saying... you're saying that TES games are not games where we, the players, control a character (like the Dragonborn) within TES universe. Instead, we, the players, control a D&D gamer, who in turn is roleplaying his D&D character.
- I think the idea is that we are playing a fictional character in a fictional world, but we are one of the few aware of the fact. For the most part, it functions like any other world.
- Besides, judging from the map, the Summerset Isles are in the tropics, i.e. a change of scenery from Bitter Up North Skyrim
- It may be argued that having the Second Great War be the focus of a game set in Summerset Isles would be problematic in that if the anti-Thalmor factions are already there and able to supply themselves, most of the war would already be over (since for that to the case, Old Mary's navy would have to be neutralized — which means the Bosmer territories and Khajiit vassal states are cut off from the Dominion's heart and one of the Dominion's two strengths have been crushed [note that even Tiber Septim had to resort to Big Stompy Robot to breach Summerset]). On the other hand, third time's the charm, the descriptions of Summerset's architecture allowsnote for very different scenery to Skyrim, and there's nothing keeping them from making it a post-War setting.
- Though it's worth noting that Tiber Septim only needed the Big Stompy Robot because at that time he had lost his ability to Shout due to his throat being slit during a failed assassination attempt.
Vivec's first mom is possibly built by Sotha Sil or otherwise master-crafted to be able to carry Egg!Vivec inside. She also stays intact despite all the Dwemer efforts to get Egg!Vivec out of her. The prayer that Vivec gives her is probably some kind of shutdown signal, as he figures out that if the Dwemer don't remove him then he is gonna be stuck there forever.
The Dwemer, being who they are, are so fascinated by this Robot Girl / cyborg that they try to duplicate her, although their simulacrum doesn't work as well and therefore breaks down.
It's possible that the eighth monster-child, GULGA MOR JIL, is likewise related to Vivec's first mother. It has the exact same shutdown signal.
- There will be songs to summon enchanted swords for various purposes, and not only swords, maces, axes warhammers and bows.
- Fuck Yeah Sword Singing!
- This will be the return of The Ebonarm
- Seems like a waste, seeing as we already had a game that took place in Hammerfell. Now, if Bethesda decided to remake Daggerfall for modern gamers, that would be different.
- You could probably use Hist Trees to a similar effect though, and the Argonians are in a better place to follow up on the Thalmor story.
- You could say that it was ordained by one of the major gods of the setting that feels that the spirit of the hero is required in each generation. The only problem this theory would face is that if the Hero of Cyrodill really is the new Shegorath then it is impossible for him and his supposed Dragonborn reincarnation to be meeting face to face.
- Bethesda is going to collaborate with Philips to create the Elder Scrolls CD-I. The game will start off with the player character locked in Tykogi Tower with Glutko, who was imprisoned for eating King Harkinian's dinner. As the PC is about to be executed by being fed to a hungry Glutko, Ganon and his Minions show up to save Glutko, thus allowing the PC to escape. You can either choose to join King Harkinian's side to defeat Ganon and be invited to dinner at the end of the main quest and recieve King Harkian's superpowered Dinner Blaster, or join Ganon and have the greatest face in Koridai after completing the main quest. Another new questline will be assisting the Pesky Plumbers in their search for a picnic. After completing the Hotel Mario questline, Fat Mario will give you his magic toaster so you can burn the faces of your enemies into the pit and Gay Luigi will become available as a follower. Another feature will be whenever you are caught commiting a crime, Mayor Kravindish shows up to remind you that what you did is illegal, and then the Imperial legion show up with the classic "STOP RIGHT THERE CRIMINAL SCUM!" If you joined Ganon, Militron will be the master trainer in Destruction and Heavy Armor, and will be available as an extremely powerfull and badass follower. There will also be a quest to explore the ruins of Koridai, and learn more about the powerful immortal wizard named Mr. Koridai who created the island. The PC can not only learn and use dragon shouts, but can use the power of his/her dragon voice to sing Doo-wop with Ganon and the Gwonams. The reward for doing this is increased power for dragon shouts and decreased time between shouts. Bombs will be available as new weapons, and the PC will be able to make bombs, or buy them from Morshu. The PC will be able to make super bombs if he/she is a master in smithing, alchemy, destruction, and enchanting by combining bombs with lamp oil, rope, magic, and filled soul gems. After completing the Hotel Mario quest and clearing all seven Koopa Hotels, Koopa Motels will be available as a new dungeon.
- There is an Oblivion PC mod that actually puts Zelda BEFORE Elder Scrolls... the idea being that the Aldmeri met the Hylians some point after the established Zelda games(presuming the "child link" timeline) and the Aldmeri "corrupting" the Hylians into melding with them and enslaving all humans. with the only descendant of Link being a coward and a slave, he refused to fight, but after Alessia freed everyone, managed to return to Hyrule, gather the Master Sword and a few other relics, and hid them in one of the Ayleid ruins for someone to eventually find... granted, this backstory was thrown in as an excuse to dump a bunch of Zelda-themed weapons and armor in the game by a modder, but still...
- "Relics of Hyrule", a popular Skyrim mod, goes with the idea that Hyrule is separate, somehow. Whether a different planet or dimension, or a far-off continent, isn't really clarified, but whichever the case is you're dealing with a long-past aftermath of some timeline where Ganondorf allied with the Daedric princes. But then the Switch port added several items from the franchise in as useful equipment as well as allowing elven races to have blue eyes(this is not possible in the other ports), just to further confuse matters.
- A further hint to support the Valenwood theory.
- Technically Summerset would be an option — S is (of course) not a letter after S, but u comes after k. Hopefully not, though — it's a bit much to jump to 'the Thalmor are near defeat' (as must be the case if Men are wandering around on Summerset Isle) from 'the Thalmor run what is at the very least the second most powerful empire on Tamriel'.
- Names can be decieving. Oblivion was technically set in Cyrodil, and Arena gave you all of Tamriel. Even if the theory holds true, there's no reason why they couldn't set it in Black Marsh and call it Widewalker or something (I think that's Argonian slang for a foreigner).
- Possibly confirmed with ESO being subnamed Tamriel Unlimited, meaning the next SP TES would need a name after T and possibly U...which is another mark in the Valenwood column.
- It's worth noting that so far, the naming pattern seems to be odd-numbered games in the main series get named after the full providence the game is set in (Arena being the exception, set in the entirety of Tamriel), whereas even-numbered ones don't seem to have a concrete pattern (Daggerfall doesn't seem to have a concrete reason as to why it's called such, and as for Oblivion, it's named after the plane of Tamriel).
- If Black Marsh hasn't seceeded from the empire by the next game I'll be shocked. Black Marsh is pretty rough, and you can't beat the argonians in their home turf.
- Alternate theory, the Dragonborn will absorb enough dragon souls to manifest a dragon body for his/her purposes and will appear as a NPC.
- There will likely also be more good oriented dragons this time around. Partially because of Paarthurnaax (Who will likely be forgotten, unless your choices in skyrim affect this one) and the Dovahkiin's work to reach some level of piece. However I imagine a few dragons will still be bosses, either in lairs or as a 'rare' encounter.
- Alternate theory, the Dragonborn will absorb enough dragon souls to manifest a dragon body for his/her purposes and will appear as a NPC.
Haskill acts in a calm and proper manner, unlike the rest of the Shivering Isles. He hates Jyggalag but that doesn't mean he didn't once work for him.
- Haskill arguably is a lesser daedric entity, given the way he talks about mortals/Tamriel in the game and bonus materials (there are plenty of other daedra that look like people, you can even be mistaken for one in Battlespire). So he survives the same way the Mazken and Aureal do, by respawning afterwards, and he knows how Jyggalag operates because Order makes for the least creative Prince ever and the Greymarch has happened countless times before. However, simply being outwardly professional doesn't mean you're sane, and the obvious reason he didn't spill the beans to you early is that he is loyal and obedient to his master's plans for you.
- Hist tree: "Here's Sheogorath's 'launch a giant rock from oblivion and/or space at them' and 'teleport hostile several thousand feet up' spells!" Cue the capitol of the Dominion being hit by a big rock from space, and it raining Thalmor corpses all over Tamriel.
- Also, it's implied that Elder Scrolls are indestructible (in the Dawnguard DLC you can ask a Moth Priest about making 3 elder scrolls into indestructible armor, which you sadly cannot do to acquire armor that hits the armor cap and then some on its own) and are definitely capable of violating space and time as fragments of creation (Paarthurnax says at one point they are outside of time, and a loading screen or book from Skyrim implies they change in number and function for no discernable reason between world-threatening crises), so you can just reload a save whenever killed, and put on the god mode if you so desire via in-universe console commands (Vivec was not joking) etc.
- Actually Word of God flipflops this. If you read Cicero's journal in skyrim. It is a detailed report of an assassination contract where Cicero disguised himself as an Arena fan in the Imperial City, in an attempt to accompany, and then assassinate, the Grand Champion while escorting him through the forest... yet killing the fan allows you into The Dark Brotherhood...
- She modifies mer stock into Khajiti (for good stuffs) and the Chimer then Dunmer (a teamup with Mephala and Boethiah to get their own investments, then taking over more when her commands were disobeyed to gain superiority)
- She allows something bound to her essence to be altered, possibly in hopes of being able to pull an Oblivion Crisis like thing with far less effort. Azura could do more drastic things than just some visions and hallucinations, and some of the latter are actually other daedric princes' portfolios. Such as extreme bodily modifications and/or sending hordes of khajit and dunmer after said offender. Azura could even recall the artifact to Oblivion, or have someone rescue it before the breakages as opposed to after.
- She nurses the Nerevarine into her great champion, and proceeds to down the Tribunal and Dagoth Ur, possibly in practice of the aedric principle of making champions into great heroes who reshape history.
- She begins working into multiple-artifact territory by Nerevar's Moon-and-Star, possibly trying to have more power in Mundus should she try said invasion.
- Whether the Ideal Masters and Mannimarco are on the same "side" is not known.
- This is why Meridia can't stand undead and necromancers so much; the Ideal Masters are a rising power in Oblivion that will upset the balance for everything.
1:One of Hermaeus Mora's tomes was found in a chest supposedly holding the Heart of Lorkhan(which in Morrowind is destroyed).
2:Hermaeus Mora claims whenever you refuse service to him that you were already his pawn.
3:Alduin is mentioned in an obscure text to have corrupted and banished Mehrunes Dagon while Mankar Camoran claims that Lorkhan did it so for both to be true than Lorkhan and Alduin must be one and the same and yet....
4:Lorkhan/Shor ordered his champions to help kill Alduin..... Or did he?.....
5:'mien is too bright for mortal eyes' which shows that the Shor who ordered Shor's Champions to kill Alduin is too bright for one to see his form so obviously they wouldn't know if they were looking at Hermaeus Mora.
This would mean that Lorkhan/Shor is the Big Bad and that Hermaeus Mora is the Big Good who helped save the world without us knowing it!
- Mankar Camoran being (potentially) the first was no doubt the easiest of them all (being the most recent convert)
- Umaril the Unfeathered (who by that point had spent more time as a daedra than as an elf) had much longer to work with his private army from Meridia
- Sheogorath/Jyggalag had been doing the Graymarch for who knows how many epochs (and like playing chess with yourself, he probably learned a lot).
What would a person who's had all that bad blood between them and Mehrunes Dagon do next? Invade the personally-weakened enemy realm with a full scale invasion of the Deadlands, perhaps? Maybe with some Aedra allies from the Nine Divines and/or a few Knights of Order?
Also, Sheogorath's appearance and Mehrunes Dagon's voice in Skyrim could be explained as impersonations. We may not even know what Sphere of influence the new daedric prince has, as Jyggalag could have just been Driven to Madness by the other princes' curse altering his true nature, and it might not affect an ex-mortal same way.
The war took place between the United States and Russia following a series of incidents in Ukraine, and shortly after woolly mammoths were cloned back into existence. Over a period of thousands of years, continental drift was screwed up by the amount of nuclear weapons detonated, the Fallout series took place, and humanity regressed to medieval living conditions. Guns are no more, meaning the only ranged weapons left are catapults, bows and arrows, and crossbows. Swords, axes, daggers, and warhammers reign supreme. Over time, knowledge of the old Earth faded across the generations, even the name of the planet. By the Fourth Era, the people of Nirn believe both of the moons are gods, and the stars are holes to an alternate reality. This is all religion-related; they're still balls of dirt/hydrogen.
Apparently, over the thousands of years, much of the radiation actually left through massive holes in the ozone and drifted to the sun, providing it with more fuel, which is why it hasn't gone red giant yet.
- So basically, it's Adventure Time?
- Well, considering we have a race of Corrupt Corporate Executive Anything That Moves cat-people, I think we have some explanation
The programmers!
Claimer: I am a programmer. Worship me.
- They don't even have the Empire on their side. The Empire is in a truce with them, but would turn on them the second the scales tip against the Thalmor.
- Maormer: The Sea Elves have recently appeared in TESO, and if the game follows the Thalmor Plotline, there's a chance they'll make another appearance. If they do, they are candidates to be promoted to playable.
- Khajit Sub Races: In the lore Khajit have multiple subraces with different attributes and appearances, based primarily of the cycle of moons. However, unless Khajit receive primary focus they are unlikely to add more than 1 type of khajit.
- Lilmothiit: These are a Fox-like beast race native to Black Marsh. The Major problem is that they are also likely extinct, having been decimated at the least by the Knahaten Flu. Including small groups is possible but unlikely.
- Tsaesci: Of the Akavir Races, the Tsaesci are the best known (NOTE: This isn't saying much). They have attempted a few invasions of Tamriel, so there is a history there. There is potential for neat abilities if they go with the Vampiric Snake version at least (And they likely would, given how much more interesting that is than more humans). However these guys are unlikely, unless Akavir gets a focus.
- Giant (Or Half-Giant): Personal Bias. I like the giants of skyrim, and think that they'd be a cool race to have. However, they are also slightly gigantic which puts limits on level design, which nobody wants. Since they are known to take human wives (often via kidnapping) maybe we could see some half-giants, which would be a tall (But not excessively so) and muscular race of pale horn headed humans.
- The Serpent's Veil: Venture to the Island nation of Pyandonea, home of the mysterious Maormer and fight a ruthless Sload Warmonger who seeks to conquer the isles.
- Build Warships (Like Hearthfire Homes) and participate in naval battles
- Travel to the Maormer nation of Pyandonea and the Coral Kingdom of the Sload
- Play as a Maormer (Because why waste the customize system on the NPCs)
- Fight the Sload and monsters of the deep
- Shadows of Akavir: A Tsaesci Cult threatens Tamriel with
- The Serpent's Veil: Venture to the Island Nation of Pyandonea, inhabitited by the mysterious Maormer elves and fight a merciless Sload warmonger who seeks control of Pyandonea.
- Build warships Hearthfire style and captain them into battle
- Travel to the Maormer nation Pyandonea and the Sload's Coral Kingdom of Thras
- Play as a Maormer and utilize magic of the seas
- Fight new enemies such as Sload Warlords and legendary creatures of the deep
- Shadows of Akavir: A Serpent Cult from a forgotten war attempts to re-establish a foothold in tamriel. Using the technologies of forgotten races, it's up to you to kill the serpent before it strikes
- Use Ancient and powerful Akaviri and Dwemer artifacts to fight the Tsaesci Cult (This includes a dwemer Mini-Mecha)
- Delve into ruins of a age long since past and fight unique Dwemer automatons and Tsaesci Warriors
- Get Sidetracked By The Golden Saucer, a lot with little things to do on the side that probably take precedence over actually stopping the cult
- The game could take place a short time after Skyrim or at the same time, similar to the Time Skip between Oblivion and Morrowind. This way it would be possible to avoid having to deal with solution to the Civil War or the inevitable second Great War.
- This could also take care of why dragons wouldn't show up in Hammerfell if Bethesda was inclined to keep them out of TES 6.
- If Bethesda wanted to go down a similar path as Skyrim, what with them making the PC a legendary figure like the Dragonborn or Nerevarine they could do that with the Hoon'Ding.
- It could also be a good chance to explore the Yokudan pantheon a bit more than they already.
- The fighter's guild could take the form of the Alik'r warriors or something of a similar nature.
- It would also be nice to see a setting that's different from the last two games which were more or less set in Fantasy Counterpart Culture equivalents of European settings, so Hammerfell would be a departure in setting and theme.
Lorkhan, the infamous trickster god is present in varying forms throughout every religion in Tamriel, and we were shown physical evidence of his existence in Morrowind through The Heart of Lorkhan.
In the lore, it is said that after tricking (or convincing) the et'Ada to create Mundus, he was either punished or willfully submitted to being "Killed" or otherwise removed from his "divine center" and whatever was left of him was "exiled to wander through creation."
And what seemingly immortal character do we know with a penchant for verbal tricks, wandering and showing up during important events?
During ESO, he can even show up in Coldharbour.
It's fairly well established that the upper echelons of the Aldemeri Dominion are motivated to destroy the "pillars" or "anchors" that ground reality, with the dragonfires, heart of lorkhan and several others being already destroyed. They think this will allow them to re-merge with Aetherius to attain their natural state of immortality.
In the next game, the effects of this campaign will be felt through increasingly more common Dragon Breaks of various degrees and types. Abominations from all times and planes will flood into Nirn, and will be up to the Champion of Akatosh to set things straight by using their unique ability to harness the dragon breaks in order to rally an army of history's greatest heroes.
Throughout the main quest, you'll rally the support of various incarnations of the Agent, Eternal Champion, Nerevarine and/or original Nerevar, Champion of Cyrodiil and the Dragonborn alongside ancient heroes like Ysgramor, St. Alexia, Gaiden Shinji and more in order to put an end to the Thalmor Dominion and permanently repair the fabric of reality itself.
Miraak, the very first Dragonborn, hails all the way from the time of the Dragon's domination of Mortals. In that time, it is likely he absorbed many, many dragon souls, and these souls had a restorative effect on him. This is also seen during his fight in the end of Dragonborn, where by absorbing the souls of several dragons, he restores his health and keeps fighting. When you take this logic and apply it to the Last Dragonborn, who has likely absorbed dozens if not hundreds of souls during his time in Skyrim, it's likely that this same effect will keep him alive through the end of the 4th Era and likely through the 5th Era.
Unfortunately, the reason for Yokuda's disappearance, and its return, is not given much thought, and it's up to the Hero, imprisoned by the Redguards under suspicion of being an Imperial/Thalmor spy, to discover the truth before it's too late.
- There are actual multiple sources (a map briefly glimpsed in the intro of Redguard, a "Yoku" cultural group related to but looked down on by the Redguards in Redguard, ambient dialogue in Anvil in Oblivion mentioning Yokuda as a destination) indicating that Yokuda still exists — just, by the aforementioned map, reduced to an island chain of fairly small islands from what was by all accounts an entire continent of its own.
And at the intersection of "Is Possible, Potentially" and "Is Not Impossible, Actually", you get the Elder Scrolls.
- Building on this, if the next game is set in Hammerfell, the plot could be triggered by the sudden reappearance of The Crimson Ship, the Kothringi and the Khanaten Flu. The Crimson Ship was a plague ship carrying the last of the Kothringi in an attempt to escape the flu. The last place they tried to call in at was Yokuda, original home of the Redguards. They were refused and sailed west never to be seen again, an act the Redguards hold as a stain on their history. The vengeful spirits of the Kothringi return to Hammerfell on the Crimson Ship, bringin with them the Khanaten Flu. And who was behind their return? Peryite!
It's possible that Jagar Tharn and Eidolon reached out to each other across dimensions with their magic, and supplied each other with fresh troops for their conquests: Tharn provided Eidolon with the golems that he used to conquer Thyrion while Eidolon provided Tharn with armies of creatures from the various worlds he and the other Serpent Riders conquered over the years (which would include Thyrion and its Medusas) so that they could cause as much chaos in Tamriel as possible, which would explain why many of them (such as the Lizard Men, Hell Hounds, Fire Daemons, and some other creatures) never returned after Arena.
Although it's never confirmed what the Clockwork City was meant to do, the Clockwork Apostles believe it was supposed to "fix" the Aurbis (reality) by remaking it without the "mistakes" introduced by its turbulent creation. Sotha Sil allegedly believed the mistakes or gaps to be the Daedra, and that remaking the Aurbis would remove them forever.
But what if he was wrong? What if the Daedra are a true part of the Aurbis? That would make the "gaps" something else entirely...
In a future game, these gaps reveal themselves as Eldritch Abominations completely unlike anything we've seen in TES before. They are the things that were never meant to be, the things that should never be. They warp reality just by existing and are a threat to Mortals and Daedra alike.
But hold on, you say, why would these things only show up now? Thousands of years since Nirn was created? Simple - look at everything that's changed since the series began:
Numidium and the Mantella, destroyed. The Heart of Lorkhan, gone. The Amulet of Kings, destroyed. The Crystal Tower (and the Heart of Transparent Law), destroyed. Worship of Talos suppressed across the Empire. The Mechanical Heart of Lorkhan, destroyed, and according to one of the endings of Legends - Return to Clockwork City, the Clockwork City shut down for good.
Basically, the Cosmic Keystones of Nirn are all slowly dwindling, and the walls of reality have never been weaker. This is a prime opportunity for the "gaps" to manifest in Nirn, and a future TES game would involve the PC finding a way to put these things back where they came from.
To date, no-one in all of Tamriel has found even the slightest clue as to what happened to the Dwemer; even though their cities are still in perfect working order, there is no record anywhere of what they were trying to accomplish with the Heart of Lorkhan.
In Morrowind, there are two books written in Dwemeri: Divine Metaphysics and The Egg of Time. When translated into English characters, the books are complete gibberish. The Out-Of-Universe explanation is that the creators couldn't be bothered to construct a new conlang for the sake of a few pages, but what if the In-Universe explanation is that the Dwemer made it impossible for anyone to discover the truth?
The Egg of Time in particular seems like a warning against tampering with the heart. It and other tomes like it could blow the secret of the Dwemer wide open. But when someone tries to read them, much like with an Elder Scroll, all they see is complete nonsense.
Whether by accident or design, the Dwemer ensured that no-one would ever know what happened to them.
So, in Oblivion, Martin Septim references his time as a cultist of Sanguine. Sanguine is the god of, among other things, sex. It's entirely possible that while he was a Sanguine worshipper, Martin fathered a child that he didn't know about. If this is true, then the last member(s) of the Septim bloodline could still, as of Elder Scrolls VI, be under the control of Sanguine.
Also, the idea that Sanguine, the party god, might join the ranks of Molag Bal, Mehrunes Dagon, Jyggalag, Hermaeus Mora, Hircine, etc. as the main bad guy of an Elder Scrolls game or DLC, is hilarious.
We're never going to get a positive answer about what happened to the Dwemer, so let's make like the Dwemer themselves by gathering all the theories and then refuting them until only the most plausible remain.
- Theory 1: Everybody's Dead, Dave- the simplest answer, and the one the Morrowind Mage's Guild questline comes up with. Whatever the Dwemer wanted to do with the Heart of Lorkhan, they failed and got themselves fried. They are currently purely and utterly dead, no buts about it.
- Refutation: Apparently, Vivec can't sense them on any afterlife planes either.
- Theory 2: Zero-Sum- the weird lore metaphysics answer. Kagrenac was trying to mass-produce CHIM for his species, but something (perhaps related to the Dwemer's skepticism-based worldview) went wrong and the lot of them blinked out of reality.
- Refutation: Zero-Sum involves fading from reality so completely it's like you never existed in the first place. The Dwemer left a lot of evidence of their existence behind, including remains in the form of piles of ash.
- Theory 3: Anumidium is People- Kagrenac may have failed to inform the other Dwemer (or failed to realize himself) that the process of creating an artificial god might require some special components... like, say, their entire race. The Dwemer were transmuted into some essential component for the Numidium, and are now wherever the Numidium's bits are.
- Refutation: If that was the case, then presumably the Dwemer would be still on Nirn, since the Numidium is.
- Refuting the Refutation: Perhaps Vivec can't sense them because they've transformed themselves to the point where they're completely unrecognizable.
- Refutation: If that was the case, then presumably the Dwemer would be still on Nirn, since the Numidium is.
- Theory 4: Wow, It Actually Worked: Whatever Kagrenac wanted to do with the Heart, utterly vanishing from known reality was an intentional part of the process, and it worked exactly as intended. The Dwemer are now chilling in some unknown plane of existence as something god-esque.
- Refutation: Then where the hell did they go and why is there no evidence anywhere of said higher plane's existence?
- Theory 5: No Ontological Inertia- mentioned in a book in Morrowind, where the author states that Kagrenac had already been using the Heart to make the Dwemer immortal. Then Dagoth Ur came and started poking around, either accidentally or purposefully severing the connection to the Heart that made the immortality enchantment work, resulting in the Dwemer instantly aging to dust.
- Refutation: You'd think Yagrum Bagarn would've noticed if his race had all stopped aging long enough for No Ontological Inertia side-effects to kick in.
- Theory 6: All of the Above: They did what the hero of Daggerfall did and triggered a Dragon Break, centered around themselves. Kagrenac did every possible thing he could've done with the Heart, all at once.
Based on a guess in the Skyrim page, which says that either the Greybeards or the Dragonborn themselves use the Slen Tiid Vo shout (the one Alduin uses to resurrect dragons, roughly translating to 'flesh time undo') whenever the Dragonborn happens to die. Here, I'm going to expand it to the rest of the games.
- Online: During the main quest, it's canon that the Vestige revives because their soul is stuck in Coldharbor. After that, though, either Meridia likes them enough to keep reviving them, or they retain a lingering connection to Coldharbor that keeps them alive.
- Arena: No idea about this one. Early-Installment Weirdness did it?
- Daggerfall: The Warp in the West didn't just affect the endings, it made it so that the Agent retroactively succeeded in every way there was to succeed and failed in every way there was to fail, all at once. When you reload a save, you're going from viewing a 'failure' possibility to seeing aa 'success' possibility. The nascent Dragon Break is also why the game is so glitchy.
- Morrowind: Azura is tired of all the Neverarine failures, so this time she's giving her champion a special treat in the form of prophetic visions of timelines in which they failed, so when they actually do the thing, they get it right the first time. Every time you reload a save, you're returning to the point where you experienced the vision.
- Oblivion: Retrocausal effect of the PC's ascension as Sheogorath.
- Skyrim: As said above, Slen Tiid Vo.