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The Elder Scrolls Feats and Discussion

From Lord of Souls; It is said that Umbra was made when Vile was tricked by a witch called Naenra Waerrr (possible Sheogorath in disguise) into putting a part of himself into the sword, so that it could send souls to him. While it was on the mortal plane, he'd have to embue it with some power. Eventually, the sword (either due to the nature of daedric energies or the human souls which passed through it or by design) gains sentience.
 
Bill Slavicsek (narrative director at Zenimax) says that weirdness is part of what makes up what TES is, and the ESO team have loved adding their own ingredients to the mix over the last decade.
 
Ithelia most likely will not return after Gold Road Online, as she's not around during the later games set in the 3rd and 4th Eras).
Ithalia does not threaten reality out of maliciousness (Molag Bal) or as part of what they believe is theirs by right (Mehrunes Dagon), or even intentionally, but as a mere side effect of her sphere which she's not even aware of.
 
Jungles appearing in Cyrodiil in Gold Road Online is to amend for the fact that they don't appear at the start of ESO, and this is to fix up that controversy.
I asked creative director Rich Lambert whether the new jungle in Gold Coast was a purposeful answer to the controversy - "Absolutely."
 
When creating a new zone, the Zenimax team look at various websites that collect materials, play the original game(s) and play their own came. Michael Zenke then creates a document about what not to violate and offers up suggestions for things that people can find a place for.
For instance, a throwaway line in a book from an older game is often a good jumping off point for them to expand on the lore.
 
Necrom Online is described (yet again) as being cosmic horror.
In the upcoming Gold Road expansion, there are weird 'timey-wimey' things happening in the side story called The In-Between.
 
The realm of Fargrave has at least 4 moons in it.
The Lucent Citadel is an ancient Daedric vault located in the wastelands of Fargrave.
 
Destruction spells can be used to blow things up, while Mysticism allows for teleportation, spell reflection & absorption, detection and more. Restoration allows for healing & curing as well as buffs, and Alteration includes protective shields, boosts to carrying capacity and flight.
There are summons, spells & enchantments that can increase the casters speed. Todd Howard says that the Boots of Blinding Speed make you run like the Flash, but also make you blind.
 
Redguards are described as being 'quick warriors.'
 
The moonlet of Baar Dau above Vivec City is kept suspended by Vivecs divine will, and the architecture of the Redoran is inspired by (and oft-as-not made out of) the bug-like megafauna of Morrowind.
Ken Rolsten once again says that Redoran architecture is inspired by the giant insects of Morrowind.
 
The story of Battlespire takes place across a sequence of pocket-dimensions.
 
Matt Carofano said that when designing Morrowind, he used Michael Kirkbride's art as a jumping off point.
 
This might be more a gameplay point due to talks about respawning, but Todd Howard says that there are potentially an infinite number of dragons.
 
As of the events of Tribunal, Sotha Sil's Clockwork City is 'mysterious' and 'missing.' The city of Mournhold is attacked by a small army of Fabricants.
 
House Telvanni is home to powerful, morally ambiguous 2000-year old wizards.
 
Ashley Cheng describes draugr as 'flesh-eating zombies who used to be Nords.'
 
The Chimera of Desolation is described by Ken Rolston as 'an island floating in the oceans of Oblivion."
 
Explosion spells are described as being 'huge area of effect fireball explosions.'