r/TESVI • • Jun 13 '26

Moderator Post Addressing meme posting, plus new ideas for the community

179 Upvotes

Hey community!

It’s been a while since the moderation team did a "state of the subreddit" post, but we believe that the recent months’ activity warrants discussion, as well as some reflection.

As any regular will have noticed by now, quite a lot of shitposts have been posted since The Game Awards last December. Today these posts still get a lot of engagement and the number of upvotes-to-downvotes make it clear that the far majority of you enjoy this kind of content.

However, recently we have heard feedback from people that worry that the subreddit is heading in a direction where shitposting is becoming the main focus. Some of our veteran members already decided to leave the subreddit due to this, including people who contributed quite a lot, sadly.

With this post we want to have a proper discussion with all of you about what type of community you want this to be – and how we get there.

The rise of meme posting

During The Game Awards in December 2025 a new meme trend started on the subreddit – the statue posting. A couple of months later we had shitposts discussing what kinds of lavender, clouds and grass TES VI would have. Afterwards the Summer Games Fest madness took over and "Tomorrow"-posting rose.

It seems that we get something new every month, and now it’s about pretending that the game has been released. As it stands right now, these posts are still getting quite a lot of engagement. It will likely blow over soon only to get replaced by a new trend.

Not everyone is a fan of the shitposts, but generally these posts have been received well. Here are some stats from some of the recent ones:

Post Views Upvote % Reports
Wow, what an absolutely fantastic game. 41,000 93% 3
How is everyone enjoying the game so far? Just beat the first boss. 30,000 91% 5
can someone point me into the right direction to the staff of worms? 15,000 86% 2
New info on DLC! 7,100 81% 2
Feel like a total idiot for crafting the Dwemer gun 4,300 81% 1

Most of the reports we see in relation to these posts deal with the “No Low Effort Content” rule. Many posts and comments have also been removed – 100+ in the last seven days – which includes the many posts featuring AI generated.

However, it’s also our opinion that quite a lot of the shitposts are in line with our rules. As specified in the rule “Posts must […] offer value to the community.” We acknowledge that shitposting is not everyone’s cup of tea, but these posts are popular and they do result in (positive) engagement.

Looking at our stats, it’s also quite clear that engagement has risen significantly since last year.

Activity on r/TESVI based on the last 12 months

It would be hastily to conclude that the looser atmosphere has resulted in this increased growth, but we can at least conclude that the shitposting didn’t prevent it.

Whatever the case, we acknowledge that the many shitposts aren’t for everyone. Quantity doesn’t necessarily equal quality and we want to make it clear that we hear the criticism that these recent months have sparked, and that we are willing to talk about it.

What would YOU like to see?

We don’t want r/TESVI to become a meme sub. The primary focus of the subreddit has always been to be – and should continue to be – a subreddit for people who want to discuss TES VI.

We are facing a small hurdle, though: TES VI isn’t out yet and it’s unfortunately not coming out Tomorrow™. We have preciously little to discuss that hasn’t been covered a dozen times already. Anyone looking forward to sailing mechanics?

My personal worry, as someone who browses this subreddit every day, is that the overall activity of the subreddit will lessen significantly if we take a hard stance against meme content. Either that or we go back to discussing the same topics every week. Balance is needed.

But what is also needed, perhaps, are new ideas. So, with all that yapping out of the way…

What feedback and ideas do you have for the subreddit?

We are receptive to feedback on how we moderate content, but we also hope that everyone will take this change to bring forth ideas to foster more engagement. Ideas to keep the subreddit interesting during times when news about TES VI are sparse and far between.

For example, an idea I shared with the team was to introduce a weekly post where we discuss a specific theme, e.g. what factions we would like to see, what kinds of new game mechanics we’d like, and so on. Is that something you’d be interested in?

Let us know what you think.

- r/TESVI team


r/TESVI • • Feb 18 '26

Official News All Takeaways from Todd Howard's Kinda Funny Games Interview

461 Upvotes

Here is a bullet-point breakdown of the interview as it pertains to TESVI:

  • The game will be in a new iteration of Creation Engine, CE3
  • They have spent the last year-ish working on this engine
  • Reiterated the "It's gonna be a while yet" sentiment
  • A big internal milestone is about to be passed
  • Reiterated that most of the studio is working on it
  • Todd is personally mostly involved with TESVI in his day-to-day work
  • The game will be a return to "that classic style...that we know really well"
  • There will not be AI generated assets or materials

Overall, I'd say we got a lot more out of this interview than I really expected to. In some ways it felt like we heard more about TESVI than even Starfield. What do you guys think of all of this information, and what does it say for the development timeline of TESVI?


r/TESVI • • 2h ago

Meme/Shitpost asha todd letter

Post image
95 Upvotes

dear asha dear todd

i have a very important question to ask. please answer because it would mean alot. here is question.

when

thanks for reading my question

pic related somewhat


r/TESVI • • 1h ago

Lore I made an interactive Nirn Map with locations from all the games

Thumbnail interactive-nirn-map.pages.dev
• Upvotes

r/TESVI • • 21h ago

Discussion Microsoft is gauging interest in Fallout, Elder Scrolls, and Minecraft becoming Xbox exclusives — yes, really

Thumbnail windowscentral.com
286 Upvotes

Called it many times and this just further proves my point:

TES VI will be a (timed) Xbox exclusive and be marketed as the exclusive launch title releasing at the same time as the Helix in 2028.

Edit: Xbox = PC, so a distinction here is not necessary


r/TESVI • • 13h ago

Discussion what's the most niche and inconsequential thing you hope for in TESVI?

37 Upvotes

I'm talking tiny ideas for mechanics that will get so little use they're not realistically worth the devs actually implementing, but you'd find cool all the same?

for me, I just had the idea if for Argonian characters, you had the option to input two names. One could be your Tamrielic name, the other would be your name in Jel. speaking with human characters could have you use your Tamrielic name, and when talking with other Argonians they use your Jel name. never gonna happen unless some modder who's equally autistic as me decided to make it happen, but would be really cool. additional points if they hire a conlinguist to come up with a bunch of Jel words and their translations to input into a generator, so inputting your Tamrielic name generates a recommended Jel translation for it.


r/TESVI • • 2h ago

Discussion What do you guys think birth signs will look like in TES6?

4 Upvotes

Birthsigns have been a unique feature of The Elder Scrolls, since Morrowind, and even manifested in the form of the constellations in Daggerfall’s class selection screen. In Morrowind and Oblivion, your birth sign was a character creation selection and was a permanent effect for your character’s entire playthrough. In Skyrim, Bethesda introduced the Standing Stones, which allowed players to have their birthsigns represented as a findable and swappable persistent magical effect. The effects of each constellation have more or less remained consistent across the entries in the series, regardless of the medium being standing stone or character creation. The reason I bring up the discussion is mostly to ask: How do you think birthsigns will manifest in TES6?

Will Bethesda revert to a character creation option? It would arguably be more immersive/lore-friendly as the birthsigns are associated with… your birthday, which should remain the same. Will Bethesda repeat the standing stones by a different name? Will the granted powers deviate from their historical norms? What do you guys think?

Personally, I really loved the ability to change your standing stone ability throughout a playthrough. To me, it served as a means to adapt your playstyle and represent a change in character as you leveled up. I do, however, really hope that if they keep swappable birth sign abilities that they do away with the thief, mage, and warrior style of abilities that exist to be replaced. They're very useful, but oh, so boring. Should they choose to go back to permanent birth signs, I also hope that those powers are strong and also carry with them a downside of some kind, like the attronach stone.


r/TESVI • • 5h ago

Discussion Thoughts on being able to hire the Dark Brotherhood in Tes6?

7 Upvotes

I think it would be cool to be able to do this, up until we join them. And if we are able to become the leader of the faction, I think it would be awesome if we could send other assassins out on missions.


r/TESVI • • 12h ago

Discussion Thoughts on spellcrafting in TES VI?

9 Upvotes

Hello there.

I've been thinking about this recently, and thought it would be interesting to discuss.

Personally I'd love to see it back in a different way.

I'm thinking something like, say you reach 60 Destruction, you could now fine-tune your spells for specialization, for example:

Changing from sustained spells (Flames from Skyrim for example) to the regular casting of one at a time, their DOT, AOE, range, projectile size.

Examples:

You could make a held barrage of little fireballs that deal more damage than an equal-cost single one would if they all hit, which would combo well with a Slow spell.

A charged jet of flame that would be cheaper in exchange of a stronger DOT, or a sustained Sparks that is too small to hit multiple targets in front of you but will deal a lot of damage in a single line (maybe even sacrificing health damage to deal even more magicka damage?)

You could make a long range elemental bolt or a ball that explodes soon but uses that spare magicka to deal more damage.

Imagine specifically enchanting a set of clothing with fire resistance until you reach >80% and you just cast powerful but melee-range explosions, or sacrificing the AOE in exchange of damage and silent casting.

Instead of these all being separate spells, you would only need to know the base spells of an element to twist them however you want.

Of course, it’s a lot easier to theorycraft for Destruction, but there could be options such as for example adding a trade-off condition that makes your spell cheaper, but you can only cast it in/out of combat, or choosing between investing magicka cost into quiet casting or needing to sneak for non-combat Illusion spells (I doubt people enjoy having their minds tampered with, it should be a crime to cast spells on someone else, even if non-aggressive).

It would also be cool if you had to research these settings at the game's equivalent of the Mages Guild and that costed you gold like how crafting whole spells in Morrowind and Oblivion did, but once you learned how to change a part of the spell, you could do it at a whim from the inventory menu (maybe at a cost of magicka and only in a peaceful enviroment).

Of course the regular bought spells would still have a purpose while leveling, as they would be your only choice before you unlock spellcrafting, and I'd imagine they would be cheaper until you reach 100 in the respective skill, then the custom ones would be equal/cheaper.

Any other ideas? Or a whole different perspective on the matter?


r/TESVI • • 21h ago

Meme/Shitpost Sheogpost #315 until TES6 comes out

Post image
44 Upvotes

r/TESVI • • 1d ago

Meme/Shitpost Inb4 TGA'26

Post image
731 Upvotes

r/TESVI • • 18h ago

Discussion What would you guys think about unlocking magic through questlines?

11 Upvotes

Imagine you get a quest to clear out an abandoned tower full of necromancers. Once you've dealt with them, you have a choice: burn the tower down and destroy everything inside, or study their manuscripts and claim the tower for yourself.

If you choose the latter, you could gradually learn necromancy, unlock new spells, and start experimenting yourself. Eventually, people might discover what you're doing and come to hunt you down. Now you're the guy living in the tower, and someone else is coming to clear it out.

I'd love it if TES VI made certain schools of magic something you actually had to discover and earn through the world, rather than simply buying spells or leveling up a skill. Imagine discovering necromancy through a quest like this, with other types of magic having their own unique ways of being unlocked.

What do you guys think? Would you prefer discovering magic through exploration and questlines, or the more traditional system?


r/TESVI • • 4h ago

Discussion Looking for some feedback

0 Upvotes

I wrote an article on what I wish TES games went for when it comes to world architecture. I would really appreciate your constructive feedback:

I don’t like that every TES mainline games since TESIII:Morrowind has downscaled worldspaces. Let’s be clear, I know there were technical limitations. Also, I am not saying that I like TESII:Daggerfall world architecture (heavily relying on procedural generation, repetitive cities and structures, no incentive to travel, lack of dephthness...etc), but there has to be a middle-ground where Bethesda should be able to provide both depth and scale. As such, this article is my attempt at making this a reality for future TES games, starting with TESVI.

In TESV:Skyrim, you have what I call the “primary” worldspaces (the exterior open worlds of Skyrim, Soltstheim, Forgotten Vale, Soul Cairn) and the “secondary” worldspaces (cities). In both worldspaces, you also have the interior cells (caves, mines, larger camps, forts, tombs, houses, traders, longhouses, palaces...etc).

I will first start with the “secondary” worldspaces, namely cities. I am suggesting to make cities realistically scaled, and to make this possible, I am also suggesting that cities should be divided into multiple sections. Since the last mainline TES game was TESV:Skyrim and the most rememberable city is Whiterun, let’s figure out how big Whiterun would be if it was realistically scaled. There are multiple theories out there regarding the size of TES cities. One seems more convincing than all the others: https://youtu.be/DrnMACWp18M?si=_gojs6I2bIh13ufP

According to the author of the video, the city of Whiterun is about 1 km2 (0.4 sq mi), that’s ten times bigger than Whiterun in TESV:Skyrim, and has a population of 7,000-10,000. If you want to know how 1 km2 feels like in a game, well that’s like double the size of the city of Kuttenberg in Kingdom Come: Deliverance II. In case you never played this game, the following article that I wrote will allow you to visualise how a 1 km2 city looks like in-game as long as you double its size: https://www.reddit.com/r/kingdomcome/s/PO1W5hHuKz

As you probably know, some cities in TES, like Imperial City, are huge. I will address the issue of huge cities a bit later. Don’t worry, I have a solution.

If you don’t like the idea of realistically scaled cities because you are afraid that it will turn the game into a walking simulator, then realise that most medieval cities were usually quite small (less than 1 km2). Not only that, horse riding in cities will most certainly be a feature in TESVI. If that’s still not enough to convince you, then look, besides fast travelling, I have another solution, but I will discuss it at the end of the article. I promise you, you will like it.

Now, because I am rooting for realistically scaled cities, it would be impossible to handcraft all the sections of a city. Therefore, I am suggesting that BGS handcrafts the important sections of cities (so those where there are traders, houses of unique NPCs, factions’ building, palaces...etc, basically, do exactly what they did in TESV:Skyrim), and rely on procedural generation for the sections where it mostly consists of the houses of generic NPCs. To give you an idea of what such a city would look like, here is a heavily edited screenshot of a map of Whiterun with all the important landmarks:

Now imagine that the area inside the red line (so the actual city of Whiterun in TESV:Skyrim) is divided in two sections. The top part with all the houses, the hall of the dead, the shrine, the Guild Hall, and the palace (Dragonsreach). The bottom part with all the traders and a couple of houses. The area inside the red line should be upscaled, meaning, they should make it a bit bigger and add more houses for unique NPCs (or they could be generic?) in order to make it realistically scaled. Like I said earlier, important sections of cities should be handmade. These two sections are important sections. Now, imagine you add around these two sections one or multiple procedurally generated sections. That’s what I drew outside the area inside the red line. In this/these section(s), not only will there be the houses of generic NPCs (guards and random citizens), there should also be generic traders, a market, religious building with religious NPCs inside, a cemetery…etc. With proc-gen, these locations don’t even have to be hand placed.

I said earlier that I will address the issue of huge cities. Well, now that you understand the difference between handcrafted and procedurally generated sections of secondary worldspaces, then you can imagine that with procedural generation, size isn’t an issue anymore.

In TESV:Skyrim, all interior cells (including those in cities) are 3D empty shells, hence why many of them don’t have windows (e.g. some taverns) and if they do, you can’t actually see the inside from the outside (see image above) nor the outside from the inside. What do I mean by 3D empty shells? Well, imagine you were just in front of the door of the building that you see on the in-game screenshot above and imagine that you pressed E to enter. After the loading screen, you don’t actually teleport inside that building, you teleport to an isolated interior cell somewhere in the world. Basically, it is an illusion that makes you think you entered the building when in fact you didn’t. In other words, it is fake, just like the lit windows. Therefore, I am suggesting that buildings that belong to unique NPCs or factions (houses, taverns, smith, alchemist, palaces…etc) are accessible without having to go through a loading screen. In other words, they won’t be 3D empty shells anymore. How is this possible? Well, cities were divided into multiple sections, allowing BGS to make them part of the secondary worldspace they’re in and therefore, get rid of these loading screens.

Similar to TESV:Skyrim, some NPCs will be unique and therefore will have a deep schedule (like Jarl Balgruuf The Greater in TESV:Skyrim), while others will be generic and have a simple schedule (like guards). However, here is the twist: I think TESVI should still have buildings that are 3D empty shells. Why? Because in TESV:Skyrim, generic NPCs like guards don’t have a house. Giving them a house (the procedurally generated ones I mentioned earlier in the procedurally generated sections) would make the game more immersive. It would be very simple to make their schedule slightly deeper by having them head “home” after their shift. Basically, you would see them opening the door though inside it’s just black, and just after that, poof, they despawn because they “entered their house”. Now here is the thing, I am divided between either keeping these houses inaccessible for performance reasons and for keeping the loading screen count low, but of course this is not a fan favourite since every buildings in TESV:Skyrim are accessible (contrary to Fallout 4, which came after TESV:Skyrim, and yet no one seem to complain about that), OR making them accessible but players will have to go through a loading screen. If BGS goes for the later, then I suggest BGS to also rely on procedural generation for the interior of these houses as it would be impossible to handcraft all of them. Basically, the game would generate the placement of the clutter as well as the NPCs.

Now when it comes to primary worldspaces, I am also suggesting that primary worldspaces, which I will call provinces, should be realistically scaled, and to make this possible, I am also suggesting that each province should be divided into multiple sections. Again, there are different theories out there regarding the real size of Skyrim. I picked the one that seemed the most accurate. According to the following theory, Skyrim is about 1,000,000 km2 (386102.16 sq mi): https://www.reddit.com/r/teslore/s/kDq14fSA5R

That’s almost 27,027 times the size of Skyrim in TESV:Skyrim (37 km2, or 14.3 sq mi) and its almost 6.2 times the size of TESII:Daggerfall (161,600 km2, or62,394sq mi). According to the same Reddit post, Hammerfell is the same size as Skyrim. Since TESVI is most likely to take place in Hammerfell, I suggest that BGS makes Hammerfell 1,000,000 km2. In case you think that’s impossible or too big to your liking, know that Starfield has 1437 walkable planets and moons, and with the average size being 325,000km2, we get a total surface area of 467,025,000 km2 (8.8% smaller than our planet Earth), and that’s without counting space.

Because of the realistic scale I am rooting for, it would be impossible to handcraft all the sections of a province. Therefore, I am suggesting that BGS handcrafts certain sections, and rely on procedural generation for other sections. Sections with important locations, mainly those with unique NPCs (same logic as for cities, and that’s because unique NPCs are related to the handcrafted main and side quest), should be handcrafted and relatively small (less than 1 km2), while “filler” sections, so those sections for those who like travelling and survival mode, should be procedurally generated and large(r) (at least 5 km2).

Similar to TESV:Skyrim, there will be improvised camps, outposts and villages in sections of primary worldspaces. However, contrary to TESV:Skyrim, instead of caves, mines, larger camps, forts or tombs being interior cells and you only see the entrance from the outside, they will be part of the primary worldspace they’re in and therefore, be accessible without having to go through a loading screen. How is this possible? Well, the primary worldspaces were divided into multiple sections, allowing BGS to make them part of the primary worldspace they’re in and therefore, get rid of these loading screens. Of course, the bigger and more complex the primary worldspaces will be, the harder it would be to do that, but PCs and consoles are more powerful than they were in 2011, Creation Engine 2 proved to be capable of making large worldspaces (tiles are believed to be 57 to 64 km2), and BGS will use Creation Engine 3, which according to Todd Howard, is more efficient at processing data.

Similar to TESV:Skyrim, primary worldspaces will have the usual generic NPCs (generic meaning nameless) that spawn at the different POIs (improvised camps, outposts, villages, caves, mines, houses, larger camps, tombs…etc) or that roam the world, though of course, some will be unique.

Like I said, I have a solution for those who fear that all these suggestions will turn the game into a walking simulator, here is my suggestion: BGS should give the players the possibility to deactivate procedurally generated secondary and/or primary worldspaces. Since among those who don’t like realistically scaled worldspaces, there are people that like survival mode, this setting shouldn’t be something that activates when you activate survival mode. Make these two separate things.

You might wonder why large scale is so important to me, and the answer is simple: I don't want a game to spend dozens or hundreds of hours doing multiple playthroughs, I want a game to spend thousands of hours with one single character. I want to go deep in the wild to hunt and fish, and even lose myself. I want to explore dozens if not hundreds of settlements. Basically, I want the ultimate fantasy simulation.


r/TESVI • • 1d ago

Theory/Speculation How will sleeping mechanics work?

Post image
12 Upvotes

r/TESVI • • 1d ago

Discussion I wish XBOX/Microsoft was investing more in BGS

9 Upvotes

This thought came (or returned) to me as I was reading Jason Schreierer's new piece about GTA VI: The Making of Grand Theft Auto VI. GTA VI is easily the most anticipated game there is, but I think there's an argument that TES VI is the second most anticipated upcoming game.

Schreier reveals that Rockstar now has 4.711 employees, up from 2.441 in 2018. Now I don't think it would be realistic or even desirable for BGS to have that kind of headcount, but what I think is baffling is that XBOX/Microsoft chose to reduce BGS from its 500-ish employees to about 440 this year, and fired proven veterans that were actively working on TES VI and writer designers that were helping to fill the next game with new quests and NPCs. Meanwhile, Schreier also said that Rockstar created an entire studio with writers and designers just to work on NPCs and their content.

I don't know, it feels weird. You'd assume they'd be all in on their biggest upcoming game.


r/TESVI • • 1d ago

Discussion Physical for PC?

6 Upvotes

I really hope Bethesda will continue to do physicals for PC. What sparked this is the whole fiasco with Metro 2039 collectors editions.

For those unaware, the launch inferred that the collectors edition would be available for all systems yet ended up being only for console in the US. (They released it, as well as the physical deluxe edition for PC in the UK. The reason being PC users don’t buy digital so why release anything physical for them.

Do you think Bethesda will continue to make their collector’s editions physical for PC or will they follow the trend towards digital that has seemed to be growing?

Edit: By physical for PC, I mean a steelbook that contains a digital code and then the collectibles as well. Not an actual disc for PC


r/TESVI • • 1d ago

Theory/Speculation This guy is bound to be active in this sub

Thumbnail vice.com
11 Upvotes

r/TESVI • • 2d ago

Discussion Would be cool if Nords returned to a more classical barbarian aesthetic for ES6

Thumbnail gallery
180 Upvotes

I want roaming bands of Nord raiders fleeing the local apocalypse in Skyrim. With the empire in shambles, Skyrim probably destroyed, and Hammerfell independent it could make sense that some Nords want to leave Skyrim for greener pastures.

If naval combat is a thing imagine Nord longships rolling up on you and 30 half naked barbarians board your ship shouting EVGIR UNSLAAD, as they start slaughtering your crew.

Idk I just want Nords to return to the classic eternal invaders who hold no kinship with anyone but themselves.


r/TESVI • • 2d ago

Discussion I am tired of people slandering Creation Engine

225 Upvotes

Is it only me but I do consider CE an amazing engine. Some vocal opinions can't just cope with a fact that bethesda games have loading screens, like it's a cardinal sin. Newsflash - every game have them. Conveniently, the same people never mention CE's real capabilities.


r/TESVI • • 2d ago

Meme/Shitpost Never ask a Alik'r the race of his wives

Post image
64 Upvotes

r/TESVI • • 1d ago

Meme/Shitpost Sheogpost #314 until TES6 comes out

Post image
31 Upvotes

r/TESVI • • 1d ago

Question What's your plan for your first playthrough? Will you do everything, like joining every faction, or leave some quest for different a character/playthrough?

17 Upvotes

My first Skyrim character joined every faction, did pretty much every quest I could find and explored all POI I could see. But in my later playthroughs I prefer to come up with a character and only do things that work with their background I imagine, the roleplay experience is just cooler. But I'm not sure, when ES VI comes out I will probably do everything I can again, especially after waiting so many years lol

I've been wondering how everyone plans to approach their first ES VI playthrough. Will you try to do everything, or will you deliberately leave some quests, factions for future characters?


r/TESVI • • 2d ago

Theory/Speculation Speculation on DLC

12 Upvotes

I know it's the height of ES6 longing to speculate about the DLC for a game that won't be out for another 5-10 years but bear with me here I had a thought process the other day I wanted to share with y'all

The last 3 modern mainline games (Morrowind, Oblivion, Skyrim) all follow a sort of pattern with their major DLC: At least one DLC focuses on a specific Daedra

Bloodmoon focuses on Hircine, Shivering Isles focuses on Sheogorath, and Dragonborn focuses on Hermaeus Mora

With that in mind it's probably safe to assume that one of ES 6's DLCS will similarly follow a Daedra lord as a principle part of its plot and/or setting

Assuming the writers at BGS aren't total hacks/frauds (stop laughing) let's assume they aren't going to revisit one of the Daedra we have already explored, so that takes Hircine Sheo/Jyg and Mora off the list

Also since Azura got a large focus in Morrowinds main plot, Dragon got Oblivions main plot, and Nocturnal got the Skyrim Thieves guild focus, I'm going to hope/assume they also won't be the focus. Let's give some other princes a chance in the spotlight!

So who's left? Boethiah, Clavicus Vile, Malacath, Mephala, Meridia, Molag Baall, Namira, Peryite, Sanguine, and Vaermina

Right off the top I'm taking Molag baal out, he got focus in both Dawn Guard and ESO so I'm thinking (hoping) they'll give him a break.

So 9 possible options left to choose from. Is there any evidence in Skyrim that might point us in the right direction? Why yes there is, friends. Now I'm at work so I'm not going to fish for quotes or quest names y'all will know what I'm talking about:

While each Daedra has a quest with varying degrees of depth or impact on the world at large, only one seems to indicate that something is brewing for the future. That one of these lords is currently working on some sort of plan that will take fruition within the coming years as of the time of Skyrim, and that is The Taskmaster himself, Peryite.

He's accumulating plague victims into camps and there's repeated talks of unleashing his gift onto Tamriel. That the whole point of his followers that you meet during his quest in Skyrim. They are sleeper cells waiting to be activated and called upon to spread the plague. I think ES6 will have a DLC involving this plague and the protagonist will set out to stop it. It will involve going to his realm in Oblivion, giving us a new locale we have yet to see anything of to my knowledge.

Additional tie in point: ES 6 is most likely going to revolve around Great War 2.0: Hammerfell Boogaloo, and what normally follows wars and big battles? Festering corpses and the spread of disease. Mark my words, one of our major ES6 DLCs will be focused on Peryite and the plans he and his followers reference during the events of Skyrim. If this does not pan out it is because Todd Howard is a coward (that's the ONLY possible explanation)

I really would love to see this because I feel like of all the princes Peryite gets probably the least play in the games, and daddy wants new ES lore to consume

This has been rolling around my brain for a few days and I'm just trying to bang it out before I get back to work, what do y'all think?

Edit: I also think Malacath would make a lot of sense but considering Orsinium is directly connected with High Rock and Hammerfell, and in Daggerfall all 3 provinces appeared together, and we are all kinda assuming high rock will be base game along with Hammerfell I'm really hoping Orsinium is base game too. And I'm hoping Malacath gets a good deal of focus in base. Game because of that. Like how Azura hasa lot to do with the story of Morrowind


r/TESVI • • 1d ago

Discussion What is Sword-Singing, and could it be the core combat mechanic for 6, similar to Shouts in 5?

4 Upvotes

I've done some research on stuff in Hammerfell, and something caught my eye. Sword Singing. What is it, exactly?

From what I read, it's like... taking some of your spiritual energy and making it into a weapon? How would this work in gameplay? It's like... some form of Tonal Magic, not quite the same as the Tonal Magic that the Dwemer used, but it was used by the Yokudan (Redguards).

If someone could help me out here, that would be great.


r/TESVI • • 2d ago

Discussion Further on the topic of music, I hope there's individual Faction/Guild themes

Enable HLS to view with audio, or disable this notification

11 Upvotes

One of my favorite things about the Fallout soundtracks is how all the major factions have their own unique music themes that play in their bases. I still remember the first time i cleared the castle in Fallout 4 and the Minutemen theme started playing, it was so damn cool and satisfying. Same goes for visiting Camp Mccarran for the first time and hearing the NCR theme play proudly. TES hasn't done much dedicated faction music unfortunately so i hope they do it.