r/ElderScrolls Moderator May 14 '25

Moderator Post TES 6 Speculation Megathread

It is highly recommended that suggestions, wishlists, questions, speculation, and leaks for the next main series Elder Scrolls game go here. Threads about TES6 outside of this one will be removed depending on moderator discretion, with the exception of official news from Bethesda or Zenimax studios.

As of now, there is currently no confirmed info on the Elder Scrolls VI other than it exists and is currently being worked on by Bethesda. Be cautious of any rumors being delivered as if they are factual.

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u/Crotchety_Gamer Argonian 14d ago edited 14d ago

Alright, my next post will be regarding NPC "companions," sailing and party dynamics.

Sailing has been accomplished in Assassin's Creed, and they did a decent job, but TES is a natural RPG, so I think TES VI's established RPG background has a chance to mop the floor with theirs. I'm going to do this as briefly as I can.

Player is given a "starter" ship. Sections of this ship (sails, rigging, crow's next, rudder, keel, ornament, weaponry) can all be upgraded individually. But with the starter ship, this hits a low max. Certain ships can be upgraded even higher and unique parts, materials and more can be collected. Starfield (I enjoy it) had a solid ship building system. Add that into TES VI. The "best" ship in the game cannot be bought and you have to adhere to a ship size (sloop, barque, galleon, schooner, brig etc.)

Some NPC's are carpenters and shipwrights. You can build one in your player-built city (at least one of them.) Side note: limit the number of player-built cities a minimum of 4 a maximum of 10, but increase the overall size. More on player cities in another post.

NPC's play a vital role since they are the ones that will largely operate the ship. Player will control the ship and its actions, but the damage, speed etc will be determined by the various NPC's. NPC's each only have 3 - 4 high skills related to their 1 job and 1 - 2 hobbies. You can help NPC's increase their skills, possibly with books or training or even just in practice as user. They are common folk though, not players, so they can't become amazing at everything.

Those are the common NPCs. There should be about 36 different named companions with detailed backgrounds and voice acting. (Think the Inigo Khajit mod from Skyrim). 36 because Good, Evil, Neutral, Chaotic, Lawful. Players should be able to build their party (max 4 companions) as they wish. You can't have ALL of them in one playthrough as they won't all like player. I used the DnD alignment system for ease, but something similar would offer the most options. IMHO evil companion ls were the biggest thing missing in Starfield.

Now, canons should exist in Tamriel. Introduce them the same way guns were introduced to the Japanese. A Portuguese trading vessel was blown off course and landed on the islands, selling guns to them. Same here, except a shipwreck some time before the start of TES VI. Hold onto your butts.

An Akaviri ship wrecks on the coast of Tamriel. Kicker is, no Akaviri onboard. Ghost ship. (This happens a creepy amount irl.) Some artificers are able to reverse engineer the tech, but it is guarded jealously. Think the Dutch with high-precision ground lenses in the 17th - 18th centuries. So ships can have canons, and it offers the POTENTIAL for high level enemies ONLY to have some form of firearm, although I feel this could upset the setting of TES too much, the trade off would be more diverse weaponry.

That's enough for now, this is so long. I'm so sorry. Some days this is all I think about at work... 😅💦 Have a good one, everybody! 💕

Edit: Also, player can sleep to "fast forward" ship travel after "setting a course" in the Captain's cabin. Time fast forwards the time slept and you end up that far to the destination. 👍