#Coldharbor spoilers
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You all know Darien is probably going to show up again at some point, correct? It's not just hope. ZoS has been sprinkling breadcrumbs (pun intended) since Summerset. They wouldn't do that for no reason or to tease us (unless they're somehow legitimately evil,which say what you want, but that isn't the case).
Spoilers galore for elder scrolls in general under the cut (Main plot, Wrothgar,Elsweyr,Greymoor,Summerset
Blackwood,High Isle, and Necrom.)
Just look at Coldharbor. What happened after we "lost" Darien. We found clues that he was still alive. Including a letter written by him in Wrothgar. So it only makes sense to me that they would do so again.
Darien and/or the events of Summerset have also been referenced in every.single.chapter since Summerset.
That, to my knowledge, hasn't happened with any other characters, especially not consecutively.
In Elsweyr, you can find a deceased khajiit, and nearby there is a note,describing how Meridia was looking for a new vessel that wouldn't betray her.
In Greymoor, Gabrielle Benele says she still believes that Darien is still out there somewhere and she is determined to find him. Not only that, but there is a Meridia quest where she has apparently turned her gaze from her faithful. Now Daedric princes' attention and favor can come and go, and I don't like Meridia, believe me, but she doesn't seem like the kind of prince that would turn her back if something bigger didn't have her attention.
In Blackwood, there is a random event when you talk to a wizard and he can summon a lost spirit. One of those spirits can be an Auroran Knight with Dawnbreaker in his hilt. It's not confirmed to be Darien. But...come on. It's him.
In High Isle, Lady Arabelle references his father specifically. Not Darien specifically, but there are other generals, and captains they could have referenced.They chose him because they knew our ears would perk up at the name "Gautier". His father had a pretty forgettable role,Darien,did not.
In Necrom, if you played through the Summerset plot, you can speak to Naryu about the events of Summerset.
I don't feel like they would talk about him (or the events of Summerset) this much if he wasn't coming back at some point or at least confirmed to be alive in some way. Not to mention whenever he's brought up in streams, they are pretty tight-lipped about him, and they've never specifically said he' won't return.
Summerset was a big event. So if we do see Darien again, it's going to be big.
Sources:
Experience and
#feykrorovaan#elder scrolls#tes#skyrim#elder scrolls online#eso#tesblr#Darien Gautier#Meridia#High Isle spoilers#High Isle#Eso spoilers#Coldharbor spoilers#Dawnbreaker#Elsweyr Spoilers#Elsweyr#Greymoor#Greymoor spoilers#Blackwood#Blackwood spoilers#Wrothgar#Wrothgar spoilers#Summerset#Summerset spoilers
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Updating my ESO base game zone list (from roughly most to least favorite), adding the EP zones I'm done with (up through Deshaan), and elaborating on my thoughts for each zone and on the writing overall because I like yapping. Moving on to DLC now.
TLDR:
Grahtwood
Rivenspire
Coldharbor
Auridon
Glenumbra
Stros M'kai
Malabal Tor
Alik'r Desert
Betnik
Reaper's March
Greenshade
Stonefalls
Bangkorai
Bleakrock Isle and Bal Foyen
Khenarthi's Roost
Stormhaven
Deshaan
More detailed thoughts below (spoiler warning for these 10 year old quests):
1) Grahtwood - I would say Grahtwood and Rivenspire are tied for my favorites, with Grahtwood being all over strong while Rivenspire has a particularly strong environment and main quest. While for me most other zones maybe had a few standout quests if any, the side quests in Grahtwood were very consistently getting me invested and were fun/interesting (stand outs include: The Grip of Madness, Bosmer Insight, Keeper of Bones, The Wakening Dark, and The Unquiet Dead). The environment is just stunning too. It's one of the few base game zones where things truly feel grand and huge. I love the giant trees in this game and Grahtwood is full of them. The Bosmer towns are really cool too, and Gil-Var-Delle was very cool. I appreciate all the Bosmer lore and culture fleshed out by all the Valenwood zones, and it feels very unique compared to the other cultures fleshed out (in the base game at least).
2) Rivenspire - I love the main quest for this zone so much. The characters are more memorable, the story doesn't feel as forced (and the player's inclusion feels less forced) compared to the other zones, and the twists and emotional connection to the events are stronger. I love all the Ravenwatch characters. Verandis alone boosts my opinion of this zone. The scenery of this zone is probably one of the strongest in the base game too. Entering the zone to see the Doomcrag (A+ name btw) with the red lightning in the distance immediately got me excited for what the zone had in store (especially after the bore that was Stormhaven) and the way it sorta hangs over everything on that side of the map makes it such a strong set piece. Even beyond it, I love the gloomy and lightly gothic vibes of the zone and the Main Quest. The main reason I put it below Grahtwood is that I really didn't get invested in any of the side quests I did.
3) Coldharbor - I actually didn't realize this was going to be an entire zone, so when I first got to it I was a little put off, especially because my experience with planes of Oblivion in past games was mostly annoyance (the Deadlands and Aprocrypha), but I ended up really liking it! I liked how pretty much everything in it related to the main quest, so it made for a nice focused change of pace, and every quest relating to the same goal made me more invested in them. A lot of the quests felt more unique than the rest of the base games ones too. The scenery was really grand and cool and impressive, and the environment paired with the sound design really made the place feel uneasy and unsafe to explore (even if it wasn't really that much more dangerous than the other zones)! I also found a lot of the characters fun and likeable. Some stand out quests for me were Vanus Unleashed, The Endless War (and its follow-up quests), Special Blend, and The Soul-Meld Mage.
4) Auridon - I ended up spending a ton of time in this zone so I became pretty familiar and fond of it. The environment is so pretty and picturesque. I also liked how a lot of the side quests either related to/built on the main conflict with the Veiled Heritance or helped to elaborate on the current context of the Aldmeri Dominion. It helped the whole zone feel more cohesive. I certainly remember the quests of this zone better than most others. Razum-dar and Ayrenn are absolute treats as well!
5) Glenumbra - (bumping up) I might be a little biased in liking this zone more because it was one of my first, but I'm also pretty fond of Glenumbra. The biggest negative of it for me is that I barely followed the main quest storyline at all. It felt kinda all over the place and like different parts of it barely connected to others. However, the vibes and aesthetic are great. I love all the marshes and fog and general moodiness, which really fits a lot of the quests in ghost towns and cemeteries. I enjoy going back to Glenumbra for events and antiquities because I just like running around it (although it really suffers from having enemies on every square inch of the map, but that's an issue I've noticed to a lesser extent everywhere with the game so far). The environment is just very pretty, and a cool touch is the huge moving vines everywhere. Also, gotta say, I hate Daggerfall's layout. It's a really cool looking city and it feels more like a large city than most others in the base game, but it sucks for doing daily crafting. Overall I just had fun here.
6) Stros M'kai - So given this was the first zone I ever experienced, and I had just started Redguard right before earnestly starting ESO so it was fun going "like the one in Redguard!", I might have a bit of bias on how much I like this zone. But I am very fond of it! I found the characters of the main quest endearing and memorable (even if they and their story wasn't relevant almost at all to the rest of the DC) and the player's inclusion in the story didn't feel forced. I like the aesthetics of Port Hunding, and the desert around it just felt warm and big despite how small the map actually is.
7) Malabal Tor (after thinking about it more I'm bumping this one up a little) - I didn't really care for this one while doing it, but in hindsight, it's grown on me. I really like the lore and development of the Silvenar and Green Lady that they do in this zone, and I like how so many of the side quests help to flesh out those lore concepts and backstory beyond the main quest. It makes the storyline of the main quest for this zone feel more developed and worth getting invested in. However, I didn't really get invested in anything else very much. The scenery was pretty beautiful too.
8) Alik'r Desert - I was surprised how beautiful I found this zone given that it is a desert, but I really loved the scenery! I also liked the quests here fine enough. They weren't my favorite, but I didn't necessarily dislike them either. I liked the old Redguard temples you got to explore, and the way they implemented and introduced the Yokudan religion/gods. It was fun to engage with. This was a perfectly middle zone.
9) Betnik - I like the setting of Betnik. The rocky and foggy beaches are pretty. The history of the island is pretty interesting. in hindsight having done the first zones for the other alliances as well, I now appreciate that the characters from the Stros M'Kai main quest are here and the story is continuing with them, it feel more natural for why my character is invovled. However, I barely remember anything else from this zone, and in hindsight the environment isn't as pretty or as impressive as later zones, so I don't care too much more for it.
10) Reaper's March - This zone was very hit or miss for me. The scenery was nice, and the music stood out to me and I really liked it, but the quests and character writing was either something I really liked or something I really didn't. I loved Shazah and Khali, and while the whole concept of of the Moon Hallowed felt super contrived, I like that it gave us an opportunity to really get to know them and get invested in them. They were both charming and likeable, but it is for that reason that I was not a fan of how the main quest in this zone ended. I was looking forward to how they would handle which twin would be the Mane (or maybe push against tradition and make them both Mane or some other compromise...), but one ultimately dying felt like a stupid way to solve that issue. They could've been so much more creative with it. This feeling of enjoying parts of a questline and disliking others from some reason continued through the quests of this zone.
11) Greenshade - I wasn't a fan of the scenery in this one. Not only was it just not as cool to me, but I think I've developed a bit of a pet peeve over how everyone kept refers to it as a forest when it was clearly some kind of savanna woodland. Sorry Bosmer, that is not a forest to me. Anyway, the story and side quests for this zone didn't stick out to me at all with the exception of a few MVP characters. I liked the Wilderking quest, in part because the idea of the Wilderking is interesting (in theory, it's ok in execution) but mostly because I really liked Aranias and the story we see with her (I think it's kinda weird that the original Wilderking and her are Altmer, especially in the context of the politics around the formation of the Aldmeri Dominion, but besides that I enjoy the idea). I was got a little emotional over the very sweet short quest, The Flower of Youth, and it has really stuck out in my mind. And finally, I liked Indaenir. I found him very charming. To the extent that I was sad at his sacrifice at the end of the main quest and hyped for him when he becomes the Silvenar. Mid zone with some stand out moments.
12) Stonefalls - The story for this one baffled me a bit too much, in the sense that there were several moments where I feel like I didn't get enough explanations as to why what was happening was happening. I was truly just along for the ride. There weren't really any characters that stood out to me either. Like, I recognized them and remembered them as the kept popping up, but I wasn't invested enough in them, which is a shame, because I think the last few quests of the main zone quest would've been a lot stronger if I actually liked or felt endeared by Tanval, Garyn, and their relationship. The second half of the main quest felt drawn out and I think the writing was just kinda bad for this zone tbh (more than usual). Now, saying that, the scenery and environment for this zone was gorgeous, and the music stood out and really accentuated the mood! One of my favorites so far environment-wise. I think it felt very Morrowind-y, and I loved the mountains and the volcanoes and the land coral and the ash effects. I also love the look of the Dunmer architecture in this game, and I think it fits them well. I took so so many screenshots in this zone. I genuinely enjoyed just wandering through it.
13) Bangkorai - Nothing about this zone really caught my attention. I didn't care for the main quest, I didn't get invested in any side quests, and for me this zone feels more frustrating to navigate with how many areas as controlled entirely by enemies. It also does nothing new or interesting with the Reachmen, unfortunately. The scenery is pretty, but it is similar to everything else we've seen in the Daggerfall Covenant, so by the time I got to it it wasn't anything special. My opinion on this zone was also probably colored by the fact that at this point I just wanted to get further in the main quest. I also want to highlight this one quest, Freedom's Chains, which has a super interesting basic idea and hypothetical choice at the end, but is so horribly buggy and terribly written that it is one of 2 quests I've done so far in this game that made me angry.
14) Bleakrock Isle and Bal Foyen - I did the entirety of these in a little over an hour each, and really nothing stuck out to me. Not the characters, not the setting, not the quests, nothing. The only thing of note is that I was running around Bal Foyen at sunrise and it was very pretty, and there was a guar in Bal Foyen named Rollie.
15) Khenarthi's Roost* (I did it slowly over a few months while my hands were in pain and nothing about it stood out to me) - So there is an important context to this one, which is that I started this zone in January after the New Life Festival, but soon took a break from the game because my hand pain was really bad and I couldn't play. I attempted to play every few weeks (in this zone) and every time my hands hurt really bad, and I had forgotten what was going on. It took me months to finish this teeny zone, and I just don't have a great association with it. Outside of that bias, I just wasn't invested in the plot or characters (outside of Raz, of course), and I feel like the Maomer were uninteresting and a waste of potential. The aesthetics of the island were pretty nice, but I didn't find it as cool or pretty as most of the other zones.
16) Stormhaven My dislike of this zone was mostly circumstantial when I first played it, but in hindsight having gone back to it for other random things, I continue to dislike it. The wayshrine placement sucks. Somehow by the time I got to this zone I was already a little burnt out on all the Daedric prince involvement, and the involvement of Vaermina and her cult did nothing new or interesting. I could not bring myself to care about pretty much any quest in this zone, with the notable exception of the part at the end where you enter Emeric's dream and talk him off the ledge. I like Emeric, and I feel like this detail made it make more sense for why he can trust you so much. But other than that, it was a very mid zone. The scenery was Glenumbra but less cool in every way.
17) Deshaan - This is only below Stormhaven because of that one quest with Emeric (and maybe I'm a bit jaded right now). In a game where it feels like the Daedric Princes are invovled in every other quest, you're telling me that a questline focusing on an organization creating a plague had nothing to do with Peryite? Justice for Peryite! Speaking of, the main quest for this zone was so... what? The writing for this alliance so far has been really weak imo and this quest really exemplifies it. It's just antagonist doing miscellaneous antagonist things without a solid connection between their actions. Despite building up to the main antagonist's backstory throughout the zone, I still don't understand her motivation for just about anything she did until the last 3rd of the story, and the kinda interesting conflict of her backstory was written in the least interesting way it could be. None of the other quests stood out to me, and the environment, while fine, didn't catch my attention either. I did like that Mournhold felt larger than most of the cities in the game, and I loved how the temple looked and loomed over everything.
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Daggerfall Covenant Overall Thoughts:
These zones were my starting zones so I was learning how the game works and doing the big main quest while going through them. I straight up can't remember whatever the overarching plot of these zones was, but I remember each zone as its own individual thing better. At the time I felt sorta meh towards it, but having done the other alliances it has grown on me because of the characters and pacing. The way you get invovled with the leader in this faction feels more natural and less contrived than the other two (and the build up to getting to that point is longer and more developed) since you have to prove yourself and work your way up the High Rock leadership to finally impress Emeric and get him to entrust you with things. You don't just do him one favor and he goes "ok I trust you with alliance secrets now", but compared to the AD it felt like the over arching story of the alliance is much much weaker and less developed. it feels more like each zone has its own story only loosely tied together with "WAR IS HAPPENING" (EP is sorta the same). The antagonists weren't memorable, but the side characters like Emeric, Darien, Gabrielle, Skordo, the gang on Stros M'Kai, Lady Laurent and Stibbons, etc. were fun! I read on Reddit that the team that made the DC also made Coldharbor, which is why so many DC characters feature in it, which definitely helped me feel connected to them more. Overall, not the most striking alliance, but I liked the characters and am probably more fond of it because it was my first one
Aldmeri Dominion Overall Thoughts:
I appreciate that there are overarching storylines between the zones (beyond just "[other alliance] is attacking!") between the Veiled Heritance, the death of and new Silvenar and Green Lady, etc. The other two factions' zones can sometimes feel too disjointed from each other or the way they are connected feels contrived, so the reoccurring characters feel more random (like, why are you here too??) or there are way less of them, while in the AD you meet a lot of the reoccurring characters in the first two zones and then it makes sense why you keep running into them. It makes the relationships you build with them feel more genuine, and there were a number of stand out characters for me. I think for this reason, having one small starting zone as opposed to 2 might've helped with that feeling. On the other hand, I feel like the build up to how you get invovled with the alliance leadership was way more rushed (in a bad way) compared to the other two zones. Like, you happen to be picked out as competent and trustworthy by one of the right hand men of the queen (no offense to you, Raz, you are one of the highlights of this alliance) and then you save the queen from an assassination attempt in the first story point of the next zone and she just trusts you immediately (once again, no offense to you Ayrenn, you are also a highlight). But once we're into the main storyline, I enjoyed it and followed it a lot better than the other two zones. I also appreciated how the antagonists had motivations that felt like they actually informed their decisions and related to the political and interpersonal dramas going on. It made them more memorable. I felt in general that the side quests were a little stronger here as well.
Ebonheart Pack Overall Thoughts (so far)
I've only done Bleakrock Isle, Bal Foyen, Stonefalls, and Deshaan, and hopefully I'll come back to do the rest later, but I'm a little sick of the base game and would like to move on to DLCs. With that disclaimer out of the way, I've found it so far lack luster compared to the other two. So far the zone stories aren't that connected (although that may change), and there seems to be less reoccurring characters. The one that I do know for sure shows up repeatedly, Naryu, didn't actually make her first appearance until Deshaan (not a fan of her so far tbh... why does she neg me so much??). Altogether, none of the characters so far stood out to me, and they've been overall less endearing and less memorable (so far). None of the quests have either. Generally in this series, but particularly in this game, and even more so in this alliance for some reason, the player's involvement in a quest or situation feels really contrived. The one positive for this alliance for me is that I think the environments are consistently pretty strong (so far). Finally, the antagonists have been weak in the sense that they aren't memorable or interesting (similarly to the DC). These ones frustrate me a bit more because they feel much more like wasted opportunities. So far there's a theme of family or parent-child relationships going on, but it's really shallow and I'm not sure it's purposeful. Like I said, maybe I'm just jaded with the base game zones because they are pretty same-y (and it makes sense why tbh), but this alliance has been my least favorite so far and I don't feel bad about skipping the rest of it for now.
#i just needed to get this out of my system#i dont expect anyone to actually read all this lol but be my guest if you want to#mine#eso
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ACT 4
Continuation of the post reblogged with. Read that first before looking at this one as that one has a ton of disclaimers to it.
(Warning, Vigilant spoilers!!)
(This section won't have written lines, but instead best hits from me rabbling about ideas on discord)
It really isn't until Act 4 that everything goes completely wrong (obviously!)
(Once again, every thing below is assumed that the player would have all the sidekicks in their party. If one was missing for the load order, or if the DB didn't bring them to the manor, they would not be in Act 4 at all.)
Act 4 opens up normally for the Player inside the temple. Nothing would really change until they left it and headed outside to Coldharbor. Out there would be the familiar face of Gabrielle.
As you can imagine, Gabrielle is freaking the fuck out! On the verge of a panic attack, she wouldn't even realized the DB is there until they come up to calm her. Once doing so, they discover Gabrille has been in Coldharbor for about an hour before the DB.
You two have a quick talk about the situation, and note that they must find the others as soon as possible.
Throughout the quest, all sidekicks would have made comments on the various quests throughout Coldharbor. But the sidekicks and where to find them is all spread out.
Gabrielle, Disnel, and Varrick are found early on.
Once getting to the small town (that I think is next on the map. Idk, been a while since I played Vigilant,) Gabrielle and the DB come across a giant skeever looking for help. Upon talking to the skeever, a very familiar voice rings out; Disnel.
Talking with Disnel you learn she woke up as a Skeever and she thinks she's been here for a few days. She doesn't know where the others are, and is horrified of her new form. (For those that never got dialogue on her opinions on Skeevers, they scare here, deeply.) Just like Gabrielle, you calm down Disnel and you all go about your way.
Next, who would have been much harder to find, located in a small shack (the shack had a broken floorboard which I had planned to use,) is an old man with bandages covering his whole head. The man doesn't try to fight the DB when they appear, but instead cowers in fear.
Once speaking with him, the DB learns it's Varrick. While not much older than he was, only by half a year, he is beaten and afraid. Varrick tells the group when he awoke here he didn't wave in his faith. Bal laughed at him over this and demanded he be taken to the arena. For months Varrick fought. He continued and continued to fight. Many times he hoped Boethiah would see his strength and break him from Bal's clutches, but they never came. Every time Varrick found himself on the brink of death, he would be awake once more. The Prince (unsure if it was Boethiah or Bal,) refused to let him die. But one day, there was a prison break and Varrick took the opportunity to escape.
Varrick cries to himself that he failed his prince. He now hides and cowers in a small shack; living off of the bugs that make their way through the rubble.
Here, the DB can comfort him, or push him futher into dispair. Perhaps the choices would effect whether the old man has truly given up or not.
The DB had the chance to tell him he survived and that was his faith of Boethiah; to keep surviving till the bitter end. Maybe they say Boethiah has abandoned them and it's time to have faith in himself. Maybe they say Bal coudl have blocked Boethiah from reaching out to him, she hasn't abandoned him. Or, maybe, the DB tells Varrick they are a failure to be hiding in such a state and leave him be.
But if comforted, Varrick will have the resolve to keep going. Especially if romanced, Varrick couldn't leave the DB to do this on their own. Even if there is a chance Boethiah abandoned him, ther eis one person who could be by his side; his love.
During the course of moving through Coldharbor, the DB will start to notice a strange, tall, muscular figure weilding an axe watching them. A voice even warning the DB to "Leave that body alone!" But, no one can be spoken to, so the DB and team keep moving onwards.
And here we are. Full circle. Where we started when I posted this:
![Tumblr media](https://64.media.tumblr.com/a5286b4380bb922eeb795e12b6fdb2c5/e79b94deb455a773-eb/s540x810/bd836356a53ac8b3f20fbb15f3ea69175b0329ac.jpg)
The next sidekick we would find in the worst place for our sweet prince; the sewers. Yes, as the DB and co traveled in the sewers of Coldharbor they would quickly find themselves against a ragged, mess of a vampire. He's next to mad on bloodlust and while he plans to attack the DB, very quickly recognizes them.
Caryalind, now a vampire, hides away from the DB and is scared he may hurt them. He hasn't drank any blood in months and fears when he may turn ferral.
Of course, as the picture shows, the DB can give him the option to take some of their blood to quench his thirst and give the man some sense of sanity.
Maybe it's not all bad though. I did take note of something else:
Caryalind's story in Coldharbor is much longer than the others. Caryalind has been here for two years.
When he first appeared in Coldharbor, a clan of vampires were quick to notice him and kidnap him. They had planned to use him if they ever were able to make it back to Tamriel. Use the prince as ransom to gain some kind of power in the Dominion. During this time, Caryalind was turned and used as a source of blood to feast on from time to time.
For the first year and a half he was with the vampires. However, someone attacked the Clan. These groups of attackers were the lackies of a powerful mage who worked with Bal to collect and sell souls around Coldharbor. Caryalind didn't plan to stay and get killed, or his soul harvested, so he ran away and found himself in the sewers. He hasn't been to the surface since.
Finally, with one last person to find the team keeps moving.
(One more of our sad little banana vampire boi!)
Khash was the one that would have perhaps the most work put into her setup. While the others you mainly find and speak to, Khash's disappearance would be a presence that would haunt the DB.
Where before a mysterious figure simply warned you, now, the same figure, no longer warning (or speaking at all for that matter,) hunted down the DB. This figure couldn't die, but instead would be on a time limit. Survive their attacks for so long (or run away,) and they would disappear.
This would all come to a head when the DB entered the city proper of Coldharbor. Soon enough being teleported away from whatever they were doing. Alone in a hall where a new figure stands atop a balcony. The figure yells at the DB to "Leave that body alone! Get out of them!" The Bigger figure from before appears on the floor with the DB and attacks.
Upon defeating this figure, the one on the balcony teleports down to the DB and attacks. Wielding magic (and a spear if I could find the resource for it,) in hopes to kill the DB.
Finally, once the stranger is down they say again and again in anger to leave the body. They try to use their standing to scare the DB. They are a soul merchant. They work right under Bal. They will make sure you suffer ten fold in the depths of this hell! But then they use that one magic word. "I will make sure you suffer ten fold in this tusking Hell!"
It's Khash.
Khash denies anything the DB says at first. She thinks of a monster using the DB memories even and curses their name. But soon enough, she comes to. Khash removes her mask and she is not the little lizard daughter anymore. She older, rugged, and tired. She tells the player she has been in Coldharbor for 43 years (now our little girl is 56 years old.)
Khash returns the DB back to where they were before and to the rest of the group. She comes too and reveals to everyone when she first came the daedra here thought it would be humorous to send a child to the arena to be slaughtered. If the DB and Khash had one of the conversations towards the beginning of the mod she tells them "I told you I would take care of myself."
Khash didn't falter in those battles. She fought with all she had. New enemies would be sent her way, but she knew she had to take care of herself. And soon enough her strength was noticed.
Khash was bought to be a servant for a powerful mage and soul collector. This person worked closely with Bal, so as Khash worked for this mage, she too found herself growing closer and closer to Bal.
While I had not yet decided on the reason, things would lead up to Khash killing the mage and taking his spot. (There were many ideas for this. One being Bal asked her to do it to prove herself. Another, which would have more quest stuff going on, was another servant of the mage encouraged Khash to kill him so they could gain their freedom. This other servant was going to be a sort of crazy ex character that the DB would need to find and kill for Khash to get a good ending in the mod.)
Either way, once Khash killed the mage, she took his place and began to collect and sell souls for Bal. For years Khash became cruel and cold. Looking out for only herself and not letting anyone trick her. She had to take care of herself.
There were times though Khash noticed this in herself. She hated the monster she had become. She hated who she was and wished she could go back. But she made a promise. But then, many years later, she heard of a vampire clan that found an Aldmeri Prince. Khash knew right away who it was. There was a chance for something from the old self that was but a distant memeory. She had the chance to do good. She could save Caryalind.
It never happened. She had her men raid the clan, but Caryalind was no where to be found. Khash fell further into dispair and considered all this a lost cause. So she tried to forget who she even used to be. All the way to the point that when she saw the DB (with everyone or not,) she assumed some daedra stole their body and was parading around in it. She at least wanted her friend to rest in peace without their body being disturbed, so that led to her confronting the DB, and now, here she is.
Khash, at this point in time, is lost what to do with herself. Could she really go back to the way things were? She doubt it. But if the DB could promise it, she would take them up on the offer.
(Now, and intermission of other Discord screenshots!)
By the end of Vigilant, everything plays as normal. Mainly everyone wonders what will become of them when they return to Tamriel.
Will Varrick have Boethiah again? Will he need to retire this life after the wounds from the arena?
Will Disnel still be a skeever?
Will Caryalind still be mad with bloodlust?
Will Khash's life only be Coldharbor?
Yep! When the DB wakes none of their friends are anywhere to be found. However, they are back at the temple of Stendarr, as they were before Act 3, waking up from horrible nightmares.
However, I didn't want Vigilant's ending to be a cop-out. I wanted there to be consequences. Nightmares are one thing, but Daedric nightmares are another.
You would have wanted to play Vigilant last, cause taking the sidekicks with you would have consequences to their characters going forward.
Warning! Ungodly loud!
youtube
So, there you have it! The fuck mess that is the SOT reaction to Vigilant. Once again, none of this is canon (or may have been changed drastically at the end,) since it was never implemented, but I still wanted to share what all could have happened in my mods.
If you read ALL of this, thank you so much for letting me take you on this ride! I hope you enjoyed it, and if any other mod authors read this and would like to use any of these ideas for their stuff, feel 100% free!
Okay, Context time!
Context for this post: https://www.tumblr.com/rabbittwinrithings/767780169766322176/oh-dear-oh-no-i-tripped-and-fell-and?source=share
Pulling the band aid off, I drew this during the time I was Brainstorming/writing Vigilant dialogue for the SOT followers.
With this post I do have a disclaimer that all of this will never come to SOT since I have stepped away. None of this stuff was ever finalized (writing was also in first draft phase,) especially act 4 stuff as I was speaking with some VAs to make sure the contents were alright with them. I know Vigilant is a taxing story, and to build reactions to it would take a lot of work to make sure everyone involved was comfortable with the content the included. So yea, none of this is canon. (Also, poor Gabrielle is missing her thy, thee, etc, for first draft reasons. Tragic.)
(PS. sorry if I get details or events wrong, I haven't played this mod in a hot minute and may misinterpret my own notes on when things take place.)
With all that said, spoilers below for the mod, Vigilant (https://www.nexusmods.com/skyrimspecialedition/mods/11849)
Long post starting now!
The Vigilant reactions involved dialogue not only by each SOT follower (Khash, Caryalind, Varrick, Disnel, and Gabrielle,) but also dialogue with one another. Though I only wrote Act 1, I tried to write dialogue that was pretty dynamic so if you didn't have one or two of the group, the others would still hold conversations over the varying subjects with one another. But, the best way to play it would have been with all of them.
Each follower had their own thoughts upon joining the Vigilants. For example,
Khash: Was very excited. To fight daedra and all. Sounded really cool to her.
Caryalind: As well enjoyed the idea. He brings up the Vigilants in the summerset isles and what good work they were doing.
Disnel: Doesn't really know the Vigilants, but the idea of them interested her.
Gabrielle: Found them noble enough. She has a history of aiding them, and this felt no different.
Varrick: Is where the joining took a turn. He even has a conversation with the player about if he should be worried about getting a knife in the back. During the whole first Act, Varrick would be a character who worries about his safety amongst the Vigilants, and talks shit from time to time.
This quest would also mark the tension between Varrick and Gabrielle. (Scene belows take place inside the Vigilant's HQ)
Gabrielle also was very cautious of Khash's saftey. She knows what Daedra would be like and wants to make sure she is safe.
Some additional dialogue I like after finding and fighting the vampire who tried to lure you in by talking about "her sweetrolls."
Cary also caring for Khash:
Once far enough into the Act, Gabrielle would bring up concerns with the player:
There was also a legend in development to keep track of the player's choices in this dialogue:
Then a conversation with Khash:
That's a lot of player conversations. But Gabrielle and Varrick still butted heads.
They also all say "Fuck Windhelm!"
In Riften there is a conversation about the mess in the sewers. However, I didn't really post it here as it's basically everyone being horrified and the DB can tell them about their vision or not.
Varrick being there for Jacob during the trek under the Vigilant tower:
Everyone take care of the scared daughter:
Another Varrick conversation regarding the "witches:"
Fighting Altano:
More fun freak outs!
PSA: Don't bring your lizard daughter on this quest:
More conversations
By the end of Act 1, each companion gets there own prophecy from Molag Bal
Each companion would have conversations with the player to discuss these prophecies they heard in their head. Below are just fragments.
So this marks the end of Act 1 and everything that I had written for the reactions.
I had a feeling Act 2 wasn't going to be as extensive. Just them reacting to the vampire stuff. However, there would be a bigger focus on Caryalind for... reasons...
Act 3 was where things were gonna be easy, but go downhill.
At the start of Act 3, the Player goes to the manor, but the companions are said to have to stay outside as they are not officially Vigilants of Stendarr. Sadly, when the player enters the manor, they hear the screams of their companions and friends through the door they just walked through. Act 3 then continues on like normal.
Okay! That is the end of this post. HOWEVER, I will be posting how ACT 4 goes tomorrow in a separate post as I hit the image limit and have some screenshots of stuff I said during brainstorming on Discord. Trust me, it will be more in depth than Act 2 and 3 as I had a ton of plans for Act 4. Just didn't have exact lines like Act 1. So, keep an eye out for the final part of this post tomorrow!
#sidekicks of tamriel#caryalind thallery#khash the argonian#varrick veil#disnel the changleling#gabrielle#knight of the void#Skyrim#Skyrim modding#Skyrim cvf#Skyrim Vigilant#Vigilant Mod#Now that's a lot of trauma!#Youtube
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Oc Vestige x Verandis HC (GREYMOOR SPOILERS AND BAD ENGLISH) : Prior becoming a Vestige and even meeting Ver’drani, Liv meets Verandis Ravenwatch when she visits an aunt in Rivenspire (whom had married a Breton person). As she wants to save everyone and defeat the monsters, she offers her help to Verandis, she does not know of his true nature. Of course, she begins to develop feeling towards him and it’s really difficult for her to learn that he’s a vampire. But he teaches her monsters are...not always monsters. In a foolish moment, he even promises her to share a bit of his time when everything is over. Not need to say how much heartbroken Liv is at the end of the quest. She swears to Verandis she’ll find a way and he sadly smiles to her.
Later, when she is one of the Vestige (HC : Elvi is also one) and she can wander in Coldharbor, she tries to reach him but it is impossible. Even Cadwell cannot locate him, which is quite a bad news. It’s a huge frustration for her, they are in the same plane of Oblivion, but he’s still out of her reach. She is stubborn and does not give up, she has made a promise. She even asks for Sotha Sil’s help, but he is unable to give her what she wants.
And then she meets Fennorian in Skyrim and discovers about the Gray Host, she connects the dots and understands Verandis was a member. She has seen how to bring them back, she trusts Fennorian to find a way to bring the Count back too.
And whatever happens (go to hell ZoS if you kill him) in the next DHoS dlc, Verandis will be back and safe. He hugs her when he sees her (of course he also hug Fenn!) and finally those years of fighting for him are worth it.
They enjoy a well deserve peaceful time in Auridia, where Verandis meets Liv’s daughter Nallia and becomes her second Dad.
#liv steelmaiden#eso oc#seph oc#i don't care about the lore#i juste need a cute lovestory with these two#verandis ravenwatch#greymoor spoilers#and let liv being a mary sue if i want
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Can you elaborate on the flesh atronach issue? I don’t play ESO, so I have no idea what you’re talking about or what the problem is.
#oblivion spoilers
ofc! I’ll explain ESO’s stuff and the Isle’s stuff if there’s ESO folks who haven’t played
so in ESO the big bad is Molag Bal, and Mannimarco’s cult of necromancers who are in cahoots with him. during an early sequence in the main quest, you sneak into Coldharbor to rescue a dude so you can get his help rescuing a different dude. ANYWAY. the necromancers, who serve Molag Bal…have flesh atronachs. And towards the end of the mission you have to gather some pieces of flesh to make your own.
while they technically appear in Daggerfall, they’re a huge deal in the Shivering Isles quest line. to the point that one of the guys appears on the cover art for the DLC. The first trial the Champ faces when they get there is killing a massive one who guards the gate into the rest of the Isles.
ANYWAY we’re told that flesh atronachs are the combined effort of local goth mad scientist heartthrob, Relmyna Verenim and her boyfriend Sheogorath. That big guy, guarding the gate? Was basically their son. And Relmyna is not happy that you killed her big baby boy!
(Seriously though there’s a scene where Relmyna cries and it tries to hug her and ;o; its very sad)
ANYWAY. Events in the DLC progress and eventually you have to go help Relmyna make a new son with you. Awkward. We’re also told that Relmyna has basically created this entire field of research into a ‘sixth element,’ flesh. And even though Sheogorath has lost interest/patience with their relationship, He still clearly admires her.
It’s a very cool quest, it’s smart, eerie and it involves working closely with a woman who hates your guts. Probably my favorite quest in the game, honestly. At one point you select the pieces that will go into making the atronach, limbs, heads etc.
![Tumblr media](https://64.media.tumblr.com/1b8b08d177dfbfb2ebfdf8ae366c80fd/tumblr_inline_p1l4v8yxet1qgm594_540.jpg)
This quest is also a big turning point for the Champion, who is now occupying Sheogorath’s role in the ritual. A lot of the Shivering Isles’ questline is about Sheo grooming the player to take His place. And the way Relmyna’s attitude towards the Champion shifts through the events of the DLC is another part of them quite literally taking Sheogorath’s place.
![Tumblr media](https://64.media.tumblr.com/bf8d38728cbffd5e74f3a832c9425441/tumblr_inline_p1l4yy1Shx1qgm594_540.jpg)
And in ESO they have you pick a few lumps of flesh up, walk over to a summoning circle and make one real quick.
…and they shouldn’t even really BE there etc. It exists purely as a nod to Shivering Isles. But like a really bad and sloppy nod that doesn’t…care.
It’s especially irritating because ESO Sheogorath is…a fucking disaster. It’s very clear that whoever wrote him did NOT play Shivering Isles or pay any attention to his quest in Skyrim. He’s overly loud and shouty and written as wacky kooky…it’s extremely grating to say the least.
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For the character thing - let's go with Darien Gautier :3
Perfect time to ask about him because he's been on my mind for nearly 2 days straight (also ESO spoiler warning)
First impression
Jakarn 2. Marvel dialogue. Whatever
Impression now
His dialogue while he's your companion during a quest or when interacting with other characters walks on such a fine line between endearing and annoying (although personally for me it veers more into endearing) but those one on one conversations we have with him are great. I always look forward to talking with him (even if he is really stupid. peak himbo). I definitely like the way he was written in Summerset more than in the base game, but i liked him in both.
Favorite moment
While my favorite is probably when he repowers Dawnbreaker at the end of the Summerset story (especially in the context of the notes he leaves you afterwards) his more memorable moment is in Coldharbor before the final push when you can have a conversation with him because it was the first moment when he felt like more of character with an amount of depth than a comedic relief side character (also when I went "this guy is gonna die, isn't he?)
Idea for a story
I just want him to come back and a conclusion to his character arc and story! What is his deal with Meridia? Where is he now? I want answers!!
Unpopular opinion
He looks like an updated version of an Oblivion character. Don't get me wrong he's cute and I like his face but it is the face Martin has in Oblivion. The official art where he's "sexy" looks wrong to me lol
Favorite relationship
Him and the Vestige (this makes me so emo) with a honorable mention for him and Gabrielle
Favorite headcanon
Less headcanon, more theory: He is a demiprince (or some other semi-daedric entity) of Meridia that she had be born or otherwise put into existence to do her bidding on Nirn, assuming he would just be a mortal completely loyal to her instead of a guy with his own thoughts and goals and opinions. That's my working idea, anyway.
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