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themegachessatron · 1 year ago
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A Review of my time in Skyrim's Prisons (Featuring some followers): Riften Jail
Part 5 of my Skyrim Prison Review series. This chapter finally breaks the "every interior looks the damn same" chain by looking at Riften, Skyrim's capital of corruption, inequality and... fishing. I think that last one might be important.
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Since my last review the inner circle has grown a few notches. Joining me this time is Dunmer heartthrob Teldryn Sero, Whiterun's finest donkey Lydia, Jordan the peak Riekling specimen and the returning Inigo and Sofia. Actually getting arrested and put into the cell here proved surprisingly difficult. We first tried punching one of the homeless people on the streets unprompted but nobody batted an eye when we did. Then I tried stealing food from a nearby cart but again, nothing. So for the third attempt I thought of a real humdinger. I went into the orphanage and suplexed the old lady running it so hard that her spine broke and she died instantly. The children in the orphanage were naturally very happy and- wait, happy!? I was shocked to find them all celebrating her death! I mean she was called Grelod the Kind for Diagna's sake! I swear, kids these days are so ungrateful! Nobody even called the guards! I murdered an innocent old lady without consequence and I have no idea why. In the end we had to literally beat a guard to death to finally get in enough trouble to warrant an arrest. So much hassle, and for what? Well let's see...
Riften's cell is oddly nice, with a full bed provided in each cell as well as a desk, lighting setup and chairs (no rug though, unfortunately). It was also quite cramped inside the cell with all us inside of it due to the relatively small floor size. Had we all not decided to investigate as a group this would've likely been far more adequate of a cell. There are even multiple other cells in this jail, so it's clearly built for capacity (Maven has a lot of enemies it would seem).
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Attached to the back wall was a pull ring. The ring in question somewhat blended in with the dark colouration of the walls and pulling on it opened a secret entrance and revealed a secret tunnel behind the prison walls. The actual outline for the secret entrance was quite clearly visible so identifying it as a possible escape route was easy. Normally in this situation I'd leap at the opportunity to criticise the laziness of the guards in not being able to identify the obvious avenue for escape, likely by making some joke about them being more blind than a Falmer or the like, but given the very obvious and deep-rooted corruption in Riften hold (which on fear of my life I know nothing about), it's more likely the guards know about it but are paid to turn a falmer's eye. This isn't as bad as the guards being incompetent at their jobs. It's worse. It shows just how tarnished the internal systems of this city are and is beyond shameful.
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Further down the path we were greeted by... a bathing spot? Excess water flow point? Fishing training spot? Given the large Riften fishing scene I'm inclined to assume it's the latter (See? Told you the fishing would be important!). Unfortunately when we arrived there were no fish in the water or indeed fishers-in-training doing their practice reels. Perhaps they were taking the day off?
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The path continued downward to eventually lead to a sewer grate (very original, Riften. Veeeeerrrry original). We sent Jordan ahead first to ensure the path ahead wasn't too mucky and/or filled with waste. He (She? It?) was hesitant at first but a quick reminder of her (His? Its?) position in our tribe proved convincing enough to put its (I'm going with its) mind at ease.
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We were dropped out of the grate into the depths of Lake Honrich. Hardly the most glamourous escape but it sufficed. Inigo wasn't particularly happy getting his fur so wet but the damage had already been dealt. We took this opportunity to return to the jail normally using guard armour and a few brilliant false moustaches as disguises to look at the space outside the cells.
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As previously mentioned, there are a lot of cells in this jail, significantly more than most and the building is well-designed to accommodate these large cells. Though if the rather pompous-looking man in the top left corner is any indication some of the more well-off prisoners can quite easily obtain certain luxuries for their cell. It's also worth noting that (while not pictured above because I forgot to take a visual illustration of it at the time) the prisoner belonging chest is in a wholly separate room in the jail, multiple rooms apart from where the cells are located so no optimistic burglar is picking their cell lock, breaking into the belongings chest and retrieving their beloved Nightingale Boots easily, that's for sure!
Overall... wow. This jail is something else. Much like Riften itself it's simultaneously a brilliant location that operates highly efficently or the biggest sack of Chaurus droppings I've ever encountered. Much of it's defining strengths only exist due to deep seated corruption and the influence of one particularly angry middle-aged woman making them so (which again, I reiterate, I know *nothing* about). As such I can't in good faith call Riften Jail an adequate prison.
Final score: Three Nightingale Boots out of Ten Nightingale Boots
Thank you for reading this review. Next time we go slightly more formal and investigate Imperial HQ, Solitude and the Castle Dour Dungeons
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thefishywizard · 4 months ago
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Teens but older... advanced teens
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bitegore · 6 days ago
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I made a character sheet to plot your OC's development over time! (There's supposed to be a character name in the big white space next to "over time" but it got eaten a little lmao)
You can use this for whatever you want, and you don't have to credit me. Feel free to change or edit anything you feel like. Please don't tag me if you credit me - just link to the original post.
Credits, explanations & a transparent version under the cut :D
Credits:
The actual image was made with the free NBOS character sheet creator, which is a sort of dated but free and solid text-layout sheet maker intended for ttrpg style character sheet creation.
Fonts used were Bisdak (titles) and Rockwell (body). Both are free! You can use them to fill it out if you like.
Inspired by a comment @maybe-solar-powered-calculator made on this other post about filling it out for characters at multiple points along their arcs. Thanks for putting the idea in my head :D
This is explicitly released under a CC0 1.0 deed, ie: you can do fucking whatever you want with it and I don't care and you don't have to tell anyone where you got it from and no one gets to stop you.
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Last time I made one of these I got a bunch of questions on all manner of things, and I can never keep up, so I'm just appending a set of notes for how to use it and a glossary because I know some of these phrasings will be confusing.
Ignore or change anything you don't feel like works for you here. You can do whatever you want forever.
Suggested / intended use & general notes:
This sheet could work for something story-level, if you want. But it's really only good for individual arcs; if the character goes through multiple arcs in your story, then they're going to fit poorly here. In that case, you're probably better off doing versions for each arc, or just adapting this to a different format more suited to your thing.
Also, if your arc has a nontraditional structure - divorced from the typical "rising action - climax - conclusion" type of structure where there's a clear 'important turning point' - it may not work as well either.
The mindset section is meant to come at it from a 'golden mean' standpoint - that is, everything on either extreme of the slider is 'too much' and therefore bad. It's not bad-to-good! The far right side is a flaw too. They're only grouped the way they are on basis of the specific OCs I personally had in mind when I put it together.
Growth is labeled 'worse'-to-'better' but it means, like, active decrease in that area vs active increase; if nothing changes, it should stay at the center even if it sucks. The category is about contrasting changes, and sometimes changes are for the worse!
The entire sheet is very deliberately subjective. It should really be answered from the character's perspective - how they feel about it, not what's necessarily true. Technically you can do whatever you want and I can't stop you, but it's a better tool if you approach it from the point of view that the character may believe things that aren't true - that will define their behavior way more than the objective facts of the story.
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Definitions:
This part is long as hell - recommend using ctrl+f to find the specific words you're stuck on. I defined everything.
General categories:
Mindset: how your character thinks about themself and how they act. Their understanding of their own approach to life. Attitude, viewpoint, decision-making process, that sort of thing.
Circumstances: the relationship between your character and the world around them. Where they are, what that place is like, and how they feel about it.
Growth: how the character and their impact - their attitude, their behavior, their immediate surroundings - changes over time.
Outset: the start of the character's arc.
Present: the 'center' of the arc. If you're planning something ahead of time and it hasn't 'happened' yet, then this is the near future.
End-game: where they are after the conclusion of the arc.
Mindset terms:
Center of the world: "If I have a problem, it's the only thing that matters to me." Self-centered, self-absorbed. Doesn't necessarily mean anything beyond that - they don't necessarily have to be unpleasant to be entirely focused on their own life.
my life isn't relevant: "Everyone else's problems are so significant, I don't pay any attention to my own". Someone who ignores or neglects their own life in service of some other thing, or doesn't consider their own behavior to have any real importance.
Only see enemies: Paranoid. Everyone's out to get them. Anyone who seems nonthreatening is hiding their potential for danger and everyone who seems threatening is a threat. The character must remain ever-vigilant, lest the cashier at the 7/11 suddenly stab them, or their best friend turn out to secretly be trying to poison them to death.
Only see friends: Naïve. Everyone is a good actor who wishes everyone else well, and if they don't seem like they're acting from a place of kindness or care then you probably don't understand what they're up to. The character is pretty sure the stranger holding that knife is, like, someone to chat up maybe, they're clearly only hanging out in this dark alleyway because it's a nice spot and no other possible reason.
overthink everything: Ten thousand thoughts per every single action taken. Maybe they never get around to acting at all. They have to consider every possible outcome. What if by eating lunch they accidentally trigger the apocalypse?! Who's going to think about these things if not them?!?!?!
impulsive to action: Act first, think never. What do you mean "consequences of actions"?
Unilateral decisions: "I will make every choice and no one else's opinions or thoughts are relevant". Discounts outside suggestions. Firmly convinced that they know best in any situation, and will brook no disagreement with their views when it comes to actually doing things.
Command me, please: "I don't know what to do and I don't know what to even start with, someone please tell me what to think". No confidence in their own views. Will not make any decisions unless forced and even then will beg someone else to please tell them what to do. Has no idea what's best and is pretty sure anyone else will have a better idea.
can't ask for help: No one will ever help the character; they have to do everything themself, even the things other people have repeatedly offered to do for them and have much more experience with. Doesn't necessarily mean that no one will help them or that they are explicitly barred by some real-world circumstance; just that, for whatever reason, they refuse to ask for help. This is an attitude thing - will they ever reach out? No? Then they're here.
too reliant on others: Have they ever solved a problem alone? Do they believe they're even capable of doing so? The character all the way at this end of the scale absolutely never expects to be able to do anything themself, has no trust in their ability to solve a problem, and needs someone else to come save them from it. The kind of person who needs ChatGPT to do their homework. Again - doesn't actually mean anyone will help them, or that the people they're relying on are reliable - just that they think they are helpless without ... well, help.
Weapon maker: This has to do with problem-solving strategies and not actual weapons. The weapon-maker is a character who views every situation as a conflict that cannot be de-escalated or solved by cooperation, and responds appropriately. The most fundamental weapon maker character turns everything into an argument, a fight, a war, etc. There are a bunch of other responses to conflict, though - they might avoid problems that need solving because they avoid conflict generally too. Fundamentally what you want to answer here is: when they see a locked box and they don't have the key, do they respond to it the same way they'd respond to someone telling them "you can't open this box"? And how do they respond to that? Typical weapon-maker approaches: - brute-force the box open or try and then give up if it doesn't work; and also get into an argument that might turn physical with the hypothetical person - shrug and give up immediately, in both situations so on and so forth. Another hallmark is that they kind of suck at problem-solving and give up if brute-forcing a problem doesn't work. This is not someone who is picking locks unless someone else told them to - they have one solution, it's to make everything into a conflict, and then to win that conflict by beating them or to give up because they think they'll lose.
Tool maker: This person approaches every situation like it's a puzzle, not a fight - up to and including actual fights. Tool-maker characters generally assume that a situation can be solved by just finding the right approach and doing it the clever way. There's the same fundamental question as above - if your character sees a locked box and has no key, would they approach it differently than someone telling them they're not allowed to open the box? 'Typical' tool-maker approaches: - I can trick the person into giving me the key by saying the right things, and I can also pick the lock because fundamentally there are 'right answers' to both of these - If i make friends with this person, they might change their mind, because now we're cooperating. I can still pick the lock because there are 'right answers' there. - The person has a reason for wanting me not to open the box, so I can definitely figure out what that is and solve the reason so then they'll let me open it. I can take whatever it is even if they really want to keep it if I just find the right answer. I'm going to break this box into little pieces because that's the easiest way to get into it but I could probably open it some other way if that wouldn't work.
A note - the center of this bar is someone who generally has different responses to different kinds of situations - like, in the box example, they'd approach the box and the person with two different general attitudes and processes - but generally responds to those situations using the same kind of decision-making process for each category every time. Most people are nowhere near either extreme. Characters tend to be classifiable into weapon-maker and tool-maker because they are fictional and it's easier to define one kind of approach than many. Approximately average approaches: - pick the lock if no one's around, but give up if someone is there because someone telling me not to open the box is a conflict i think i'll lose but a locked box is just a puzzle that i can solve - argue with the person, but give up on the box, because they're approaching the box as a puzzle and they don't think they have the skill to get into it, but the person is someone who can be convinced or bullied into handing over the key
I made this particular dichotomy up, which is why I think I get a lot of questions on it whenever I put it into anything, but I also don't know of any other snappy way to describe this sort of thought or approach variance, and it's genuinely useful for character writing in my opinion.
Pessimist spot-finder: Generally a downer but not necessarily. This kind of character just approaches everything with a close eye for problems, issues, reasons to find fault. If they're miserable, it might be why, but like, they can be a cheerful spot-finder if you want, I just wanted to get at "the glass is half empty" and "the glass is half full" more than anything.
Optimist upside fan: The opposite. "The glass is half full". If there are problems, they can find something about them that's not so frustrating or bad to focus on. Pretty damn good at overlooking minor issues if there's no reason to fixate on them. Not necessarily cheerful.
Abysmal company: could not give less of a damn about treating people the way they 'should' be treated. Maybe they take pride in that. Maybe they just think it's irrelevant. Either way, they know they treat people badly and they don't see any reason to stop. Does not necessarily mean that they treat people badly if they think they're doing the right thing and are wrong. Doesn't mean they're actually pleasant or unpleasant to hang out with, either, unless you really want it to mean that.
Decent to others: treats people well as a matter of course, or at least they sure think they do. Makes an effort. Would probably care and/or consider changing their behavior if someone said they were treating someone poorly. As before - they can be completely un-self-aware and just think they're doing right by people while treating them completely horribly.
Morality is irrelevant: 'abysmal company' for broader approaches to life and problems. Maybe they just know they're myopic and don't think other people's problems matter. Maybe they just gave up on trying to differentiate between 'good' and 'bad' and outsourced it to someone else or stopped paying any attention. Maybe they just like to take morally unjust actions and can't be bothered giving a damn when someone points out that they're morally unjust, or maybe they're proud of it. Kind of a villain trait generally, but not necessarily - it doesn't have to mean they act badly, just that they don't care if they do. Also, this is about how they choose their own actions and view their own behavior. They can think morality is relevant for other people as long as they ignore it when they act themself.
Always in the right: feels morally righteous in every decision they make. Standard superhero type of trait. Doesn't necessarily pass judgement on others, doesn't necessarily act well according to everyone's moral code (see: blue and orange morality), but they are extremely principled and will never deviate from the moral code they personally believe in. And they do genuinely believe in it.
Circumstances terms:
Generally terrible to generally excellent: how subjectively decent is your character's situation, overall? If they think everything is horrible, but the situation is charmed to everyone except them, then it's generally terrible.
Need for changes to passive tolerance: will they do something about it? Do they feel like they have to?
No agency in action to decisions are huge: agency being "how much power do I have to make changes here?", this just asks how much they have. No agency means that, no matter what they do, nothing will happen - they might be locked in a cage or somehow otherwise completely unable to use any sort of power at all, even the power of just leaving. The other end of the spectrum is where every decision the character makes makes a huge difference, not just to themself but to everyone around them as well. They can start wars, they can have anyone they want killed, they can do anything whenever they feel like it. If they think they have no agency even though they do actually have agency, they don't have agency here. If they feel like they have all the agency in the world and can do anything, then they do even if it's not true. It's perceptual again.
Stakes are deadly to mistakes solvable: what are the consequences of failure? Will you die, will you lose status you can't afford to lose, will you lose belongings, will you have to apologize, will nothing happen at all? Mistakes solvable is where they think every mistake is solvable forever - the character pushes someone through a woodchipper and they come out and to fix it, maybe an apology has to occur, but not much else. Does not necessarily mean no one gets hurt or killed as long as the character thinks there are no permanent consequences. This is the most important one on this section to keep subjective because it will greatly influence how your character approaches situations. A character who thinks everything is deadly-stakes may go to cartoonishly-extreme lengths to avoid turning a report in a day late. A character who thinks all mistakes are always solvable may push someone through a woodchipper and then just assume they can say they're sorry and it'll all go away. The setting and their approach do not need to be applicable.
Needs go unmet to attended with care: how do the people around them treat them? Do they pay attention when the character needs something, or do they ignore it? Does the character have to do everything themself around here, or are there people who will help out?
Regarded poorly to regarded well: how do they think other people see them? Are they respected, are they liked, or are they disliked? Do people broadly trust them or are they pretty sure everyone regards them with suspicion?
Nothing changes to changes in seconds: functionally the 'stability' meter of your setting - is the situation generally stable, or are things constantly changing? Does your character feel like every five minutes, there's a new problem that needs dealing with, or do they feel like nothing has ever happened ever?
Growth terms:
Changes in place: do they go somewhere else? Does the physical setting otherwise change (eg; earthquake, war, etc) ? Are there any other reasons that the 'vibe' or 'experience' of the place is different from before?
Change in power: does the character's percieved agency (see: no agency in action to decisions are huge) change? Alternately you can use it if they've gained or lost power in some percieved way (deposed, assigned a commanding position, etc).
Change in bonds: do their relationships with people change? Have they made new friends, lost old friends, changed the nature of their relationships with friends or partners, etc?
Change in beliefs: straightforwardly, have their beliefs, morals, etc, changed?
Change in hurts: have they undergone some horrible experience? Do they have past trauma from some pre-arc horrible experience they're healing from and/or discovering they're more powerfully subject to? Did they experience a physical injury that they're recovering from or which materially changed their life? Did something recent dredge up old issues? So on and so forth.
Change in hopes: Do their desires for the future look the way they used to? Do they care about different things now? This is something the character is not actively working for, but may be tied to actual goals.
Change in fears: are they overcoming fears? Growing past them? Gaining new ones? Are they scared of shit different from how they used to be?
Change in goals: Not the same as a hope because it needs to have a specific, achievable outcome the character is actively working toward. Do those material goals look different? Perhaps they no longer want to work against something, maybe they didn't have any goals and now they do. Or maybe they've realized the goal is impossible, or something has happened to make that goal unachieveable. Whatever it is, if there's a change, it's a change.
Change in self-awareness: their beliefs about who they are and what they're like, and what their circumstances are. Have they gotten more self-aware, have they gotten less self-aware, or has nothing changed?
Change in relationships: their relationships' overall health and resilience, as far as the character is concerned - which doesn't mean they're necessarily good, just that the character thinks they're how they're supposed to be. Have they improved? Have they gotten worse? Have they not changed?
Change in knowledge: do they feel like they know more about the world, their place in it, the people around them, etc? Not necessarily how to do things - just general information and awareness.
Change in social standing: how does others' regard for the character change over this part of their arc? Do people like them more or less? Are they respected more or less than before? Has nothing changed? And so on.
Change in skills and abilities: do they feel more skilled than they were before? Do they feel like they know how to do as many things as before? Again - not necessarily rooted in reality - a classic example of a character being wrong about this is a 'big fish in a small pond' character who used to be the high school sports star going to college on a sports scholarship and discovering they're not the best any more, and suddenly feeling like they're the worst - when they're better than they've ever been in an objective light. Use a subjective viewpoint for this.
Change in agency in life: how does the character's percieved agency change? Do their decisions matter less now than ever? Do their actions make way more happen than before? (See: no agency in action vs decisions are huge)
Change in outlook: Here's the upper/downer part. Are they more or less hopeful for the future? Do they think things are more terrible now? Are things improving as far as they're concerned? Or has that not changed?
Change in goal progress: how do they feel like they're progressing on the goals they've set for themself? Are they getting further and further away? Are they getting closer?
If some of this doesn't make sense and you want a clarification, you will have to tag me to get my attention, because I'm turning notifications for this post off the minute it leaves my immediate social circle.
Transparent version: (sorry you had to scroll so far)
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chaosandwolves · 1 year ago
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Honestly I think it's hilarious
they let Ryan out of press jail and he immediately causes chaos
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Please, I need more interviews with him.
Article here
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wolfwarrior142 · 7 months ago
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On a different note, would also like to point out how hilariously adorable it is that after beating the piss out of Karim and his army, Amaya and Janai immediately got back into their wedding attire. Like they got married amidst impending war without letting it stop the ceremony, changed into their armor for battle, curb stomped Janai's little shit brother, then changed right back into their wedding clothes for their dance and celebrations. Like nothing even happened. Janaya are just so badass and loving like that. Power couple of the century, they know how to live. AND love.
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yuji-enjoyer · 8 hours ago
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Inspired by this post, I present to you the loser older brother Sukuna™️ agenda.
He went through a rough phase as a teenager when he started hanging out with some weirdos a few years older than him
He got his shit together as an adult and he’s forever embarrassed over it, he just pretends this phase of his life never happened. If you bring it up he will gaslight you
these were trying times for poor Wasuke
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erinwantstowrite · 8 months ago
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i want financial compensation. i just finished reading the chapter bc work but goodness gracious i think i cried throughout the entire thing but i had to pause and go cry for about 20 minutes when i read this. and i think you should go to jail for that too. one with wifi so you can keep updating the fic. but i need you behind bars. seriously.
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"my baby." fucking criminal is what that was.
i'm so glad that this part has destroyed everyone the way it's meant to 💖 writing the entire first half of this chapter healed and broke me at the same time (´▽`ʃ♡ƪ)
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todayisafridaynight · 10 months ago
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baalzebufo · 8 months ago
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honestly the funniest gideon to me might be immediately post-show. where hes fresh out of jail on parole and trying to be a better person. my headcanon is they commuted his sentence to a mixture of therapy and community service (they uh. had no choice after the decision to both ignore weirdmageddon and also the prison got destroyed) and he accepted this in his attempt to Be Nicer
but also it means hes walking around town like this for a while
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hazycorvus · 2 months ago
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Rydia, the queen that you are ✨✨✨
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starfxkrinc · 3 months ago
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felon!jj killed luke and kie but nobody could pin him to it so he walked but he told you while shit faced drunk and subconsciously walked you to the spot he did it and tweaks out a little but he knows you wont tell because ur not dumb you love him and he just beat a man half to death for talking crazy to you so in his eyes youre #solid (mostly)
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themegachessatron · 1 year ago
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A Review of my time in Skyrim's Prisons (Featuring some followers): The Chill
This is the (much delayed due to work) eighth part of my Skyrim Prison Review series. In this post I explore The Chill, the only thing in Winterhold other than the College of Winterhold to hold any significance whatsoever as this jail contains much do discuss.
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First arriving in the prison and we are greeted with what I can only assume to be a claustrophobe's worst nightmare. The guards had thrown the entire squad into a single tiny cell. Space to move around was effectively non-existent for us. I imagine a singular convict would fare better, but not by much. Also worth considering is our surroundings. We were tossed into a frozen cavern in the middle of nowhere and locked in a sharp metal box. Needless to say the Winterhold judiciary were making their attitudes to prison life clear. They wanted convicts to suffer.
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Shuffling myself through the rag-tag squad to better observe the cell interior we see a single bed roll and lantern for illumination. This all aligns perfectly with how Winterhold want their prisoners to leave review scores of one Ancient Frost Atronach out of ten Ancient Frost Atronachs and not even risk stealing from Winterhold because of how badly they'd be treated. Needless to say there was a LOT of debate in the team as to who would receive bed roll privileges and who would have to huddle to each other for warmth. As can be expected from a squad comprised of a drunkard, a donkey, a recovering Skooma addict, a barely housetrained Reikling and a Skyrim Tumblr Sexy Man, yelling eventually evolved into its stage two form: Violence. Just before proper conflict could be instigated though I noticed something.
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I still had my equipment on me. At no point did any of the authorities strip me of my gear and as such there would be no prisoner belongings chest in this prison. This can be interpreted in one of two ways. Either the guards that brought me here are largely incompetent and simply forgot to remove my belongings (which seems unlikely given the complete lack of a prisoner belonging chest) or the way I personally interpreted it which was "These guards have the biggest kahoonies in the entire country". They are SO confident in their defences that they don't even bother taking away prisoners' gear. They think even with it all convicts can't escape.
Now it is worth noting that not having their things stolen is nothing new for my companions. I am unsure as to why every hold lets them keep their gear while I lose mine, but I suspect that the answer is very complicated, personalised and more than likely involves Slaughterfish in some capacity. This aside, thanks to our shared equipment not being stolen, picking the adept lock on our cell before any blood was drawn proved simple.
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Looking outside my cell I can plainly see where the confidence of the Winterhold Guard derives from. Instead of sending good men to freeze to death guarding pickpickets that also freeze to death, they hired out Frost Atronachs from the College nearby. This proved to be a very effective source of fear, muscle and worry in convicts, so much so that I temporarily deployed the Super Special Dragonborn Information Vision (S.S.DIV) that every Dragonborn has to keep track of my health, magicka and stamina (It's a dragonborn thing, look it up). The atronach was patrolling a small area with only three cells including ours and some barrels inside. Given how small I imagine the life expectancy for Chill inmates is thanks to the cold, I suppose it makes sense to not bother decorating. Once we had properly stepped outside of our cell, the Atronach got to work immediately and began an offensive on our group.
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No points for guessing how it went.
A small incline to the right of the cell we were put into let out of the prison, where we were greeted with both a sharp realisation and, surprisingly, a welcome party.
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Three additional Frost Atronachs ambushed us the second we stepped out of The Chill, as well as a lone Horker which appeared to be there just to feel included. This troublesome trio posed a triple threat to our squad and even managed a decent hit on me in the ensuing battle, though once again through the power of friendship, magic and Jordan we pulled through (at the cost of Teldryn's Flame Atronach).
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It was following the defeat of the Atronachs that we came to a realisation. We were not in the city of Winterhold. We were not even CLOSE to the city of Winterhold. We were, as the less eloquently spoken would say, in the middle of fucking nowhere. We were dragged onto a tiny island in the middle of the ocean in freezing weather (heavy armour and all) by the guards and simply left to die. This goes beyond simple prisoner negligence or torture for military/political information. They were actively trying to kill us because I punched a single guardsman once and immediately surrendered. That is... a very commendable attitude. These guards are even more no-nonsense than the Windhelm Guards and this further supports my arguments about the aforementioned kahoonies.
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In conclusion, this was easily the best prison I have seen so far. It fully commits to its cold attitude to prisoning with zero compromise, makes effective use of powerful Frost Atronachs to save on manpower, is incredibly cost efficient in terms of cell upkeep and manages to keep convicts out of the city streets better than any other hold capital by simply imprisoning them several miles away from the city itself in a sub-zero climate that would kill most escapees alone. This facility is beyond exceptional.
Final Score: Ten Ancient Frost Atronachs out of Ten Ancient Frost Atronachs
Thank you for reading this review. I hope that the conclusion to this saga arrives with a smaller gap than the last two did. This is especially important since I've saved by far the biggest for last.
"No one escapes Cidhna Mine"? Yeah right.
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jam-packed · 5 months ago
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hehehehehe got a book full of casey stoner pics from 2007 this is awesome
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sableeira · 2 years ago
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whoever edited that bsd official art to make it look like chuuya is holding onto dazai’s arm will be put on trial for irrevocably changing my brain chemistry and making me so much worse
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the original and the edit in question. this artwork really makes me crave a mid to late 19th century historical au where Chuuya is a swordsman struggling with changes to his job due to the meiji restoration and with Dazai as a detective/private investigator who hires Chuuya as his bodyguard when a seemingly harmless investigation turns dangerous. they kind of hate each other (as per usual) but Chuuya needs the job and Dazai, while he proclaims to dislike chuuya, is also very smitten with chuuya’s fighting style and temper (as per usual).
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dailyfigures · 3 months ago
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fishnet observer, new anon but i love it when a pervert convinces another person. its so good. nature is healing. pack it up team, hit the showers
this is so incredibly real anon maybe life is beautiful sometimes.....shout out to the freaks and the perverts <3
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thanatika · 6 months ago
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yeah i agree with your point about survival mechanics and i feel the same way about the lack of combat mechanics. "why would an educated city doctor need a weapon" because shit is hitting the fan in every way impossible and pretty much everyone is walking around armed... also why am i supposed to believe the the fact that he's a man of intellect will somehow provide him with food? i don't think anyone is going to be too eager to share food during an outbreak intellectual or not...
+ follow up for the previous ask but actually my favorite quest from the original pathologic is the day 11 bachelor quest that involves shooting down soldiers. i think it really drives the point home about how this random fuckass guy who is supposed to be battling a plague doesn't even have the time to do that anymore because the people in charge are asking completely irrelevant things of him now and he's at a position where he cannot refuse what is being asked of him. like i think it was good storytelling that even as the guy who lowkey wants to deal with the plague and solve its mystery you still have other, more pressing, less interesting and or pleasant tasks to complete
i agree! honestly, i feel this way about the combat mechanics even more than i do about the physical survival (food, health, illness, sleep) mechanics. because sure, i can see how it makes sense for daniil's position of authority to mean that his basic needs are somewhat provided for -- although i don't think it makes more sense than what we got in the original game. i've never seen anyone bring up "isn't it kind of unrealistic that the bachelor isn't given lots of food during a massive food shortage?" as a plothole that needed to be resolved. the townspeople generally don't like him much, and most of the people with power don't either, except for the kains. sure, maybe it's kind of weird that you can go see the kains while broke and on the verge of keeling over from hunger, and they won't do anything to help you, but... the kains are pretty self-centered, and they're so goddamn weird that maybe they forget that you need to eat food to live anyway. and it's half-implied that the powers that be are ultimately giving daniil this role as a convenient way to kill him, so it makes sense that they would put no pressure on the town authorities to keep him alive.
(and honestly, artemy is taken under the olgimsky's auspices as much as the kains take daniil's under theirs! which is to say, selfishly, with ulterior motives that are more important to them than the well-being of their healer, but... the olgimskys are set up as the wealthiest of the 3 families financially, as well as the ones with the most access to food, given their control over the meat industry. so if anything it's "weirder" that artemy isn't more materially provided for, though to be clear i don't think there's an actual plothole there either way.)
but anyway, you could handwave it and say that daniil's position of privilege and authority gives him more perks than he got in the original game, but the amount of fighting you have to do to get through town is... kind of an unavoidable physical reality? like you're given so many sidequests that you often wind up walking around town after dark, and that's when the bandits come out. is the idea that the bandits would be too scared to attack him because he's so important? because that doesn't make a lot of sense to me, and even pathologic 2 establishes that he's seen as a valuable target by the bandits:
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and then there's the quests where combat plays a more direct role in the story itself, like getting involved in saving andrey from the firing squad, or killing guards to break artemy out of prison, or the quest where you have to kill var in attempt to stop the arsonists (which i include on the same tier as the other ones because i really like the quest journal entry he has if you complete it where he blames himself for willow's death. it's a good character moment.)
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hell, even in pathologic 2 itself, one of the biggest Bachelor Moments is on day 11, when you have that big dramatic convo with him after he killed a soldier for the papers he was delivering. plus one of bad grief's idle dialogues in patho 2 is commentary on the bachelor being "quick on the draw" and that he "already shot someone". like he just straight up is not living a combat-free existence. and overall, combat isn't just a good tool from a mechanical perspective, heightening the stakes and placing pressure on the player (though it is), it's also pretty important for him on a thematic level imo, almost as important as artemy and his "rivers of blood". in patho classic, daniil has this early interaction with the inquisitor:
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which, thinking about it from a doylist perspective, was probably the writers' attempt to make it sound more plausible that this random medical researcher from the big city was competent with multiple types of guns. and i appreciate them coming up with that hint of backstory to cover their bases a bit, but with those bases covered, i think the fact that daniil ultimately spends more time shooting people than he does prescribing medicines for them actually does a lot for him thematically? i mean, if his whole thing is that he's this "tempted destroyer", someone who frames his career as a combative battle with death rather than a quest to save people's lives, whose "default" solution is to raze the town with artillery because he's too limited by his rationalist worldview and military upbringing (and bitterness over being manipulated and sabotaged) to come up with a solution that saves the any remaining infected survivors on his own. plus the way that clara frames artemy and daniil as two sides of the same coin in being violent destroyers and killers, who without player intervention will immediately devolve to running around chasing each other down in what's either an insanely dedicated tom and jerry LARP or some really elaborate foreplay. imo, that whole dichotomy (which is pretty core to the game, as the idea of dichotomies are core to it in general) works so much better with the way they're both presented in classic, stalking around with gun/scalpel in hand. hell, not to mention the effect that spending 12 in-game days trying not to starve and getting killed by bandits or guards or worms or soldiers every day would have on the player, and the way it would make them feel about the town and their natural projection of those feelings onto dankovsky, who is a perfectly fitting vessel for them as the avatar actually undergoing those virtual experiences.
ultimately i think they are mainly going this direction out of a desire to do something more creative and original, which is fine... it just seems a bit silly to me that they keep saying "well obviously that doesn't really work for the bachelor's scenario", when, well... even as recently as patho 2 in 2019, they seemed to think it fit his narrative pretty well! i'm also guessing that a lack of combat won't be that bandits are just no longer roaming the streets at night. it sounds more like pathologic 3 is set to be more of a nonlinear experience, where you'll probably fast travel from place to place instead of having to walk across town so much? so you'll be avoiding bandits just in the sense that the gameplay will be avoiding them. i guess i'm hoping that at the very least, there's still the implication of the crunch of not getting enough sleep or food and the threat of being stabbed to death while trying to get through town occurring to dankovsky in the background, even if those mechanics are deemphasized in favor of more macro-level town resource management, time control, and sherlock holmes fruit ninja or whatever the hell they were on about back in 2022 lmao.
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