The Elder Scrolls Online » Discussions


Tenebrous' Tamriel Travels #1

  • Member
    October 8, 2017
    The Endare fight was a pain, yeah. Freezing her with Nairume's power helps, but still. Interesting theory of Rajhin's Shadows there, I'll have to look more into that.
  • Member
    October 20, 2017

    The time has finally come to attend Ayrenn's ceremony! Which means Rahzam went off to the Orrery, which has a hilariously complicated-sounding loading screen.

     

    If you listen closely, you can hear Rahzam's head blow up trying to understand this.

     

    Now, the Orrery is a pretty simple quest at first. You have to go to the actual Ayleid doohickey in the ruins, though be sure to stop and listen to the various conversations between Ayrenn and Naemon, Pelidil and the Bosmer scholar, and finally Aeradan and Azareth.

     

    Once again, the Bosmer King gives nary a crap.

     

    Then, chat with Daraneth, who we last saw at Southpoint, and use the (supposedly-safe) power of Rajhin's Mantle to clone yourself to operate the thing. What joy! In an impressive display, the doohickey activates, and Prince Naemon waxes poetic about the whole ordeal, while Ayrenn politely tells him to stuff it. That's when things start to go to shit.

     

    !?

     

    Yep, turns out Naemon wants to hijack the ceremony and use the Orrery to prove that he is the rightful ruler of Tamriel! Using previously-unseen magic, he traps the whole gang, and enters the machine. This, as it turns out, was a very, very bad idea.

     

    'Cause I'm fat, I'm fat, I'm really, really fat!

     

    Having become a massive Ogrim thanks to the Orrery "revealing his true nature", Naemon promptly loses his shit and threatens to kill everyone. We can't have that, so use the Mantle to break out of his magic and engage in righteous battle! Honestly, Naemon isn't too hard a foe; just steer clear of his AoE attacks and whack him with your best, and he'll fall. Once he's dead (his corpse, strangely enough, reverts to his Altmer form), we realize just how nice Ayrenn actually is: She actually regrets her brother's actions, and from her dialogue it's clear that his betrayal hurt her. Also, we get to see her real goal: The unification of Tamriel, which is actually pretty noble. Especially considering how asshat-ish the Dominion is in the Fourth Era.

     

    Ayrenn, facing her destiny, goes into the machine, and pops out as herself, proving she's pretty damn swell a ruler. At that moment, Pelidil (who, throughout all the AD zones so far, has basically hero-worshipped Naemon) barges in, and Ayrenn claims he died to save her. Which, while kinda flimsy, is still really nice of her.

     

    Top Ten Government Dominion Conspiracies (2017)

     

    And with that, the main Grahtwood storyline is done! Rahzam took this opportunity to reflect on the events that had led him here, on the intricacy that is Ayrenn, and promptly decided to go for a drink.

     

     

    That's all for this post! Thanks for reading.

     

  • Member
    October 22, 2017

    Once he's dead (his corpse, strangely enough, reverts to his Altmer form), we realize just how nice Ayrenn actually is: She actually regrets her brother's actions, and from her dialogue it's clear that his betrayal hurt her. Also, we get to see her real goal: The unification of Tamriel, which is actually pretty noble. Especially considering how asshat-ish the Dominion is in the Fourth Era.

    This was one of a few occasions that I felt was prett laden with subtext. The first was outside the Aleid ruin that marks your first quest with her, Tanzelwil or something. She's like, "you're an asset to the Dominion... And to me, of course." Her white-washing of the Naemon incident for the greater good did leave me wondering who the real Ayrenn was. She makes the right noises with her silky voice, but I did wonder for a moment waht was more important to her: Respect for her bro's memory, unification of Tamriel, or simply becoming empress? 

  • Member
    October 23, 2017

    Having garbed himself in a nifty Witches Festival costume (look for it in the ESO Costumes thread here), Rahzam popped by the Harborage to do the next Main Quest, namely the rescuing of Sai Sahan. Interestingly, you get to choose who to take with you on this mighty quest: Abbie or Lyris Titan-shagger. Despite liking Abnur a fair bit, he is kind of an asshat, so I took Lyris instead. Then, you pop by the Halls of Torment, which are sadly exactly what they sound like. A.k.a, they're a terrible vacation spot.

     

    So... No strippers, then?

     

    Now, the Halls are ran by the Duchess of Anguish, who is basically an expert in torturing mortals (yay?), so Sai is in some deep shit until you rescue him. Make your merry way to where Sai is being mocked by.... Abbie?

     

     

    OK, so it's actually a doppleganger, so that means you can happily whack him. Do note, however, that the Tharn copy is remarkably tough; be sure to avoid his spinning whirlwind attack. Then, Sai is dragged off for more torture, and Lyris explains how Abbie's mocking of Sai made him even more guilty over not becoming a Sword-Saint. Then, proceed to the next boss fight: a Lyris doppleganger with highly sultry dialogue. Oh yeah, Zenimax went there.

     

    ( ͡° ͜ʖ ͡°)

     

    So, while Lyris flips out over the revelation that Sai has a massive crush on her (it's all but stated the feeling's mutual), go and disable the various crystals that power the clone's force-field, then stick a sword through the thirsty copycat. Or an arrow, or spell, or whatever. Then, go to the Duchess, who, it is worthy of note,is delightfully snarky in an evil way. Like a James Bond villain.

     

     

     

    Go and whack her too, and then finally you can rescue Sai Sahan and get this quest over with! Be sure to talk to everyone after the quest is done, though; Cadwell and Abbie (if you didn't choose him) have particularly glorious dialogue.

     

    ( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)

     

    That's all for this post! Thanks for reading.

     

  • Member
    October 28, 2017

    Quick update: Rahzam decided to try his hand at being a bard. The results are entertaining, to say the least.

     

  • Member
    October 29, 2017

    Our next stop in wrapping up various other Grahtwood storylines is Reman's Bluff, home of the Barkbite clan of Wood Orcs. Yep, you read right: There's a population of Orcs that, rather than live in the mountains, live in the Valenwood. The Bosmer and Wood Orcs (Bosorsimer?) moslty tolerate each other, mostly because the Wood Elves are pretty chill about refugees (see, again, the Gray Mire Argonians) and the Wood Orcs are mostly content to keep to themselves. But, upon arriving at the Barkbite Stronghold (no explanation is ever given as to why the bluff has Reman's name), you'll find a bunch of dead bandits!

     

     

    So, talk to the dude, who says the tribe is cursed! Only they're not, it's just most of them have been poisoned. as the rather friendly shaman he sends you to points out.

     

    They may be thick, but are they thicc?

     

    Go and bring Bogham various samples from the well, meats and clothes, and watch him do his science.

     

    Did you expect the Food Network?

     

     

    When he discovers the culrpit is spider venom from their tin mine, Bogham sends you off to whack some spiders. But on your return, you get intercepted by another Orc; the bandits are back! All available Barkbite warriors are being called to fend them off... Except for, wierdly enough, the guards, who being specifically trained for this kind of crap would be a great help.

     

    Bandits? Whatever. But Gods forbid you swipe an apple...

     

    With the few nameless warriors still standing, slaughter the mostly-Dunmer bandits and head back to the shaman, who sends you to the hearth-wife of the chief. She tells you to question everyone not poisoned to find the bandits' inside Orc; this actually includes Bogham, who takes it in stride and actually offers advice during his interrogation. Eventually, having talked to everyone (that you can actually talk to), return to Moramat, who sends you back to Rakhaz the smith-apprentice because she's lying. After some quick questions, she bluntly admits to having done the deed out of feelings for the chief's brother, who tried and failed to be chief himself. She then ninjas away, so you have to go and track down the wannabe-chieftain to end this!

     

    Now, normally, I'd just murder the bloke; an actual possibility, though he is pretty tough. But I recommend actually talking to him; turns out that, by Orc logic, he's a very honorable man, and that his revenge is justified; apparently his brother conspired with some other Orcs to sabotage their duel!

     

     

    Having heard the guy out, I decided to help him establish his own stronghold; there's an abandoned mine nearby, which he sends you to investigate along with Rakhaz. After some troll murder, turns out there's iron in there; a far more useful (by Orc standards) material than tin. You can report this to him, and he ends the questline with the requisite gold and reward. Feels good, man; even though you can't actually confront the chieftain about the betrayal. Oh well.

     

    That's all for this post! Thanks for reading.

  • Member
    October 30, 2017

    Our next stop (the last one in Grahtwood, actually!) is the settlement called Redfur Trading Post. Despite being set in Bosmer territory, this is a very Khajiit-styled quest, which is pretty nifty. Moreover, the quest giver is a familiar face from all the way back in Khenarthi's Roost: the farmer Cinder-Tail, who still treats his senche like misbehaving children. Alas, he does not recognize you, though he does ask for help in diverting the attention of a guard (he later outright states he did, in fact, steal stuff). Even if you don't along with his lie, the guard leaves anyways.

     

     

    He gives you a token for the Hollow Moon as thanks. Now, the Hollow Moon is basically the Robin Hood Guild; they steal from the well-off and give to the needy. However, the people of Redfur, including the mayor, realize that, compared to common thieves who take for themselves, the Hollow Moon are quite helpful to everyone involved; a major reason they're still around, actually. Unfortunately, Redfur is having a "normal" thief problem as well, and so the mayor wants to call in the Thalmor to replace his Jode's Chariot guards! This, naturally, would screw a lot of people over, and moreover the Robin Hoods are actually very swell people, as their leader demonstrates.

     

    This one is quite woke.

     

    Now, since both local authorities and Robin Hoods are in danger, they've put aside their differences (though it's implied both parties already respected each other) to hatch a plan. Valirr sends you to the guard from before, who sends you into a tomb nobody has breached to nab a pretty gem. This is supposedly because they see how noble you are, though frankly the fact Rahzam is heavily armed and armored is a more logical explanation. For being Elder Scrolls, the tomb is surprisingly eloborate, split into three challenges. This includes a fun little puzzle where you have to move a statue of a thief while avoiding guard statues, which while not really difficult was entertaining.

     

    Everybody do the Safety Moonlight Dance!

     

    Once the pretty gem is in-hand, go to the mayor and present him with it. He asks you what you want in return; it is at this point, if so you choose, that you can be a massive asshat.

     

    So... Either be a greedy son of a bitch, or help out some rather nice people?

     

    I've never been able to bring myself to go with the Mr. Krabs route, and Rahzam is no exception. And so the quest ends with everyone happy, and the status quo of Redfur is mantained! Be sure to talk around afterwards to the various people there; as usual, there's some golden dialogue to be had.

     

     

    That's all for this post! Thanks for reading.

  • Member
    November 3, 2017

    Then, proceed to the next boss fight: a Lyris doppleganger with highly sultry dialogue. Oh yeah, Zenimax went there.

    That was the moment I regretted there was no reload function. Next time I'll DVR it.

    Be sure to talk to everyone after the quest is done, though; Cadwell and Abbie (if you didn't choose him) have particularly glorious dialogue.

    Tharn's words are always glorious :D I didn't clock that one first time around, could be because I took him with me. Nice to know he's honest about his admiration for the world's oldest profession.

    Yep, you read right: There's a population of Orcs that, rather than live in the mountains, live in the Valenwood.

    And who in their right mind would want to live there? There's a Worc loading screen that messed stuff up in a good way...

    Orcs and Elves are the Tamrielic chicken and the egg riddle :D

    Our next stop (the last one in Grahtwood, actually!) is the settlement called Redfur Trading Post. Despite being set in Bosmer territory, this is a very Khajiit-styled quest, which is pretty nifty.

    True that, I really enjoyed Redfur. Dammit, the AD have some of the best quests in the game.

  • Member
    November 3, 2017
    @Paws Whoah, I didn't remember that loading screen. Orcs *before* Bosmer? Damn, son. Update: I also found out there is an easy-to-miss lorebook explaining why the bluff has Reman's name.
  • Member
    November 18, 2017

    And so, we're off to a new zone! Now we're in Greenshade, the "heart" of Valenwood, to go make sure a staff is OK on the orders of Queen Ayrenn. Of course, this isn't just any staff, no sir. It's the friggin' Staff of Magnus! How, precisely, the Dominion got their elven mittens on this is left unsaid, but it's cool nonetheless. Go and report to the bloke named Sarandil, who is to lead you there. On the way, he proves he's a huge bigot, and a rather asshatish one at that, constantly making disparaging remarks about the Bosmer.

     

    Oy.

     

    Upon arrival at the vault (which, strangely, is in the Mages Guild, which is supposedly neutral in the Alliance War) you'll find quite a few cool plants the Altmer want to plant, and quite a few Ayleid doohickies. Of particular note is the Crimson Nirnroot and the Crown of Nenalata, both references to other ES games.

     

    Where's Sinderion when you need him? Oh, wait, he's not born yet.

     

    Then, feast your eyes on the Staff itself! It's pretty. Unfortunately, it vanishes as soon as you try and pick it up. It was an illusion; we've been had! According to the racist, we're the only ones to go in here recently apart from... Vicereeve Pelidil. Well, shit, looks like we've found the antagonist for this zone. At least, unlike Estre, he did previously appear and was mildly important in Khenarthi's Roost and Grahtwood. After questioning the guards (who don't seem to be with Pelly, but I have my doubts) to confirm, the bigot sends you to tell the Queen about the mer's betrayal. It is at this point that a herald shows up to announce she's popped by, which is nice of her.

     

     

    The quest ends by talking with her, though our next assignment is not to follow up on the Staff and Pelly. Rather, we're to convince a rogue tribe of Bosmer and the mysterious divine (?) Wilderking to join the Dominion. This quest comes from a dude quite absent from Grahtwood; the Razberry, Razum-dar himself! He'll investigate Pelly while you deal with even-crazier-than-normal Elves. Yay?

     

    One wonders how his mohawk is a vastly different color than his fur. The answer? Freaking Razberry, man.

     

    That's all for this post! Thanks for reading.