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Relationships in skyrim

Participating in the negotiations | Season Unending TES V: Skyrim Guide The Stormcloaks are represented by Jarl Ulfric Stormcloak, Galmar Either way, at the end someone will have to lose and someone gain. It's worth If you want to improve your relation with the Imperial Legion, let Elenwen stay by the council table. posted in Skyrim General Discussion: The saddest moment for me it was when i Description: Jarl of Windhelm, leader of Stormcloak rebellion, . The Stormcloaks and the Empire hate the Dominion all the same, however ending the civil Well you can see where the sour relations began and to be fair the. via posavski-obzor.info One of the best mods for The Elder Scrolls V: Skyrim was the Frostfall . If you sided with the Stormcloaks, you probably also want to know if Ulfric In contrast, most of the companions from Skyrim end up looking .. the only one who develops an actual relationship with the Dragonborn.

Spells leave marks on surfaces and that's about it. Of course, it doesn't stop you from trying, but your axe will always swing fruitlessly at invincible walls and rocks Games like Red Faction: Guerrilla already showed years ago how much fun destructible environments can be, so why not give the idea a spin in Elder Scrolls VI?

This way, if you swing an axe at a tree you'd chop it down, if you hit a locked door or chest enough you'd bust it open, and if you strike a stone you'd chip it.

Smashing stuff in games is fun. New technology could allow for the real destruction of objects, fortresses, or swaths of trees. Destroying someone else's property could even be an in-game crime. Accidentally destroy something you didn't mean to?

There could always be the option to repair. Their motives have long been debated, but there's no doubt they are becoming a big part of Tamriel, especially since they're the saviors of the moons after the Void Nights to the Khajiit, claimed that they ended the Oblivion Crisis, and are also allied with their brother elves the Bosmer of Valenwood.

Elder Scrolls VI should pick up the story of the Thalmor and what they've been up to since the end of Skyrim, and show them in other parts of the world. How the newest power in Tamriel interacts with other races would be fascinating to see, and opens up interesting story possibilities.

There could be a massive war zone all over Nirn between the High Elves and other races, as well as conflicts and rebellions within Elseweyr, Valenwood, and even Summerset Isle over whether to expel the Dominion or stay within it. Gamers could encounter rebels and Thalmor agents, and the Altmer could be using extremely powerful magic to affect world events.

The protagonist could get involved in this enormous war, perhaps to help gather armies from all the different corners of Tamriel for a final showdown in Alinor. But imagine actually being able to get a job, setting up your own stand in the town square, or working your way up to owning and running your own business empire. The Hearthfire DLC for Skyrim was an excellent step in the right direction, giving players the ability to buy land and build their own custom houses.

But imagine owning a blacksmith, a shop, a brewery, a hunting lodge, or even your own town or city. Hearthfire gave us a taste of what property management in the Elder Scrolls universe can be like and the base-building mechanic in Fallout 4 showed us how extensive it could really get, constructing whole buildings from raw materials. In Elder Scrolls VI, it would also be cool if you could join the city guard, become a traveling merchant and business owner, or even invest in existing properties.

There are plenty of successful mods out there for Skyrim where you can do this, from house-building to town-building. But after a while, the endless waves of feral bears and wolves grow stale, especially when you're level 75 and can kill them in one hit. The fantastical alien world of Elder Scrolls and the post-nuclear apocalypse of Fallout have the potential for an endless variety of enemies.

With all the different creatures and enemies we've seen so far on Nirn, just bringing back some from the past may be enough — who doesn't want to see Deadroths, Scamps, Giants, Guars, Atronachs and the countless others we've seen all in the same place? On this front, ESO was definitely a step in the right direction is giving us a larger number of animals and enemies to encounter. One way to improve on that in Elder Scrolls VI would be to make faction affiliation matter more; in the wild in Skyrim, it mostly only makes a difference if you stumble upon some Imperials or Stormcloaks, and factions like the Silver Hand and the Vampires attack you even if you're not a Werewolf and side with the Volkihar vampires.

This might also be a good time to show us all how creative Bethesda can be with their monster design, maybe even feature the vampiric serpent folk of the Tsaesci. The problem isn't limited to radiants though: Even many of the College of Winterhold quests ended up being dungeon-diving into caves or Dwemer ruins. There's room for improvement in Elder Scrolls VI for a wider variety of side quests. Some examples might be adding more incentive to do side quests by offering new and different ones depending on which follower you have, access to unique leveled loot that can only be obtained by side questing, and more Daedric-style unique quests like Skyrim's "A Night to Remember," or the Thieves Guild's "The Ultimate Heist" from Oblivion where you steal an actual Elder Scroll.

Fetch quests are just fine and a part of any open-world game, but players thirst for more unique experiences in their side quests, too.

And in locations like Elseweyr or Valenwood, imagine how much variety there could be! This extends not only to followers, but other inhabitants of the world. They could go adventuring, fight with other NPCs, attend social functions such as prayers, weddings, funerals, etc. The world should change with their stories - how many times did we hear Ysolda in Whiterun say she wants to buy the Bannered Mare? Imagine if the stories of the NPCs you've befriended advanced with your level and progress, and by later levels you can help her in her business and she buys the tavern, redoing the interior completely.

More interesting NPCs with more advanced AI would add color and life to the world of Nirn, and create more three-dimensional characters to interact with. This could combine with the more advanced dialogue trees to create NPCs with backstories and action and location-dependent conversation options, providing humor and depth to each conversation. Currently, when you add together the vanilla game plus all expansions, the Divines blessed us with a total of 30 female marriage candidates and 37 male marriage candidates.

You can also marry any of them regardless of your Dragonborn's race or gender as long as you've done their relevant quest or task.

There's no doubt that this represents an advance in the mechanics of Elder Scrolls. They can inspire a great character, but won't do all the work all on their own.

Something you'll hear actors asking themselves all the time is "What is my character's motivation? Think about how he or she feels about the main elements of the story: Does he approve of the Imperial occupation of Skyrim? Do the people of Skyrim need the protection and assistance of Imperial soldiers?

Or, do the people of Skyrim have the right to govern themselves? Should they be working together or fighting furiously for dominance? If your character hasn't chosen a side, how does she stand to profit from the conflict? Will she earn her gold as a mercenary, or do her best to heal the wounds of civil war?

Is Ulfric Stormcloak a Thalmor Spy? - Skyrim General Discussion - Elder Souls

If your character is of a race other than Nord or Imperial, how does their race affect their opinion of the war? Does your character accept or reject their destiny as the Dragonborn? Other questions can help deepen your experience when you're not busy completing quests: Is there a particular race or type of person that your character doesn't particularly like? Does your character have any weird habits like only eating raw meat or traveling only at night?

Do you place offerings at the shrines? Do they have a tendency to overindulge in drink or sweetrolls? Do they collect skulls or pottery? There are literally hundreds of questions that you could ask yourself about your character that will help to define them and make them interesting to play.

By choosing three or four interesting quirks you can breathe life into a character that will sustain you for hundreds of hours of immersive role-playing. To give you some inspiration, here are a couple examples of characters that I came up with: The first is an Orc assassin whose been assigned the mission of stirring up unrest in Skyrim to improve her master's illegal arms trade.

The second character is a Redguard witch who had a vision of her destiny as a Dragon-in-Human-Form during her initiation rites and has been sent by her mentor to Skyrim to seek her destiny.

Ten Tips for Better Role-Playing in Skyrim

These characters are dramatically different in temperament and have radically different motivations, but both of them are workable long-term characters. If you've already started playing but you decide that you don't like something about your character's appearance, you can change it by using the console.

See my article about changing your character's appearance for details. Skyrim gives you plenty of options for creating unique, memorable characters. Play in Character Now that you've got a character you can get invested in, it's time to let that character shine! Designing a good character is half the battle. Of course you won't see the rewards of your role-playing until you get out there in the world and start making decisions about where to go, who to believe, and what to do about it.

In regards to your character, though, here are some general tips: Don't feel obligated to take every quest, or join every faction. There is plenty of content in Skyrim, and there's no reason why you need to experience all of it with a single character.

You might find that the game is more enjoyable if you play it through a few times and restrict each character to the main quest and one other major faction plus random adventuring and quest-taking, of course! You may not clock as many hours with each character, but your experience may be more enjoyable overall for having experienced each story more intensely.

Don't worry too much, either. You will find that Skyrim's quests are very forgiving from a role-playing perspective so that no matter what choice you make you will be able to justify your actions in a sensible way. If your instinct is to help every person who asks for it and trust people unquestioningly, the next time you play Skyrim, try making the opposite choices.

You might be surprised to discover how often an NPC you considered 'bad' the first time through turns out to be 'good' on a second run. Most of the quests are designed to support your intuitions, even if different people have different takes on things.

Try to stay in character. It's also a good idea to restrict the kinds of things you allow yourself to accumulate and the kinds of activities you allow yourself to engage in. If you're playing a warrior, is there really any reason to go around collecting flowers and butterflies? Would your warrior really do that?

Maybe yours would, but many people know exactly what I'm talking about here.

Skyrim - IMPERIAL ENDING Civial War Questline (General Tullius VS Ulfric Stormcloak)

The same goes for skinning animals, mining ores, chopping wood, crafting weapons and armor, brewing potions, picking locks, and so forth. A general rule of thumb you should follow is that if it seems even a little out of character for your character to engage in that kind of activity, don't do it. This might seem like a harsh rule, but it can work wonders for making each play-through a unique and interesting experience.

Create several characters and be particular about them. That being said, instead of trying to do everything with one character, create several characters and make each character different. People complain about it being too easy to make money, but what if you played one character who made money by crafting and selling weapons and armor, another who did the same with potions, and a third who stole what they needed?

Who is better to join, the stormcloaks or the imperial legion.

No one character is likely to suffer from 'too much gold' syndrome if they're only pursuing a single occupation. What if you only let characters who should know lock-picking pick locks? Worried about what you might be missing? Your warrior or mage can do something else to make money that your thief can't. If you play it right, all of these different restrictions will balance out and lead to a variety of interesting play-styles and gameplay experiences. Don't try to squeeze every last point out of your character.

Doing so may squeeze the joy right out of playing. Yes, not all skill trees and perks are evenly balanced. Yes, there are ways to get an unfair advantage over your enemies or artificially impose limits on yourself by creating a bad build.

In all honesty though, your decisions, no matter what they are, are going to work out just fine. Avoid the temptation to 'peak under the hood' every time you have to make a decision about your character's progression and just enjoy the game. For one of my characters, I have intentionally created the worst build I can and play the game on Master setting.

Even though I purposely 'gimp' myself, I can still play the game and enjoy it immensely. Sure, combat is a little more challenging and requires a bit more strategy and more reloads but even with this build I don't consider the game broken.

In fact, I find it's no more or less difficult than Demon's Souls. So, don't worry about the game mechanics.

Ten Tips for Better Role-Playing in Skyrim | LevelSkip

They might not be perfect, but they work just fine, no matter what the perfectionists on the forums might say. Essentially, if your character dies, that's it. Some of them go so far as to delete their save file. If you think it sounds like fun, give it a whirl and let us know what you think!

Limit Fast Travel, Try to Walk Everywhere Probably the single easiest way to make Skyrim more immersive is to stop using fast travel and walk everywhere, instead.

You don't have to stop using it completely, but just make a point of limiting it: Force yourself to use the carriages instead to travel large distances and walk everywhere else. Or limit it to transporting loot back and forth from the dungeons. Make a point of walking more, and I mean actually walking, not running everywhere.

Just remember to back up your file before changing it. Half the pleasure of playing the game is drinking in the landscape, watching the grass sway in the breeze, watching shadows creep across the rocky ground as the sun makes its way across the sky, staring into the setting sun as it descends on Skyrim's rugged landscape, admiring the silver shimmer of the stars and the majestic rise of Tamriel's twin moons. Take the time to listen to the sound of babbling brooks, bird calls, and the haunting melody of the soundtrack.

Believe it or not, an old platitude lifted from real life applies equally well to your sojourn in Tamriel: