wwsd
Arcane
- Joined
- Jun 16, 2011
- Messages
- 8,243
So anyway, I'm enjoying the current playthrough. I rolled a Dunmer with mostly magical skills, but also marksman, light armor and short blade. My basic LARP is that I'm the kind of guy who hunts animals for ingredients to make potions. A westernised Dunmer who at first decided to join the Temple in the old country, but was soon tempted by the power and knowledge of the Telvanni.
Because of this I also couldn't resist the temptation of picking the Atronach sign. So although I'm not a pure mage, I thought it would be interesting to pick magical solutions to most problems, like using Alteration magic instead of Security, Illusion magic instead of sneak/speechcraft, etc.
Unfortunately I forgot to pick Illusion at the beginning and I only discovered this a few hours in and didn't want to restart, so my ability to charm people is limited, and my personality attribute remains low. So I decided that if I really need someone's disposition to be high, I'll just buy some Telvanni bug musk, or maybe figure out how to make a fortify personality potion myself. Or if neither are at hand, I'll just pick the violent solution more often. Although I share some skills with them, I don't really intend to advance in the Thieves Guild anyway, so they'll just have to deal with it if I ended up having to murder the person I was only supposed to steal from.
I'm just avoiding the temptation of beelining for major artifacts or using the Creeper/Mudcrab merchants, so although I'm making decent money, I can't yet afford the 5k for my stronghold, for instance. However I'm also not above taking the opportunities that present themselves, like finding a near-complete set of glass armor with only the smith defending it while making the Ghostgate pilgrimage. Reach heaven by violence...
It's actually funny that I never really messed with alchemy before. I try not to abuse it by raising Intelligence to ridiculous levels, although I did once raise it to about 200 just to make some really good potions. I think this is something any Telvanni would try at least once anyway. So without gaming the system too much, I do let my character have a bit of a mean or opportunistic streak.
After I made Mouth in House Telvanni I was about level 9 and I decided to move on to the mainland for a while. First time I really spent a lot of time in the areas added by the 2019 release of TR, although I saw parts of Old Ebonheart before. Some very nice quests there, like having to decipher the language of the Storm Atronach that the Telvanni appointed as their ambassador to fuck with the Imperials. Although anyone who's ever played the stowaway quest in KOTOR1 will not have trouble with it. I like how there are multiple solutions available, like with the haunted tower. And then I haven't even touched any of the faction quests yet.
Because of this I also couldn't resist the temptation of picking the Atronach sign. So although I'm not a pure mage, I thought it would be interesting to pick magical solutions to most problems, like using Alteration magic instead of Security, Illusion magic instead of sneak/speechcraft, etc.
Unfortunately I forgot to pick Illusion at the beginning and I only discovered this a few hours in and didn't want to restart, so my ability to charm people is limited, and my personality attribute remains low. So I decided that if I really need someone's disposition to be high, I'll just buy some Telvanni bug musk, or maybe figure out how to make a fortify personality potion myself. Or if neither are at hand, I'll just pick the violent solution more often. Although I share some skills with them, I don't really intend to advance in the Thieves Guild anyway, so they'll just have to deal with it if I ended up having to murder the person I was only supposed to steal from.
I'm just avoiding the temptation of beelining for major artifacts or using the Creeper/Mudcrab merchants, so although I'm making decent money, I can't yet afford the 5k for my stronghold, for instance. However I'm also not above taking the opportunities that present themselves, like finding a near-complete set of glass armor with only the smith defending it while making the Ghostgate pilgrimage. Reach heaven by violence...
It's actually funny that I never really messed with alchemy before. I try not to abuse it by raising Intelligence to ridiculous levels, although I did once raise it to about 200 just to make some really good potions. I think this is something any Telvanni would try at least once anyway. So without gaming the system too much, I do let my character have a bit of a mean or opportunistic streak.
After I made Mouth in House Telvanni I was about level 9 and I decided to move on to the mainland for a while. First time I really spent a lot of time in the areas added by the 2019 release of TR, although I saw parts of Old Ebonheart before. Some very nice quests there, like having to decipher the language of the Storm Atronach that the Telvanni appointed as their ambassador to fuck with the Imperials. Although anyone who's ever played the stowaway quest in KOTOR1 will not have trouble with it. I like how there are multiple solutions available, like with the haunted tower. And then I haven't even touched any of the faction quests yet.