Summary of DLC Dragonborn

Post » Tue Feb 12, 2013 8:36 am

My Summary of DLC Dragonborn (major spoilers ahead)

I have finished all the quests of Dragonborn and I would like to put together what was good and what could be done better for me. When the boat arrived at Ravenrock, I almost cried how beautiful it was, everything from Morrowind was there, even the red weather and the new design was just great. But after moving more north and west of Island and after reading the Black book I realized this going to dissapoint me even more then it would if all the beginning wouldn't be that promising, so I felt the urge to write it down.

1. Slight but important improvements:

There is no quest about werewolves, werebears and hagravens, which are originaly the true habbitants of Solstheim and in werebears it could be something new to add to the world of Skyrim. So I had some ideas, what quests could be implement and it wouldn't cost Bethesda anything, but for some unknown reason they just cutted it off. It is like everything is prepared, but all the creatures are just standing there, doing nothing, so it makes me despered. It's like it would be a museum of Morrowind - nothing alive, nothing you could do anything about.

a) Possibility to end differently the quest of finding the brother of Wulf. Seriously - do I have to kill everything?
Did you know, that the altar of Thrond at the middle of Island is from original Solstheim and it was where werebears and werewolves could be cured from lycantrophy by hagravens in the cave there (yes! you wouldn't have to kill them, you could talk to them!), so everything is prepared for really good quest with better ending and with connection to Hagravens and the Beasts. I could be able to use Shout Bend will for the beast to turn them back to human form and to be able to talk to them.

b. It wouldn't cost much to add quest with Pack of Werewolves at Frostmoon Crag like Raiding on random camp of Reavers at beast form.
They just sell some rings - that's stupid.

c) Better ending of Thrisk Rieklings quest. It is not a must, but still...
I thought, that when I gathered slicegrows for the chief for the dance at the fire, that it will be really there, and if I would duel him, it would be after the celebration of victory there in the Mead hall. Not that I will slain him as a pig without his warriors around.

2. More improvements:

I'm aware of reality, that these are just fantasies and more like my wishes I would like to see or what seems to me strange.

a) I would separate Hermaeus Mora from the figure of Dragonborn.
Dragonborn corrupted by dragons (maybe Alduin himself) to became the highes priest of Dragon cult instead of fighting them and then betray them after some time, is strong enough to catch your attention, to enslave whole island and to fight with Skaal shaman all alone. And the final duel with him as Dragonborn vs. Dragonborn would be really great and fair. And you could learn the shout of ride Dragons from his tomb - as the high priest, he could know.
Also it would be connected to the main land as all the dragon priests were raising from their tombs - why not the highest of them and you could learn more about them then that one thing - that they existed...

He didn't need the stupid daedric Lord, which Bethesda is going to put in every hole, even though the world of Skyrim is rich and interesting enough to play with and they don't need it like they did in Elderscroll IV - Oblivion. After the 3th Black book in row it was soo boring, I didn't finish this line - I just refused. When I realise, that because of this they cutted of all the great quests I was hoping for, I just hate the damn books.
And Hermaeus Mora has no connection to Solstheim history as far as I know.

If the black books would remain as curiosity of Neloth, it would be fine for me.

b. Joinable faction of Werebears in the caverns of Castle Kaarstag instead of already too much of Rieklings.
They were there before, why not use it for today? But they didn't want another beast form it seems :(

c) I would like to see joinable Coven of Hagreaven, where they would teach the dark magic - witchcraft with poisons and necromancy. But maybe the Island is too small for this and similar staff is already at Tel Mythril.

So my points would be:

10/10 Neloth - and all the staff around him
10/10 Design of Shells and all the new creatures and landscapes from Morrowind
10/10 Ravenrock quests - even though I was little dissapointed that the Temple wasn't more important and joinable and that you couldn't build a house stage by stage as it was in original Ravenrock
10/10 the Scholars quest from Skaal village
9/10 Skaals - they could sell their coats, no clothes from Solstheim are for sell, don't know why
- the quest of brother of Wulf dissapointed me
9/10 the Trisk Mead Hall quest - I would improve the last stage of the quest
8/10 Nothern part of Solstheim - all the important staff is on the south
7/10 Kaarstag Castle - the Giant is great, otherwise it isn't
6/10 The main quest with strange Hermaeus Mora - his world was interesting, but 1 book is enough for me

So final verdict would be 8/10 with a lot of dissapointments.
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Allison C
 
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