The Companions supposed to be fighters guild?

Post » Thu Jun 07, 2012 3:57 am

Was anybody a little let down by these guys, I was expecting everyone to be like THOR with no armour big hammers and serious power. but instead they all seemed to be able to transform into werewolves.... THUMBS DOWN!!!!!

I heard the companionsn is as close to cyrodiils foghters guilds as you'll get in skyrim, great so off i went.... let down. Im a blade now.
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Curveballs On Phoenix
 
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Post » Thu Jun 07, 2012 11:57 am

They are the same. They take care of all the problems in skyrim that the guards dont deal with like infestations, escaped crooks, etc
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Kelsey Hall
 
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Post » Thu Jun 07, 2012 11:48 am

but they are werewolves. turn off
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Charlie Ramsden
 
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Post » Thu Jun 07, 2012 12:47 am

So? Not everyone in the companions are lycans, only the elite vets. Besides it isnt like the guild is defined by it, the companions are about continuing the legacy of ysgramor. Plus you can remove your lycanthropy once yu complete the QL
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Natalie Harvey
 
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Post » Thu Jun 07, 2012 2:32 am

All of the guilds were a letdown really, the Dark Brotherhood was the best of the lot.
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Trevor Bostwick
 
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Post » Thu Jun 07, 2012 2:29 am

Spoiler
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DAVId MArtInez
 
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Post » Thu Jun 07, 2012 4:47 am

Yes, use the Spoiler tags people!

Spoiler
I was very let down the other day when I ran into some trouble with the Whiterun Guards, and I ran off up to Jorrvaskr to see if the Companions would help me out. They did try, but three Companions dropped down dead before a single Whiterun Guard had been killed. I guess perhaps the all level-capped when I first joined them and became their Harbinger, but the Guards have carried on levelling up with me?
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Melanie Steinberg
 
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Post » Thu Jun 07, 2012 7:24 am

The SPOILER above is actually what makes them much more AWESOME to my mind. A shame the abilty isn't very well levelled, mind.
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..xX Vin Xx..
 
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Post » Thu Jun 07, 2012 2:44 am

Huh? What is this? Could it, could it be a potential (whisper it) consequence as part of a faction questline? :o
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Rude Gurl
 
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Post » Wed Jun 06, 2012 11:50 pm

All of the guilds were a letdown really, the Dark Brotherhood was the best of the lot.

Yeah, i'd say they were a let down mianly on the bassis that they were [A] Too short & [B] Way too easy to become the Guild Master in such a short space of time.

However, we did get a more interetsing game World with many caves & ruins have their own little stories, so i guess it evens out in that respect.

I still would had liked to have had both.... :cake: :drool:
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Marnesia Steele
 
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Post » Thu Jun 07, 2012 8:37 am

Only the inner circle was, 5 people.
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danni Marchant
 
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Post » Thu Jun 07, 2012 5:13 am

Only the inner circle was, 5 people.
Spoiler
...and most of them can be cured of their lycanthropy
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Chloe Botham
 
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Post » Thu Jun 07, 2012 7:56 am

how d you cure the others? I have never had the option
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Ice Fire
 
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Post » Thu Jun 07, 2012 11:12 am

You have to do some jobs for them and then the option comes up.
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Lauren Graves
 
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Post » Thu Jun 07, 2012 8:42 am

You have to do some jobs for them and then the option comes up.

And you must have at least one of the witch's heads in your inventory when you talk to them, otherwise they won't ask about it.
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Bigze Stacks
 
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Post » Thu Jun 07, 2012 5:11 am

The Fighters Guild has absolutely no presence in Skyrim. They've never needed a Fighters Guild because the Companions were already there.
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Juanita Hernandez
 
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Post » Thu Jun 07, 2012 3:13 pm

Thieves guild was the best for me, Mercer Frey was THEY badass of Skyrim...
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Vera Maslar
 
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Post » Wed Jun 06, 2012 11:06 pm

The Fighters Guild has absolutely no presence in Skyrim. They've never needed a Fighters Guild because the Companions were already there.

Good point.
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Milagros Osorio
 
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Post » Thu Jun 07, 2012 3:06 pm

The Fighters Guild has absolutely no presence in Skyrim. They've never needed a Fighters Guild because the Companions were already there.

The Fighters Guild could easily make the Companions go out of business based the fact who do you go to for help the Fighters Guild who can send help in one day or the Companions who likely take days to send any help.

So their little reason why the Companions could keep the Fighters Guild out of skyrim as they are based only in one Hold, if their was
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leni
 
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Post » Thu Jun 07, 2012 2:29 pm

I dunno, I can get from one end of Skyrim to another in less than a day, particularly if I use the carriage service. Since I can use it from Whiterun to any hold capital, and all of the Companions jobs are handed out there, I'm pretty sure that once I'm given the job I can turn it around in 24 hours or less.

OTOH I have the timescale set to 5 which makes Skyrim a much smaller province in which to get around.

Also, Skyrim's populations seems to be mostly Nords. The Companions are a longstanding and time-honored Nord tradition, going all the way back to Ysgramor. I know nothing about the Fighters' Guild, not having played the previous games, but I'm thinking that many Nords might find the Companions and their thoroughly homegrown history much more appealing.
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Mario Alcantar
 
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Post » Thu Jun 07, 2012 2:27 am

The Companions aren't technically the Fighters Guild, but they're functionally the same. Mercenaries for hire.
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Lance Vannortwick
 
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Post » Thu Jun 07, 2012 6:10 am

but they are werewolves. turn off

Too much damn twilight nuts around here. Obviously the staff writers of the companions guild are among the nut fans that thinks it's cute to add in werewolves to the story. Yeah I was too disappointed in the whole idea of turning you into a werewolf. It's ridiculous if you ask me. The whole idea about joining the companions is to have that viking affect. To be macho and to occasionally ask your mate for a brawl or sparing.
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Emily Jones
 
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Post » Thu Jun 07, 2012 4:42 am

Too much damn twilight nuts around here. Obviously the staff writers of the companions guild are among the nut fans that thinks it's cute to add in werewolves to the story.
Yeah, because Twilight totally had werewolves that'd just as soon gore your insides out as look at you. Didn't have anything to do whatsoever with their appearance and popularity in Bloodmoon or Daggerfall.
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Laura Elizabeth
 
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Post » Thu Jun 07, 2012 7:29 am

The Fighters Guild could easily make the Companions go out of business based the fact who do you go to for help the Fighters Guild who can send help in one day or the Companions who likely take days to send any help.

So their little reason why the Companions could keep the Fighters Guild out of skyrim as they are based only in one Hold, if their was

What makes you think the Companions response time is slower? Also, a new Fighters' Guild would have to deal with the fact that they are new and unknown throughout Skyrim, while the Companions have some of the most respected warriors, Skyforge weapons, and a lot of other things going for them that make them the go to guys for the people of Skyrim.
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Lucy
 
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Post » Thu Jun 07, 2012 1:32 am

Yeah, because Twilight totally had werewolves that'd just as soon gore your insides out as look at you. Didn't have anything to do whatsoever with their appearance and popularity in Bloodmoon or Daggerfall.
ooooh BURN! Nice
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Neliel Kudoh
 
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