Showing posts with label Morrowind. Show all posts
Showing posts with label Morrowind. Show all posts

Friday, December 12, 2014

Origin Stories Part III: The Elder Scrolls: Arena


I just finished The Elder Scrolls: Chapter I: Arena earlier in the week after I don't know how many hours.  The point of the game is to traverse across the continent of Tamriel to find eight pieces of a staff that was broken in order to defeat a battlemage masquerading as the current Emperor, Uriel Septim VII.  Think the first The Legend of Zelda set in Tolkien's Middle Earth.  There you go.

As previously stated, fast traveling between towns is a must since walking 1 km in-game will take about two hours in real time.  A lot of cities are 100+km apart (or at least the ones that you need to get to) and that's just in the same province.  I had previously gone into my method of playing the game, but that was before I seriously began collecting the pieces of the Staff of Chaos.  By about the fourth piece, I changed my tactic quite a bit as ransacking random dungeons became tedious and there was no long a point to collecting gold as I already had upwards of 200,000 at any given time.

But that's not the point of today's post.  Today, I wanted to nerd-out about the story and the lore behind the games in the Elder Scrolls series and anyone who has been reading knows that I like (have to) create origin and backstories for characters and why they're doing what it is that they're doing.  So I'm going to be doing that again.

The Elder Scrolls: Chapter I: Arena begins with your character being thrown into the dungeons underneath the Imperial Palace in Cyrodiil (then unnamed beyond "Imperial Province) and the year is 3E 389.  I figured that my female Bosmer (Wood Elf) Silandra was some kind of assistant/handmaiden to whomever the delegant from whichever city state she hailed from in Valenwood at the Imperial Court was before Jagar Tharn impersonated Uriel Septim VII and imprisoned everyone else.  That's when the game of TES: Arena takes over.  It was a simple backstory that didn't require too much thought or planning.  

I didn't have anything else for Silandra before she became a handmaiden to the court delegate.  It wasn't important, at least to me, so I went with it without any further additions.

Then the gears started moving again once I began my search for the final piece of the Staff of Chaos which turned out was located in [SPOILER] Red Mountain in Vvardenfell, Morrowind, or also known as Dagoth-Ur.  Yes, the same as that Dagoth Ur, but without the hyphen.  So here is what happened, at least in my Elder Scrolls universe:

Dagoth Ur's body/spirit was resting/building strength in the heart of Red Mountain, but still not at his full strength.  When the person later to be known as the Eternal Champion entered Red Mountain (passing under the Ghostfence and avoiding Vivec's Ordinators) and claimed the last piece of the Staff of Chaos, it emitted a surge of power that gave Dagoth Ur a renewed source of energy that allowed him to spread the blight disease beyond the Ghostfence surrounding the base of Red Mountain. 

In my game time, this happened around 3E 394 Rains Hand, (Lore time span in 389-399) and it would still be another 33 years before the events in Morrowind would take place.  It would be interesting to note that in 3E 400, members of the Sixth House would use the tunnel found/created by the Eternal Champion to re-establish themselves outside of Red Mountain in their former stronghold of Kogorhun, north of Red Mountain.   Additionally, the power from the reformed staff allowed would Dagoth Ur to reclaim Sunder and Keening (two Dwemer artifacts) when Almalexia and Sotha Sil re-entered Red Mountain to strengthen the Ghostfence in 3E 417.  This ultimately leads to Almalexia and Sotha Sil withdrawing from "public life," leading to the "downfall" of the Tribunal. [/SPOILER]

I'm sure there is more that I could integrate from the official lore of the series, but I am not entirely that knowledgable and I haven't completed all of the expansions for Morrowind (Tribunal & Bloodmoon).  And thinking about this now, once I finish with Oblivion, I'll probably go through Skyrim again with all of this completed backstory in mind but at the moment, I'm not sure how I will work in my character and the events in Daggerfall, but that might just have to be something that develops as I play the game.



~JWfW/JDub/Jaconian
Caught By Your Divine Spell

Friday, September 19, 2014

Return to Morrowind: The Fall of the Nerevarine

I finished Morrowind quite a while ago although I never wrote a followup to my First Impressions article, mainly because I couldn't think of something insightful to say that hadn't already been said my the people who already love that game over all other games in The Elder Scrolls series.  I will simply say that I love Morrowind too for what it was back in 2002 and for what it is here in 2014.  

Just as a warning, there will be SPOILERS in the following section that cannot be avoided as they pertain to events that happen to the main character in the game relating to the main storyline.  You have been warned.

What I'm here to talk about is the evolution of my character, Valgrin of Markarth, whom I briefly covered in my first post about Morrowind.  In that post, I said that Valgrin was born somewhere in the province of Skyrim, probably sometime around 3E-400 (27 years before the beginning of Morrowind).  Stuff happens around the city of Markarth that lands him in prison, possibly Cidhna Mines and as there is little known history as to how long Cidhna Mines have been in operation as a prison, we'll still go with that story.  Eventually he is shipped off to Morrowind by decree of Emperor Uriel Septim VII as is told at the beginning of the game.

The story events happen in Morrowind including Valgrin contracting Corpus Disease although the symptoms are nullified through events in the game.  Additionally, Valgrin receives the Wraithguard gauntlet from Vivec in the later stages of the game.  I decided that Wraithguard, upon equipping it, has fused to Valgrin's arm.  I haven't decided if this has to do with the Corpus Disease or if it is simply something that just made sense in my head.  I also based the following events on what is known to have happened to the Nerevarine from various sources of information.

So Valgrin of Markarth, now known as the Nerevarine has a disease that affects the mind and body as well as a gauntlet that has fused to his arm.  

The main reason for all of this is that I wanted to increase the stats of the skills that I did not focus on during the main campaign and do side quests in both the main game and expansions that I did not have a chance to do the first time around.  My Light and Medium Armor skills were very low, so I began equipping bits of armor I found, replacing the Nordic Mail I had been wearing since starting the Bloodmoon expansion.  So I have decided that Valgrin was becoming slowly crazy, as an explanation for wearing non-matching pieces of armor.  It made sense in my head.

If you recall from my initial post, when I started the main storyline in Morrowind, Valgrin looked like this:

By the end of the game, roughly 120 hours later, he had developed into an ass kicking Nordic tank sporting primarily Ebony and Daedric armor; I apparently did not care about wearing the heaviest armor in the game.

Although his outward appearance has started to become erratic, I have not changed his overall behavior towards the other NPCs and I am continuing to complete quests as they come in.  He still acts the same as he did before the effects of the Corpus Disease and Wraithguard, but he is not outwardly carrying himself as he did before.  During one of the quests in the Bloodmoon expansion, I came across a creature that used a severed Nord leg as a club that I have held onto.  I figure that along with Valgrin's conglomeration of armor from various sources, that he will end up only equipped with this semi grotesque clubbed weapon (not depicted here however).
Yes, a bug helmet.

I think my endgame is that eventually he will act erratically enough that he might start killing people just because (although that might be pretty extreme), although I am sure that most of us have gone on killing sprees right after saving knowing that we would not be saving after.  After I have decided that I am done playing Valrin, he will be lost from Vvardenfell, possibly becoming a hermit, with history only remembering that an Outlander was found to be the Nerevarine and was never heard from again after a certain amount of time.



~JWfW/JDub/Jaconian
And Everything Needs A Reason To Be

Monday, February 10, 2014

The Elder Scrolls IV: Oblivion ~ New Character Story

A while back, I had considered restarting Morrowind with a new character because I had felt that using a Nord of the Skyrim Province who was supposed to be a reincarnate of a heralded Dunmer (Dark Elf) hero was a bit far fetched.  I thought that playing a Dunmer would be more appropriate.  After I had thought about that decision and slept on it, I continued with my Nord, just to see what would happen and if the main quest line would make any more sense with an "Outlander," believing that Bethesda knew what they were doing, otherwise when beginning the game, you would have only been able to choose to be a Dunmer.  In the end, I am very glad that I continued as that decision gave rise to my new character for The Elder Scrolls IV: Oblivion, the Dunmer Ashlander, Talaq Ashburnab (same-ish name as the other Tal'aq, but different alltogehter.  I just like the sound of the name).

First off, how Valgrin of Markarth, the incarnate Nerevarine of Indoril Nerevar, a Dunmer General from the 1st Era influenced the events that take place in Oblivion.  

Emperor Uriel Septim VII sees that in the future he will be assassinated, his death is already foretold.  In this vision a prisoner helps him seal the gates of Oblivion which his assassination have brought about.  This is the in-game plot for Oblivion.  In the game Morrowind, Uriel Septim VII sends a prisoner who is born under a specific star sign, whom he believes will fulfill the Nerevarine Prophesy and release Morrowind and those living in Vvardenfell from the blight brought about by Dagoth Ur, who is residing at the heart of Red Mountain, in the center of Vvardenfell.  This is the in-game plot of Morrowind.

In Morrowind, I chose to be a Nord because it seemed like a good idea, having just played 150+ hours in Skyrim and I knew that I wanted to play a tank-like character.  Thus, Valgrin of Markarth was brought into being.  During the main quest, your character comes upon many different factions of Dunmer throughout Vvardenfell.  One of these is a tribe of Ashlanders, the Urshilaku, who are the group that sets your character ahead on his quest to fulfill the Nerevarine Prophecy and the first group/clan/tribe to recognize him as such.  I decided that this is where Talaq would originate from.

So Talaq was influenced by an Outlander being the Nerevarine.  This opened up his view of other races and began to deteriorate his prejudices of other races that were not Dunmer.  Knowing that the Nerevarine was a Nord (using my game from Morrowind as a canon storyline), Talaq wished to visit this land that the Nerevarine came from.  Being an Ashlander, a relatively poor nomadic tribe of Dunmer, Talaq had very little in the way of way of payment to find travel into Skyrim.  In the village of Khull, the Khajiit shipmaster S'virr tells Talaq that he can give him free passage to Skyrim by way of Solstheim after picking up/dropping off a shipment.  Free passage is dependent on Talaq transporting goods to both Fort Frostmoth and to the port in Windhelm.  Talaq agrees to this.

Unbeknownst to Talaq, S'virr fell in with the Nord smuggler Brurid and is smuggling Skooma and Moon Sugar.  While disembarking, members of the East Empire Company call attention to S'virr's boat and Imperial soldiers begin searching the cargo and find the contraband.  The imperial guards begin questioning Talaq on the docks.  A group of Dunmer witness the Imperial's verbal and physical abuse of Talaq and rush to his unasked-for aid.  During the skirmish, one Imperial is killed along with the two Dunmer who attempted to help.  Talaq was imprisoned as he was believed to be connected with the two dead Dunmer.  Because Imperial soldiers were killed, Talaq was taken to Cyrodiil and imprisoned under the charge of "an assault on the Emperor's men, is the same as an assault on the Emperor".  

While being processed, Talaq chose the surname "Ashurnab," after the Daedra shrine Assurnabitashipi to the west of the Urshilaku Camp.  Talaq did not wish to disgrace his family, yet chose and slightly altered a word/name that he already knew.  Coincidentally, in reality and in-game, the Assurnabitashipi shrine is dedicated to Mehrunes Dagon, the instigator of the Oblivion Crisis.

The way that I see this story unfolding, is that Uriel Septim saw an Ashlander at the time of his death and his visions regarding the Nerevarine Prophecy came to him, he saw a way of bringing an Ashlander, a group not normally seen outside of Morrowind, to Cyrodiil.  Uriel, however did not know anything about the Ashlander that he saw in his visions, only that by perhaps helping to fulfill the Nerevarine Prophecy, would this Ashlander somehow end up in Cyrodiil.

And now, I present to you Talaq Ashurnab, freshly released/escaped from prison:

Without a helmet on, Talaq sports the traditional Dunmer top knot.  I do wish that I could have figured out a way to make his cheeks a little more gaunt, similar to the way that the Dunmer look in Skyrim, or you know, Danny Trejo.  I didn't have a specific age for Talaq, hence not bringing up the year of his birth in relation to the storylines of Morrowind and Oblivion, and really, it's probably not that important.

I see Talaq as someone who, having seen the power and influence of an Outlander Nerevarine believes that helping people, to a certain extent can be beneficial.  As with other Ashlanders, he will not question the decision to kill someone who insults or threatens him.  And as with most/all Dunmer, he has a strong dislike/disgust for necromancers (which is how I justified diverging from the main quest so early on and routed a keep full of necromancers and their ilk.

He is still pretty naive though, because he is still pseudo-young so he's bound to do some stupid things.  Sure, why not.

So that's my character that I've created to play, at least through the main questline, in Oblivion.  


~JWfW/JDub/Jaconian
Instrumental

Friday, January 24, 2014

When Is A Game Too Much Game?

I have a queue of unplayed games and this time I'm not referring to just the games that I haven't played on Steam (although that list might be growing again due to Steam's Winter Holiday Non-Denominational Sale), but also the games for the PSP and 3DS that are patiently awaiting their turns to embed themselves in the emotional center of my brain.  This queue of games has recently gotten me thinking about the amount of time required to play all of these game to their conclusion. 

Now, when I say that I beat a game, I'm not referring to "completing" a game with every available character/car/plane, watching every ending and achieving every single achievement.  I just mean beginning a game and playing through until the credits finish rolling.  If I happen to unlock new features and earn achievements in the process, then bonus points for me.

I recently just completed Dead Island after playing roughly 62 hours.  That is a lot of time to spend on anything, let alone a video game.  Recently though, I have noticed that some games are becoming almost too long, or more likely, I am drawn to games that take up a lot of time.  Between the two of us, Conklederp and I have clocked in 571 hours on The Elder Scrolls V: Skyrim and expansions; I currently have 115 hours on The Elder Scrolls III: Morrowind and have only just completed the main quest, not to say anything about either the Bloodmoon or Tribunal expansions; on Final Fantasy XII, I spent around 125 hours and I still didn't finish all of the hunts or collect all of the Espers.  When Grand Theft Auto V was released last year, it was touted as having over 120 hours of game content.

When does game content become too much content?

Eternal Darkness: Sanity's Requiem and Dead Space took my about 16 hours each while Amnesia: The Descent took 18 hours, but Gone Home and Evoland both took only 3 hours.  Those were perfect lengths of time for their respective games.  Horror games are a hard thing to do for an extended period of time.  I have never played a horror game that lasted as long as, say Morrowind and maintained that level of tension and fright.  Is it possible to maintain that level of tension for 50+ hours?  I honestly don't know as I feel like game length is relative to both the game itself and the person playing the game.  

For myself, as long as the quests make sense, I don't really mind fetch-quests for which both Skyrim and Dead Island are pretty notorious for.  I understand the argument against them as they do eat up a lot of time, especially if fast travel is not an option, but again, I enjoy exploring and looking at the worlds that I explore.  But, as is the case with anything in life, too much can be annoying.  Too many fetch quests to gather supplies for an outcome that is never witnessed is too much. In Morrowind, I was tasked with taking 20 jars of sujamma (local liquor) to the middle of nowhere.  What irritated me was that I had to reallocate my inventory to accommodate 60 lbs of items and travel to a mine just so that some miners who were most likely slaves, could have their liquor.  What I didn't mind was that I was travelling to a part of Vvardenfell that I had not visited so I was exploring. 

So how long should a game be for it to be both entertaining and fulfilling?

I don't think there's a correct answer here.  

Some games work better as a five hour short story while other games, primarily sandbox games almost demand that they last 100+ hours.  And there-in lies one of my problems:  I like sandbox games.  GTA, The Elder Scrolls, I like these games and I like to experience the worlds and the people who populate them.  I recently just started the Assassin's Creed series and I can see Fable, Mass Effect and Dragon Age on the horizon and I know that I will spend as much time in those worlds as I have in others. 

What I have come to realize while putting down my thoughts, is that I am drawn to long, drawn out narratives.  While I do enjoy playing shorter games like Evoland, Dear Esther and Nightsky that may take up only a couple of hours, I also love spending hours upon hours being immersed in a world and it's fictional culture.  Sure, I'll play some games that I know that I can finish in an afternoon, but maybe with the exception of a few games that I cannot recall at the moment, but that doesn't make them any less worth playing.  Sometimes a game that can be played in short segments is just what I need between the doses of massive epic quests.


~JWfW/JDub/Jaconian

Monday, December 9, 2013

And Thus, Do We Begin Anew?

Roughly 68 hours is the amount of time that I've currently invested in The Elder Scrolls III: Morrowind.  That's quite a bit of time, but not necessarily so for a sandbox game (do sandboxes still exist?).  That being said, I just started doing the main quest portion of the game.  Whut!?  For those who have not played Morrowind, I was told by the main quest giver to go out in the world and learn some things, gain some experience before coming back.  I took that shit to heart and now Valgrin of Markarth has become the guildmaster of the Fighter's Guild in Vvardenfell.  With the exception of an in-game week spent trudging around Solstheim, most of my time was spent trudging throughout Vvardenfell, typically to areas that I could not travel to either by boat or Silt Strider.

So I feel like I am at a crossroads of sorts.  For nearly 70 hours I have been playing as Valgrin of Markarth, a Nord from the Skyrim Province.  The story of Morrowind is that your character, as I currently see it, is The Nerevarine, a reincarnated Dunmer (Dark Elf) general from 1E-416 (roughly 3828 years in the past) who will reunite the fractured houses of Morrowind and banish all outlanders/foreigners.

So here is my dilemma.  Why would a Nord be the one that reunites the houses of the Dunmer?  Wouldn't it make sense for their "savior" to be of Dunmer blood?  Do you think that an entire nation would rally around a foreign born person whom some people believe to be this, Nerevarine?  Not to mention that there are some houses that are purely secular and vehemently oppose the Nerevarine Prophesy.  Why not then create a Dunmer for this story to make sense to me?

This is where I am at.  Also keep in mind that I have only completed the first quest in the main questline. I do not think that Bethesda and Zenimax are foolish enough to create a storyline that would only make sense if you chose a particular race.  I feel that there should/needs to be an explanation as to why the Nerevarine could potentially be a female Breton who dabbles in magic and not the expected male Dunmer tank.  I need to believe that this is possible.

Last night upon realizing that in the main quest that my character would most likely be the Nerevarine, I saved the game, paused it, looked over at Conklederp and simply said, "Ah, well shit."  I then tried to explain my feelings without sounding like a complete anal retentive idiot.  I think I may have succeeded.  So I went ahead and created a new character who would follow a different path than Valgrin.
I present to you Tal'aq Nevalu.  A Dunmer, originally from Firewatch in the North-East of the Morrowind Province.  In 3E-412 Tal'aq was imprisoned in the Cyrodiil after attempting to steal from an Imperial caravan headed for the Imperial fort.  Of the five theives that attacked the caravan, three were killed, one escaped and Tal'aq was captured.  Because two Imperials were killed during the skirmish, Tal'aq was sent to the Imperial capital to be imprisoned for crimes against the empire.  Tal'aq spent 15 years in the prisons of the Imperial City, until Uriel Septim VII begins sending those born under a specific birthsign.  In 3E-427, Tal'aq is chosen as one to be sent to Vvardenfell and is given a pardon upon reaching the shores.

***BREAKING NEWS***
While doing research for this article, I have discovered something that might "allow" me to continue to play as Valgrin and complete the main questline.  So Indoril Nerevar died/was killed in 1E-416 during a war with the Dwemer against the Nords at the Battle of Red Mountain.  So, so, SO, it could be possible that Indoril Nerevar could have been reincarnated into the body of a Nord due to their connection around the time of his death.  This little bit, may be the thing that validates using Valgrin for the remainder of the main questline.

That being said/discovered, I don't think I will get rid of Tal'aq Nevalu as I would like to experience the different storylines associated with the Thieves Guild and I might even (eventually) create a mage-type person to complete the quests of the Mage's Guild.  That's just how I like to play.

So thank you Two Boys and Their Blog, for possibly saving me from having to bulk up a new character (although it is a character I like) in order to complete the game and possibly add another 30+ hours before finding out what happens with the main story.  Whew!

~JWfW/JDub/Jaconian

Friday, November 15, 2013

Long Overdue: The Elder Scrolls III: Morrowind (PC)

Disclaimer: The following article is written from the perspective of one who has only finished Skyrim and played parts (the beginning) of The Arena and barely started Daggerfall, so all judgements aside.  I would also like to disclaim that I am probably going to be all over the place and while this would normally fall under the "First Impressions" heading, after 35 hours, I feel like I've glided past First Impressions and moved to "OMG, here's stuff about how I've played the game," but that doesn't sound as classy.

I bought The Elder Scrolls III: Morrowind sometime around the beginning of this year when it was X% off through a Steam sale (which is pretty much how/why I buy most/all PC games now), mainly because in the last year I've become a fan of the Elder Scrolls series.  I am also a fan of the composer Jeremy Soule, who a while back I found out was the composer for the Elder Scroll series, Icewind Dale I & II and the Neverwinter Nights series.


First off, So Morrowind was released way back in May of 2002 on both PC and Xbox, although I will only be referring to the PC release.  The in-game chronology takes place in 3E-421, whereas The Arena takes place in 3E-399 and Daggerfall in 3E-405.  For reference, Skyrim takes place in 4E-201 with the 3rd Era ending in 3E-433 after the events in the Oblivion Crisis (Oblivion 4E-433).  

Upon booting up the game, I was happily surprised that the Dragon Imperial logo was used here and I later found out is really the symbol for the Imperial Legion and Cyrodiil.  While playing Skyrim, I thought it was just a "oh, that's a nice coincidence that the Imperials have a dragon logo and LOOK!, there are dragons which have turned up for the first time in forever!"  That was my first thought upon starting up the game and I hadn't even played it yet.

With Morrowind, you can play in either POV or third person.  For me, most of the game I will play in third person but switch to POV whenever I use my bow (which isn't too often) or when looking through boxes for loot (the POV mode uses crosshairs).  The control scheme is pretty much identical to that of Skyrim, although I had to move a few of the keys around.  Since Morrowind moved away from the strictly POV mode that The Arena and Daggerfall followed, you now only have to "click" in order to attack and no longer have to drag the mouse to perform a specific attack.  However, you still have the option to chop/slash/thrust, which is determined by how you are moving at the time of attack.  Forward/back: thrust; left/right: slash; non-moving: chop.  Each attack, based on what type of weapon you are using bears different results and damage.  Like the previous and later games, you still have health, magic and stamina meters.

Now, for why you are all here, or maybe not, I now introduce you to my character the Nord, Valgrin of Markarth:
Hello there ladies. . .
His backstory is not very developed as I was not (and still am not) sure what the overarching story is here in Vvardenfell, the interior volcanic island in Morrowind, where Morrowind takes place.  You start out on a ship, travelling from the mainland of Morrowind to Vvardenfell and you are a prisoner, soon to be pardoned by Uriel Septim VII for reasons unknown to you and your parole officer.  The backstory I created, was that Valgrin was a prisoner in the Cidhna Mines in Markarth (in the Skyrim Province), possibly imprisoned for thievery; although chronologically this doesn't make sense, unless Cidhna Mine was used for prisoners before the Silverbloods took over after Ulfric Stormcloak retook Markarth in 4E-176, roughly 185 years earlier.  Because birth signs are an important part of your character, I will assume that Uriel Septim VII has been looking for someone born under a particular star sign and sending people off to Vvardenfell.  Maybe, I don't really know as I have yet to finish the game.

The first thing that I learned about Morrowind is that the game doesn't pull punches.  There's a cave right outside the starting town, I encountered a villain and was promptly killed.  I think I landed one blow on the foe out of many swings.  It turns out that my accuracy in hand-to-hand combat left something to be desired.  I quickly decided that I would play as a tank-like character, which was a good soul searching decision as that was how I set up Valgrin's attributes when creating him.

Unlike Skyrim, your character in Morrowind does not regenerate either health or magic.  Regeneration occurs only by consuming health potions, casting heal spells (which unless you have a decent Intelligence score, which is not below 30, you will fail casting your spell and thereby wasting your magic points) or resting until healed.  I'm sure a good portion of my time has been spent running out of a dungeon, finding a legal* area to sleep and sleeping off my injuries.  Every town I come to (which I'll get to in a minute) I always try to buy as many healing potions as I can.  And you have to be careful with those potions, as I have had potions "spoil" if I don't use them within a certain amount of time.  I think that's what is happening anyway.

*You can only sleep in legally designated areas, which means not on the streets of a town/village or within the near vicinity of a town.  If there is an inn or a guild that you are a member of you can sleep there

Another "no-holds-barred" example in Morrowind, is how often I have gotten stuck.  Stuck in multiple senses.  While climbing/walking over mountains, I have found myself in a rut that I couldn't get out of.  The only solution was to reload from a previous save.  I have since learned to frequently save before I go exploring.  I have been "stuck" in another sense when I was attacked by a blighted something-or-other.  I lost my strength, became encumbered and was unable to move.  I tried sleeping it off as I do with low health, but that didn't work, so I had to restart from a previous save.  Most recently (as in yesterday), I had to reload a number of times because an enemy I had to defeat so I could get to my bounty because he always summoned a creature that would drain my strength thereby making my carrying capacity down to 0.  After miraculously surviving the battle, nothing I used seemed to cure my ailment.  Reload.


This is either going to be a very long or very short battle.
Fast travelling!  Until recently, there was only one way of doing this and it makes sense in-game.  In Vvardenfell, there are large insectoids call Silt Striders, which have been domesticated and used to travel from town-to-town for a small fee (usually 35 -50 septims).  Upon looking up information about how to complete a certain quest, I discovered that members of the Mages Guild can fast travel to other Mages Guild houses.  If you're not a member, you can't use this free service.  Personally, I can't see Valgrin even attempting to be a mage, despite him knowing spells (healing spells).  So, the majority of travelling I do through Vvardenfell is done on foot.  Coming from Skyrim, that doesn't sound too bad.  In Morrowind, "by-foot" might bother a lot of people.  Un-modded, and without a lot of skill points put towards fast moving, this is what over 50% of my time is spent like:
Sorry for the not-so-great video quality.  I don't have a capture card, just a cellphone.

Yes, you have two modes of moving.  Walking and slightly faster walking/running.  Thankfully, when you run out of stamina, you are still able to run, but your experience in "Athletics" no longer increases.  Honestly though, this doesn't bother me at all.  I'm one for looking at the landscape and general adventuring.  However, there have been times where travelling from one end of Vvardenfell to the other has been tedious.

As you might be able to guess, having put 35 hours into this game, I am very much liking it.  And, even with all that I have said here, there is a lot more that I haven't even covered, such as leveling up, the vast number of skills and attributes, the way you have to talk to/persuade people for information (the scripting for dialogue), wear-and-tear on equipment, the different components for dressing (pants, shirt, body armor, greaves, L/R gauntlet/bracers, L/R shoulder pieces/pauldrons, helmet) and absolutely no GPS on your map (someone says "it's in the south-western region. . ." you have to go explore the southwest region looking for a cave).

So if you are looking for another game in the Elder Scrolls series that isn't Skyrim and are interested in a challenge with a very steep learning curve (your hand will not be held), Morrowind might just be what you're looking for.

~JWfW/JDub/Jaconian
I Saw The Coming of the End

And Now: A Dramatic Too Much Shit's Happening Selfie