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Would you like to see the invincibility of guards removed...

  • Adremal
    Adremal
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    No
    Kwoung wrote: »
    As for your suggestion, I just see a bunch of griefing by filling up a town with guards, much akin to the opposite, which is creating huge piles of fast spawning mobs dead bodies.

    This. Guards and NPCs. Killing guards wouldn't work because of this. It's ok for single-player titles, but a multiplayer title has to compromise between immersion and playability.
    Also being able to easily kill guards would negate the reason for stealthing and paying attention to guards movements while thieving / assassinating people.
  • _Zathras_
    _Zathras_
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    No
    I voted no, because otherwise there isn't any potential accountability and/or punishment for illegal acts.

    And as for 'immersion'... I don't suffer from that, thankfully. Oh, the guards are a blatant game mechanic? That's fine, doesn't bother me. Any more than PCs with goofy names and glowing tattoos, bunny-hopping around town on the piles of flaming lava rocks they call mounts, do. Or the million other things that seem like they'd also be bad for this "immersion" thing. /shrug

    Exactly. The proverbial horse has left that barn.

    Edited by _Zathras_ on 10 January 2022 14:21
  • kojou
    kojou
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    Yes
    From an immersion standpoint I would prefer they had implemented guards differently.

    I liked Xaraan's suggestion:
    xaraan wrote: »
    yes, only because "my immersion" - as cheesy as that sounds sometimes, it's hard to feel like I'm needed when they could just send this super guard out to do any quest they ask me to do.

    I liked what they did in Fable - just keep sending more and more guards after you the more you kill and just keep driving up your bounty PLUS give you no benefit to killing them (no xp or drops). They could even add a temporary town ban if you killed enough of them in one area - not a IRL type ban, but an in-game one where you'd get auto attacked for going there even if you cleared your bounty gold wise.

    but, I understand why they didn't do it this way, because sweaty try hards will be sweaty try hards... and even with no rewards I could see someone "trying out their build" and leaving a pile of guard corpses. Also, with many guards I can imagine it negatively impacting the servers, and causing players games to lag.

    I suppose some guards could have a spell that sends the player to a "prison" in oblivion for 10 minutes if a player resists and stands ground, or a guard "sniper" could come out with a one shot undodgeable snipe.

    They could also continue to stop the player with dialog (pay bounty or fight) to the point where it is too annoying to continue fighting. Maybe after the 3rd time the player refuses to pay the bounty, the guard teleports the player to prison or binds them to the ground with a spell (i.e. Ozara's spear in VSO).

    I feel like there are a lot of non-immersion breaking options they could have taken, but it would have probably taken more work than making the guard invincible.
    Edited by kojou on 10 January 2022 14:34
    Playing since beta...
  • Sylvermynx
    Sylvermynx
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    No
    It's fine the way it is.
  • Necrotech_Master
    Necrotech_Master
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    See Comment
    just as a note, the guards DO already have around 10 mil hp (its like closer to 7.8 mil hp) if you use some addons that show the target hp outside of the normal health bar

    from what i have heard WoW has guards, which are killable, but it takes like a full raid worth of people to actually kill them

    our guards already do increasing dmg with every hit they get on you and WILL eventually 1 shot even the tankiest of tanks after a certain period of time, so even if the guards were killable, i doubt anyone would be able to solo 8 mil hp before the guard killed you anyway (especially if your a squishier dmg dealer)

    the only issue i have with invulnerable guards is when they are indoors, as there is effectively no way to escape from them to get OUT of the door once you are in combat, you are just going to die (you cant use door while in combat, and you cant kill a guard)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014
  • spartaxoxo
    spartaxoxo
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    No
    the only issue i have with invulnerable guards is when they are indoors, as there is effectively no way to escape from them to get OUT of the door once you are in combat, you are just going to die (you cant use door while in combat, and you cant kill a guard)

    If you invis well enough without being hit, you can exit the door.
  • Necrotech_Master
    Necrotech_Master
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    See Comment
    spartaxoxo wrote: »
    the only issue i have with invulnerable guards is when they are indoors, as there is effectively no way to escape from them to get OUT of the door once you are in combat, you are just going to die (you cant use door while in combat, and you cant kill a guard)

    If you invis well enough without being hit, you can exit the door.

    true, but not many toons have that good of invis AND the guards do have an anti-stealth move similar to the revealing flare, so unless your fast too your going to get revealed (very bad if you tried to use an invis pot with 45 sec cooldown getting revealed 5 sec into effect)
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014
  • Amottica
    Amottica
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    No
    Kwoung wrote: »
    Killing guards is simply showing off, other games allow it and it serves no purpose than some max level well geared player going into town to show how "uber" they are. As for your suggestion, I just see a bunch of griefing by filling up a town with guards, much akin to the opposite, which is creating huge piles of fast spawning mobs dead bodies.

    I agree. I would also add that the guards are nothing more than a minor nuisance based on my experience. Easy to avoid and in most cases easy to escape when one becomes careless and gets caught by one.
  • BXR_Lonestar
    BXR_Lonestar
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    See Comment
    I don't think it should be totally removed, but I think it would make sense to be able to eliminate them by using the blade of woe.
  • spartaxoxo
    spartaxoxo
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    No
    spartaxoxo wrote: »
    the only issue i have with invulnerable guards is when they are indoors, as there is effectively no way to escape from them to get OUT of the door once you are in combat, you are just going to die (you cant use door while in combat, and you cant kill a guard)

    If you invis well enough without being hit, you can exit the door.

    true, but not many toons have that good of invis AND the guards do have an anti-stealth move similar to the revealing flare, so unless your fast too your going to get revealed (very bad if you tried to use an invis pot with 45 sec cooldown getting revealed 5 sec into effect)

    I mean even if you aren't a nightblade, stealth passives and gear alongside a invis pot is gonna help even in pretty tight corners if you pop in a good spot.

    If you're not even doing that, then you're trying to do the hardest justice activity without being built to do justice activities. You can still succeed but it will be pretty hard, as it should be. That's not a problem, it's the vulnerability aiding in making justice a progressive activity
  • amapola76
    amapola76
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    Danikat wrote: »
    xaraan wrote: »
    yes, only because "my immersion" - as cheesy as that sounds sometimes, it's hard to feel like I'm needed when they could just send this super guard out to do any quest they ask me to do.

    I liked what they did in Fable - just keep sending more and more guards after you the more you kill and just keep driving up your bounty PLUS give you no benefit to killing them (no xp or drops). They could even add a temporary town ban if you killed enough of them in one area - not a IRL type ban, but an in-game one where you'd get auto attacked for going there even if you cleared your bounty gold wise.

    That's ok in a single-player game because there's only ever going to be 1 person at a time doing it. Things like that get problematic when you add hundreds of other players.

    For a start if each player fighting guards spawns more guards then multiple people fighting guards in the same area could very quickly overwhelm the server with the number of guards it would need to spawn and then it crashes. Before that point you have towns which are just battle grounds full of guards and corpses, it would be even more of a mess than duelling, especially for those players who care about immersion.
    I mean there is opportunity for some kind of bounty hunter system. What if after a certain level of bounty the whole world effectively becomes PvP for you. And players that take you out get bounty rewards. I mean this could only work if guards weren’t invincible.

    ZOS tried to develop a system like that but found it was impossible to come up with a version that wouldn't be exploited by players, either taking turns farming each other or simply griefing other players by camping locations like the entrance to thieves dens to attack anyone going in or out.

    This, basically. I trust myself to not abuse the ability to kill guards, but I don't trust other people.
  • Wolfpaw
    Wolfpaw
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    Yes
    Some great nostalgia attacking major hubs/enemy faction's city in WoW.
  • Reebofmoon
    Reebofmoon
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    Yes
    I think it'd be fun if you attack a guard long enough you instantly flag for free for all pvp so on top of other players trying to kill you more and more guards show up LOL.
  • Vevvev
    Vevvev
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    No
    No, because I'd slaughter them all and keep on slaughtering them all till there's just as many dead guards as enemies. I know how much HP they have thanks to addons and stuff, and I can burn them down given enough time.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • SydneyGrey
    SydneyGrey
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    No
    No, because then the game will just constantly be filled with dead guards everywhere and there would be no accountability for stealing or murder.
  • SilverBride
    SilverBride
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    No
    I remember trying to level in lowbie zones in WoW and not being able to because high level players from the other faction kept killing the quest givers.

    Some NPCs should not be killable to avoid possible griefing situations.
    PCNA
  • _Zathras_
    _Zathras_
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    No
    I remember trying to level in lowbie zones in WoW and not being able to because high level players from the other faction kept killing the quest givers.

    Some NPCs should not be killable to avoid possible griefing situations.

    I remember this happening in EQ. An evil faction player killing a NPC that the good faction used, for easy xp but sometimes also to grief. Sometimes the NPC was simply for protection, someone to run to when you had a train behind you, or a vendor.

    Some NPCs should remain untouchable.
    Edited by _Zathras_ on 10 January 2022 21:34
  • Sylvermynx
    Sylvermynx
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    No
    I remember trying to level in lowbie zones in WoW and not being able to because high level players from the other faction kept killing the quest givers.

    Some NPCs should not be killable to avoid possible griefing situations.

    Yep. I remember that too. Painful.
  • Oreyn_Bearclaw
    Oreyn_Bearclaw
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    Yes
    Not quite sure I am on board with your specific mechanic, but I would not be opposed to making guards killable. Certainly, they could call for reinforcements in one way or another. They would need to be very very tough to kill.

    I remember thinking when the justice system was first introduced, that if guards really acted like very hard to kill bosses, you could have PVE raid groups trying to take over a town. Haha.

    I get why the system is the way it is, but it does bother me a bit that they are completely un-killable from an immersion standpoint. You would have to be very careful if you changed it, because we cant have guard killing be a trivial way to circumvent the entire justice system.
    Edited by Oreyn_Bearclaw on 10 January 2022 21:42
  • Jodynn
    Jodynn
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    Yes
    Ever play a traditional elder scrolls game and *** off a guard? Yeah, I loved the thrill of standing a chance, of course higher level they were easy so.. fix that.

    I think they should be obscenly hard, but not unkillable.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • Tandor
    Tandor
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    No
    Jodynn wrote: »
    Ever play a traditional elder scrolls game and *** off a guard? Yeah, I loved the thrill of standing a chance, of course higher level they were easy so.. fix that.

    I think they should be obscenly hard, but not unkillable.

    The problem as we've seen in other games is that even if you make guards obscenely hard for one player to kill, they are a walkover for a guild rampaging through a city and laying waste to every guard in sight.
  • Jusey1
    Jusey1
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    No
    Narvuntien wrote: »
    They would have to do a lot more damage in general.

    Guards do more damage the longer you are in combat with them already... A single guard will always eventually kill you in a single hit no matter how much sustain you get.
    And as for 'immersion'... I don't suffer from that, thankfully. Oh, the guards are a blatant game mechanic? That's fine, doesn't bother me. Any more than PCs with goofy names and glowing tattoos, bunny-hopping around town on the piles of flaming lava rocks they call mounts, do. Or the million other things that seem like they'd also be bad for this "immersion" thing. /shrug

    Also, this. "Immersion breaking" is such a terrible argument to use in a game like ESO due to the amount of cosmetics, mechanics, etc that is in the game or has to be in the game which WILL break immersion no matter. Like, you would have to change A LOT about ESO if you want to fix every immersion breaking element that is in the game, and that's just selfish thing to desire...

    You want the developers to work so hard to undo so much of their own game just so your immersion doesn't break every now and then?... Really? You need a stronger argument and piece of evidence on why guards should be killable to convince me on that one. I think it's a great idea to keep them invincible due to keeping the peace in towns, making doing crimes have adrenaline rush of some kind, etc...
  • Call_of_Red_Mountain
    Call_of_Red_Mountain
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    See Comment
    Sometimes...
  • drsalvation
    drsalvation
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    Yes
    I think they could be killable, but attacking a guard will put you in a PvP state where other players can kill you (but only if you attack/kill the guard, so you can still rob stuff in peace, but killing a guard will allow other players to help them - or help you)
    Of course, it will be chaotic at first, but who cares at this point? It's just as immersive as speaking to an NPC in anvil who's standing right near their own corpse.
  • Tandor
    Tandor
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    No
    I think they could be killable, but attacking a guard will put you in a PvP state where other players can kill you (but only if you attack/kill the guard, so you can still rob stuff in peace, but killing a guard will allow other players to help them - or help you)
    Of course, it will be chaotic at first, but who cares at this point? It's just as immersive as speaking to an NPC in anvil who's standing right near their own corpse.

    Open to abuse. Keep PvP out of PvE zones in general and cities in particular.
  • Kalik_Gold
    Kalik_Gold
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    Yes
    Yes, if alliances mattered and certain races/alliances weren't allowed in certain cities. Same could benefit Vampires and other creatures that offend townsfolk and guards.

    Unkillable guards break my immersion on how strong my character is.
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • pleximus
    pleximus
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    No
    No. They have their specific role in guarding the people in towns (even if they fail miserably at times).
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    No
    The justice system is outdated and boring. Guards arent precisely the main reason for it.
    Edited by luen79rwb17_ESO on 12 January 2022 20:41
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
    ✭✭✭✭✭
    ✭✭
    Yes
    I say make them killable by blade of woe only
    Best of both world
    Thief and assasin get their immersion and other people arent stuck with more fight in the city

    They also could be made succeptible to the vampire feed, this wouln't kill them and put a kill on sight level of bounty on the player

    I think its a fair compromise
  • ACamaroGuy
    ACamaroGuy
    ✭✭✭
    Yes
    If they can stun you, kill you then take your gold and remove stolen items after death, then yes they should be killable
    For the Empire
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