The last zone for DC is Bangkori. The Hall of Heroes quest line located in the south should lead you to Coldharbour.
Hi
I figured it out, the Fighters Guild quest took me to Cold Harbor.
I didn't realize that it was the next step and since is was labeled level 48 I thought that I should wait and do something first.
Any way I arrived in Cold Harbor with a quest called, The Army of Maridia.
The place I'm supposed to go to, isn't available to me yet, (there is a door that won't open) but I see that there are a lot of other things to do here and I can continue to level.
Mike
Until the devs enable co-op, wife and I won't get nearly that far, but a question:
Do the anchors go away after your character beats Molag Bal, and if not why not?
Until the devs enable co-op, wife and I won't get nearly that far, but a question:
Do the anchors go away after your character beats Molag Bal, and if not why not?
Malpherian wrote: »Until the devs enable co-op, wife and I won't get nearly that far, but a question:
Do the anchors go away after your character beats Molag Bal, and if not why not?
Molag Ball Doesn't die. He's a Daedric Prince, you can't kill them. Although you can become them if granted such by them during one of their transformations, which happen about every 2.5 thousand years or so (They become and take on another aspect, and you take their original place, if they have no one to take their place they eventually revert back to their original role and personage, after much destruction and chaos caused by the split and re-meld (It's why most Daedric Realms look like theyve been destroyed a few times over)).
There were originally only 2, 1 Daedric Prince, and 1 Aedra (And these started out as Normal beings, who become God's (Like Vivic and Amalanthia) through whatever means they did it through, then eventually they ascended or descended as it were to Oblivion or Aetherious and used their knowledge and power to basically become Gods).
Through the ages others joined them by taking on their aspects as they changed and transformed their metaphysical being into something else, they passed their Immortality and Traits onto the successor (If their was one).
As is seen in Shivering Isles with Sheogorath when he makes you the Daedric Prince of Madness in the Oblivion Game, and he becomes that other aspect of Order and Chaos or whatever it was.
So Molag Balls Anchors could easily remain, Though there function would cease.
Also remember that it is not Molag Ball that transfers the anchors to Nirn, but cultists who summon them from Oblivion. Even with Molag Ball Defeated/Dispersed for a time, These cultist will still summon the anchors in his name (Even though without Molag Ball they do not really serve a purpose).
Fairydragon3 wrote: »Malpherian wrote: »Until the devs enable co-op, wife and I won't get nearly that far, but a question:
Do the anchors go away after your character beats Molag Bal, and if not why not?
Molag Ball Doesn't die. He's a Daedric Prince, you can't kill them. Although you can become them if granted such by them during one of their transformations, which happen about every 2.5 thousand years or so (They become and take on another aspect, and you take their original place, if they have no one to take their place they eventually revert back to their original role and personage, after much destruction and chaos caused by the split and re-meld (It's why most Daedric Realms look like theyve been destroyed a few times over)).
There were originally only 2, 1 Daedric Prince, and 1 Aedra (And these started out as Normal beings, who become God's (Like Vivic and Amalanthia) through whatever means they did it through, then eventually they ascended or descended as it were to Oblivion or Aetherious and used their knowledge and power to basically become Gods).
Through the ages others joined them by taking on their aspects as they changed and transformed their metaphysical being into something else, they passed their Immortality and Traits onto the successor (If their was one).
As is seen in Shivering Isles with Sheogorath when he makes you the Daedric Prince of Madness in the Oblivion Game, and he becomes that other aspect of Order and Chaos or whatever it was.
So Molag Balls Anchors could easily remain, Though there function would cease.
Also remember that it is not Molag Ball that transfers the anchors to Nirn, but cultists who summon them from Oblivion. Even with Molag Ball Defeated/Dispersed for a time, These cultist will still summon the anchors in his name (Even though without Molag Ball they do not really serve a purpose).
Dude spoiler
Fairydragon3 wrote: »Malpherian wrote: »Until the devs enable co-op, wife and I won't get nearly that far, but a question:
Do the anchors go away after your character beats Molag Bal, and if not why not?
Molag Ball Doesn't die. He's a Daedric Prince, you can't kill them. Although you can become them if granted such by them during one of their transformations, which happen about every 2.5 thousand years or so (They become and take on another aspect, and you take their original place, if they have no one to take their place they eventually revert back to their original role and personage, after much destruction and chaos caused by the split and re-meld (It's why most Daedric Realms look like theyve been destroyed a few times over)).
There were originally only 2, 1 Daedric Prince, and 1 Aedra (And these started out as Normal beings, who become God's (Like Vivic and Amalanthia) through whatever means they did it through, then eventually they ascended or descended as it were to Oblivion or Aetherious and used their knowledge and power to basically become Gods).
Through the ages others joined them by taking on their aspects as they changed and transformed their metaphysical being into something else, they passed their Immortality and Traits onto the successor (If their was one).
As is seen in Shivering Isles with Sheogorath when he makes you the Daedric Prince of Madness in the Oblivion Game, and he becomes that other aspect of Order and Chaos or whatever it was.
So Molag Balls Anchors could easily remain, Though there function would cease.
Also remember that it is not Molag Ball that transfers the anchors to Nirn, but cultists who summon them from Oblivion. Even with Molag Ball Defeated/Dispersed for a time, These cultist will still summon the anchors in his name (Even though without Molag Ball they do not really serve a purpose).
Dude spoiler
Thought that was a great explanation, and provided an Insightful vote for it.
Fairydragon3 wrote: »Fairydragon3 wrote: »Malpherian wrote: »Until the devs enable co-op, wife and I won't get nearly that far, but a question:
Do the anchors go away after your character beats Molag Bal, and if not why not?
Molag Ball Doesn't die. He's a Daedric Prince, you can't kill them. Although you can become them if granted such by them during one of their transformations, which happen about every 2.5 thousand years or so (They become and take on another aspect, and you take their original place, if they have no one to take their place they eventually revert back to their original role and personage, after much destruction and chaos caused by the split and re-meld (It's why most Daedric Realms look like theyve been destroyed a few times over)).
There were originally only 2, 1 Daedric Prince, and 1 Aedra (And these started out as Normal beings, who become God's (Like Vivic and Amalanthia) through whatever means they did it through, then eventually they ascended or descended as it were to Oblivion or Aetherious and used their knowledge and power to basically become Gods).
Through the ages others joined them by taking on their aspects as they changed and transformed their metaphysical being into something else, they passed their Immortality and Traits onto the successor (If their was one).
As is seen in Shivering Isles with Sheogorath when he makes you the Daedric Prince of Madness in the Oblivion Game, and he becomes that other aspect of Order and Chaos or whatever it was.
So Molag Balls Anchors could easily remain, Though there function would cease.
Also remember that it is not Molag Ball that transfers the anchors to Nirn, but cultists who summon them from Oblivion. Even with Molag Ball Defeated/Dispersed for a time, These cultist will still summon the anchors in his name (Even though without Molag Ball they do not really serve a purpose).
Dude spoiler
Thought that was a great explanation, and provided an Insightful vote for it.
Yes it was, but like always, every time I learn something new about eso lore, my previous knowledge is put into question. One thing I like about the lore, is that it is mostly speculation, and is portrayed through books writen by scholors that conflict with one another.
for instanceI though the aedra and deadra were created buy the clash between Sithis the agent of change, and.....that static then when Sithis' blood spilled it created the deadra, and it also mixed with the static entity's and that created the Aedra,
Later the Aedra Loken, conviced(or tricked) other aedra to to sacrificing themselves to create Nirn. the remaining aedra rather tried to get as far away from Nirn as possible, because they did not want to have the same fate( the sun, Magnus), and others gained Identities, the first of wich is know as Akatosh, the god of time
Malpherian wrote: »Fairydragon3 wrote: »Fairydragon3 wrote: »Malpherian wrote: »Until the devs enable co-op, wife and I won't get nearly that far, but a question:
Do the anchors go away after your character beats Molag Bal, and if not why not?
Molag Ball Doesn't die. He's a Daedric Prince, you can't kill them. Although you can become them if granted such by them during one of their transformations, which happen about every 2.5 thousand years or so (They become and take on another aspect, and you take their original place, if they have no one to take their place they eventually revert back to their original role and personage, after much destruction and chaos caused by the split and re-meld (It's why most Daedric Realms look like theyve been destroyed a few times over)).
There were originally only 2, 1 Daedric Prince, and 1 Aedra (And these started out as Normal beings, who become God's (Like Vivic and Amalanthia) through whatever means they did it through, then eventually they ascended or descended as it were to Oblivion or Aetherious and used their knowledge and power to basically become Gods).
Through the ages others joined them by taking on their aspects as they changed and transformed their metaphysical being into something else, they passed their Immortality and Traits onto the successor (If their was one).
As is seen in Shivering Isles with Sheogorath when he makes you the Daedric Prince of Madness in the Oblivion Game, and he becomes that other aspect of Order and Chaos or whatever it was.
So Molag Balls Anchors could easily remain, Though there function would cease.
Also remember that it is not Molag Ball that transfers the anchors to Nirn, but cultists who summon them from Oblivion. Even with Molag Ball Defeated/Dispersed for a time, These cultist will still summon the anchors in his name (Even though without Molag Ball they do not really serve a purpose).
Dude spoiler
Thought that was a great explanation, and provided an Insightful vote for it.
Yes it was, but like always, every time I learn something new about eso lore, my previous knowledge is put into question. One thing I like about the lore, is that it is mostly speculation, and is portrayed through books writen by scholors that conflict with one another.
for instanceI though the aedra and deadra were created buy the clash between Sithis the agent of change, and.....that static then when Sithis' blood spilled it created the deadra, and it also mixed with the static entity's and that created the Aedra,
Later the Aedra Loken, conviced(or tricked) other aedra to to sacrificing themselves to create Nirn. the remaining aedra rather tried to get as far away from Nirn as possible, because they did not want to have the same fate( the sun, Magnus), and others gained Identities, the first of wich is know as Akatosh, the god of time
On a metaphysical note it makes sense, Sithis is basically Chaos, The void What there is when there is nothing else, being all things at once simultaneously while also being the absence of everything. Random chance can create anything given enough time, the Aedra and Daedra.
But on a more realistic scientific side, I think the version with ample evidence to support it is more likely. I never was much of one for faith. After all Alamanthia's and Vivics Goal as well as Dagon Ur(?) (I think that was his name from Morrowind), The trinity, were attempting to do and almost succeeded (If I hadn't killed them all :P.
Hi
My character is level 45, I've finished all of the content I can find, Rivenspire is all done, every dungeon and quest.
Hi again.
I did a quest to rescue king something or other and that unlocked the door that allowed me to get to the Fighters Guild in cold harbor.
The guy I rescued is taking over the guild, so now I think I'm back on the main track again.
It's kind of confusing when the main quest and the guild quests get mixed.
One other question, will I get another main quest, or is that it?
I did the one where I became one of the companions at level 45.
Now if it just wasn't so hard to group with my friend, we always seem to be out of sync. and I can't help him and visa versa.
We've been playing MMOs together since Ultima Online in the 90s.
But because I'm slightly ahead of him, this is the first game that we just can't seem to do anything together.
This is more like a single player game with other players in it.
I haven't had to group to do anything so far, and most of the times when I wished I could it was solo content anyway.
Mike
Hi
My character is level 45, I've finished all of the content I can find, Rivenspire is all done, every dungeon and quest.
Hi
I miss typed LOL, the last area I did was Bangkorai and I don't have any black icon in any of the areas.
And as I posted above I did finally figure out how to get to Cold Harbor.
My main character is now level 47 almost to 48 and I'm making progress.
Mike
Hi again.
I did a quest to rescue king something or other and that unlocked the door that allowed me to get to the Fighters Guild in cold harbor.
The guy I rescued is taking over the guild, so now I think I'm back on the main track again.
It's kind of confusing when the main quest and the guild quests get mixed.
One other question, will I get another main quest, or is that it?
I did the one where I became one of the companions at level 45.
Now if it just wasn't so hard to group with my friend, we always seem to be out of sync. and I can't help him and visa versa.
We've been playing MMOs together since Ultima Online in the 90s.
But because I'm slightly ahead of him, this is the first game that we just can't seem to do anything together.
This is more like a single player game with other players in it.
I haven't had to group to do anything so far, and most of the times when I wished I could it was solo content anyway.
Mike