EHHH! EHHH! EHHHHHHHHH! reeeeeeeeeeeeeeeeeng
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I know this has been discussed before, multiple times, and I'm not really trying to start yet another thread to rehash this topic for the umpteen-bajillionth time. Rather, this is simply an attempt to laugh a bit about the issue-- and not in a disparaging way, but just for some light-hearted levity (and mind-numbing verbosity).
To set the stage, I'll mention that my first-ever ESO character began on Vvardenfell, and has never left there-- except much later, to get certified in Jewelry crafting and then hightail it back to Vivec City-- because he suffers from serious build issues due to my not knowing what the heck I was doing when I was leveling him up.
My second character-- who is currently my main-- also began on Vvardenfell, but left at some point to (if I remember correctly) go turn in the results of his first crafting writs, because (if I remember correctly) back then the quest markers which showed where I was supposed to go to turn in my writs were pointing to the navigators over by the silt strider just outside of Vivec City, so I took a boat to the Daggerfall Covenant and ended up wandering through Glenumbra and Stormhaven doing quests as I encountered them, then taking a cart and ending up in Craglorn, then trekking across Craglorn on foot (because I was such a clueless newb that I didn't understand that I could travel around by wayshrines instead of just using them to revive for free after getting myself killed instead of having to spend a soul gem to revive on the spot, and because I was stubbornly insistent on discovering the game on my own and refused to ask for help in chat or turn to the UESP Wiki for help), on through Bangkorai, then back to Stormhaven-- and possibly back to Glenumbra-- all the while following the "exit by road" or "travel by boat" quest markers that kept pointing me to the next zone, before I was finally able to turn in my crafting writs in Wayrest or Daggerfall or wherever.
I'm not sure why the quest markers didn't just point to the crates in Vivec City, as they do nowadays-- unless they did, and the problem wasn't with the quest markers per se, but rather with the hints telling me to go to the turn-in location in my alliance's capital-- but in case it matters in terms of quirky game behavior that got modified by Update Something-or-Other, this was back after player housing had already been introduced, but before it got changed to where you no longer needed to go on a quest to hunt down the current tenant of the Saint Delyn Penthouse and serve her with an eviction notice so you could move in, which you weren't allowed to do until you'd obtained at least one item of furnishing to place in your new home. However, I do remember that as I leveled up my crafting skills and invested Skill Points into being able to craft gear out of the next type of material, the quest markers started pointing to the turn-in locations in other zones, such that I found myself having to go to Wayrest or Daggerfall to turn in some writs, but having to go to Shornhelm to turn in other writs. So if my memory isn't playing tricks on me (as it is so fond of doing), I'm fairly certain that there was definitely some weird craziness going on back then with the quest markers and where I was being told to turn in my writs depending on my specific level in each of the crafting skill lines.
Anyway, I was taking on quests as I encountered them, going from zone to zone out of proper order, and traipsing along merrily through certain zones heading in the opposite direction from the proper order, not to mention visiting the other alliances' zones and doing quests there. As a result, when I finally got around to playing through the Main Quest and was presented with Cadwell's Silver and Cadwell's Gold, I found that I'd already completed about 90% of those alliance quests. Nothing made much sense storywise, but I didn't know any better-- and to be honest, I didn't much care because I was having a blast running around discovering the game.
Several mule characters later, I decided that any new characters I create were going to play through the content in proper order. I've yet to actually play through all of the content in proper order on any of my characters, but I've got about five characters at various stages of progress in each of the three alliances on PC NA and PC EU. As one can imagine, I'm finding that things make a lot more sense when you play through the content in order, not just in terms of the overall storyline, but mainly in terms of the people you encounter and help out along the way, who you meet up with again in other zones later on in the storyline, and things like that.
By the way, I finally played through all of the Daggerfall Covenant quests, Mages Guild quests, Fighters Guild quests, and (I thought) the Main Quest on my PC EU main-- except that, when I decided it was finally time to bite the bullet and drop 1 million gold to purchase the unfurnished Coldharbour Surreal Estate (because I want to own at least one player housing property in each zone as I play through it, if one is available), I discovered that I didn't meet the purchase requirements yet, since I hadn't actually completed the Main Quest yet, since that particular questline was broken due to Abnur Tharn being at the Mages Guild in Daggerfall waiting for me to proceed past the first step of the Northern Elsweyr prologue quest (which I had accepted purely for the sake of getting rid of the lady by the bridge leading into Daggerfall so I wouldn't have to listen to her telling me that she had a message for me), so I ended up having to abandon the Northern Elsweyr prologue quest so I could complete the Main Quest so I could buy the Coldharbour Surreal Estate. And not that it has anything to do with anything, but I've discovered that I actually really like the Coldharbour zone questline when it's done after having done one's home alliance's zone quests in proper order and the people you're helping out and meeting up with again have more of a meaningful connection to your character-- plus, the quests themselves are just so downright cool in comparison to the quests in the other zones.
And when I was finally able to accept Cadwell's Silver on my PC EU main, I was curious to see how it would start off, seeing as how I'd already been killed and sent off to Coldharbour. Would I just get dropped into the starter zone for the next alliance, or what? (As I recall, on my PC NA main I had made a special point to complete the missing Cadwell's Silver and Cadwell's Gold quests
before actually accepting those quests from Cadwell, because I wasn't sure whether they were going to change my character's alliance-- so basically, as soon as I accepted them they were marked as completed in my journal, and I don't remember if they even took me to the other alliance zones, and if so, which zones I was taken to.) Lo and behold, I ended up waking up on the boat in Vulkhel Guard, and as soon as I spoke to the captain I was told that they fished me out of the water near Khenarthi's Roost, then brought me to Vulkhel Guard-- but, hey, I might want to take the other (itty bitty) boat all the way back to Khenarthi's Roost so I can talk with Razum-dar and see what he's hoping I'll help him out with. Wait, why didn't you just leave me in Khenarthi's Roost in the first place? And are you or are you not the captain of the same ship that's going to take me to Vulkhel Guard once I'm finished saving the day in Khenarthi's Roost? I'm not saying that you are, mind you; I'm just totally confused and wondering whether maybe you might be.
So my two newest characters-- one on each server-- have played through the new Greymoor tutorial (so they can get the skill point which would apparently otherwise be denied them if they were to skip the tutorial), have grabbed the Snowmelt Suite for free, immediately took the Solitude wayshrine to Davon's Watch, then immediately spoke with the lady who materialized as soon as they stepped away from the Davon's Watch wayshrine, ran off to find the house where the mysterious benefactor was bound and gagged, and got themselves killed by Mannimarco and sent off to Coldharbour. My new PC NA character is still parked in his cell in the Wailing Prison while I focus on my new PC EU character, who has just completed Bleakrock Isle and Bal Foyen, then headed off to Stonefalls to warn Davon's Watch about how the Daggerfall Covenant is making nefarious incursions into the Ebonheart Pact's territories. (Huh, so is this why Ebonheart Pact players hate Daggerfall Covenant players so much?)
Which finally (I promise!) brings me to the point of this wall of text.
As soon as I approach the outskirts of Davon's Watch (for the second time, but who's counting), I'm presented with a dozen or so quest markers and quest givers, most of whom are urgently trying their best to lure me into running off and doing some prologue quest or DLC zone quest-- Craglorn, Wrothgar, Vvardenfell, Clockwork City, Summerset, Murkmire, Northern Elsweyr, Western Skyrim, and any others I might have missed (does Southern Elsweyr have a prologue quest?). Plus, let's not forget the Battlegrounds quest marker, as well as the quest givers for the Thieves Guild and Dark Brotherhood (once I visit the Davon's Watch Outlaws Refuge to fence and launder the stolen goods I picked up in Bleakrock Isle and Bal Foyen). It's extremely difficult to know which quest givers are safe to talk to, and which ones I should avoid at all costs for the time being.
And heading into Davon's Watch proper, what do I spy with my little eye but quest markers pointing to Abnur Tharn and Lyris Titanborn, who of course is either still a complete stranger to me and supposedly off somewhere I haven't been to yet in the employ of Mannimarco, or still trapped in Coldharbour because I haven't gone back there yet to save her-- and who was also in Solitude, although I didn't stick around long enough to find that out yet, since I was very careful to avoid talking to the guy who wanted to get me started on the quest which would have led me to meet up with her at the palace.
And before I got all hot and heavy into fighting the Daggerfall Covenant in Davon's Watch, I wanted to take the time to get certified in "all six" crafting lines so I could start doing daily writs, but take a quick side trip by fast traveling to my free room in Alinor so I could go get certified in Jewelry crafting (and thank goodness I already owned that housing so I could fast travel to it, to avoid having to travel by wayshrine to Shimmerene and trek westward across Summerset to reach Alinor-- although I suppose I could have taken a boat to the docks just north of Alinor, except how would I even be supposed to know about that possibility yet?) before heading back to Davon's Watch for my first day of crafting writs.
And I still need to join the Fighters Guild and Mages Guild, not to mention go looking for the Ebonheart Pact's version of the Harborage (which I'm curious to see, since I've only ever been inside the Daggerfall Covenant's version), so I can continue with the Main Quest and get started on the Fighters Guild and Mages Guild questlines and work through those three questlines in close parallel with the alliance zone quests.
As my sister would say, "What a hot mess
that is!"
But I'm not complaining, mind you, nor am I threatening to hold my breath and jump up and down making loud stomping noises with my eyes squeezed tightly shut until ZOS "fixes" things. I'm actually having a grand old time playing through the content in proper order-- despite my desire to hurry back to Western Skyrim (which I guess I need to go back to anyway so I can get the Antiquities skill line, which I neglected to do while I was in Solitude the first time; plus, I need to pick up the Psijic skill line at some point so I can start harvesting Psijic nodes on my new character, except I don't want to do that yet because it will force me to run around visiting zones I'd rather not visit yet if I can possibly avoid it)-- all the while laughing good-naturedly about how difficult it is to safely navigate through the pitfalls and minefields of bewildering quest markers and quest givers who are trying their best to lead me astray. It's sort of like a game within a game, where the goal is to figure out what to do and what not to do, and in what order to do or not do it in.

If you made it through this wall of text, I hope you were at least mildly amused. And if you weren't-- well, I'm sorry, but I'm not going to give you those many minutes of your life back, because I
did try to warn you!