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Can we get a road connecting Alik'r and Bangkorai?

opaj
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One thing that's bugged me for a while--in spite of Alik'r and Southern Bangkorai traditionally being both regions of Hammerfall, there's no road connecting these two regions. I've always thought there should be a mountain pass or tunnel or something connecting them. Heck, there's a tunnel connecting Northern and Southern Bangkorai, and that is a spot that actually acts as a border between hostile nations from time to time!

I'm bringing this up now because we've discovered that the gate from Bangkorai to the Reach doesn't actually connect to anything. ZOS's Twitter account has said that they've seen the report, so hopefully they're fixing it. While they're at it, maybe they can give old Alik'r some love, too.

(And hopefully they'll remember to connect the Colovian Estates to their corresponding roads in the Gold Coast and Reaper's March while they're at it. ;) )
  • idk
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    This is just as good of a point, and I am surprised no one has brought this up. Because so many zones have connecting roads between them, it seems as though the person overseeing the world-building and mapping dropped a pretty major ball. Considering the abysmal state this game was in when it launched, it does not surprise me be the person running the show back them dropped a lot considering the expense of developing this game.
  • Michae
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    Yep it always bugged me. And the story takes you right from eastern Alik'r desert to north of Bangkorai. It would've made much more sense if it was the other way around, with player going to south Bangkorai and returning to High Rock at the end of DC MQ to make a full circle. They can't change that now obviously but it always was kinda nonsensical.
    "I bear the cruel weight of certainty. Total, absolute, relentless certainty. People rarely comprehend the luxury of doubt... the freedom that comes with indecision. I envy you."
    Sotha Sil

    @Michae PC/EU
  • bmnoble
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    Probably has something to do with the Bangkorai garrison zone quest, that stops you from accessing the southern half of Bangkorai, until you do the quest or you get a teleport to unlock a wayshrine in the south or buy the house in the south.

    Just left over zone design back when they wanted you to do the quests in order not much they will do about it now.
  • Sylvermynx
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    It's really funny - I fought my way early in my game days to that Reach gate, thinking I'd just walk through it.... no go. So instead I fought my way through Sunken Road to get into S Bangkorai and then to Craglorn - since I didn't know you could get a cart to Craglorn....

    The stuff you don't know when you first start....
  • Odovacar
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    I agree...I do love how bangkorai's landscape slowly changes to desert as you get farther south...I've always loved Alik'r and a road directly in would be awesome.
  • SeaGtGruff
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    bmnoble wrote: »
    Probably has something to do with the Bangkorai garrison zone quest, that stops you from accessing the southern half of Bangkorai, until you do the quest or you get a teleport to unlock a wayshrine in the south or buy the house in the south.

    How does that zone quest prevent you from accessing the southern half of Bangkorai? I'm 51% sure that I was able to access the southern half of Bangkorai before doing that quest, because my recollection is that I did the quests in the southern half of the zone before the northern half. But then, I had innocently taken a wagon from Wayrest to Craglorn, then trekked westward across Craglorn and entered eastern Bangkorai that way. Or does that gate between Craglorn and Bangkorai take you to the northern half of Bangkorai? But I'm pretty sure I did the quest at Hallin's Stand before the quest for Bangkorai Garrison, and then after I "unlocked" northern Bangkorai I was finally able to take the bridge from Evermore back into Stormhaven.
    I've fought mudcrabs more fearsome than me!
  • Linaleah
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    bmnoble wrote: »
    Probably has something to do with the Bangkorai garrison zone quest, that stops you from accessing the southern half of Bangkorai, until you do the quest or you get a teleport to unlock a wayshrine in the south or buy the house in the south.

    Just left over zone design back when they wanted you to do the quests in order not much they will do about it now.

    there is a smuggling trail that you can use to acess both parts of bankorai without having to do the garrison quest. it is a cave along the shoreline, full of spiders. its not super obvious unless you really get into exploring, but it IS there and has BEEN there all along. (there is even a side quest inside the cave and one of the cave entrances IS marked on the map, but you can acess both sides)
    Edited by Linaleah on September 30, 2020 7:55PM
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Peacatcher
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    If we're asking for a gate from Alikr to Bangkorai we might as well ask for a shallow walkway from Malabal Tor to the Gold Coast too.
    Ps4 EU
  • SeaGtGruff
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    I don't remember if I've found that smuggler's trail-- unless you mean the Sunken Road? (That phrase, "along the shoreline," is confusing me a bit, since the Sunken Road is more inland, not what I'd call along the coast.)

    So there are at least two ways to access southern Bangkorai before doing the Bangkorai Garrison quest and without getting a teleport to a wayshrine or buying the Twin Arches house:

    (1) First go to Craglorn-- which can be freely accessed by taking a wagon to Belkarth-- and then take the gate that connects western Craglorn to eastern Bangkorai (which I've confirmed is in southern Bangkorai).

    (2) First go to northern Bangkorai-- which can be freely accessed by taking a boat, crossing the bridge that connects western Stormhaven to northwest Bangkorai, or just walking along the Stormhaven shore east of the bridge until you magically find yourself on the bridge headed toward Evermore (which I suppose is essentially the same thing as just taking the bridge)-- and then taking the Sunken Road from northern Bangkorai into southern Bangkorai.
    I've fought mudcrabs more fearsome than me!
  • Sylvermynx
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    It's on the shoreline of the shallow lake in Fallen Grotto, more or less.
  • Linaleah
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    shoreline of the river (or lake :P ) that runs on the west of the map - Evermore sits on the shore and Halin stand is a little farther inland, but you can almost draw a line between two cities that is roughly parallel to the water.

    and yes, sunken road is exactly what I mean - the entrance is marked in south bankorai, but it can also be used from the north side, you just kinda have to explore a bit. first time I found it was by sheer accident.
    Edited by Linaleah on September 30, 2020 8:36PM
    dirty worthless casual.
    Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
    Lois McMaster Bujold "A Civil Campaign"
  • Dark_Lord_Kuro
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    SeaGtGruff wrote: »
    bmnoble wrote: »
    Probably has something to do with the Bangkorai garrison zone quest, that stops you from accessing the southern half of Bangkorai, until you do the quest or you get a teleport to unlock a wayshrine in the south or buy the house in the south.

    How does that zone quest prevent you from accessing the southern half of Bangkorai? I'm 51% sure that I was able to access the southern half of Bangkorai before doing that quest, because my recollection is that I did the quests in the southern half of the zone before the northern half. But then, I had innocently taken a wagon from Wayrest to Craglorn, then trekked westward across Craglorn and entered eastern Bangkorai that way. Or does that gate between Craglorn and Bangkorai take you to the northern half of Bangkorai? But I'm pretty sure I did the quest at Hallin's Stand before the quest for Bangkorai Garrison, and then after I "unlocked" northern Bangkorai I was finally able to take the bridge from Evermore back into Stormhaven.

    You can bypass the garrison by going west of it by the river, you arrive at the ice atronach world boss
  • PrimusNephilim
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    I always wondered why they don't connect (by road)
  • barney2525
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    Its one reason why I have houses in each of these zones.


    :#
  • SeaGtGruff
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    If I remember correctly, one or both of the base-game Skyrim zones (Eastmarch and/or The Rift) are similarly locked by a zone quest that prevents you from accessing the next zone until you've completed that quest. But as with this northern/southern Bangkorai lockout, there are easy ways to get around the lockout, such as taking a boat to the main city in the zone, having a house you can travel to, or bumming a teleport to a wayshrine.
    I've fought mudcrabs more fearsome than me!
  • Marcus684
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    SeaGtGruff wrote: »
    If I remember correctly, one or both of the base-game Skyrim zones (Eastmarch and/or The Rift) are similarly locked by a zone quest that prevents you from accessing the next zone until you've completed that quest. But as with this northern/southern Bangkorai lockout, there are easy ways to get around the lockout, such as taking a boat to the main city in the zone, having a house you can travel to, or bumming a teleport to a wayshrine.

    Are you thinking of that keep in northern Stonefalls that blocks progress into the Rift? It literally took me years to discover that there’s a path around the east side of that keep that’ll take you to the Rift 😂
    Edited by Marcus684 on October 2, 2020 4:50AM
  • volkeswagon
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    the Alikorai pass
  • SeaGtGruff
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    Yeah, that's it. Except I didn't know there's a path there, at least what I did to get to The Rift without doing that quest first was take a boat to Eastmarch (I thinj) and then go south to The Rift. This was on my PC EU main, and I wanted to get to The Rift for some specific reason (treasure map or survey, I forget) but didn't want to do the quest because I wanted to play through the DC questline in order first, and wanted to avoid doing quests out of order in other alliance zones as I'd done on with my PC NA main who'd basically run around all of Tamriel doing quests completely out of order.
    I've fought mudcrabs more fearsome than me!
  • opaj
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    I'm glad to see from these responses that I'm not the only one bothered by this. I appreciate all of the backroads and secret paths built into the game--like some of you, I've also made extensive use of the Sunken Road or the path around Fort Virak in my wanderings around Tamriel. When I learned that there's even a secret path connecting Eastmarch to Western Skyrim, I had a lot of hope about the potential for exploration, so I was really flabbergasted when the gate from Bangkorai to the new DLC was missing.

    Hopefully ZOS can find some time in their hectic schedule to add get Bangkorai fully connected, both to the Alik'r and the Reach.
  • SeaGtGruff
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    Back when I decided to finally venture timidly into war-torn Cyrodiil, I had no idea how to get there. I might have known about queueing for the Alliance War with the L key, but I wanted to start the whole Cyrodiil questline the "natural" way if possible. Knowing that my alliance's portion of Cyrodiil connects to Craglorn-- physically, that is; at least, according to the map-- I went to Craglorn hoping to find a road that led to my alliance's home base.

    I actually kind of miss the days when you had to travel to central Cyrodiil and the shores of Lake Rumare to use a sewer gate to enter the Imperial City Sewers. Things like being able to take a road, bridge, or even a boat to get from one zone to another helps give the game added "realism," even if it's a lot more convenient to just use the wayshrines and queues to travel around.
    I've fought mudcrabs more fearsome than me!
  • opaj
    opaj
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    SeaGtGruff wrote: »
    I actually kind of miss the days when you had to travel to central Cyrodiil and the shores of Lake Rumare to use a sewer gate to enter the Imperial City Sewers. Things like being able to take a road, bridge, or even a boat to get from one zone to another helps give the game added "realism," even if it's a lot more convenient to just use the wayshrines and queues to travel around.
    Oh yeah, the trip to the sewers was great. When Imperial City was new, you had to be cautious in your approach lest you get ambushed. It was great fun. It would have been nice if you could still enter your Imperial City campaign from those sewer entrances, though I understand there are a lot of logistical challenges to that.

    In a game like this, the journey is just as important as the destination. It's a shame that you can't actually make the journey yourself in some of these places.
  • SeaGtGruff
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    opaj wrote: »
    SeaGtGruff wrote: »
    I actually kind of miss the days when you had to travel to central Cyrodiil and the shores of Lake Rumare to use a sewer gate to enter the Imperial City Sewers. Things like being able to take a road, bridge, or even a boat to get from one zone to another helps give the game added "realism," even if it's a lot more convenient to just use the wayshrines and queues to travel around.
    Oh yeah, the trip to the sewers was great. When Imperial City was new, you had to be cautious in your approach lest you get ambushed. It was great fun. It would have been nice if you could still enter your Imperial City campaign from those sewer entrances, though I understand there are a lot of logistical challenges to that.

    In a game like this, the journey is just as important as the destination. It's a shame that you can't actually make the journey yourself in some of these places.

    The sewer entrances were also handy for returning to the safety of your home base after completing a scouting or resource mission deep in enemy territory, because Lake Rumare was almost always halfway or less as far to reach as home base. But that relied on the fact that exiting the sewers magically transported you to your home base in the corner of the map, rather than taking you back out to the shores of Lake Rumare, so it wasn't entirely realistic. Plus, any of the three sewer entrances magically took you to your base in the sewers, rather than to some point near-- but not in-- one of the three bases depending on which of the three entrances you'd gone through, which would have been more realistic. But it was still an extra bit of fun.
    I've fought mudcrabs more fearsome than me!
  • Integral1900
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    I so hope they connect the roads, or at least get rid of the bangkori Gate, it’s gonna look really odd if there is a gate on one side of the mountain but not the other.
  • opaj
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    SeaGtGruff wrote: »
    The sewer entrances were also handy for returning to the safety of your home base after completing a scouting or resource mission deep in enemy territory, because Lake Rumare was almost always halfway or less as far to reach as home base. But that relied on the fact that exiting the sewers magically transported you to your home base in the corner of the map, rather than taking you back out to the shores of Lake Rumare, so it wasn't entirely realistic. Plus, any of the three sewer entrances magically took you to your base in the sewers, rather than to some point near-- but not in-- one of the three bases depending on which of the three entrances you'd gone through, which would have been more realistic. But it was still an extra bit of fun.
    Oh yes, come to think of it, I did that quite a lot--using the sewers to quickly get back to base. It wasn't a perfectly realistic system after all, hahaha.

    Still, there was something nice about making the journey out to the Imperial City.
    I so hope they connect the roads, or at least get rid of the bangkori Gate, it’s gonna look really odd if there is a gate on one side of the mountain but not the other.
    You're referring to the gate between Bangkorai and the Reach, right? Removing Bangkorai Gate would work, but it would also signal that they never plan to connect these two zones with a land route--and that would be a serious bummer.
  • xclassgaming
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    +1

    this would be really nice. Also connect more zones in the future!

    I really just want to walk around all of tamriel one day when the map EVENTUALLY gets filled out.

    (Also fix the map zos)
    Give us clannfear mounts!
  • opaj
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    For sure. Grahtwood is a great example--there's a land route from Grahtwood to every zone that it shares a border with. It would be amazing if ZOS could budget some time on the side to add similar routes to every zone that is missing a connection like that.

    Looking at the world map, I guess that means they should consider adding a road connecting Glenumbra to Rivenspire, too. However, since it's still possible to walk from Glenumbra to Stormhaven, I'd consider it more pressing to add the Alik'r road to Bangkorai.
  • craybest
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    they could ust add a carriage in both zones when the main quest is done.
  • Kalik_Gold
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    Bangkoria is a central zone and should have all the roads opened...

    I do think all zones that connect should have roads, tunnels, or some way to zone back and forth without a wayshrine/boat/carriage.
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
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    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

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    Voa a Priest of Sep a Redguard* Necromancer
    ======
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    *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

  • xclassgaming
    xclassgaming
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    Kalik_Gold wrote: »
    Bangkoria is a central zone and should have all the roads opened...

    I do think all zones that connect should have roads, tunnels, or some way to zone back and forth without a wayshrine/boat/carriage.

    Agree!

    Give us clannfear mounts!
  • UntilValhalla13
    UntilValhalla13
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    If you're just trying to unlock wayshrines, you can also use the caravans/dockmaster to port from Sentinel to Evermore, and vice versa.
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