Athyrium93 wrote: »As long as the companions are Humanoid I don't really care. Now if they want to give us some animal companions I would absolutely love that and would use them even if they were mechanically really bad because I love combat pets.
"The magical art of reanimating and communing with the dead. Most people find its coercive aspects abhorrent—I certainly wouldn't argue with that. Necromancy doesn't have to include thralldom."
—Vastarie
Tell me about the necromancer, Baxilt-Gah.
"Unusual for Saxhleel to take up magic. Even more rare for one to deal with the dead. Argonians exist in the present. Past is dead. Dead is dead. Only the Veeskhleel commune with the dead, and Baxilt-Gah is as crazy as the rest of the Ghost People!"
What is Bok-Xul?
"Bok-Xul is located to the west. Words mean "Bowl of Death" in Argonian tongue. It's an ancient ritual circle, all jumbled rock and stone ruins. Very dark place. Very evil. Just perfect for a necromancer like Baxilt-Gah."
Can a necromancer really be killed?
"Everything dies. Just some things have a habit of returning from the dead. Very disconcerting.
Necromancer might come back. Who can say? Perhaps you can kill him dead-dead-dead. Doesn't hurt to try. Unless Baxilt-Gah kills you first."
Why do you want me to recover the grave-stakes?/What's so important about the grave-stakes?
"These are Naga-Kur grave-stakes. Each represents a member of the tribe who rejoined the Hist. They do not belong in the hands of a foul necromancer. That is an abomination! I ask urgently. Recover the grave-stakes and return them to the swamp."
What's the purpose of these grave-stakes?
"Every Naga-Kur carves a grave-stake. The process is deeply personal and the finished stake tells the story of the carver's life. When an Argonian dies, the grave-stake marks where the body fell and serves as a remembrance until the swamp claims it."
So what does the necromancer get out of stealing these grave-stakes?
"Baxilt-Gah wants the life energy that clings to the stakes. Powerful stuff! Provides energy for his abhorrent rituals. The necromancer disgraces the memories of our tribe members and disrupts the natural order of the swamp. This is a bad thing."
That is an cool idea, now they would comment also then ridden. They also has an good deal of combat animation for senche-raht making it easier, now they would not use standard gear or weapon complicating things a bit.Athyrium93 wrote: »As long as the companions are Humanoid I don't really care. Now if they want to give us some animal companions I would absolutely love that and would use them even if they were mechanically really bad because I love combat pets.
That just reminded me of another idea I really like: a senche-raht who can be both companion and mount.
We already have senche-raht mounts with excuses in their descriptions for why they won't fight, I'd love it if we had one who was also a companion so they will fight with us.
(Mechanically it might need to be two separate things unlocked at the same time - so you have them as a a mount and as a companion in separate menus and can select or turn off both 'parts' individually, but you could use them together if you want to.)
kynesgrove wrote: »When a necromancer summons a spirit they can bind it to the Mundus in order to keep it there and tell it what to do, and of course meddling with free will is big no-no (Molag Bal being the epitome of this). Vastarie challenges this, and I guess in her way binds them only to ask them nicely (they can leave if they want to). In the end she's still calling them from wherever their souls ended up.
Technically freeing spirits and helping them along is within the Templar's realm. Such as with the skill Repentance (in the Restoring Light skilline)which says: "Consecrate the souls of the fallen, healing you and your allies.." etc. A similar synergy skill we get to use in Falkreath dungeon, to soothe en clear the restless dead.
In Necromancy skill line a lot of descriptions have words like "desecrate" "horrific" "sacrifice your own life". That being said Renewing Undeath and its morphs have "Release residual fragments of fallen souls at the target location healing you and your allies". Which is perhaps similar ends with different means between Templar and Necro? Both consume the corpses, one with what I presume to be Padomaic Magic and the other with Aedric Magic.
Bouldercleave wrote: »
ANY companion that doesn't get pissy every time you use the blade of woe......
I'm fairly certain he's on nirn, otherwise he would have had to spend the entire second era and all of this third era in oblivion and contract the blight some other time after the events of ESO.
Time passes differently in Oblivion (think of some inhabitants of the Deadlands who think they just stranded there a few weeks ago, while meanwhile on Nirn 600 years have passed), so it's entirely possible to spend a whole era or longer there without even realizing.
Also, the Blight began when Dagoth Ur awoke again, which is in 882 in the 2nd era (ESO takes place in 582). Although, in the beginning, the Blight storms rarely affected more than the direct surroundings of Red Mountain. It wasn't until 427 in the 3rd era that the Blight also reached more remote settlements.
Indeed, this is because this was when the Ghostfence and the powers of the Tribunal were beginning to fail. The reawakening of Dagoth Ur meant that he was able to keep them out of the Heart chamber since 2E 882, so they could not renew their powers, which began slowly to wane: and the great disaster came in 3E 417, when Keening and Sunder were lost as the Tribunal tried and failed to regain access to the Heart, Almalexia and Sotha Sil themselves being briefly captured by Dagoth Ur and rescued by Vivec. The Tribunal itself may be seen to have been broken by this: Sotha Sil withdrew to his Clockwork realm, and Almalexia to Mournhold (attempting to break into Clockwork City via Bamz-Amschend), leaving Vivec to maintain the Ghostfence alone, and his efforts were no longer sufficient - blighted beasts could tunnel under, blighted cliff racers could fly over the fence, the tunnels from Kogoruhn provided an outlet for corprus stalkers, and the winds themselves carried the Blight to an increasingly large area of Vvardenfell. Only the arrival of the Nerevarine saved the situation.
Veinblood1965 wrote: »
Treselegant wrote: »Bouldercleave wrote: »
ANY companion that doesn't get pissy every time you use the blade of woe......
Just for information sake - Ember has no reaction to the player using the Blade of Woe. Not for innocents, not for enemies. So this already exists in game. She has a survival at all cost philosphy and only dislikes it if you are caught commiting the crime.

That story arc in Murkmire does not imply that Argonians actually can change gender on their own. I always got the impression that it has more to do with rebirth & reincarnation as when Argonian dies, the soul goes back to the Hist, but it is possible for a Argonian soul to return to new body & maybe to carry over some of the memories. That is why Argonian eggs are infused with Hist sap in hatchling pools. So it is less about changing gender, but rather being reborn in a different body that has different gender.kynesgrove wrote: »Also character arc, related to Argonians being able to choose their gender > Unsure of who they want to be, you as their best friend help them on their journey. At the end they can decide (player chooses) if they are female or male, and the Hist changes them.
Could not be a current class. Like a bard or something
Tommy_The_Gun wrote: »That story arc in Murkmire does not imply that Argonians actually can change gender on their own. I always got the impression that it has more to do with rebirth & reincarnation as when Argonian dies, the soul goes back to the Hist, but it is possible for a Argonian soul to return to new body & maybe to carry over some of the memories. That is why Argonian eggs are infused with Hist sap in hatchling pools. So it is less about changing gender, but rather being reborn in a different body that has different gender.kynesgrove wrote: »Also character arc, related to Argonians being able to choose their gender > Unsure of who they want to be, you as their best friend help them on their journey. At the end they can decide (player chooses) if they are female or male, and the Hist changes them.
Anyway, in TES history, as far as I am aware there is only one NPC in the entire series of games that says about it, so I assume that even amongst tribal Argonians it is a very rare thing.
If you are playing as an Argonian he will instead respond with the following.
"Have you never undergone such a transformation, egg-sibling?
The Hist, in all its endless gifts, allows us to change many aspects of ourselves. Our gender is but one. I highly recommend such a change, should you ever get the chance."
So, because you're now male, you can't bond with Kud-Nakal?
"If we had spoken a week ago, it would have been so. But, as fate would have it, Kud-Nakal has recently undergone a change herself.
Thank you for bringing me this letter and totem. They should make fine gifts for my beloved."
BretonMage wrote: »kynesgrove wrote: »When a necromancer summons a spirit they can bind it to the Mundus in order to keep it there and tell it what to do, and of course meddling with free will is big no-no (Molag Bal being the epitome of this). Vastarie challenges this, and I guess in her way binds them only to ask them nicely (they can leave if they want to). In the end she's still calling them from wherever their souls ended up.
Technically freeing spirits and helping them along is within the Templar's realm. Such as with the skill Repentance (in the Restoring Light skilline)which says: "Consecrate the souls of the fallen, healing you and your allies.." etc. A similar synergy skill we get to use in Falkreath dungeon, to soothe en clear the restless dead.
In Necromancy skill line a lot of descriptions have words like "desecrate" "horrific" "sacrifice your own life". That being said Renewing Undeath and its morphs have "Release residual fragments of fallen souls at the target location healing you and your allies". Which is perhaps similar ends with different means between Templar and Necro? Both consume the corpses, one with what I presume to be Padomaic Magic and the other with Aedric Magic.
It does look like it would be against the beliefs of the Argonians and likely Sithis-worshippers to recall souls from the next realm to force them to work for you. I guess there's really no way to dress up the fact that necromancy is a universally reviled practice that is shunned by most groups in Tamriel. Still, it's not impossible, and it would be ZOS' choice to make a compelling backstory for the companion if they chose to go that route. As you said, a character like Vastarie might make sense. Necromancy would still be wrong in society's eyes, but the character might have their own personal reasons for it. (Thanks for the post, it was interesting, and I admit I never thought that deeply about their culture, beyond their connection to the Hist).