Isaac Casaubon
Presentation
The Elder Scrolls III: Bloodmoon is the second Add one developed by Bethesda Softworks for The Elder Scrolls III: Morrowind.Bloodmoon modifies only little the play starting (apart from the topics of dialog which speaks about the new island) but he adds the island of Solstheim, which comprises new monsters (Spriggane S, Sorcières of white frost…), of new animals (Grizzly S, bear of snows), and of new magic ingredients (bay S of Houx).
General information
Contrary to Court, the player must go itself here on the island. Two factions cohabit on the island: the imperial fort, at the South, which try to colonize the island for its ore reserves, and the village of the Skaal S, autochtones, in the North-East.
Searches and progression in the play
The first searches of the player occur on the level from the fort. However, whereas it is located outside for one of these missions, the fort is attacked by wolves-garous and the captain is removed. The player must then go to the Skaal village to inquire. After other searches, the village is attacked (and the chief of the removed village) and the player, no matter what it does, is infected by a disease which will transform it, in the long term, as a werewolf, if it does not use a fate of care in the three days. Let us note that the continuation of the searches varies according to the choice of the player (to remain a werewolf or to look after themselves), and that the two whole of searches is excluded one the other.If the player chooses to remain human, the continuation of the events will make it remove by wolves-garous to take part, with the chief of Skaals and the captain of the fort, with a hunting organized by Hircine, where only one of them will be able to survive. The chief of Skaals proves to be a werewolf, and it is finally the player who will face Hircine, at the conclusion of the labyrinth. A choice between three Hircine to be fought, forts in force, speed or intelligence, must be made by the player. The three options are also exclusive here, and govern the adversary just like the magic object obtained once rewards the finished combat for it (the object offers a constant fortification of the aptitude concerned). The player also receives the ring of Hircine, which enables him to be transformed into werewolf.
If the player chooses to remain werewolf, it will even receive its orders of Hircine.
Notice
Let us note that the werewolf offers, like the Vampire in the original play, of the positive aspects and negative. The player werewolf transforms himself each night into werewolf (its diurnal appearance is that of human traditional). He is then private of his equipment, can fight only with naked hands, and must kill a PNJ to drink its blood if he does not want to be weaker in the morning. Of course, the player, in this form, is regarded as hostile by PNJ, but it is it also in its normal form if somebody sees it being transformed into werewolf.
Colony
In addition to the usual additional searches, Bloodmoon proposes also the searches of an imperial particular faction which aims at colonizing the island. The successive searches of the player to help the colonists will make progress his row and will make it possible the colony to extend in a visible way on the island (what is not without pointing out the construction of a fort for the player in the starting play).
External bonds
- Official site (in English)
- the Grande Bibliothèque of Tamriel: For any knowledge on the universe of Elder Scrolls.
- the wiwiki: Site of technical assistances and plays on Elder Scrolls.
- The Hunter Scrolls Site containing easy way, bases of data, solution on Bloodmoon.
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