Thargan the Red
New Member
Okay so, hello everyone, I'm fairly new here, made the account just to write this down because of the many posts about The Companions and how people discuss about them. And since I'm a lore maniac i couldnt resist the urge to come and end this with the conclusion i never found in the posts i read.
No, I wont talk about the good and bad things of being a werewolf, and forget about considering a Khajiit or Argonian turning into one, thats ridiculous. Who on earth would consider the cat or an iguana turning into a dog? From reptile to mammal? Half cat, Half wolf with dragon blood?
Come on, this is serious roleplay, so if you are also one of the pesky players that fast-travel from Whiterun to the Honningbrew Meadery then you are welcome to turn around and leave.
I'll be straight to the point and consider myself as a third party spectator. Let's begin...
Good Things:
-They are the descendants of Ysgramor's 500 Mighty Companions, that came from Atmora to reconquer the human cities from the snow elves and drive them off Skyrim. Honorable band of warriors, led by the Atmoran hero and king who then started an entire dynasty in the First Era.
-They still are guardians in Skyrim even though their numbers are extremely low, and help the people with their deeds.
-Some of them still remember the original 500 Companions and the honour that came with the knowledge and membership.
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Bad Things:
-Since they are a private military unit they need to make money by themselves, ergo, becoming a band of mercenaries. More thugs than warriors. And the people know it.
-Many of the jobs "for the people" include roughing up people without any reason, which isn't really honorable. And only for the profit. (Alright, i'll admit I too had this urge to reform Belethor's behaviour once, the guy just crossed the line.)
-Some of the current members are in only for the coin. Could have joined the Dark Brotherhood for that... they at least pay well.
-They are cursed, and even though it's not their fault, some of them are not only not trying to find a cure but they also embrace it.
-The ones that embrace the curse (Aela) worship a Daedric Prince. Which also makes you a worshipper aswell (perks and totems of Hircine? remember?).
-War against The Silver Hand and Vigilants of Stendarr. While it is understandable the fact that they have to fight for their lives, it is not understandable their reason to delete them from the map, alright most of the mentioned guild's members hold a grudge against werewolves in general, but who can blame them?. The Companions are in control of their werewolves capacities, meaning they wont go on a rampage killing people, meaining they could talk about it, reach an agreement and even clean Skyrim from the rampaging werewolves together or at least not cross paths. But no.
-Even though they are guardians of the people in Skyrim, they take no part during the Civil War, they dont even appear. How honorable is to dissapear during the biggest moment of need for the Nord people?
-If they die while still being werewolves they won't go to Sovngarde, they'll end up in Hircine's hunting grounds and become his hounds. Which isn't really appealing for a Nord warrior. (this would only be positive if you RP a character that hungers for the hunt or worships Hircine)
-They help you, the Dragonborn, to hunt down dragons. And while in itself that is a good thing, it is completly akward to see a bunch of werewolf mercenaries helping you to take down a dragon. Would be nicer without the "werewolf" part.
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So in the end we have more bad sides than good ones. And the good ones being only in the name "The Companions" and their past, nothing about the present (no, I'm not counting Kodlak since he later dies nor Vilkas since he does nothing about it).
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General Roleplay Options:
If you wanted to RP a honorable Nord warrior, this is not really a good place to be. Maybe just for the name and the chat options with Tsun in Sovngarde, but that's all.
If you wanted to RP a Nord Hunter, this may enter in conflict with your ability to turn into a werewolf. Why you may ask? Think it this way, you are a Nord hunter born in Skyrim, you adapted yourself to the region and the wilderness, it feels nice to hunt the many creatures in the land with your own skills, your bow and arrow, traps maybe. But then, you can transform into a beast, so what's the point of refining bow skills, survival techniques and confront the challenges as a human when you can just turn into a creature that is already good at all that by nature?
If you wanted to RP a mercenary, this could be the best guild you could join, though i may also suggest to not join it due to the werewolf thingy. But who knows? maybe you want the power that comes with the coin?
If you wanted to RP the Dragonborn or Dragon Slayer, then don't even consider this an option. A werewolf with dragon blood that breathes fire and hunts dragons? No more Skooma for you.
If you wanted to RP a full-time werewolf, same as above, this could and could not be the best guild to join. Good, because of the perks, totems or Hircine and the "kill the werewolf hunters" missions. Bad, because if you want to go deeper in your RP then you dont want to stick to people in a busy city like Whiterun, you want to be in the wilds, get a mod to be a werewolf permanently and live like that and another mod to create yoru own pack of wolves and werewolves.
If you wanted to RP a follower/hunter of Hircine, this is perfect. You can take their missions and keep it as secondary rp, the main focus would be on the werewolf part. With mods for more followers you can take the entire Circle with you and make them transform with you when you engage, making it feel as if you were an Alpha, which is awesome. And since Hircine is the excemption to the "Daedric Prince = Evil" rule due to his neutral nature, you can avoid doing evil stuff like mass murdering. (maybe just some bandit cleaning). You can consider this RP as a semi-lawful good/neutral werewolf pack. (maybe even get a mod to transform and not be aggroed by everyone?)
If you wanted to RP a Daedric influenced character, this could be one option since the werewolves are Hircine's creation. Though, if you wanted to be more evil-ish then you'd be better following Molag Bal, taking his mace, daedric armor and becoming a vampire (vampires are Molag Bal's creation).
If you wanted to RP the werewolf vs vampire character, it could be bad since to legally kill vampires as part of the Dawnguard you have to fight beside the Vigilants of Stendarr, and they also kill werewolves.
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While the werewolf curse is one of the main issues, it can be cured. But tell me, you are basically forced to transform to continue taking missions for The Companions, that doesn't really feel nice, does it?.
And it's not like you can just avoid transforming and brush it off later by curing yourself, well, you can but it would completly break all the immersion and story of your character. It's a fatal blow in terms of roleplaying.
And staying on the same topic, you can cure some of the members from The Companions. Which is sort of good if you had in mind to reform the entire guild and return it to it's rightful glory. But then there are the flaws of Bethesda. The npcs will still use the werewolf lines like hair growing on your ears or smell like wet dog, and the members of the circle will still use dialogues as if they still were werewolves. The cherry on top of the cake would be the fact that Aela cannot be cured, and that she is a loyal worshipper of Hircine. (Also if you marry from time to time she will say "something has shifted in the moons brother"... brotherzoned by your own wife...)
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Conclusion:
Do not think of them as The 500 Mighty Companions, they are just using the name because they are their remnants.
They are not honorable Nord warriors even though they think that of themselves. If they really were, they wouldnt be falling to just working for the coin. They even broke their tradition by including an imperial and a Dunmer. Ysgramor would cry if he saw how the guild was right now.
They are mercenaries, thugs, bounty hunters. They pay, you fight.
They are half human half Daedric creature. A non-natural beast. Can be cured but then it's up to you to find the "excuse" within your roleplay to be one to then cure it. Hard but doable.
In the end, we could say that if the main reason you considered The Companions an option was because you wanted the Nord Warrior RP, then I can tell you that was the wrong choice. You are better off with being the champion of the Stormcloaks and fulfilling your role as Dragonborn, which in itself has a lot of Nord-ish rp, Talos was Nord and Ysgramor Atmoran (Nord ancestor), both founders of the human civilization in Tamriel.
Let's hope this text wall cleared any doubt.
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As final tip, I could recommend to any Argonian player that wanted to turn into something. There is a mod called "Nature of the beast II", that will let you turn into a green dragon/reptile humanoid beast called "Greenbane", i call it weredragon but thats up to you. It can go invisible, climb trees and walls, smell, night vision, etc. You even encounter wild ones if the option is enabled.
No, I wont talk about the good and bad things of being a werewolf, and forget about considering a Khajiit or Argonian turning into one, thats ridiculous. Who on earth would consider the cat or an iguana turning into a dog? From reptile to mammal? Half cat, Half wolf with dragon blood?
Come on, this is serious roleplay, so if you are also one of the pesky players that fast-travel from Whiterun to the Honningbrew Meadery then you are welcome to turn around and leave.
I'll be straight to the point and consider myself as a third party spectator. Let's begin...
Good Things:
-They are the descendants of Ysgramor's 500 Mighty Companions, that came from Atmora to reconquer the human cities from the snow elves and drive them off Skyrim. Honorable band of warriors, led by the Atmoran hero and king who then started an entire dynasty in the First Era.
-They still are guardians in Skyrim even though their numbers are extremely low, and help the people with their deeds.
-Some of them still remember the original 500 Companions and the honour that came with the knowledge and membership.
--------------------------------------------------------
Bad Things:
-Since they are a private military unit they need to make money by themselves, ergo, becoming a band of mercenaries. More thugs than warriors. And the people know it.
-Many of the jobs "for the people" include roughing up people without any reason, which isn't really honorable. And only for the profit. (Alright, i'll admit I too had this urge to reform Belethor's behaviour once, the guy just crossed the line.)
-Some of the current members are in only for the coin. Could have joined the Dark Brotherhood for that... they at least pay well.
-They are cursed, and even though it's not their fault, some of them are not only not trying to find a cure but they also embrace it.
-The ones that embrace the curse (Aela) worship a Daedric Prince. Which also makes you a worshipper aswell (perks and totems of Hircine? remember?).
-War against The Silver Hand and Vigilants of Stendarr. While it is understandable the fact that they have to fight for their lives, it is not understandable their reason to delete them from the map, alright most of the mentioned guild's members hold a grudge against werewolves in general, but who can blame them?. The Companions are in control of their werewolves capacities, meaning they wont go on a rampage killing people, meaining they could talk about it, reach an agreement and even clean Skyrim from the rampaging werewolves together or at least not cross paths. But no.
-Even though they are guardians of the people in Skyrim, they take no part during the Civil War, they dont even appear. How honorable is to dissapear during the biggest moment of need for the Nord people?
-If they die while still being werewolves they won't go to Sovngarde, they'll end up in Hircine's hunting grounds and become his hounds. Which isn't really appealing for a Nord warrior. (this would only be positive if you RP a character that hungers for the hunt or worships Hircine)
-They help you, the Dragonborn, to hunt down dragons. And while in itself that is a good thing, it is completly akward to see a bunch of werewolf mercenaries helping you to take down a dragon. Would be nicer without the "werewolf" part.
--------------------------------------------------------
So in the end we have more bad sides than good ones. And the good ones being only in the name "The Companions" and their past, nothing about the present (no, I'm not counting Kodlak since he later dies nor Vilkas since he does nothing about it).
--------------------------------------------------------
General Roleplay Options:
If you wanted to RP a honorable Nord warrior, this is not really a good place to be. Maybe just for the name and the chat options with Tsun in Sovngarde, but that's all.
If you wanted to RP a Nord Hunter, this may enter in conflict with your ability to turn into a werewolf. Why you may ask? Think it this way, you are a Nord hunter born in Skyrim, you adapted yourself to the region and the wilderness, it feels nice to hunt the many creatures in the land with your own skills, your bow and arrow, traps maybe. But then, you can transform into a beast, so what's the point of refining bow skills, survival techniques and confront the challenges as a human when you can just turn into a creature that is already good at all that by nature?
If you wanted to RP a mercenary, this could be the best guild you could join, though i may also suggest to not join it due to the werewolf thingy. But who knows? maybe you want the power that comes with the coin?
If you wanted to RP the Dragonborn or Dragon Slayer, then don't even consider this an option. A werewolf with dragon blood that breathes fire and hunts dragons? No more Skooma for you.
If you wanted to RP a full-time werewolf, same as above, this could and could not be the best guild to join. Good, because of the perks, totems or Hircine and the "kill the werewolf hunters" missions. Bad, because if you want to go deeper in your RP then you dont want to stick to people in a busy city like Whiterun, you want to be in the wilds, get a mod to be a werewolf permanently and live like that and another mod to create yoru own pack of wolves and werewolves.
If you wanted to RP a follower/hunter of Hircine, this is perfect. You can take their missions and keep it as secondary rp, the main focus would be on the werewolf part. With mods for more followers you can take the entire Circle with you and make them transform with you when you engage, making it feel as if you were an Alpha, which is awesome. And since Hircine is the excemption to the "Daedric Prince = Evil" rule due to his neutral nature, you can avoid doing evil stuff like mass murdering. (maybe just some bandit cleaning). You can consider this RP as a semi-lawful good/neutral werewolf pack. (maybe even get a mod to transform and not be aggroed by everyone?)
If you wanted to RP a Daedric influenced character, this could be one option since the werewolves are Hircine's creation. Though, if you wanted to be more evil-ish then you'd be better following Molag Bal, taking his mace, daedric armor and becoming a vampire (vampires are Molag Bal's creation).
If you wanted to RP the werewolf vs vampire character, it could be bad since to legally kill vampires as part of the Dawnguard you have to fight beside the Vigilants of Stendarr, and they also kill werewolves.
--------------------------------------------------------
While the werewolf curse is one of the main issues, it can be cured. But tell me, you are basically forced to transform to continue taking missions for The Companions, that doesn't really feel nice, does it?.
And it's not like you can just avoid transforming and brush it off later by curing yourself, well, you can but it would completly break all the immersion and story of your character. It's a fatal blow in terms of roleplaying.
And staying on the same topic, you can cure some of the members from The Companions. Which is sort of good if you had in mind to reform the entire guild and return it to it's rightful glory. But then there are the flaws of Bethesda. The npcs will still use the werewolf lines like hair growing on your ears or smell like wet dog, and the members of the circle will still use dialogues as if they still were werewolves. The cherry on top of the cake would be the fact that Aela cannot be cured, and that she is a loyal worshipper of Hircine. (Also if you marry from time to time she will say "something has shifted in the moons brother"... brotherzoned by your own wife...)
--------------------------------------------------------
Conclusion:
Do not think of them as The 500 Mighty Companions, they are just using the name because they are their remnants.
They are not honorable Nord warriors even though they think that of themselves. If they really were, they wouldnt be falling to just working for the coin. They even broke their tradition by including an imperial and a Dunmer. Ysgramor would cry if he saw how the guild was right now.
They are mercenaries, thugs, bounty hunters. They pay, you fight.
They are half human half Daedric creature. A non-natural beast. Can be cured but then it's up to you to find the "excuse" within your roleplay to be one to then cure it. Hard but doable.
In the end, we could say that if the main reason you considered The Companions an option was because you wanted the Nord Warrior RP, then I can tell you that was the wrong choice. You are better off with being the champion of the Stormcloaks and fulfilling your role as Dragonborn, which in itself has a lot of Nord-ish rp, Talos was Nord and Ysgramor Atmoran (Nord ancestor), both founders of the human civilization in Tamriel.
Let's hope this text wall cleared any doubt.
--------------------------------------------------------
As final tip, I could recommend to any Argonian player that wanted to turn into something. There is a mod called "Nature of the beast II", that will let you turn into a green dragon/reptile humanoid beast called "Greenbane", i call it weredragon but thats up to you. It can go invisible, climb trees and walls, smell, night vision, etc. You even encounter wild ones if the option is enabled.