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SUGGESTIONS:

Companions

The player may enlist a maximum of two companions at any one time. Companions (listed below) come with a wide variety of talents and moral outlooks, and act with autonomy from the player in battle. They also have attributes of their own, which gives the player extra options in combat and dialogue. Though companions cannot die, if their health is reduced to zero in combat, they will remain injured until the player casts upon them a healing spell or potion. On Hard difficulty or higher, the player cannot cure a companion until combat is over.

Companions offer advice and support for the player based on his or her actions. For example, should the player bully an old man out of his son’s inheritance, Zaddar will say, “Zaddar admires dominance over other warriors, but do not dominate the weak. That is the work of a coward.” Should the player avert a bloody confrontation between rival clans with well-placed words of wisdom, Dra'zanji will say, “The Ri-zeri once more shows wisdom in considering the consequences of violence. Blood begets blood. Never forget this.”

 

Dra'zanji: The Last Clan Mother (refer Main quest line) largely avoids combat herself, preferring to stay behind the player, while her Alfiq servant Joto casts healing spells. The player can ask Dra'zanji to focus on particular spells. She can also join the player on Moon Sugar highs to summon a projection of the Mane to aid the player in combat. She blesses the fallen as she passes, preventing them from becoming enthralled by necromancy, and prays for fallen Khajiits' arrival in Llesw'er. Joto can be deployed to fit into small crevasses, even allowing the player to see through his eyes for a brief time. This makes him an ideal scout for hostile locations ahead.

 Out of combat, she is a wise and soothing presence, giving the player extra dialogue options against irate NPCs and youngsters especially. Her experience in Alchemy and Restoration provides the player with extra dialogue options. She commands respect, despite her frailty.

 Dra'zanji admires acts of kindness and mercy, despising cruelty. She also admires wisdom and a keen intellect, frowning upon boasts, intimidation or manipulation. She prefers to resolve matters peacefully, viewing violence as a last resort, and will chide a player who hurtles headlong into confrontation.

Tasellis Lucius: An operative of the Blades whom the player meets shortly after the Thalmor sack Leyawiin. He initially is distrusting of the player, who he believes killed the Blades agent meant to originally extract Dra'zanji. It is only Dra'zanji's insistence the player goes with them that stays Tasellis' hand. Once the "Climbing Khenarthi's Breath" quest is initiated, Tasellis becomes available as a companion, in an attempt to ascertain the player's true intent.

 As one may expect of an Imperial, Lucius is a good all-rounder, and especially capable with sword and shield in combat. Due to his skills in many methods of combat, Tasellis is the only essential companion that can modify his combat style based on the player's command. His skills in diplomacy provide the player extra dialogue options to quell arguments. Be warned: as an Imperial, his presence may irritate the pro-Thalmor.

 Tasellis is very much a results-based man who believes the means justify the ends within reason. If the player performs morally-dubious acts for the greater good, Tasellis has no problem. He is however, a good man, and would prefer amicable outcomes for all concerned. He despises acts of manipulation and believes a death should not be for nothing. He admires acts of strength and seems especially fond of protecting families. Were the player to save a woman or child, Tasellis would admire this act greatly.

 As the player improves disposition with Tasellis, and works through the main quest, he begins to appreciate that the player's intentions are noble. This seems to create a tension in him that he refuses to discuss. In time, he reveals his stake in this is personal. His wife and son were killed by the Thalmor.

Zaddarr (or Do'zaddar): A hulking armoured Cathay-raht who becomes a companion after the player defeats him during the "Dining With a King" quest. His starting disposition with the player is higher after defeating him in open combat, lower if the player sabotaged his meat. The Cathy-Raht refers to the player as a “sneak” or a “cheat” should you have defeated him “dishonestly”, though as the player's disposition with Zaddar improves, this is more in jest.

 Zaddarr believes that if he can assist the Ri-zeri in the holy mission, he will win back the favour of his King, having been stripped of his title and ejected from the court.

 In combat, Zaddarr is a powerhouse, his mighty battleaxe cleaving multiple foes. If the player prepares for him sweet meats before combat, he sometimes enters a Moon Sugar-fueled blood lust, allowing the player to simply sit back and admire. His great Strength lends the player additional abilities, like lifting heavy obstacles. When the player first encounters Zaddar, he is clad in Super Heavy Armour (refer COMBAT) that makes him much more resistant to damage, but much slower and clumsier in stealthy situations (the player may clad Zaddar in other armour).

 Out of combat, his presence instills fear in some, and respect in fellow warriors. He also conveys an odd sense of protection in those who are afraid. Zaddar provides the player with additional intimidation options in dialogue, “You'd better tell me what I want to know, or my bodyguard will eat you. Whole.”, and his high Strength provides the player with the equivalent Strength dialogue options.

 Zaddar admires acts of valour and dominance in open combat. He dislikes dishonesty and treachery. He has no strong opinions on players who prefer to sneak, as he has absolutely no interest in doing so. He will also admire a player who boasts of his conquests in battle, and even some intimidation, though not against the weak.

 Having completed the main quest, the player must help Zaddar reclaim his King's favour. Returning to Dune, Zaddar will challenge the King's highest Warrior-Guard in open combat. The player will choose whether this battle is one-on-one, or two versus two, with the player also involved.

 One-on-one, Zaddar will challenge Do'jhera in the proving grounds (refer Dining with a King). Zaddar's survival hinges on the strength of his relationship with the player. Should Zaddar fail, the player is able to have one final parting conversation before he dies. Should Zaddar triumph, he will decide whether or not to spare Jhera based on the player's acts of mercy or ruthlessness.

 Two-on-two, the player and Zaddar face Do'jhera and Do'kheran. After defeating them, the King will restore his title of Do'zaddar and he will leave the player's charge, but not before presenting the player with his mighty double-ended battle axe.

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