I think it's safe to say we broke it guys. We've not really added anything useful to this since the last time LB mentioned it, roughly six months ago. We've added "Go to Seyda Neen," "get more potions out of the strong one somehow," and "Sing!" to our list of uncertain "go to Seyda Neen" and "Go to the plantation" which leads to an eventual
that-wouldn't-really-be-an update.
Find and talk to Pelagiad's dreamer is a noteworthy one, and could be worth the trouble.
Let's kick it around a little bit.
What you do want to do?
This particular voice wants some answers.
How/why are we here?This is an almost philosophical question in any standard large-scale universe, and a standard one in this sort of story. I don't think we're dealing with a large-scale universe so much as we are an offset of one or a pocket reality that's mimicking a game with which some of us are familiar. IF Sheogorath was telling us the truth (and there's nothing and no one saying he is or isn't, including himself) we're the only true native to this place. So, who are the false natives, and who are the visitors?
What's the point of all this?Another question that might not have an answer in the universe we're familiar with, but is probably easily answered in Michael's. The trick is asking the right people (possibly ponies, but who knows) the right questions. We had a good start to that with Vivec, but in another way that probably threw us off into the deep end, and we don't have a boat or know how to properly swim instead of the barely keeping our head above water we've done so far. Now? If we ask the wrong people, we'll get correct answers from their viewpoint but it'll only be a part of the whole. If we ask the wrong questions, we'll founder and waste time we probably can't afford to waste.
(One possible and correct answer (for a given value of "correct") is that the point of all this is to be an interesting and entertaining game for us here. And we, the players, have collectively bogged it down through various means, hopefully unintentionally.)
We have been reactive. We try to head to places or do things, and it feels like we're hoping there'll be some obvious hook or other to latch on to and follow that. It seems pretty obvious in retrospect that that's not going to work here.
Even if we get completely stuck now - I for one have little idea who the
right person is that we should talk to at this point, it could be any of five people, two of whom I have no clue how to reach - I'd like to know where all this was headed.
LordBucket, I look forward to your eventual MST3000 version, should you see fit to release it.
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***Public notes:***
Things to remember: (In the future, unless people object, I'll start putting most of these in spoilers - not to hide them from Michael, just to take up less space out here. Unless one becomes immediately relevant. I'm keeping them all out here this time because it's been quite some time.)
Right now:
Unless I've miscounted somewhere along the way: we have one emergency healing potion, although it's one heck of a good one; we should have it appraised to see what it's worth - although let's not do that at Nalcarya's if we can avoid it, she's had enough potion-troubles from outlanders lately. We also have one water walking potion, no useful armor and two basic iron daggers. We've got 51 gold.
Azura's Shrine is easiest to reach if the Shrine to Stop the Moon works in a similar way as it does in standard Morrowind (fewer cliff racers in the way), but we have no way of being sure that she'll talk to us. I mean, Azura's quest in standard Morrowind involves a bet between her and Sheogorath, and we went and asked
him for help. LordBucket only knows what kind of form that 'help' will take. I'd suggest we try to take Clover along for talking to Azura if we talk to Clover first, but there's no guarantee of that happening. Also, I'm mildly amused at the idea of taking Clover A.K.A. Twilight along to see the Daedric Prince of Dusk and Dawn.
Handy hopefully-not-oversized map to follow. The circle in Vivec marks the spot of the Shrine to Stop the Moon, and other circle is the approximate location of the Shrine of Azura. The famous mudcrab merchant is on the way, but I forget exactly where that guy is. Besides, ten thousand is a heavy amount of gold to be carrying around.
When and if we meet Awesomicus again, we'll have to apologize and explain a few things, if he bothers to listen. If he does, we should probably explain that things are a bit confused on the quest because we're mostly familiar with this as a single-player game, and he should be able to do this alone, but there's at least four ponies that we know of currently playing this - possibly more - and some of the main quest points have been done by Awesomicus, Clover has done at least two we're aware of, SexyWhithers and Adorabella have done one that Awesomicus also did - that whole having a fortress built thing, Castle Awesome - and who knows what Imare's done. We'll need to talk to all the ponies playing just to find out who's done what and if this quest can be fixed.
We now know that the password which that interestingly-dressed boatman wants is "Party" so we can visit Imare who is almost definitely the pony known as Pinkie Pie. Do we dare visit her, considering the fourth-wall shenanigans that will no doubt ensue? She might try talking with us voices directly, not unlike what Sheogorath did, although possibly more well-intentioned. And what would we talk to her about anyway, even if she is at home?
If we should need to visit Divayth Fyr again - or pretty much any place on Vvardenfell or even the island of Solstheim - not readily accessible by silt strider, teleport service, or boat? Buy a couple cheap Rising Force (levitation) potions and at least one recall scroll, then stop by Vivec (the city) and pay a visit to the Shrine to Stop the Moon. Offer the potion at the shrine and ask for a blessing, and fly around for what should be 24 full minutes at a reasonably high speed. (At least, it was in vanilla. Not sure about this version.) Find the place from the air, and still likely float around while you're there. Beats the heck out of 15 seconds of water-walk here and there. (Awesomicus may still be interested in this.) I'll should note that despite it's fine speed (100 points of levitation), it's still not fast enough to completely escape cliff racers. Although if you're careful you should be able to see them far enough in advance to avoid them so long as you're not in fog or an ash storm. And if they spot you anyway, you can still lose them in trees or something. You are close enough to the ground for trees or giant mushrooms, right?
We know how to get to Pelagiad without too much difficulty, and we should probably look up Nelvyn Andrano at some point even though we no longer have the recommendation letter from Ranis. But that's something for after we've got the time and money to spare, and not only do we not have the gold, but we still haven't made up for that month lost in basic training when we joined the legion.
Finally, somewhere out there, some poor schlub of a dunmer is either looking for the tallest tree in Sheogorad, or trying to get as far away from Vvardenfell as possible. He may be carrying or have sold the stuff he took off our body while we were dead, including but not limited to an enchanted dagger, a Rainbow Dash shirt, and a dwemer puzzle cube with a note inside it for Divayth Fyr. It's worth it to note that there's very few trees in the Sheogorad region unless you count giant mushrooms.
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So, is this worth attempting to continue, or should it be allowed to stay dead? I'm still interested here.