It's kind of tradition in the more RPG-oriented Elder Scrolls games that their final expansion be the biggest, and take place in a completely separate overworld to the original game. Elder Scrolls III: Morrowind takes the protagonist to the island of Solstheim in the Bloodmoon expansion, and Elder Scrolls IV: Oblivion takes the protagonist to the daedric realm of madness, the Shivering Isles, in the eponymous expansion. Skyrim's final expansion, Dragonborn, takes the protagonist back into Solstheim again.
And Solstheim's flora and fauna is completely bizarre, taking a lot of cues from the unique, alien lands of Vvardenfell seen in Morrowind. Unlike the snow-capped tundra that is Skyrim, the island of Solstheim is partly blanketed in volcanic ash (magic volcanic ash!), and there's a fair amount of creatures imported from the land of Morrowind. Moreover, a good chunk of the game also throws the protagonist into the realm of Apocrypha, a Cthulhu-inspired eldritch realm filled with seas of black ink, gigantic tentacles, and gigantic structures made entirely of books as you, the Last Dragonborn, is tasked with restoring the peace of Solstheim's multiple denizens and prevent the return of the First Dragonborn, Miraak.
______________________________
Ash Hopper
Ash Spawn=
And look at that face! The Ash Spawn's face just looks so tortured, and the texture really makes this look like some sort of bizarre creature born of volcanic ash. Even more interestingly, there are some rather contradictory reports as to the nature of the Ash Spawn, and their nature is called into ambiguity when neither Detect Life nor Detect Dead will register them. Playing through some of the Dragonborn quests will reveal that the mad necromancer Ildari Sarothril is responsible for weaponizing the magical, volcanic rocks called
Ash Guardian
Netch
Riekling


Three variants exist, the Scout, the Hunter and the Warrior, and they tend to fight with spears. Tiny spears that your character picks up and uses as arrows, which I always found to be hilarious. The thing is, though, unlike Oblivion's goblins, the Rieklings are clearly sentient, just not particularly smart. Depending on your choices, you are able to befriend and ally with a tribe of Rieklings on Thirsk Mead Hall, and become chief of that tribe of Rieklings. I certainly did, because the little buggers are hilarious.
Various Riekling tribes have basically taken up refuge in many of the caves and ruins that dot Solstheim's icy northern half, and while they're ultimately just funny-talking goblins, I do like them a fair bit. Hell, in their bases, they even sometimes hide in barrels and burst out while shouting their nonsense words!
Bristleback

Boars are one of the few generic RPG wild beasts that Skyrim doesn't actually have, but wild boars, named Bristlebacks, appear in Solstheim. They're basically just generic enemies that charge you, and are often kept around by Rieklings. And boars are neat and all, but they just pale in comparison to the Ash Hoppers and Netch...
Mounted Riekling

...if not for the fact that the Rieklings gloriously ride the Bristlebacks into battle. I really don't have much to say here, because these are just basically faster, tougher Rieklings, but look at that shit. It's an ice goblin riding a wild pig. I like the Rieklings, is what I'm trying to say.
Spiders






While the Frostbite Spiders play upon the tropes of the huge, thick-legged hairy Tarantula, the Spiders of Solstheim are far tinier. They're larger than most real-life spiders, of course, but their legs are lanky, their pedipalps and fangs aren't quite as prominent as the Frostbites, and they look more like orb weavers or recluse spiders that have skinnier legs.
The spiders are mostly involved in a single dungeon, the White Ridge Barrow, where apparently there's a mechanism to create these spiders! In order from top to bottom, these are the Albino, Flame, Frost, Poison, Shock and Mind-Control Spiders. They initially show up as enemies and you have to cut your way through them, until you discover ancient magical mechanisms that allow for the crafting of these magical spiders. For all of the first five types, "Cloaked" and "Exploding" variations exist, and they do pretty much what you expect them to do with those adjectives.
Probably the most unexpected and most disturbing are the Mind-Control Spiders, who have embedded themselves to the base of a group of poor Reavers' skulls, turning them into mindless minions that fight and guard the spiders' territory. I think they're implied to be the creations of the dragon priest Dukaan, who you fight at the end of the dungeon? Regardless, though, after slaying the inhabitants of the barrow, you gain access to the magical shrine that allows you to create scrolls that allow you to sic these horrors at your opponent. Pretty damn cool concept for a spider-themed horror dungeon, I must say, although I sort of wished that these spiders have been incorporated as enemies in more than one dungeon.
Werebear
Serpentine Dragon
Several named Serpentine Dragons serve as the minions of the main villain, Miraak, who has developed the ability to mind-control and subjugate dragons. One such dragon, Sahrotaar, ends up being dominated by you, but unlike Odahviing and Durnehviir, Sahrotaar never becomes a permanent part of your arsenal because Miraak kills and eats his soul at the climax of Dragonborn's storyline.
Dwarven Ballista
There are a bunch of Dwarven Ruins in Solstheim, and in addition to the three original Dwarven automatons, the expansion throws in the Dwarven Ballista, which is basically a gigantic dome-shaped ballista with spider legs. It's basically the dwarven automatons' long-ranged variant, something that they severely lack. I'm pretty sure that they also show up in the Skyrim dwarven ruins as well, although I'm kind of foggy on that. I think their attacks are also programmed to deal fixed damage, under the logic that the ballistae bolts will ignore armour. It's a neat-looking mechanical contraption, if nothing else.
Burnt Spriggan
Hulking Draugr
Silt Strider
Sadly, though, the eruption of the Red Mountain has driven the species into near-extinction, and the only one you can find in Solstheim by the time of Dragonborn is a single species that just lurks near the town of Tel Mithryn, under the ownership of a travelling trader. Still, a pretty awesome looking monster even if it's the last of its kind.
Reavers
Cultists
The minions of the enigmatic Miraak, the Cultists basically are reskinned Conjurers, but they show up with these fancy-looking armour! I really do love their mask, which copy that of the Seeker's Cthulhu-esque face, but with fancy 'cracked' aesthetic for their eyeholes. Also a fan of the scalloped, dragon-scale-esque asymmetric armguards they have. The Cultists will appear on Skyrim's cities and attack you for being a 'false' dragonborn, leading you to explore Solstheim in the first place, and investigate the mysterious happenings in the island.
Lurker
Some of the denizens of Mora's realm are the Lurkers, patterned after the Deep Ones from Lovecraftian horror. The Lurkers are these tall, gaunt humanoids with disgusting scaled armour and the face of the ugliest fish you could think of. They mostly patrol the inky waters of Apocrypha levels, but at some points, Miraak's cultists summon some of these into Solstheim. The Lurkers are fun little enemies, because in addition to mauling you with their nasty claws, they also stomp the ground and create inky black tentacles to lash around, and sometimes just vomit out tentacles from their mouths. Pretty fun and ugly monster, even if I do think that they really could've done more with a fishman enemy.
Seeker
The Seekers are pretty fun enemies to fight, too, able to turn invisible and teleport around the area, unleash several unique spells that are able to even hone in on stealthy enemies, and stronger variants (Seeker Aspirant and High Seeker) will summon weaker clones of themselves, which make sniping them particularly difficult to do.
Dragon Priests
The main boss of the Solstheim expansion is Miraak, the First Dragonborn. He's basically a Dragonborn who was born in the era where dragons ruled Skyrim, but rebelled against them and actually consumed the souls of a bunch of dragons before being forced to hide away in Hermaeus Mora's realm of Apocrypha, where he is trapped for the past couple of centuries. Not going to go into full detail of the story, but he's the one on the right with the unique armour, and I do find Miraak's look to be pretty cool! While the conclusion is kind of iffy, I did find Miraak to be a pretty fun antagonist and probably the most personal one out of the 'main' big bads of Skyrim.
There are three masked Dragon Priests in Solstheim -- Ahzidal, Zahkriisos and Dukaan -- and a non-masked one, Vahlok the Jailor. All four Dragon Priests are actually the subject of relatively memorable quest chains, and while none of them relate to the main quest, I really do enjoy how the lores of the four non-Miraak dragon priests are told through their respective quests, in stark contrast to how it's a coin flip on whether a given dragon priests in vanilla Skyrim had a backstory or just happened to be around. Anyway, not much to say here. I do like that they new dragon priests have different masks.
Overall, that's about it for Skyrim! I tend to get negative at times, but that's because Skyrim is a pretty big game and the same couple of enemies with similar AI did tend to sort of make the journey somewhat more boring than it should be at times. It's been fun, though! Sometime in the future, expect a similar article on Oblivion monsters!
No comments:
Post a Comment