Skyrim talk:Unbound

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
Archives
Archive 1: Nov 2011 – Dec 2012

Standing Stones on the way to Riverwood[edit]

I've noticed a bug that occurs to me regularly (or seems to be regularly) on the trip from the "dungeon" that you traverse, to Riverwood. Usually the character that I am following will lead me past the mine entrance, instead of the class standing stones, so that I have to travel back to recieve the blessing.... is this a bug or intentional. This occurs on my PS3 save which is saved a bit before the character creation. ~~ArcHorizon (14:40, 3 December 2011) 72.175.170.1

This was standard fare on the PS3 but as of patch 1.7 (only one play-through to test) went to the Standing Stones instead of the mine. Philbert (talk) 14:03, 4 September 2012 (EDT)
I've had the PS3 version since release and have never encountered this bug, until now. The only thing that has changed is that i'm playing on my 160gb instead of my 320gb PS3. I'm wondering if this is an indication of bugs down the line...92.236.4.201 15:46, 13 November 2012 (GMT)
Since i started playing on my 160gb PS3, instead of my 320gb, i have noticed the exact same thing. Neither Hadvar nor Raolf go past the standing stones anymore, opting instead to go past the mine entrance.
Before, they would go past the stones, stop and draw the players attention to them and wait for you to make a choice, comment on the choice and resume the journey to Riverwood.
Now, they always go past the mine. This never occured while playing on my 320gb, which i find strange.82.132.235.153 00:00, 12 February 2013 (GMT)

() I know this may be necro-posting, but this was a frustrating bug for me as well, but I have a partial solution. I too had this problem on my PS3. I can get him to go past the stones instead of the mine by leading the way. If I'm in front of him and go on the path towards the stones (left at the fork in the road) he will follow, and then lead me to the stones. If I follow him then Hadvar goes right at the fork in the road and past the mine. Another requirement may be that you need to NOT stop and listen to his speech about Bleak Falls so you are far enough ahead of him. Being just a few feet in front of him doesn't stop him from going towards the mine. Bamspeedy (talk) 03:49, 6 January 2017 (UTC)

If you are close enough to him at the junction then entering dialogue is enough to disrupt his choice. When you leave the conversation he will head towards the stones. Silence is GoldenBreak the Silence 18:51, 6 January 2017 (UTC)

This way! Let's go![edit]

I have a rather annoying bug in which Hadvar doesn't move move after unlocking the gate after defeating the first 2 stormcloaks. He unlocks the door, walks through, turns around and says "Let's go!" or "This way!", never moving down the staircase. I can't find any way to fix this. Help please? --Darkness has risen... 05:51, 11 May 2012 (UTC)

Have you tried walking into him to push him down? Maybe using 'wait' for a certain amount of time, or simply running ahead to see if he catches up? If you run to where the torturer is, maybe? Just some suggestions, if you haven't tried any of these yet. ABCface 05:56, 11 May 2012 (UTC)
I've tried walking into him, but he doesn't budge, it's impossible to wait in Helgen Keep, and I've tried running ahead, but he doesn't catch up AT ALL. --Darkness has risen... 06:00, 11 May 2012 (UTC)
Restarting the game and disabling Unofficial Skyrim Patch and follower mods worked for me. --Aronek — Unsigned comment by 79.185.44.91 (talk) at 15:22 on 9 February 2013

Gate Glitch[edit]

Um, had a little bit of a mental glitch, wondering if anyone else had. Game started off fine, wandering down the path in the cart, got the the entrance to Helgen and then it all went wrong. The gates didn't open, but everyone acted as if they had so they all crashed into them and when the gated finally did open horse and cart went a little bat-sh*t crazy. The cart stayed where it was but the horse started to warp, stretch and flip all over the place, reaching way across the town. Had to exit and start a new game; it was completely screwed. Anyone else had this happen? It was rather amusing, in a somewhat morbid way... AyaHawkeye (talk) 00:24, 19 January 2013 (GMT)

Following Hadvar vs Ralof ; Edit Warring[edit]

To Daydreamer: As you have been previously asked (twice) on your talk page, please do not re-insert content that has been removed, etc., but rather begin a discussion on the article's talk page. The content that you re-inserted into the article was removed for reasons that were explained in the attending edit summary. The use of the expression "take the Imperial path" is misleading. There are different advantages to each route. More detailed information on the consequences of choosing Hadvar vs. Ralof is currently being developed. If you would like to help do that constructively, please let me know. Instead of wasting editors' time with going "back and forth" with your edits, please raise such issues on the article's talk page. See the wiki's policies on consensus and Etiquette. Thank you. --JR (talk) 02:28, 11 February 2013 (GMT)

The edit summary stated:

Removed two notes: 1) Consequences of both choices should be given, if any; a more detailed description of such consequences will appear in the next version of the article; 2) We meet many characters only once.

I restored only 1 note, explicitly adding the consequences in a 3rd subsection as requested in the lengthy edit summary. It certainly isn't being developed on this Talk page. It's you who is edit warring (you've removed the edit a second time). My understanding of the standard practice is an improved edit is appropriate. Moreover, the top note you cite is Be Bold. Just because you don't like it, is not a good reason for removal.
--DayDreamer (talk) 20:57, 13 February 2013 (GMT)
Obviously more than one person disagrees with you, since Vely also said he removed your notes. Everyone, please stay focused on the content of the article and reach a consensus so we can all move on. Accusing each other of edit warring isn't productive and will likely lead to administrative action. Thanks in advance. eshetalk 21:02, 13 February 2013 (GMT)
(edit conflict) A quick little note: It doesn't matter who's adding the information or who's removing it, both editors (or all editors) are edit warring past three undos, officially. However, repeatedly adding information without first reaching consensus is a good way to get reverted. So let's talk about it and not point fingers.
Additionally, my reasoning in my edit summary for removing it the first time you added the info was "if both routes let you do it, then it's not more beneficial to take one route for it". I would like you to explain why you find it necessary to mention Hod, who is not a notable benefit for either side as both sides get him, in a section about benefits for one side. That's like saying "the benefit of getting a cheeseburger over a hamburger is that a cheese burger has cheese. You can add onions, which is also a benefit. With a hamburger, you can add onions too, but not cheese." Such a statement neglects mentioning how you may also add pickles, ketchup, and tomatoes, just as the statement about Hod singles out Hod without mentioning all the other NPCs you can befriend. There is nothing very special about him. It's a quick little note about a benefit for one side over the other, so I don't understand why it is necessary to mention a mutual benefit as well. That is my understanding of it.
Please share your reasoning for the information in order for us to understand and perhaps find reason to agree. Vely►t►e 21:08, 13 February 2013 (GMT)

() My goodness, doesn't anybody around here know how to use the diff buttons?
Moved previously existing text into the Notes section, 16:22, 22 November 2011 by Alpha Kenny Buddy

*The Imperial route with Hadvar could be more beneficial if you'd like an early head start on smithing. This is because once friendly with Alvor (the blacksmith), you can always take (not steal) his replenishing ingots of steel and iron in the craft area of Riverwood.

Expanded 05:55, 4 February 2013‎ DayDreamer

*Following Hadvar could be more beneficial:
** If you'd like an early head start on smithing, Alvor (the blacksmith) is friendly, you can always take (not steal) his replenishing ingots of steel and iron at his smithy next to his house in Riverwood, and low level items in his house are freely available.
** If you chop wood and sell to Hod, low level items in his house are also freely available. (This is the same benefit as following Ralof.)

Updated again as requested 19:20, 10 February 2013

*Following Hadvar could be more beneficial:
** If you'd like an early head start on smithing, Alvor (the blacksmith) is friendly, you can always take (not steal) his replenishing ingots of steel and iron at his smithy next to his house in Riverwood, and low level items in his house are freely available.
** If you chop wood and sell to Hod, low level items in his house are also freely available.
** If you follow Ralof, low level items in Hod's house are freely available, but there is no similar method of befriending Alvor. Therefore, this path is considerably less valuable, especially in the early game.

Note that nowhere do I ever say "take the Imperial path" as the strawman stateth in the first plaint. What's so hard to understand? Alvor + Hod > Hod
--DayDreamer (talk) 21:31, 13 February 2013 (GMT)

I did look at diffs. My question is why you feel the need to mention Hod, since both sides are the same so it shouldn't matter. Vely►t►e 21:34, 13 February 2013 (GMT)
Apparently you didn't look at diffs, because:
  1. you claimed that I was "repeating an edit that was undone", when I had added more explanation as requested.
  2. JR claimed that I had written (and JR used quote marks): "take the Imperial path" -- which I had not written (indeed nobody had ever written and that quote was false and careless).
  3. Hod is the end benefit of the Ralof path. Not mentioning Hod doesn't give an accurate comparison.
  4. Even in the event you DON'T LIKE mention of Hod, removing mention of Alvor is superfluous.
  5. If you had concerns with the text, you should have brought the actual concerns here, leaving the long existing (NOVEMBER 2011 is the month that the game came out) text in place.
    --DayDreamer (talk) 21:51, 13 February 2013 (GMT)
Investing with people improves their disposition, and should allow low-level items from Alvor to become available. Only things as a consequence of the quest are notable, because if you skip Unbound (only on PC though) these things are still accomplishable. Silence is GoldenBreak the Silence 21:45, 13 February 2013 (GMT)
This is a good point. So, on the PC, with USKP, you can in fact later in the game gain the trust of Alvor. How would you like that phrased?
--DayDreamer (talk) 21:54, 13 February 2013 (GMT)
You misunderstand, only the skipping of the quest is accomplishable on the PC, I have no idea why you mention the USKP because I didn't. You can befriend Alvor once you have the investor perk, rendering the note on him misleading and wrong. Silence is GoldenBreak the Silence 22:01, 13 February 2013 (GMT)
I mention USKP because without it skipping Unbound causes a whole host of problems that result in bad save files. Or didn't you know? How, I repeat, would you like that phrased? Apparently, my edits to improve the article aren't good enough. Or I'm not in some inside clique that spends all its time here.
--DayDreamer (talk) 22:08, 13 February 2013 (GMT)

() (edit conflict) It's just semantics if you go on about "take the Imperial path"--that's the benefit that's being talked about. I did not say the info was exactly the same, just that the same sort of info was re-added. Bad wording on my part, perhaps. Apologies.

Hod is the end benefit, but as he is still easily accessed by another simple quest, I don't think he should be mentioned. If Alvor is also available, then perhaps he shouldn't be mentioned either, in which case they both follow regular game mechanics and aren't worth pointing out. Then I would say, if we had a note at all, it be a quick tidbit that's probably already mentioned earlier in the article: "Following [Imperial guy] will lead you to Alvor, while following [Stormcloak guy] will lead you to Hod. You may still befriend the other later in the game."

So it seems that we must answer two questions: Are either of them worth mentioning in the notes, and if so, how?

USKP is how you may skip Unbound. Silencer mentioned it because it proves that Advar and Hod aren't bound to the quest Unbound.

As for the concerns I had with the text, I removed the info, then came to the talk page when you re-added it. That's what I usually do: edit, and then discuss if someone disagrees with me. The age of the information is irrelevant. Additionally, I would like to remind you to Assume Good Faith and follow etiquette. I do not like myself or others being accused of not looking at diffs, nor do I like you saying that I made a "careless" statement. I am fine with you pointing out potential mistakes, but please be courteous. Thanks. Vely►t►e 22:10, 13 February 2013 (GMT)

There are different consequences and potential consequences for each choice (none of them very consequential for most players). Before there is a comment on the article that one way may be better if ... etc., please place related info and ideas off the article, at least until it has been more fully researched, which I am doing now. Or help do that research in a collaborative manner. Yes, be bold. And be ready to have our contributions changed or discussed. Going with Ralof nets a strong suit of heavy armor, for example, as you fight the Imperial Captain in the keep. Despite emotions running a bit high, apparently, all of us want to improve the article for readers, I believe. We can accomplish that together though the consensus process, since there is an ongoing debate for now. --JR (talk) 03:08, 14 February 2013 (GMT)

Q: Why go with Ralof? A: Access to heavy armor when you or Ralof kills the captain. May not sound like much, but early on, it makes a huge difference. Q: Why go with Hadvar? A: Access to Alvor later on, so you can begin building your smithing skills for free and improve the weapons and gear you grabbed on your way out of the keep. Again, it may not sound like much, but early on, it makes a huge difference. Which is better? Depends on your playstyle. Smash-and-bash fighters should probably follow Ralof and get the heavy armor, because it will be quite awhile before your character can make or buy anything better than what the Captain's wearing. More stealthy types, however, might consider following Hadvar so you can tweak your starting gear at Alvor's place for free. Bottom line: Which is better all depends on how you approach the game. 67.0.5.174 08:04, 9 November 2013 (GMT)

Personally I liked the edits in question that keep getting removed it seems. I think it considerably adds valuable information to the article, and presented as it is there's no clear bias towards a side it's just pointing out the benefits of each; though, it should probably be mentioned that you can get heavy imperial armor and a steel dagger (from the torturer) if you take the Stormcloak route while that won't be available on the Imperial route and also follow that with the fact that you can get a set of iron armor at the bandit camp just a few steps outside of the cave either way. MV4IUVmEkoFqLk7 (talk) 00:31, 12 January 2014 (GMT)

I vote to add the info back in re: (partially) safe storage at Hod and Gerdur's house as well as the note re: being able to acquire heavy armor early on so that players can get all the information and then make fully-informed decisions when making a choice. I had been looking for this exact information, but for the reward, I had to find out about it elsewhere and for the safe storage, I had forgotten to think about it until after I had already made the choice. What's the point of a wiki if it's not as complete as possible? Our guiding principle should be providing as much info as possible for players so that they can make informed decisions, no?
kenmo (talk) 19:42, 4 May 2023 (UTC)

Aldun Glitch[edit]

I just made a character on Skyrim, and when I am about to get my head cut off Alduin appears but he doesn't land, he just circles around the city, and I am stuck he has been circling the city for a few minutes now, is there a way to fix this? — Unsigned comment by 68.54.110.129 (talk) at 02:47 on 25 March 2013

From everything I've seen the only way to continue that save is to use the console (if you are on the PC), otherwise no, you'll need to either load the save from before making a character, or start a new game. Silence is GoldenBreak the Silence 02:50, 25 March 2013 (GMT)
I have also encountered this issue. the solution ( consule : killallactors ) did not help — Unsigned comment by 109.65.105.81 (talk) at 20:40 on 8 September 2013

I have this glitch on xbox 360 about 5 times in a row trying to make a new character. i dont know for sure but there might be a chance it happens because you have made to many characters or your hard drive is getting full(not that sure on the latter though) PortableGecko81 (talk) 10:14, 28 January 2020 (UTC)

CTD during Hadvar's "Still alive, Prisoner?" line[edit]

I recently did a clean reinstall of Skyrim, and now, the game consistently crashes to the desktop during Hadvar's line mentioned in the subject. I did a little digging through the papyrus log files, and found this:

[08/16/2013 - 03:54:41PM] Error: Cannot call HasKeyword() on a None object, aborting function call stack: [WI (00035D64)].wifunctionsscript.RegisterDragonAttack() - "WIFunctionsScript.psc" Line 480 [ (00032DB7)].dragonactorscript.OnLocationChange() - "dragonActorSCRIPT.psc" Line 110 [08/16/2013 - 03:54:41PM] Warning: Assigning None to a non-object variable named "::temp33" stack: [WI (00035D64)].wifunctionsscript.RegisterDragonAttack() - "WIFunctionsScript.psc" Line 480 [ (00032DB7)].dragonactorscript.OnLocationChange() - "dragonActorSCRIPT.psc" Line 110

Any idea what any of this is?

Also, I actually have a complete copy of my previous Skyrim folder from before the reinstallation, but even after replacing the .psc files in the Skyrim Scripts folder with the ones I had before, the problem persists. — Unsigned comment by Jadebrain (talkcontribs) at 22:50 on 16 August 2013

That's a C++ error, so far as I can see. My guess (and this is ONLY a guess) is that you have some sort of conflict in the C++ that Skyrim was compliled in and what's on your box. If you're on a Windows box, this may be due to an automatic update you aren't aware of that happened in the background. Unfortunately, that's as far as my knowledge goes. There may be a way to uninstall/reinstall C++ for you and see if this corrects the issue, but I don't know how it might be done. Perhaps others may have suggestions. 67.0.5.174 07:15, 9 November 2013 (GMT)
Most likely some object couldn't be created, because the module, associated with it wasn't where it should be. I can't see that WIFunctionsScript.psc in my Skyrim folder, so it is with 99% chance a remains of some mod that are causing a crash. Also, you do not actually install ... "a C++" when you install Skyrim. I'm sure that the code is pre-compiled into libraries and an executable.
The code is precompiled. .psc files aren't used by the game but by the CreationKit. Only .pex scripts in the Scripts folder effect the game. You might install a missing redistributable but that's it.Vainamoinen -Talk -Stuff 13:49, 3 November 2016 (UTC)

Staying Close to Hadvar - more notes:[edit]

It may be worthwhile to add another reason to the section discussing why it's advisable to stay close to Hadvar. Specifically, I have discovered the hard way that if you're not right behind Hadvar (who tends to path around the others), well, the Imperial Battle Mages can accidentally nail you with their spells, and the archers can accidentally nail you with their arrows. Which is frequently fatal, forcing you to restart from the last autosave. Or, in rare but even worse cases, can cause a crash when the next scripted event is triggered but can't execute because the game is occupied displaying your "I got knocked down and killed" slo-mo scene. So... When Hadvar tells you to stay close to him, you really need to do just that. 67.0.5.174 07:32, 9 November 2013 (GMT)

Alduin Speaks[edit]

I was wondering if anyone has a translation for what Alduin says after the General orders everyone to retreat. If you stick behind, (which is a risk) he does say things other than his normal attacks. Any idea what he is saying? Its hard to screenshot the text on a XBOX

Valareos 58.165.95.166 07:05, 25 February 2014 (GMT)

It's just his normal combat dialogue. You can hear it during your two fights with him later on. — Unsigned comment by 211.30.37.216 (talk) at 05:33 on 24 June 2014

Fast Traveling Away[edit]

Is it worth putting in the bugs section, that if you sneak while inside the tower with Ulfric and Ralof (and become hidden), you can fast travel to outside Helgens gates? (by bringing up the journal and clicking show on map) works in both xbox 360 and pc versions. With this you can explore the world somewhat, but your hands are still bound, and the game crashes upon entering town and city cells, and you cant interact with doors or anything.

Following Hadvar/Ralof Actually DOES Lock Your Choices.[edit]

So I've been looking into this for a few days. Not interested in editing the main article myself as given the love of edit warring in the community and the trouble the topic has already attracted means bleep that.

The facts are as follows. If you leave Helgen with Ralof/Hadvar then Hadvar/Ralof are disabled for the remainder of the game. Documentation may be examined in Script Fragment QF_MQ101_0003372B on line 1450 for Ralof and line 730 for Hadvar which is attached to the Unbound quest.

With Ralof/Hadvar disabled if you join the Stormcloaks/Imperials any events that rely on Ralof/Hadvar will not be able to occur. During the Jagged Crown no one will point out the Crown and the tombs adjacent to the draugr wearing the crown will not open on their own. I have not personally attempted going through the entire quest line like this but Rescue from Fort X may be impossible as Ralof/Hadvar give you one of the objectives, it will likely limit your attack options during the end of Compelling Tribute as Ralof/Hadvar will not be able to offer you the alternatives. It is possible that Season Unending may be a way to work around this but it may not be - being unable to complete the Rescue from Fort X sounds like the Civil War storyline would be permanently stalled without using console commands to enable Ralof/Hadvar (and maybe move them to you manually).

Without further examination of the quest information or someone actually going through and trying to complete the Civil War questlines like this I cannot say if this actually breaks the game or not but it certainly makes a hefty chunk of dialogue and content unavailable.Vainamoinen -Talk -Stuff 00:14, 7 September 2016 (UTC)

Update - I found where they're supposed to be re-enabled. I think it can be safely said this is a bug then. Now just to figure out how I'm magically getting it 100% of the time. Vainamoinen -Talk -Stuff 00:33, 7 September 2016 (UTC)
Bugs can be locked in from the very start, are you using a brand new game to test or a save made after the opening sequence? Silence is GoldenBreak the Silence 00:59, 7 September 2016 (UTC)
I even reinstalled the game. Twice. Plus it's reported by other users as well. Arthmoor can't duplicate it and so can't fix it and other users say they eventually reappear during the battle for Whiterun but I never go that far.Vainamoinen -Talk -Stuff 13:44, 3 November 2016 (UTC)

Ulfric speaks Ralofs lines, using Ralofs voice.[edit]

Right after you enter the keep, after Alduin's first appearance and initial attack.

Ulfric: Legends don't burn down villages

Pause

Ulfric: (Speaking Ralofs voice and his lines): We've got to move, now.

Ralof: (Ralofs voice): Up through the tower..... — Unsigned comment by 24.68.124.234 (talk) at 05:50 on 14 October 2016 (UTC)

I'm not sure if this happens or not; but I'll check sometime soon and post the results here. If it does, we can add it to the Bugs section. AlphaAbsol (talk) 07:36, 14 October 2016 (UTC)

Walking animation loop bug[edit]

I'm surprised this isn't mentioned on this page.

There are multiple points after exiting the cart where the player character can become stuck in a walking animation loop, even in a completely unmodded game. The quest will not proceed, and the player never regains controls. The most common point is while walking to the executioner's block, or on entering Helgen Keep.

One commonly suggested fix is to use the epc console command, then switch from first person to third person view several times until it 'resets'. I've also seen people suggest using the command player.playidle idlestop .

I've had this bug multiple times, on both modded and unmodded saves, and most of the time it is irretrievable and requires starting a new save altogether. Nobody seems to know exactly what causes it on unmodded saves, but from cases on modded saves it appears to be an animation issue.

I can confirm as well that using the COC command, killallactors command or TCL command does not fix this. --203.220.83.86 06:11, 18 February 2017 (UTC)

A few edits[edit]

I have gotten rid of a couple of the game commands (eg, use the right stick to look around) as i thought they were not necessary. Also want to point out that the Legionnaire and Torolfs death is not scripted as you can save the both. I have put the details in the notes section.PortableGecko81 (talk) 12:47, 13 January 2020 (UTC)

"Black Marsh", "Elsweyr" and "Summerset Isle"[edit]

I absolutely don't understand why in some parts of Skyrim they still talk as if it was 3rd era 433 and nothing changed. A province called "Black Marsh" no longer exists, for it has become independent after the Oblivion crisis, renamed itself into "Argonia" and invaded southern Morrowind. So Hadvar should have said Argonia, not Black Marsh. The Summerset Isles are no longer called like this either, but "Alinor" (in the book "The Great War" the author says some still call it "Summerset Isle", however). Elsweyr doesn't exist either in 4th era 201. It was dissolved by the Aldmeri Dominion that created the two satellite states Anequina and Pelletine. Yet, Hadvar and the Khajiit caravans call them "Elsweyr". Whatever, in the case of Altmers, Bosmers and possibly Khajiit, Hadvar should have said "to the Aldmeri Dominion" rather than pretending they're Imperial provinces as always have been. Don't get me wrong, I don't oppose a (re)united Empire of Tamriel, but what Hadvar (and many others in Skyrim) are saying just doesn't reflect reality. Newcomers will think that everything is as usual (like in Morrowind and Oblivion, with the Empire controlling the whole continent) when in fact the political landscape of the continent changed so much. 213.142.97.133 13:41, 3 March 2023 (UTC)

Names have inertia. Lots of people still use "Burma" instead of "Myanmar" to give a real-world example. Or "Turkey" instead of "Türkiye". Also when did Black Marsh rename itself to Argonia? This is not at all indicated on the lore page which instead says that Argonia is the Elven name for the place, Black Marsh the human name for it, and the Saxhleel themselves don't really care to give it a name but if you insist they will suggest "kronka-thatith". Are you confusing with the Beyond Skyrim: Black Marsh team renaming itself to Beyond Skyrim: Argonia? That has absolutely no relevancy here. Problem with Alinor is that it's the name of the capital city. Imagine if the UK decided that "Great Britain" should henceforth be called "London", how many people would actually comply with this silliness? As for Elsweyr, any true Khajiit will still consider it's Elsweyr, instead of Anequina-and-Pellitine. --Gez (talk) 17:34, 3 March 2023 (UTC)
Burma is still another name for Myanmar and Turkey is still what Türkiye is called by almost everyone in English (but it doesn't matter for Turkey in Turkish; it no longer calls itself "Ottoman Empire"). The capital of Brazil is Brasilia, this is almost the same name as that of the country in Portuguese (Brasil). There is nothing wrong with a country having the same name as the capital, even if it isn't just a city state. The Khajiit wanted to join the Aldmeri themselves, it's not that they were forced somehow (albeit they were deceived/seduced). So if the Khajiit decided to be an Aldmeri satellite state, I don't see why they would refer to their country by an outdated name, unless the caravan Khajiit belong to those who oppose being on the Aldmeri side. 213.142.97.133 19:01, 3 March 2023 (UTC)

Saving Tolrolf with Addendum[edit]

For thoroughness, I feel like it's important to mention that although one can save Tolrolf, he is scripted to die (see Skyrim_talk:Torolf#Saving_Torolf) and will not appear anywhere else in the game, so as to save players the trouble of having to Google to find out where Tolrolf goes after they've saved him (as I had had to do :D).
kenmo (talk) 05:42, 4 May 2023 (UTC)