The Imperial Fort Frostmoth, final gold

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simpson, practcialjokes, writer, lard biscuit enterprises, points, midnight nowhere, fritz, gold, crpg, cate archer, arrival, harlan, amber, schizm, francisco, philosopher, It's an exciting twist, playing as a semi-wild beast with uncontrollable bloodlust, concealing the dark secret from all lest you become one of the hunted. Bethesda may have hyped this one aspect of the game final a little too much; it is, after all, just one of the many final branching paths you have the opportunity to follow. But Will You Fix it in Expansion #3? It is the story of Bloodmoon that makes it so good: the story, combined with the new environments (the forests are really something final to behold), the new monsters, and the quests and adventures. The Nords are an interesting people with a fascinating culture—hopefully they'll be explored further in a later Elder Scrolls title. And for those who got a little tired of the often ridiculously intricate plot of Morrowind/Tribunal, with its dozens of significant characters, living gods, messianic rumors, false prophecies, true prophecies, forgotten cults, power grabs, aboriginal rituals, betrayals, religious disputes, clandestine activities, secret societies, ancient lineages, lost artifacts, imperial thuggery, books
The Imperial Fort Frostmoth, imposing as it is, undergoes changes of its own as well. All this helps you feel more immersed in the world of Bloodmoon. Whereas Morrowind and Tribunal were essentially static environments, Solstheim grows and changes as time passes. It's really neat. You're given a choice fairly early on about whether you gold want to gold be "good" or "evil," these items appearing in quotes because it's open to fairly subjective interpretation. As usual you're under no obligation to follow the story arc. If you want to just gold roam the new area and have adventures, feel free, though there is a lot more to do in Bloodmoon if you do follow the story than if you don't. And, of course, there is the much-talked-about opportunity to turn into a werewolf. Accomplishing this is not much more difficult than encountering a werewolf and getting yourself bitten a few times; some nights later an alarming dream will start you down the path of lycanthropy.
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