Fan Fiction: The Alfar

As you may know, I have, shall we say, strong feelings about one of the cosmetic items introduced in The Secret World’s most recent holiday event. This led to the creation of an entire new peace of head canon, which I now share with you.

Fun fact: This is exactly 666 words. The dark gods have clearly smiled on this endeavour.

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Our wisdom flows so sweet. Taste and see.

TRANSMIT – initiate Ljósálfar codex – RECEIVE – initiate the Huldra cadence – SO I DRIFT AWAY AGAIN – initiate Alfheimr anthem – TO WINTER I BELONG – welcome the children of winter – WITNESS – the Alfar.

My latest character in The Secret WorldIn the far north, up Lapland way, you will find people fair of hair and bright of eye. There is something about them that both draws and repels the gaze, some quality that is all at once wholesome and repugnant.

All who see them find their hearts filled with a hopeless longing, but something warns against ever acting on these feelings toward the fair folk. Their skin is always cold to the touch.

Once, every few years, a terrible blizzard will blow through the Nordic lands. All the world turns white, and the wind howls like a hungry wolf. Sweetlings of all stripes cower in their homes, clinging to their electrical lights and artificial heat as the primal fear shivers through their veins and they pray to see another dawn.

Unbeknownst to them are the figures who walk unscathed through the storm, barefoot and barely clothed. The howling wind caresses them like a lover. The snow settles upon their skin like the finest jewellery.

Who are the fair ones? The world has passed them by, but we recall the ancient names.

Huldufólk. Tallemaja. Tuath Dé. Alfar.

They are the ancients, who first named the trees and marked the passing of the seasons. They were the bringers and the curers of disease, the hand of plenty and the breath of the grave.

My latest character in The Secret WorldYou remember them, sweetling. Deep down you do. Not in words or even in images, but through the longing in your heart, the nostalgia for the place you’ve never been, the reverence for the name unspoken.

They were mighty once, feared and loved in equal measure. They were the raging cry and the soulful voice of the natural world.

But there was one power even they could not master, and it was time. As the centuries progressed, the world changed, and they could not adapt as quickly. Inch by inch, moment by moment, mile by mile, year by year, the world they knew slipped away.

It happened too slowly and yet too quickly. A world of mystery and superstition was supplanted by a world that no longer respected the old ways, and the Alfar faded into obscurity.

Echoes of their influence percolated through the simmering soup of simian consciousness, coalescing into cartoon caricatures and clean cut film stars swooned over by young girls.

The remaining fair ones learned to blend in among the talking apes. With subtle glamours they concealed their true natures and forced themselves to find a place within the distant corners of your society.

My latest character in The Secret WorldIn the far north, up Lapland way, you will find people fair of hair and bright of eye. They have learned to swallow the indignities of pop culture. They have learned to live among your crude kind.

Yet they have not entirely forgotten the old ways. Every few months, when the moon is bright and the stars burn like a million tiny candles, they will gather amid trees and upon the tundra. They shed their illusions and dance with the wind. They sing songs in languages never heard by human ears.

And they remember. They remember a time when they were second only to the gods. They remember a time when they did not have to hide. They remember a time when they were feared and adored and coveted and worshipped.

And they remember how the worshippers abandoned them. They remember how the talking apes took it all away.

That is not dead which can eternal lie, sweetling. The Alfar have dwindled, but they are not gone, and they have never forgotten. As the dark days fall and shadows come to embrace all that you have ever known, how will the fair ones react? They are the disease and they are the cure. Will they be your salvation, or your doom?

ESO: Honour Among Thieves

Feeling burnt out on SW:TOR and having finally cleared out my backlog of single-player titles, I’ve decided to invest some time into Elder Scrolls Online once again. My theoretical goal is to finish the main storyline and the Aldmeri Dominion zones, but before embarking on that, I picked up the Thieves Guild DLC. Being a fan of the game’s justice gameplay, it’s something I’ve wanted to do for a while.

Sun and larceny:

The city of Abah's Landing in Elder Scrolls Online's Thieves Guild DLCThe Thieves Guild storyline begins when you are approached by a fellow thief in your local Outlaw’s Refuge. She offers you a lucrative job, but when your perfect heist is crashed by a group of fanatical mercenaries, you and your accomplice find yourselves drawn into a web of conspiracy centered around the Thieves Guild and their crime-ridden home city of Abah’s Landing.

One minor design flaw of this scenario is it means you’ll be dumped into an unfamiliar city full of guards with an active bounty and an inventory over-flowing with stolen goods. Not the greatest situation to be in.

Like a lot of things in ESO, I’d rate the Thieves Guild story as firmly in the category of good but not great. I found it pretty dull at first, but it does evolve into a fairly interesting mystery over time.

It has an interesting structure, too. There’s a sort of cadence where every major story quest is followed by a simpler quest to flesh out the stories of the various cast members, and vice versa. It’s like a Bioware game, but with better pacing.

On that note, the greatest strength of Thieves Guild is definitely its characters. Nearly every character is colourful and entertaining. There’s a quest at one point where you have to infiltrate a fancy party, and you get to choose which character you bring as your “date.” I think it says something that I kept wishing I could bring all of them.

A boss enemy in Elder Scrolls Online's Thieves Guild DLCOf course, I still chose Quen without hesitation. If you don’t think I’m going to immediately pick the quirky Elf girl, you don’t know me at all. But still.

The DLC includes access to the small but well-made zone of Hew’s Bane. Next to the characters, the new zone is probably the best feature of Thieves Guild. It has a small but satisfying collection of side quests, delves, world bosses, and skyshards to encourage exploration and provide some content beyond the main story.

Normally I’m not a fan of desert zones, but Hew’s Bane has enough foliage, variety of environments, and interesting geography to avoid becoming the endless smear of gray and brown that most desert zones are. It’s actually quite a lovely place, and I greatly enjoyed my time in it.

It also seems to have an unusually dense concentration of crafting nodes, making it a good place for farming.

Similarly, its main settlement, Abah’s Landing, is one of the more impressive cities I’ve seen in a video game, with beautiful architecture and an incredible level of detail.

However, there is one thing about Thieves Guild that did frustrate me. Your ability to get new story quests is gated behind the progression of your Thieves Guild skill line, and the only way to increase its rank is by doing quests for the guild. This essentially makes it a reputation grind by another name, and we all know how I feel about those.

Infiltrating a party in Elder Scrolls Online's Thieves Guild DLCIt sneaks up on you, too. For most of the story, you get enough “reputation” simply by playing through the story normally, but then eventually you hit a roadblock where the only way to progress is to start grinding the guild’s daily quests.

And nothing in the game explains this. I only figured it out after some Googling to find out why I had suddenly stopped getting quests.

Now, as grinds go, this one is pretty tame. Even calling it a grind is stretching the definition of the term a little. Still, “stealth dailies” are two words I never wanted to see combined, and it just kind of leaves a bad taste in my mouth.

It’s unnecessary. Even without the extra padding, Thieves Guild is quite a meaty DLC with far more content than I was expecting from it.

Overall, I think I’d still recommend Thieves Guild, but the daily grind aspect does somewhat dampen my enthusiasm for an otherwise excellent DLC.

Quen being badass in Elder Scrolls Online's Thieves Guild DLCReadjustments:

Coming back to an MMO after a long time away can often take some getting used to. I’m still learning how Elder Scrolls Online has changed following recent updates, especially One Tamriel.

While One Tamriel has undoubtedly been a net positive, I am starting to find some things that I’m less than thrilled with.

For example, crafting surveys from writs can now apparently send you to any zone in the game. This might be a positive for someone who’s reached endgame and unlocked every wayshrine, but as someone who’s still leveling and had only ever been to the first few Aldmeri zones up until recently, I’m really not enjoying having ride off to the ass end of High Rock to finish my crafting tasks. The point of something like One Tamriel should be to allow the player to make use of the entire game world, not to force them to.

I got a survey for Craglorn the over day. Craglorn! I mean, I know they nerfed it a bit, and level-scaling means I can technically go there now, but even so…

My Bosmer using the cheerful personality in Elder Scrolls OnlineI don’t know if it was part of One Tamriel or not, but somewhere along the line world bosses also got massively buffed and are no longer remotely soloable. Finding groups for them isn’t enormously difficult, but it isn’t entirely trivial, either, and it just doesn’t feel good to see content get more restrictive. Especially when you consider the rewards for killing them don’t seem to have increased alongside the difficulty.