When you complete all the quests and become the leader. You unlock werewolves into the world as part of the random encounters. So when exploring the world you get attacked by werewolf's.
@@kiillabytez I would take two dragons over one werewolf any day of the week. They are stronger, faster and tougher. Killing a werewolf is WAY harder than killing a Dragon.
Haha, fair points! The allure of lycanthropy and the potential for a special connection with Aela are definitely strong motivations for joining The Companions
None of those are actual consequences of joining the companions… you can still do literally everything you described as an alternative, and you can choose to not transform into a werewolf in the middle of a crowded market.
You're right that there are alternatives to some of the situations I mentioned, and players can certainly manage their werewolf transformations wisely. My main point was to highlight potential challenges that some players might not enjoy or find inconvenient. It's awesome that Skyrim offers such a dynamic and open-ended experience, allowing players to approach quests in various ways. Everyone's playthrough is unique, and it's great to hear how different choices can lead to diverse outcomes.
I just joined the Companions on my latest play through. The first job Farkas gave me seemed very badly thought out and implemented. I was to kill the bandit leader at Bleak Falls Barrow, of all places. The watchtower had been repopulated, so I killed the three bandits, none of which was labelled as the leader. I moved on to Bleak Falls Barrow proper, which had only one bandit, also not labelled as a leader, outside. I killed him and moved inside to find the location as empty as I had left it after collecting the Dragonstone. If there was an on-screen message saying that I had completed the quest then I missed it. I wasn't prompted to return to Farkas, but when I did he just gave me my next job without commenting on the Bleak Falls Barrow job.
I agree with you though I got way more problems with the thieves' guild. A Demi_God selling his soul to a She-Devil to get the power to kill a mere mortal is just plain dumb
There are mods that allow you to interact with the world and your inventory. There is 'Ring of the Hunt' that allows health Regen in battle. And out of it.
The Companions have a few uses; the fire breath word wall (the shout is meh though), Skyforge steel weapons are good early game until you can get your smithing up, the sleeping draugr in the first crypt are excellent for leveling up sneak. BUT the followers unlocked through the quest line are garbage and there are alternate trainers. And being a werewofl gimps your character.
Absolutely, you've highlighted some practical benefits of joining The Companions. The fire breath word wall and Skyforge steel weapons can indeed be valuable early on. The sleeping draugr for leveling up sneak is a clever tip too!
I agree with others: there Is nothing preventing you from having great quests elsewhere and being part of Companions as well... werewolf path I consider It quite thrilling and quests you gain here and there can be literally avoided. Also those three additional werewolf powers you can get from totems with Aela can come quite handy
Absolutely, you make a valid point! Joining the Companions doesn't lock you out of other quests or experiences, and the werewolf path can indeed add an exciting element to the game. The totem powers from Aela are a nice bonus and can be really useful in various situations.
@@PixelParty4u and the again I agree with you that further side quests with Companions are quite boring and pretty always identical... in the end you get Wuuthrad as a unique weapon and for players like me, happy to collect unique items and weapons, it's a major plus
Your criticisms are well-taken, but for those on the path of the Warrior, the Companions also offer easy access to multiple trainers in the arts of combat as well as a Master Smithing trainer (the only one in vanilla Skyrim).
Too bad, really, that Skyrim's guilds didn't follow a structure more akin to Oblivion's, with each city having their own branch of Wizards, Fighters and Thieves. Jorvasskar isn't even really a Fighters Guild, more of a clubhouse than anything else, I really hate The Companions, so damned boring after you do The Silver Hand quests, and get the Witch's heads.
umm so your entire argument is the companions are identical to the stupidity of each other faction, based on your palystyle because sorry you literally described every faction and then said the others are different when no they are not.
I used to join the companions, depending on what race I played as, but the game kept glitching out on me and it wouldn’t let me cure myself…among other reasons, I like being able to get the well rested bonus. So now in my games, Kodlak lives forever! 😃….also I never join the thieves guild, and I kill Astrid in her shack…I find those two other quest lines long and boring 🫤
When you complete all the quests and become the leader. You unlock werewolves into the world as part of the random encounters. So when exploring the world you get attacked by werewolf's.
Thanks for the info about the werewolf encounters post-Companion questline. Adds an interesting twist to the open-world experience.
Dunno which is worse, getting random encounters with dragons or werewolves. Yay.
@@kiillabytez I would take two dragons over one werewolf any day of the week. They are stronger, faster and tougher. Killing a werewolf is WAY harder than killing a Dragon.
If you change into your wolf form they will stop to attack you because you‘re a wolf then
Werewolves.
There are only two reasons to join The Companions: either you want to become a werewolf, or you want to get into Aeola's pants.
These are the facts
Those are about the only good things about the Companions.
Haha, fair points! The allure of lycanthropy and the potential for a special connection with Aela are definitely strong motivations for joining The Companions
Being you can't romance her, (marriage isn't the same as romance) that only leaves the werewolf path, but even still it's boring being a werewolf.
None of those are actual consequences of joining the companions… you can still do literally everything you described as an alternative, and you can choose to not transform into a werewolf in the middle of a crowded market.
You're right that there are alternatives to some of the situations I mentioned, and players can certainly manage their werewolf transformations wisely. My main point was to highlight potential challenges that some players might not enjoy or find inconvenient. It's awesome that Skyrim offers such a dynamic and open-ended experience, allowing players to approach quests in various ways. Everyone's playthrough is unique, and it's great to hear how different choices can lead to diverse outcomes.
I just joined the Companions on my latest play through. The first job Farkas gave me seemed very badly thought out and implemented. I was to kill the bandit leader at Bleak Falls Barrow, of all places. The watchtower had been repopulated, so I killed the three bandits, none of which was labelled as the leader. I moved on to Bleak Falls Barrow proper, which had only one bandit, also not labelled as a leader, outside. I killed him and moved inside to find the location as empty as I had left it after collecting the Dragonstone. If there was an on-screen message saying that I had completed the quest then I missed it. I wasn't prompted to return to Farkas, but when I did he just gave me my next job without commenting on the Bleak Falls Barrow job.
I agree with you though I got way more problems with the thieves' guild. A Demi_God selling his soul to a She-Devil to get the power to kill a mere mortal is just plain dumb
There are mods that allow you to interact with the world and your inventory. There is 'Ring of the Hunt' that allows health Regen in battle. And out of it.
The Companions have a few uses; the fire breath word wall (the shout is meh though), Skyforge steel weapons are good early game until you can get your smithing up, the sleeping draugr in the first crypt are excellent for leveling up sneak. BUT the followers unlocked through the quest line are garbage and there are alternate trainers. And being a werewofl gimps your character.
Absolutely, you've highlighted some practical benefits of joining The Companions. The fire breath word wall and Skyforge steel weapons can indeed be valuable early on. The sleeping draugr for leveling up sneak is a clever tip too!
The right build and smart playing makes a werewolf very good actually. I'm playing a sneaky werewolf mage.
I agree with others: there Is nothing preventing you from having great quests elsewhere and being part of Companions as well... werewolf path I consider It quite thrilling and quests you gain here and there can be literally avoided. Also those three additional werewolf powers you can get from totems with Aela can come quite handy
Absolutely, you make a valid point! Joining the Companions doesn't lock you out of other quests or experiences, and the werewolf path can indeed add an exciting element to the game. The totem powers from Aela are a nice bonus and can be really useful in various situations.
@@PixelParty4u and the again I agree with you that further side quests with Companions are quite boring and pretty always identical... in the end you get Wuuthrad as a unique weapon and for players like me, happy to collect unique items and weapons, it's a major plus
Your criticisms are well-taken, but for those on the path of the Warrior, the Companions also offer easy access to multiple trainers in the arts of combat as well as a Master Smithing trainer (the only one in vanilla Skyrim).
0:36 what a magic sword
Pretty much all the factions have nothing but repetitive quests after you complete their main quest lines.
Being a wearwolf sucks.
Too bad, really, that Skyrim's guilds didn't follow a structure more akin to Oblivion's, with each city having their own branch of Wizards, Fighters and Thieves. Jorvasskar isn't even really a Fighters Guild, more of a clubhouse than anything else, I really hate The Companions, so damned boring after you do The Silver Hand quests, and get the Witch's heads.
Cough Dawnguard cough
But if you join you must first swear never to bathe again. Just look at the fine examples of Farkas and Vilkas. Yuck
umm so your entire argument is the companions are identical to the stupidity of each other faction, based on your palystyle because sorry you literally described every faction and then said the others are different when no they are not.
Dude it's a Video game who the heck cares.
I used to join the companions, depending on what race I played as, but the game kept glitching out on me and it wouldn’t let me cure myself…among other reasons, I like being able to get the well rested bonus. So now in my games, Kodlak lives forever! 😃….also I never join the thieves guild, and I kill Astrid in her shack…I find those two other quest lines long and boring 🫤