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... agreed.
... and the leader of Dawnguard is an egotistic delusional jack-ay-sys.
They behave exactly like bandits so I treat them as such. I've got no respect for them at all.
But yeah I do find them a bit... strange.
Well it comes down to the whole thing where they are opposing werewolves, which is supposed to be a good thing since werewolves are evil, but they can't be good because you're supposed to see the Companions as the good guys. I think it would have been much more interesting if the Silver Hand were actually noble, leaving the player with a real conundrum, and perhaps the option to switch sides. Do you keep the Companions intact and eliminate the Silver Hand or do you join up with the Silver Hand and expose the Companion leadership for what it really is? Now that would be compelling.
That always bothered me about the Companions, and I've had Vigilant builds that started out joining them, because how would they know they're werewolves, only to flat out leave when it was learned about who they were. In that playthrough, the quest was simply left unfinished and he never entered the mead hall again, but you cannot kill them and I have a hard time playing a Vigilant that would just simply let that slide. It really would've been nice if there had been an option to join the silver hand at Dustman's Cairn instead and let that be the warrior guild. Dawnguard did a better job solving that faction issue. Except that there is no option for Vampires to join the Volkihar and bypass the Dawnguard, unless you play the game as an infiltrator of some type.
I think the Dawnguard resolution is more satisfactory (albeit only slightly so for me) because it is binary in nature. You can either side with the vampires that want to blot out the sun or the Dawnguard that want to prevent that from happening. There isn't a whole lot of moral wiggle room there. Vampires have lost their humanity and therefore irredeemable. The Companions could have been so very different; they're not bad guys when they are human, but as werewolves they are every bit as dangerous as the elements that they try to protect people from. This gives me an idea for a third option.
So, you can side with the Silver Hand and wipe them out, resulting in the end boss of the questline being the Companion leadership. You can side with Kodlak, eliminate the Silver Hand and then ultimately redeem the Companions by having them remove their wolfitude, but that causes Skjor and Aela to turn hosile and forcing the PC to kill them. Lastly, you can side with the Companions to wipe out the Silver Hand, but engineer a coup to make Skjor the harbinger, making the Circle unrepentant and causing Kodlak and Vilkas to become hostile.
Oh the missed opportunities.
That could be very cool. A nice, complex option, and you still get to send a sweet old man to Sovengarde. And it also elminates the absolutely STUPID way they kill a major member of the circle. He's supposed to be the best of the best, and yet he dies from a couple of silverhand, yet my idiot level 6 werewolf can kick the Skinner all the way to Oblivion. But I digress.
Bleh, what they could've done was develop the Vigilant faction better. I have a feeling more was intended with that group and then it got tossed by the wayside for simplicity's sake.
Super boring uninteresting faction questline. I only join the Companions to access their trainers.
Fighters Guild>Companions.
"We can't flay argonians alive, people frown on that, so we have to make due with werewolves..."
Indeed. I would be much more forgiving about TES's faults if Bethesda could just improve the writing. It shouldn't be that hard to do given that I just wrote a better questline than anything you'll find in Skyrim, and I am multitasking with the forum, playing with my kids and watching TI4.
To be honest I'm not overfond of the Companions either, I've yet to join their faction they always seemed like a bunch of meatheads to me.
The difference between the Silver hands and the companions as far as I'm concerned is that the Companions don't try and kill you on sight for no obvious reason...
As for werewolves... I have nothing against them per se, so long as they don't kill innocents. Hating something for no reason other than blind prejudice, I don't agree with. Deal with them on an individual basis is I guess what is I'm saying.
I have to agree if its supposed to be a moral dilemna its not been very well handled.
The thing is that canonically across most settings that have werewolves, TES included, they are essentially timebombs waiting to go off. In Bloodmoon they are compelled to kill, even the PC. Sinding was unable to stop himself from killing. Then suddenly we come to the Companions and none of that counts anymore; lycanthropy is a minor inconvenience that makes you sleep restlessly and smell funny. That's not how it is supposed to work, and yet another case of bad writing.
It shouldn't, and hasn't been, a matter of personality. Werewolves are compelled to act, or at least they used to be.