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About this mod

Overhauls the bandits in the northern Colovian Highlands region, turning them in to a real bandit gang.

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Part of the Bandit Gangs series
Other installments:
Imperial Reserve Bandits
Gold Coast Pirates
Great Forest Bandits

Ahhh, bandits. The bread and butter enemy of a fantasy/medieval RPG. We have them in Morrowind as named NPCs, we have them in Skyrim as guys who legitimately get more difficult as you level, and we have them in Kingdom Come Deliverance as guys who can spank you at any time. However, one thing RPGs seem to always get wrong about bandits is them being unified under a single banner.

A Clue: That is, realistically, never the case.

So here we are.

For the fourth installment of the Bandit Gangs series, I decided to overhaul the bandits in Northern Colovian Highlands region. Turning them into The Blue Bishops.

One can't forget the dangers the roads pose. Bandits, marauders, wildlife, Daedra. No matter where you are, no matter where you go. The road will be dangerous. Let's look at Chorrol, this time. Lying on the border of the Great Forest and the Colovian Highlands. It is here that many wealthy citizens of the Empire make their home, but it also the The Blue Bishops domain. True, they may not be as powerful as the Great Forest Bandits, with whom they hold a tentative truce, but what they lack in territory they make up for in numbers. Mostly Breton spellswords, Redguard warriors, and Orcish barbarians with the occasional Khajiit highwaymen, this gang originated in High Rock, specifically Glenumbra, and soon found it's way to Cyrodiil after being driven off by the knights of the High Rock city-states.

Some say they are successors to the Red Rooks, a bandit gang that plagued Glenumbra during the Three Banners War, in the 2nd Era. Others call it hogwash. But one thing is certain: These bandits know hard times, and aren't afraid to give you one.
- Your Lore for The Blue Bishops

And in case you didn't understand that bit of fanon, The Blue Bishops are armed with light weapons and armor, with their Bretons using spells and the Orcs using heavy armor and maces. Equipped with blue hoods, these bandits are easily identifiable. Always keep an eye out, for if one is nearby, you can bet another is somewhere not far off. They control the roads north and northeast of Chorrol.

Two old generic bandit dungeons have been repurposed as Blue Bishop holdouts, with one stronghold and one small base, with a ringleader commanding the stronghold. A bandit-hunter would do well to locate it as at the end - guarded by the Ringleader - are three loot chests with the spoils of banditry inside. Unlike the regular base game, these chests are actually worth looting.

You can also encounter highwaymen, dished out by the larger bandit gang to waylay wayfarers. You can also find small groups of bandits on the roads, ambushing and killing unsuspecting travelers where possible.

It goes without saying as well that these bandits will be hostile to both the generic bandit faction (I made sure to remove any and all references of generic bandit enemies in the Great Forest region, however), and the Marauder faction, which I left alone. The Great Forest Bandits are also hostile to any bandit gang added by any other mod, including future installments of Bandit Gangs


Warning: This mod was tested on NORMAL DIFFICULTY at level 10, and these bandits are nothing to joke about. They are leagues tougher than the generic bandit enemies and should be considered literal threats to your player character and NPCs.

If you do not want to risk a traveling NPC dying, consider installing the following two mods:
Travelers of Cyrodiil - A Crowded Roads Mod
Essential travelling NPC's

Travelers of Cyrodiil introduce more traveling Imperial Legion Soldiers who will be more than enough to effectively combat the bandit threat, but the latter mod will also make the traveling NPCs in the base game Essential so they do not die. It's your choice to install these, however, and they are in no way essential for the mod to work right.