Followers available in Tuxborn - Omni-guides/Tuxborn GitHub Wiki
This page covers all the known custom followers available in the Tuxborn modpack, including commentary on how to find them, which followers to choose for which roles, how well they react to various quests, and how well they interact with other followers.
Overall, there are a whole lot of custom followers available in Tuxborn, several via their own standalone mods, and many more available via Interesting NPCs.
This list is definitely not exhaustive, but we'll try to keep it as up to date as possible.
Tuxborn's follower framework is UMF, Underwhelming Multiple Followers, which is by and large only really applicable to vanilla followers. Adding custom followers to it is not recommended.
However, UMF can manage any vanilla followers, or any mod followers that are known to use the vanilla code. For example, any Interesting NPCs followers. This includes the ability to summon followers UMF knows about. Please note that UMF maxes out at three vanilla or vanilla-compatible followers, so choose and manage your followers appropriately.
Consult the provided Nexus link for more info on how UMF works.
Just about all of the custom followers in Tuxborn have their own custom AIs. Methods vary on how to summon a custom follower back to you, if they get separated from you.
Generally, however, this will be either a spell you can cast, or a power you can invoke from your Powers menu. This page will try to note the appropriate method to summon a follower, if the method to do so for specific followers is known.
You may wish to add such spells and/or Powers to your Favorites. Steam Deck players in particular may wish to assign the resulting Favorite hotkeys to any available back button, or set up a radial menu to be launched off a trackpad.
UMF includes a "Check" command that should port any missing followers it knows about to you. And the MCM for UMF allows for assigning a hotkey to that command. So as with the various custom follower means of summons, having that on a hotkey means you can put it on your Favorites.
There are certain points in the vanilla game, as well as in the various quest mods included in Tuxborn's load order, that expect you to not have any followers with you. And since several of the followers in our load order have custom AI, they will very likely follow you into such content anyway. This may break your RP immersion.
So be mindful of this, and dismiss followers as necessary when you want to run such content. Note that Auri in particular has been reported to be particularly prone to following you into such content. So if you favor Auri as a follower, be aware of this.
Known content where it's a bad idea to have followers with you...
Content known to be a risk of this includes:
- Most of Dawnguard: If you have a vanilla follower with you when you take Serana to Castle Volkihar to search for her mother, Serana will refuse to follow you. She will not, however, be aware of any custom followers.
- Cidhna Mine: Gore and Remiel are both known to react to you being thrown into Cidhna Mine and behave as if they're arrested and thrown in with you. Other followers may just port in to join you, which can be extremely weird if you're supposed to be a prisoner and you wind up having multiple armed and armored followers with you!
- Forgotten City: Without getting into spoilers, this mod very, very much expects you to be alone, and one big part of it towards the end in particular makes little sense if you have anyone at all following you.
- Project AHO: Again, avoiding spoilers, this mod's entire point is pretty much built around you being by yourself. You can't trigger Project AHO in Tuxborn by accident, you have to go looking for it. So since you have that opportunity, dismiss followers appropriately first before you launch this mod.
- Warden of the Coast: This mod provides you with several NPCs that can be followers as part of its story, and its page on Nexus explicitly recommends against bringing in your own followers.
- Vigilant: This mod is very much considered to be end-game content, and by its very nature, not really appropriate to run with followers. Of the custom followers in Tuxborn, only Gore is known to be set up to interact with this mod, so you can consider bringing him if you want. Just be prepared for intense storytelling as a result.
Running list of where to look for certain followers...
Next, if you're in a hurry and you just want to know where you can find followers fast, here's a rough list of good places to look. In all cases, the followers will be either in these locations, or within easy range of them.
- Brittleshin Pass:
- Zora Fair-Child
- Falkreath:
- Auri (at her pod northwest-ish of Falkreath)
- Gore (at Peak's Shade Tower)
- Lucien (at Dead Man's Drink)
- Melana (at Bannermist Tower)
- Markarth:
- Remiel (in the Silver-Blood Inn)
- Ralya (in Cidhna Mine)
- Runs-With-Sticks (also in Cidhna Mine)
- Riften:
- Inigo (Riften jail)
- Xelzaz (at the gate to Morrowind near Dayspring Canyon's entrance)
- Riverwood:
- Aviendha (a short distance to the west of the Riverwood bridge)
- Gorr (usually wandering around the town or in the Sleeping Giant)
- Solitude:
- Katana (upstairs in the Winking Skeever)
- Whiterun:
- Jesper (at the Bannered Mare)
- Lydia (via vanilla plot flow)
Here's a list of followers known to be good for specific roles, to help you in your squad recruiting choices. I've included a "multiple roles" section in this list as well, which currently includes Lucien and Xelzaz. Lucien is very flexible in terms of training. Xelzaz's fighting style can be customized, but he is also a specialist in unusual potions, and can also cast Healing Hands on the player.
List of followers by recommended role...
Followers most recommended for a given role are in bold.
- Alchemy:
- Remiel
- Archery/ranged non-magical fighting:
- Auri
- Inigo
- Katana (has rifle for ranged fighting)
- Heavy Armor and Two-handed:
- Gore
- Gorr
- Lydia
- Melana (once you advance her far enough)
- Legacy of the Dragonborn compatibility/reactions:
- Lydia
- Remiel
- Light Armor and One-handed:
- Aviendha (has spear for melee fighting)
- Inigo
- Katana (has katana for melee)
- Melana (once you advance her far enough)
- Multiple roles depending on how you train/configure them:
- Lucien (trainable for a variety of fighting styles and different kinds of spells)
- Xelzaz (can cast Healing Hands on player, also has custom potions, can do different fighting styles)
- Restoration:
- Megara (once you advance Katana's quest far enough along to pick her up as well)
- Sneak:
- Inigo
- Thieves Guild:
- Auri
- Remiel
Overview of Auri...
Auri is a Bosmer archer who's a devout follower of the Green Pact. Players familiar with that lore, especially players of Elder Scrolls Online, will recognize a lot of what you can learn about her! Players not familiar with the Green Pact will still be able to pick up a lot about it just by talking to her, and there are also additional conversations about the Green Pact which will trigger if you're also using Remiel as a follower. And yes, this does in fact mean Auri follows the Bosmer practice of eating enemies defeated in battle. You won't ever see her do this on camera, but she will make several comments about this. Some of them are even jokes. ;)
Her adherence to the Green Pact also means that she will react badly if she sees you chopping firewood in front of her, or if she follows you to any mill.
Auri specializes with the bow in combat. It's possible to get her to use daggers if she runs out of arrows, but she will not do that by default, and you have to explicitly set her up to do that. Otherwise, if she runs out of arrows, she'll start trying to punch opponents.
By extension, this also means that you have to keep her regularly equipped with arrows. Her mod includes a special crafting recipe for the bone arrows she prefers, which you can make at a tanning rack. But she will not restrict herself to those arrows; you can give her any arrows you have available. Just be aware that she has two inventories, one for stuff you might need her to carry, and one that controls what gear she's actually using. Make sure you put the arrows in the right inventory.
As per the FAQ on her mod page on Nexus, the way you do this is to take the dialogue option "Let's talk about traveling together" --> "Let me check your gear."
Auri has great commentary with Remiel, Gore, Inigo, and Lucien. She's not as reactive as more talkative followers to current events, but she will periodically respond to important main quest details. And she'll get particularly snarky in battle if she's going up against another Bosmer.
She is a good follower to consider if you're wanting to run the Thieves Guild, since she is actively pro-thievery and will regularly whisper to you about distracting shopkeepers while she snatches goods. (She has an amusing thievery-related conversation with Remiel, for that matter.)
To recruit her, you need to find her in her pod (a Bosmer-style house, grown from a tree). Her mod page says it should be automatically visible on your map, but in Tuxborn so far, this has not been the case. If you have trouble finding her pod, the nearest vanilla landmarks are Evergreen Grove and Roadside Ruins. Auri's pod is a short distance almost due south from Evergreen Grove, and it's roughly northwest of Roadside Ruins.
She has a summon spell you can use to bring her back to you if you get separated from her.
She can be romanced! Although be advised, it is not the wisest choice in the world to ask her to live in a house made of wood. ;D
Overview of Aviendha...
This is the follower added to Skyrim by the Wheel of Time mod, which does what you'd probably expect from that name: it sets up crossover content between Skyrim and the world of the Wheel of Time books by Robert Jordan. Aviendha appears as a character in those books, and how well this version of her adheres to her portrayal in the series is outside the scope of this wiki page. Players who've read the books will need to judge for themselves how accurate the mod's portrayal of her is.
She's a decent early game follower, with a focus on archery and the use of her spear. (She is less interesting as an archer than Auri, however, so if you want an archer, get Auri instead.)
Aviendha out of the gate is set up to respond very positively to Whiterun, and to make friends with Ysolda and Adrianne there. She will also very strongly advocate to the player that you take on Ysolda as a romantic interest, which you may or may not find annoying, so be on the lookout for that if you choose to run her.
Aviendha does not appear to have much in the way of reacting to other followers or to general game events, though. And since she's not trainable, you may find her usefulness limited once you're past the early stretches of your playthrough.
She can be romanced, although her functionality for doing so is less complex than other romance-able custom followers, so this may or may not appeal to you.
If you want to give her a try, you will need to look for her just to the west of the bridge that leads into Riverwood, on the north bank of the river. She should spawn coming through a portal from her world. Note that finding Aviendha will also trigger the Wheel of Time mod's overall questline, so be prepared to deal with that as well.
Overview of Gore...
So far amongst the Tuxborn playerbase, Gore ranks very highly in popularity. He has rich characterization, a detailed backstory with several connecting quests to run, and high responsiveness both to general game events and to other followers. He's one of the most talkative followers in Tuxborn's available set, with a whole lot of random poetic commentary he'll make about Skyrim's environment in particular. While this does a great job at showing that Gore is surprisingly poetic-minded for a dude whose name is "Gore", he doesn't seem to have a way to adjust how often he makes random commentary. So be prepared for him to talk a lot if you run him.
Gore responds to main quest events as well as side quests. If he is following you when you run Cidhna Mine, he will port in there with you, and additionally behave as if he's been thrown into the mine alongside you. So for RP purposes, that's neat.
He's also on record as having very strong reactions to the House of Horrors plot in Markarth, and he will rage-quit following you if you join the Dark Brotherhood.
And he is our only known custom follower compatible with running Vigilant. If you choose to run that mod, plan your timing of when to run it cautiously, not only in general (because Vigilant is best run as end-game content), but also specifically if you have Gore as a follower. I won't go into it more here to avoid spoilers; suffice to say that Vigilant has the potential to wreck Gore considerably.
He has splendid commentary with Auri and Remiel. With Remiel in particular, he even has a running subplot involving Remiel teaching him to read, which is fun to watch play out.
He's definitely best used as a heavy armor/two-handed weapons tank, although he'll use a bow if you give him one.
Recruiting Gore requires you to go to Peak's Shade Tower, where you'll need to run a short quest to save him from some Thalmor. Choose your dialogue options at this point with care, as it is possible to kill Gore as part of this encounter! (Although, for some players, this may actually be a feature, not a bug. 🤣)
Gore has a dialogue option you can take regarding getting separated, which will set up a Summon Gore power for you.
He's on record as having a habit of showing up for major main quest plot points unannounced, even if you don't have him actively following you at the time! This is by design, as per his creator.
Lastly, note that while Gore is a very well-developed character, he also has certain known character flaws which may or may not be dealbreakers for you if you choose to run him.
Known problematic Gore behavior...
- He has misogynist commentary about the women in Solitude.
- If you are running him with Remiel, there is a scene between the two of them that can trigger if they both follow you into a shop. It involves Remiel trying to buy corundum ore, and blanking on what it's actually called. Gore tries to help her out, but his idea of "help" involves being abusive to whatever shopkeeper is involved. So if this bothers you, and you want to run him and Remiel anyway, just make sure not to take them both into any shop.
- He has a habit of calling each and every opponent he faces in combat "freaks", whether they are bandits, draugr, necromancers, creatures, Daedra, or whatever.
It is worth noting, however, that even his more problematic behaviors do seem to be intentional on the part of his creator.
As per a blurb from his page on Nexus:
"This mod touches on some personal subjects that may upset you. His personal quests are optional, and you can avoid any of this by not pursuing them. I am not a writer, I was blessed with the gift of drawing on my own experiences to shape his story, meaning it was a bit easier for me to make him believable. That being said, I am not Gore. Gore is not me. He is not a self-insert, but rather a vessel meant to convey a message that victims should not be expected to be perfect people. I drew inspiration from my experience as a veteran, a CSA survivor, and other shitty experiences that shaped my life, but I also drew from Eden's experiences as well as others. Despite the heavy themes, this is a story of healing, kinship, and blood. the metaphorical kind, specifically. Chosen family, and its validity. This mod was for trans people first and foremost. It's for people whose family has let them down. It's a story about finding that acceptance and love with your chosen kin, and it's a story about finding happiness."
Overview of Gorr...
Gorr is not to be confused with Gore, despite the similarity of their names. Gorr is a follower from Interesting NPCs, a former arena fighter from Cyrodiil. Since he hangs out in Riverwood, this makes him one of the easiest followers to get in at the start of your game, assuming you either use the vanilla start or otherwise go reasonably quickly to Riverwood.
Personality-wise, Gorr is not complex; his primary interests are food and killing bandits. Most of his random commentary orients around these two things, though this does mean he has at least one good remark about eating Alduin after you kill him. :D
He's most likely best used as a tank, as he's a heavy armor type, and his default gear includes a greatsword.
I include Gorr separately from other Interesting NPC followers here because I have actually run him. Also, since he's in Riverwood to start with, he's a good option for recruiting early followers to do the dragon fight at the watchtower, and I wanted to document that here.
Overview of Inigo...
Inigo is another very well-loved and popular follower, featuring considerable commentary about many aspects of the game as well as lots of interactions with other custom followers. He is a Khajiit who's a former skooma junkie, and this gives some unique aspects to his interactions with you. To pick him up as a follower, you can find a note he's left for you on the bar in the Bee and Barb, or you can just go directly to the jail in Riften.
He is particularly entertaining if you're also running Lucien, as the two of them have great comedic chemistry with each other. And he's also an excellent follower to have with you if you're running Moonpath to Elsweyr, just to hear him taunting the Thalmor.
One detail about him which may or may not appeal to you, YMMV: he takes strong issue with the player's absorbing dragon souls, treating that very similarly to skooma addiction. Given that the Dragonborn can't exactly not absorb dragon souls, Inigo's scolding you about this can't be stopped, and he does eventually get very stringent about it.
Inigo has a custom "whistle" ability you can use if you get separated from him.
Overview of Interesting NPCs followers...
There are a huge number of followers available via the Interesting NPCs mod, too many to go into detail on on this page.
More detail on these followers can be found at these links:
Note that Interesting NPCs has two general categories of followers, "regular" and "super". "Regular" followers are comparable in complexity and reaction lines to vanilla followers. Followers in the "super" category will be more complex characters and have more commentary, character development, and quests. Consult the 3dnpc.com link given here for further information, and on which followers from the mod fall into which category.
So far amongst the Tuxborn playerbase, the most mentioned followers from this mod have been Zora Fair-Child and Rumarin, both of whom are classed as "super" followers.
To the best of my knowledge, followers from this mod still use the vanilla follower code, even if they are considered "super" followers. By extension, this also means there are no known ways to summon these followers to you, but you should in theory be able to add them to UMF and summon them that way. I'll update this page if any exceptions to this are reported.
Overview of Jesper...
Jesper is a Whiterun guard you can find hanging out in the Bannered Mare. He is hands down the easiest follower to recruit: you just ask him to follow you, and he does.
He runs the exact same follower code as Lucien, as his creator worked with Lucien's creator to set Jesper up. So if you're familiar with how Lucien works, Jesper will work the same way.
Character-wise, this boy is not exactly well-looked-on by his fellow guards, and appears to really want to be a bard at heart. You'll hear him singing at random points in the Bannered Mare, even before you recruit him, and the guy does have pipes!
But he also seems to be a very simple sort of character, and very much a cinnamon roll. If this appeals to you, or if you like the idea of maybe helping him achieve becoming a bard, consider picking him up. He'll probably work best for Dragonborns who are likewise good guys/girls, or perhaps "rogues with hearts of gold" type Dragonborns. More nefarious Dragonborns, or even players who just don't like the idea of having walking Golden Retriever Puppy type lads as followers, may go from zero to "I will stab this guy the next time he opens his mouth" very quickly. ;D
He's a good option to consider, though, if you're trying to put together a posse to help you go take out Mirmulnir at the watchtower. If you do recruit him, be sure to give him weapons. His fellow guards have saddled him with a wooden sword, and until he has actual weapons, he won't be very useful to you.
Jesper does come with a spell you can use to summon him, although he is not carrying it on his person, and does not mention it when you recruit him. The spellbook, however, is easily acquired. Check around on the left side of Dragonsreach, and you will find the spellbook and a wooden sword on one of the rocks there. You can also find a copy of the spellbook in the Bannered Mare, behind the counter.
Overview of Katana...
Katana is technically a package deal--because if you recruit her, her initial quest will eventually lead you to picking up Megara and Shale as additional followers. But at least right out of the gate, particularly if you start your playthrough in Solitude (for example, if you do the Relic Hunter start), she's a very strong early game follower to pick up.
Note that Katana is armed with a rifle. This is not exactly lore-friendly from a vanilla perspective, but as Tuxborn's load order also includes guns available via Glenmoril, consider Tuxborn an AU where guns exist, but are very rare. With that in mind, Katana's rifle is not acquirable by the player, or craftable.
When she enters combat, she will frequently teleport to the nearest opponent to deliver a sneak attack. While this is not an ability available in regular Skyrim, ESO Nightblade players should find this very familiar.
Katana is very reactive to events in the game, as well as your own personal state. She will frequently comment if you're overloaded with inventory, or if your health is low.
She cannot be romanced. As per her creator, she is canonically partnered with Megara. However, once you meet Shale, he is a romance option.
Once you recruit her, she will give you a Mystical Feather which grants you a power on your Powers menu that you can use to summon her, if you and she get separated.
Overview of Legacy of the Dragonborn followers...
All five of the NPCs you recruit for the Explorer's Society can also be recruited as followers:
How useful they'd actually be as followers, however, is open to debate. At the very least, for RP purposes, keep in mind that all five of these people are in Legacy's story as relic hunters, not necessarily as warriors. They can and do engage in combat when LOTD's story needs them to, but it's not their main point. And stats-wise, especially as you proceed into middle and later stages of your playthrough, you will very likely be able to do better with other followers.
But still, they are an option to consider. Each of their pages on the LOTD wiki has a little detail of unique things they can do if you happen to use them as followers. In particular, Latoria is described on her page as a capable Destruction mage, so that might be helpful for lower level characters.
At least a couple of these NPCs (Eriana, Latoria) are listed on the LOTD wiki as leveling with the player, as well, without a specified level cap.
BE ADVISED: the linked pages here for Marassi and Kyre do contain major spoilers for the overall Legacy plot. Do NOT scroll down too far on their pages if you want to avoid those spoilers. Fortunately, you don't need to to see the info about using them as followers.
Overview of Lucien...
Lucien is yet another well-loved follower. He is very reactive, with a wide array of commentary all over Skyrim. His creator, Joseph Russell, documents what Lucien is set up to react to on this page on the Lucien site.
His ability to react to AE/CC stuff is not complete. But he does react to a lot of AE content, and some of it is absolutely delightful. I heartily recommend taking him to run Forgotten Seasons, at Runoff Caverns. He's splendid to have with you in any Dwemer ruins. And his geeking out over acquiring the Elder Scroll in Alftand is charming.
Lucien is not set up to respond to Dawnguard events, or to interact with Serana. This is notably different enough from his usual behavior that you might want to consider temporarily dismissing him while you run Dawnguard.
He is not set up to respond to Dragonborn events, either. However, he does have significant personal quest action on Solstheim. And he does have a few general Solstheim-related lines.
In terms of mod content, as per Joseph's page, Lucien's range there is somewhat limited. He reacts to:
- Beyond Skyrim - Bruma (not surprisingly, as he is an Imperial and a historian to boot)
- Moonpath to Elsweyr (also not surprisingly, as Joseph created the unofficial bugfix patch for Moonpath in Tuxborn's load order)
- Moon and Star
And that's it. Lucien does not react to Legacy of the Dragonborn, unfortunately. Since the Dragonborn Gallery should in theory be very, very relevant to Lucien's interests, we'll all have to hope that his creator will eventually be able to deliver a Lucien update that'll let him do that!
Meanwhile, though, he does also have a lot of entertaining commentary with various other custom followers. He is hilarious paired up with Inigo. And I can also confirm he has fun interaction with Auri.
Lucien is trainable, so you can customize however you want him to behave in combat. By default he leans towards being a mage, but if you want him to use melee or ranged weapons, or specialize in specific armor types, you can train him on that, too. You can also teach him additional spells if you have extra spellbooks (though this may only work on spells available in vanilla content).
Overview of Lydia, because yes, she counts as a modded follower in Tuxborn...
Wait, I hear you thinking, isn't Lydia a vanilla follower? In fact, your first major vanilla follower?
Yes. Yes she is. But Tuxborn is running the Improved Follower Dialogue - Lydia mod, so for our purposes, she actually counts as a mod follower.
This version of Lydia has much more in-depth characterization. She reacts to a lot more of Skyrim's main quest, and additionally to significant vanilla side quests as well. Note that she is scripted to deliver her main quest commentary in response to your reaching important milestones in the main quest plot. In most cases she will automatically trigger these responses. But if she doesn't, try to talk to her and take any unusual dialogue options you see. This will keep her commentary triggering at the appropriate points.
She will also react to events in both Legacy of the Dragonborn and Wyrmstooth.
This Lydia is custom voiced. However, Tuxborn's load order also includes two patches to give her interactions with Lucien and Inigo. It's important to note that these patches assume Lydia has her original voice! So if you're running Lucien, Inigo, or both, you may hear Lydia deliver lines that sound like her original voice actress. This is not a matter of her mod being broken, it's simply a matter of the patches not accounting for Lydia not having her original voice.
She is known to react very strongly and very negatively if she thinks you're a Daedra worshipper, or if you join the Thieves Guild or the Dark Brotherhood. The mod author outright says on the Nexus page that his intention with this version of Lydia is that she's best used on a "good guy" playthrough, so this is absolutely intentional. Plan your use of her as a follower accordingly.
Lydia has a personal side quest, as well as an option to romance her. This romance is well set up, even accounting for the power dynamic of the Dragonborn becoming romantically involved with their own housecarl.
You still have to start the main quest and acquire Lydia in the vanilla plot flow. But once you get her, you'll see right out of the gate how her dialogue and characterization have changed!
Important Lydia note: if your personal preferences lean towards not starting the main quest immediately, or if you dismiss Lydia and then re-recruit her later, be advised that this may make interacting with her a little weird. You may need to work through a backlog of her scripted responses before she catches up to where you actually are in your game.
Overview of Melana...
Melana's big selling point as a follower is that she evolves, starting off as a fragile maiden you rescue from bandits, and eventually becoming a warrior in her own right. Be advised that her "fragile maiden" stage is very, very fragile, so YMMV on whether this works for you.
The quest to find her will auto-launch as soon as you enter Dead Man's Drink in Falkreath; you can't avoid that. So if you want to avoid picking her up as a follower, you might consider just ignoring that quest objective, and staying away from Bannermist Tower.
To get Melana to progress, you can spar with her to try to train her in weaponry. Be advised, however, that sparring with Melana may make any other followers you have with you interpret this as her attacking you! Which can result in a real fight breaking out between your followers.
To avoid this, you may wish to make other followers wait in one location, while you take Melana somewhere else to spar with her.
Alternately, the sparring is not actually required to make her progress; she will also pick up experience just by following you into combat. This will, however, be slower than training her directly.
Also, note that while Melana is trainable, her focus is so far known to be on melee combat. So you shouldn't expect her to be useful for ranged or magical fighting.
Overview of Project AHO followers...
There are two followers available via Project AHO: Snippy and, depending on your plot choices, Slyboots.
Of the two, Snippy is the more important one. He's a Dwemer automation with several unique functions that could help you out in your gameplay, including a toggleable light, the ability to pick locks, and the ability to charge your soul gems.
Star Wars fans will instantly that Snippy is heavily inspired by BB-8, and basically looks and sounds like a Dwemer version of that droid. He does ride a pretty thin line between "fun" and "immersion breaking". But the good news is, if the idea of a blatantly Star-Wars-inspired automaton is a bit too much for your immersion preferences, you cannot find him by accident, you do have to explicitly look for him.
To get Snippy if you want him, you will need to run the side quest Crack'n'Chirp.
Slyboots is involved with the side quest Be Aware of Darkness. Whether you get Slyboots as a follower will depend on your choices in that quest. How useful it is as a follower is as of yet unknown. But given that it looks like a grotesque mutated spriggan, it probably wouldn't fit well with most playthroughs. Unless you're specifically playing a Dragonborn lich or a vampire or something, in which case having a horrible-looking creature following you around might be in character.
Overview of Ralya and Runs-With-Sticks...
These two followers are additional NPCs added to Cidhna Mine by the mod Tuxborn is running to expand that location and plot. You can recruit them for help in breaking out of the mine, which can be very useful if you don't want to side with Madanach. Neither of them are very complex; they appear to just use vanilla follower code. But they are perfectly acceptable if all you need out of them is to be additional fighters. Once you run Cidhna Mine, you might consider using them as stewards for the Hearthfire houses.
Overview of Remiel...
Remiel is currently one of the most beloved followers amongst the Tuxborn players on the Discord. She has extensive commentary on Legacy of the Dragonborn, including not only general remarks, but also interactions with Legacy NPCs. She will frequently interact with the main NPCs you recruit for the Explorer's Society.
She can even be set up to live at the Safehouse, and actively leaps on the chance to join the Explorer's Society, without you even needing to do much to recruit her.
So she is hands down the best follower to run as your primary follower, if you want to focus on a LOTD playthrough in Tuxborn.
Additionally, she has a lot of great interactions with other followers. She has very strong interactions with both Gore and Auri. So if you're inclined to have more than one follower, Remiel + Auri, Remiel + Gore, or all three of them together, are good combos to consider.
She is one of the most richly characterized followers in our load order, with a great deal you can discover about her as you interact with her. This will include a personal quest you can run with her, as well as a romance option.
Small spoilers about Remiel's characterization:
Dialogue available to you with Remiel will eventually reveal that she is canonically asexual, although that term is not used. She is not, however, aromantic. She can be romanced. She's just not interested in sex.
And, although again the actual term is not used, Remiel's general chatter dialogue heavily implies that she is neurodivergent, somewhere on the autism spectrum.
Remiel's personal moral compass allows for thievery. She has an amusing conversation with Auri on this very topic! So she's still a viable follower for anyone who wants to run the Thieves Guild.
Remiel's creator has a guide/FAQ document available on Google Docs, if you have issues running her that you need to solve.
To recruit Remiel, you will need to look for her in the Silver-Blood Inn in Markarth. She has an intro quest involving helping her out by running Nchuand-Zel, and doing this is recommended. It will do the initial setup with her that lets her build her pet automaton Scrap, and it'll get her to the point of being actively recruitable as a follower.
Tuxborn players have reported that Remiel has a habit of disappearing for no apparent reason. If you've gone through her intro quest, however, you should have a miscellaneous objective available in your journal to turn on and track her position. You should also have a spell you can use to summon her back to you.
Overview of Wyrmstooth followers...
When you run the Wyrmstooth main plot, you will partner with a group of mercenaries: Athir, Daenlit, Elmera, and Shargam. Each of these characters has a favor quest you can run which will then let you recruit them as a follower after.There is also a side quest you can run on the island which will result in your acquiring a wolf, Faelor, as an animal follower. She can be useful in combat, and will follow you back to Skyrim, although she will never enter any buildings.
Overview of Xelzaz...
Here's another follower highly recommended amongst the Tuxborn playerbase. If you ever say to yourself, "gosh, I wish Skyrim had more Argonian followers available," then Xelzaz is here to solve that problem for you!
Given his connection to House Telvanni in Morrowind, this may also make him interesting to fans of that part of Tamriel. Particularly if you take him to Solstheim while running Dragonborn. He'll interact a lot with Neloth in Tel Mithryn.
He is another highly reactive follower, with known commentary to much of the vanilla Skyrim content. And he's also is on record as pairing very well both Remiel and Lucien.
If you want to run the Thieves Guild and/or the Dark Brotherhood, Xel does not approve of either, but neither is he overtly hostile to them. He will not leave you if you choose to join either of those factions. He will, however, have some tart opinions about your relationship to Nocturnal once you get to that point of the Thieves Guild plot.
Meanwhile, he has been reported to be hostile to your siding with the vampires in Dawnguard. So if you want to run that plot path, expect him to likely leave you.
He is not trainable per se, but he has a wide variety of options to influence his behavior, and he can make certain valuable items for you.
A very noteworthy spoiler along those lines...
In particular, Xelzaz can serve as a free source of Cure Disease potions to treat the nerf that hits you if you "die" as part of Shades of Mortality. He will notice if you're under the effect of the nerf, and he'll offer to make you a potion to help. His Cure Disease potions are confirmed to address the nerf, as well. This makes Xelzaz arguably a very important follower to have!It is recommended to pick up Xel early in your playthrough if you want to run him, specifically because he does have so much available commentary on game events. And because of this, allow yourself a few extra seconds after notable game events to see if Xelzaz has something to say! You may miss out on commentary if you try to proceed too quickly, go through a door into another zone, etc.
We don't yet have a confirmation on how Xelzaz deals with your being a werewolf, if you choose to join the Companions.
Also, it is not recommended to launch his personal quest immediately after recruiting him. The reason for this is a spoiler, so...
Why you shouldn't do Xelzax's personal quest too quickly...
If you immediately take Xelzaz to the border of Hammerfell, and your Speech and/or rapport with him isn't yet high enough, he will permanently leave your game.Many thanks to the following players on #txbn-general on the Discord for:
- Arlemy, for commentary about Xelzaz, Gore, and Daumbra
- LilBeee, for the tip about where to find Jesper's spellbook in the Bannered Mare, and additional Gore, Melana, and Xelzaz commentary