Shivering talk:Kiliban Nyrandil

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Locked Behind The Door[edit]

on my game he is lockbehind a door and i cant talk to him is there any way i can get in there or get him out of there?LuciusZelgius 03:59, 17 November 2008 (UTC)

Quest related dialogue[edit]

Here is all of the dialogue I didn't use on his page - either because it was too quest-related or simply didn't fit. Anyway, as we're about to redesign the two quest pages (A Better Mousetrap and Baiting the Trap), I thought his quest-related dialogue would be useful to have:

  • “As the adventurers make their way through Xedilian’s chambers, they will encounter choices that you make in these control platforms. All you need to do is decide what becomes of the adventurers. Will you drive them insane or will you pull the life from their bodies?”
  • “Each chamber presents two options. When you push the appropriate button, an event will unfold for the adventurers to experience. One is physically harmful... usually lethal traps or creatures... something relished by the residents of Dementia. The other choice is more mental. They are designed to make the adventurers lose their grip on reality, much like the residents of Mania. Of course, the introduction of spore gas with the Mania choices helps as well.”
  • “I will be happy to describe each chamber and explain the event that unfolds as we proceed through Xedilian.”
  • This first chamber is the Chamber of the Gnarl. At the touch of a button, you can cause a large group of tiny Gnarls to appear and attack the adventurers. Or, if you’re feeling merciful, we can have the group terrorized by a seemingly lowly Gnarl that instantly grows to twice their size! The hallucinogenic spore gas we release into the chamber will help lull the victims into believing the creature means to kill them. Don’t worry, its bark is far worse than its bite. Hahaha!”
  • “The second chamber of Xedilian is the Chamber of Avarice. The adventurers will have to overcome their feelings of greed as they set their eyes upon the huge piles of treasure locked behind that gate. You may choose to spring a fire trap and cause them great harm as they stand before the gate. Or, you can fill the chamber with hundreds of keys and watch them frantically search for the correct one. Always a crowd pleaser.”
  • “The third chamber of Xedilian is the Chamber of Anathema. Its contents are designed to make sure it’s the final encounter. The adventurers will be subject to horrors beyond their imagination... visions of repugnance, death and malevolence reside in this room. If you wish to bring ruin to your victims, you may choose to animate some of the corpses and watch as the satiate their hunger. Or, we can create the illusion of the adventurer dying and his spirit rising from his corpse. Good fun to be had by all! Then, just as suddenly as we kill him, we revive the adventurer. There are few minds that can stand this type of torture.”
  • “You’ve made short work of the intruders. Sheogorath should be proud to have such an efficient apprentice. Now, if you’ll step on this last teleporter pad, I will meet you in the reception chamber so we can recover your earnings.”
  • “As is the tradition, you are to be rewarded a focus crystal as a token of your fine work. I’ll have it sent to the palace placed in the main hall, if you wish to take a look at it.”
  • “Oh yes... of course. It seems a most unusual weapon was recovered from the Orc warrior, Grommok. Never seen anything like it, but perhaps his journal can give you some useful information. Beyond that, take whatever you need from the recovery chest... you’ve earned it! You’re free to go at any time of course, just up that hallway. Good luck to you!”

(after fighting the Knights of Order)

  • “That was quite a battle. I hope you are uninjured.” “You’ve not heard the legends? How could that be? Those “beings” as you call them aren’t beings at all. They are the soulless abominations known as the Knights of Order. Their attraction to the Resonator isn’t surprising; it was built from one of the obelisks that dot the Isles they seem to have an affinity for. You must proceed to Sheogorath at once and tell him the Knights have returned! Quickly now... go!”
  • “There isn’t much more to say about these soulless creatures. No one knows why they invade or where they’re from, but they aren’t from the Isles. They haven’t walked among us in many hundreds of years. Now that they’ve returned, there’s no telling what may happen to us. My best advice is to destroy them on sight. They wouldn’t hesitate to do the same to you.”

--Krusty 16:17, 7 October 2009 (UTC)

Why would you leave that out, if I may ask? I think there are some lines here that are definitely worth mentioning ~ Dwarfmp 09:27, 28 June 2011 (UTC)
I'm still struggling whether or not to include it on his page - this was posted back in 2009 and back then, all this dialogue was part of the redesign of the Baiting the Trap quest - where most of the dialogue ended up. Nevertheless, for the sake of consistency, I'll probably end up revamping his page as well. --Krusty 09:33, 28 June 2011 (UTC)
When I saw the date, I thought it made sense, since the NPC redesign project has been growing (might not even have been started back then?). Personally, I would pretty much add ANY dialogue that is unique to the character, except for some HELLO/GOODBYE dialogue, which doesn't really add anything, which in this case an example would be: "My goodness!"; which is specifically assigned to Kiliban. But he's got some special HELLO line though like: "Ah! The classic fire trap. Always a favorite, especially in the colder months." Yes I think this page needs revamping, the more the better I say (if necessary as I mentioned) ~ Dwarfmp 09:42, 28 June 2011 (UTC)
Well, it is basically what I'm doing with each and every one of the Shivering Isles NPCs right now, so old Kiliban will receive a visit at some point. :) --Krusty 10:00, 28 June 2011 (UTC)

() I'm a bit late to this party, but all his dialogue is now documented on this page! There was definitely a lot so I can see why you took the approach you did initially. I tried to preserve the original feel of the article the best I could; I hope I at least came close! Forfeit (talk) 00:16, 28 May 2020 (UTC)

Strangely normal?[edit]

Isn't the Kiliban oddly sane for a resident of the Isles? - ZuTheSkunk 16:34, 5 July 2010 (UTC)

Is it sane torturing adventurers into insanity? --Krusty 17:34, 5 July 2010 (UTC)
He's like Dyus, or Haskill. The three are immortal servants of Sheogorath, so they probably get to live in the isles without insanity. --Arch-Mage MattTalk 17:57, 5 July 2010 (UTC)

permanent?[edit]

Why is he a permanent corpse when he is marked as essential--Thrapple (talk) 20:55, 12 October 2013 (GMT)

Its just one of those things, a technical detail, not important to gameplay but something that just is. Silence is GoldenBreak the Silence 21:13, 12 October 2013 (GMT)

Bug Appearance post mousetrap quest[edit]

So I was all delighted to walk into Xedilian (now limited to the first room with completion of the related quest) and randomly see Kiliban right before my eyes! He said something like 'you've been looking after this place well... If Sheogorath comes here next I'll tell him'. All of my save files after that are corrupted XD. You've all been warned! --108.161.121.148 15:14, 28 October 2014 (GMT)