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File: ForOnceNotInPrison.jpg (338 KB, 1363x1024)
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Shapeless entities hover around you emitting faint indistinct whispers. The radiant golden lights of this realm have left you blind and feeling warm. You recognize nothing and you are beginning to think that perhaps you are not meant to recognize anything here. Where are you? Who are you?

>1)Altmer - The people of Summerset Isles stand tall before the other races with their magickal superiority.

>2)Argonian - The lizard folk of Black Marsh are excellent guerrilla fighters with both magick and blades.

>3)Bosmer - The natives of Valenwood; Bosmer are excellent archers but their conditions to the Greenpact tend to scare away those of uneasy stomachs.

>4)Breton - The half-breeds of High Rock boast magickal superiority over the other races of man.

>5)Dunmer - The fiery people of Morrowind are powerful battle mages using fierce fire spells and hardened bonemold armors.

>6)Imperial - Diplomacy and war is the calling to the Imperials who use their voice to do the dirty work for them.

>7)Khajiit - Nomadic and sneaky; Khajiit make for shadowy thieves and cunning merchants.

>8)Nord - Hardy, fair, and tall, the people of Skyrim value the strength of their steel.

>9)Orsimer - The Pariah folk of the Wrothgarian Mountains are fierce warriors that follow a code of strength.

>10)Redguard - The people of Hammerfell are trained in expert swordsmanship and boast masterful skill in sailing.
>>
>>699986
>Imperial
>>
>4)Breton - The half-breeds of High Rock boast magickal superiority over the other races of man.

Dat racial ability
>>
I will be waiting for 3 more posts just to get 5 and hope for a tie breaker. In case that there is no tie breaker, dice will be rolled.
>>
>>699986
>6)Imperial - Diplomacy and war is the calling to the Imperials who use their voice to do the dirty work for them.
>>
>>699986
>6)Imperial - Diplomacy and war is the calling to the Imperials who use their voice to do the dirty work for them.
>>
>>699986
>>6)Imperial - Diplomacy and war is the calling to the Imperials who use their voice to do the dirty work for them.
>>
>>699986
>>6)Imperial - Diplomacy and war is the calling to the Imperials who use their voice to do the dirty work for them.
>>
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Yes, you are an Imperial. The people whose ancestry traces back to the Nibenese tribes, the Nedes of the South, and the Colovians of the North. Your voice was meant for diplomacy, reason, and intimidation. Unlike the Nordic people however, you did not need to shout to make use of your powerful voice, you needed only to speak in a calm and collected tone. Your people have virtually built the largest and most successful empire Tamriel has ever seen, and it all lies in your homeland of Cyrodiil. But not every race was born in their homeland, there are Nords born in Hammerfell, Argonians born in Skyrim, Dunmer born in High Rock; where do you hail from, Imperial?

>1)Summerset Isles - A land of glimmering buildings and magickal forces habited by the Altmer.

>2)Black Marsh (A-Outskirts, B-Heart of Black Marsh [Only for Argonians]) - Hostile flora, fauna, and diseases plague the swamps of the Argonians.

>3)Valenwood - Untouched forests and walking tree cities dot the vast green land of the Bosmer.

>4)High Rock (A-Mainland, B-Orsinium, C-Wrothgarian Mountains, D-Orc Stronghold) - Feuding lords and nobles, mad wizards, knightly orders, and powerful liches are common events in the land of the Bretons and Orcs.

>5)Morrowind (A-Mainland, B-Vvardenfell, C-Solstenheim) - Swamps, forests, and ashlands mark the deeply scarred landscape of the Dunmer's homeland.

>6)Cyrodiil - The grand Imperial City can be viewed from Cyrodiil's forests, marshes, and tundras.

>7)Elsweyr - The tropical forests and deserts hold many secrets and mysteries of the whimsical Khajiit.

>8)Skyrim (A-Mainland, B-Solstenheim, C-Orc Stronghold) - The harsh tundra of the Nord's carves a man down to his true self.

9)Hammerfell (A-Mainland, B-Stros M'kai) - Large caravans, civil unrest, piracy, and grand temples shape the arid desert which the Redguards valiantly brave.
>>
>>700079
>>4)High Rock
> B-Orsinium
>>
>>700079
>8)Skyrim - (A-Mainland) - The harsh tundra of the Nord's carves a man down to his true self.
>>
>>700079
>4)High Rock (A-Mainland, B-Orsinium, C-Wrothgarian Mountains, D-Orc Stronghold) - Feuding lords and nobles, mad wizards, knightly orders, and powerful liches are common events in the land of the Bretons and Orcs.
>B
>>
>>700079
>>6)Cyrodiil - The grand Imperial City can be viewed from Cyrodiil's forests, marshes, and tundras.
>>
>4)High Rock (A-Mainland, B-Orsinium, C-Wrothgarian Mountains, D-Orc Stronghold) - Feuding lords and nobles, mad wizards, knightly orders, and powerful liches are common events in the land of the Bretons and Orcs.
>>
Orsinium, what is now a small province with multiple settlments, once began as a humble city-state and remained that way throughout many centuries. However, the Breton people having tied their hands to the Empire were forced to stop purging Orcs every time they decided to grow from their small containment area. This did not make the Breton people too happy but it did bring satisfaction to the Pariah folk who have longed to call land theirs. Your parents moved to Orsinium to oversee and help with the growth of the province. You were born and raised in Orsinium your whole life. But you remember one of your turning points, a revelation made when you were young that made you who you are today. As you stand in this bright realm, you see stars above. Formations that are unknown to you except for one. Which formation calls to you?

1)The Apprentice - Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well.

2)The Atronach - Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own.

3)The Lady - Those born under the sign of the Lady are kind and tolerant.

4)The Lord - Those born under the sign of the Lord are stronger and healthier than those born under other signs.

5)The Lover - Those born under the sign of the Lover are graceful and passionate.

6)The Mage - Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded.

7)The Ritual - Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.

8)The Serpent - Those born under this sign are the most blessed and the most cursed.

9)The Shadow - The Shadow grants those born under the sign the ability to hide in shadows.

10)The Steed - Those born under the sign of the Steed are impatient and always hurrying from one place to another.

11)The Thief - Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs.

12)The Tower - Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds.

13)The Warrior - Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.
>>
>>700123
Completely forgot to add the choices as greentext, apologies.
>>
>>700123
>6)The Mage - Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded.
>>
2)The Atronach - Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own.
>>
>>700123
2)The Atronach - Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own.
>>
>>700123
>10)The Steed - Those born under the sign of the Steed are impatient and always hurrying from one place to another.
>>
>>700123
The Ritual
Let's shake things up a bit
>>
>>700123
>7)The Ritual - Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.
>>
>>700131
Switching to the Ritual. It's the mystery box!
>>
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The gleaming eye of The Ritual lulls you in as you remember more of what you have lost. Your birthsign has granted you many abilities but also taken them as time passes. You have been given the abilities to raise the dead, make them flee, to mend your wounds, and much more. You trade one useful ability for another constantly and it has forced you to keep yourself clever and resourceful because of your wide array of strengths. The other stars fade and yours shines brightest; your body begins to take a more recognizable shape. What is your sex?

>1)Male

>2)Female
>>
>>700180
>1)Male
>>
>>700180
>>1)Male
>>
>>700180
>1)Male
>>
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You begin to feel more alive and the weight of your chest begins to drag you downwards. You find your features more accentuated. You remember more now, who you were... You were...

>1)Acrobat - The kind of person that uses agility and endurance to their advantage. Unafraid of jumping long distances.

>2)Agent - Charming when they can be seen, and nearly invisible when in shadow.

>3)Archer - A marksman, adept at combat at great distances. Able to take down most foes before they have a chance to draw sword.

>4)Assassin - Nimble and quiet, they move in darkness to strike at the unsuspecting. Locks hold no doors shut for them.

>5)Barbarian - Fearsome brutes who inspire fear and dread in the hearts of their enemies. Like a storm, swift and powerful. Finding little use for heavy armor, they rely on smashing their foes into the ground.

>6)Bard - Intelligent and personable, they prefer to accomplish tasks with their words first, and sword second.

>7)Battlemage - Able to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier.

>8)Crusader - A combatant who wields the power of brute strength and medicinal knowledge. Cheating death after every fight, they rely on their keen knowledge of restoration to fight yet again.

>9)Healer - Fighters of poison and illness. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon.

>10)Knight - The most noble of all combatants. Strong in body and in character.

>11)Mage - Prefering to use their extensive knowledge of all things magical, they wield a might more powerful than the sharpest blade.

[1/2]
>>
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>>700219

>12)Monk - Quick and cunning with the empty hand, they are strong in spirit. They prefer to solve conflict by arrow or by fist.

>13)Nightblade - Spell and shadow are their friends. By darkness they move with haste, casting magic to benefit their circumstances.

>14)Pilgrim - Hearty folk, well-versed in the tomes of old. They profit in life by bartering in the market, or by persuading the weak-minded.

>15)Rogue - They use speed in combat rather than brute force. Persuasive in conversation, their tongues are as sharp as blades.

>16)Scout - Preferring the rolling countryside to the city life, they are gifted with the ability to evade, guard and protect themselves with great proficiency.

>17)Sorcerer - Besting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these mages is the bodily stamina to be armed with the thickest armor.

>18)Spellsword - More nimble and athletic than the sorcerer, and better suited for spell-casting than the knight, their attacks are unpredictable. Students of combat and magic.

>19)Thief - Profiting from the losses of others is their love. Able to be swift in shadow, and crafty in bartering. Locks are enemies, and lock-picks are their swords.

>20)Warrior - Unafraid of light weaponry, they plow into the fray with little regard for injury. Masters of all melee tools, they put little faith in the magical arts.

>21)Witchhunter - Swift on foot, and clever with spells, they use distance as their ally. Slower adversaries are fodder for their arrows.

[2/2]
>>
>>700219
>8)Crusader - A combatant who wields the power of brute strength and medicinal knowledge. Cheating death after every fight, they rely on their keen knowledge of restoration to fight yet again.
I like the School of Restoration.
>>
>>700219
>>8)Crusader - A combatant who wields the power of brute strength and medicinal knowledge. Cheating death after every fight, they rely on their keen knowledge of restoration to fight yet again.
>>
>>700221
>21)Witchhunter - Swift on foot, and clever with spells, they use distance as their ally. Slower adversaries are fodder for their arrows.
>>
>>700219
>11)Mage - Prefering to use their extensive knowledge of all things magical, they wield a might more powerful than the sharpest blade.

Magic the best
>>
>>700219
>8)Crusader - A combatant who wields the power of brute strength and medicinal knowledge. Cheating death after every fight, they rely on their keen knowledge of restoration to fight yet again.
>>
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Yes, you are a Crusader. Being born in Orsinium, there is little you can do to avoid being hurt by the other Orcs. So you did the best thing you can do and learned to heal yourself and to fight back against those who would hurt you. Your entire childhood and teen years you spent fighting and healing. With your birthsign being linked to the Divines, you took it upon yourself to extend worship to the Divines by praying to them and attempting to champion them. You were often times given the role of battle medic when the Orcs needed to defend themselves against rival tribes or large bandit gangs. Among the brutal and fierce Orcs, you stand out as a beacon of just fury and mercy.

Now you remember it all, your time with the Orcs has hardened you and made you a bulwark in both mind and body. You are an Imperial Crusader, your voice, mind, and body are deadly. Perhaps this is why you were hired for this job.

You've never strayed far from Orsinium. The furthest you've gone is to some of the Breton farmsteads or the Wrothgarian Mountains. But today, your job has required you to aid a group of Orcs travelling to the City of Dushnik-Yal in the border between High Rock and Skyrim. You were to reprise your role as battle medic and help escort refugees across the mountains into the outskirts of Orsinium after a brutal raid by Nordic raiders.

The night is slowly closing as the sun rises over the mountains. The mer next to you stares you down as you wake up,

"Rare to see some fresh meat up and early. The scent of blood wake you up?"

The Orc wasn't kidding when he hinted at the blood. You run your hand over your stomach feeling the rough and dry cloth wrapped around you. The once tan cloth is now stained a deep crimson.

"Crossbow. Hit you right in the gut. You tried your best at healing it but the blood loss sent your head to the pillow. Most thought you were dead, lucky for you I had some spare potions in my belt. You owe me runt..."

You find it difficult to speak, as you try to make out words you can only cough and feel a dull ache in your throat. You settle for nodding in gratitude.

"What's your name runt?"

>1) Arelius Vunnatius

>2) Acimus Benengius

>3) Percicus Rulannus

>4) Amiren Facis

>5) Write-In
>>
>>700344
>5) Manius Bentius
>>
>>700344
>1) Arelius Vunnatius
>>
>>700372
Switching to this
>>700371
>>
>>700344
>5. Tiberius Tactus
>>
>>700344
>(1)
>>
>>700344
>5) Manius Bentius
>>
"Bentius. Manius Bentius" You manage to croak out.

"Well Bentius, you better be all nice and healed, we move when the sun's over the tallest peak."

You look over your wounds as you carefully unwrap the bandages. The scar is light but still present since you didn't fully heal it with your magic. You barely managed to let out a prayer to the Divines before you you lost consciousness. Feeling gratitude for your survival you sit down with your hands on your legs. Murmuring silently a prayer. You can almost hear the Orc furrowing his brow at the display before him.

As the day passed, your company traveled further past the mountains. You were able to see the the tundra past a few lone mountains.

"How long till Dushnik-Yal?" You asked the navigator, an orc lithe for his kind and relatively unscarred.

"At the pace we're going, I say we get there by nightfall. Perfect timing if I say so myself, bandits and raiders don't like fighting in the dark."

The orc from before, Morgtwog was his name, walked up behind the two of you. Usually orcs have a habit of making themselves known by the weight of their step and the harsh growl that they make when breathing. You were surprised to see this Morgtwog fellow to be quiet on his feet. Given his muscular physique and the traditional Orcish armor, you'd think him to be a presence everyone would notice.

"The bandits aren't what we should worry about. It's those damn tribals settling around here."

You wondered at the implication of tribes. Were there any still alive? Your doubts and questions were swiftly answered when you were reminded by the navigator of where you were headed exactly.

"The Forsworn don't attack unless you attack first, Morgtwog. They keep to themselves mostly after being driven back by the Nords and Orcs."

Morgtwog grumbled and paced forward ahead of you and the navigator.

"I assume he isn't too happy we are taking the detour. Forsworn could be dangerous but news of any attacks from them haven't surfaced in a long while."

Perhaps the Forsworn are merely biding their time, finding a window to strike. That's what you would do.

"It seems many don't want to take this detour. Some don't want to go through the hassle of fighting an enemy that knows this land more than us. Others are eager for blood, but we must remember that this is a rescue operation. Either way we need men to escort the refugees. I need a second opinion here. Taking the detour would get us there faster with the risk of Forsworn attacks. Taking the long way would slow our progress by a day but we would be a lot safer. Which approach do you suggest, Bentius?"

>Detour, we can't risk losing refugees. Those forsworn won't attack. If they do, well we are a company of 30 Orcish warriors. It's their grave.

>Long way, we can't afford to lose more men. We might take longer to reach Dushnik-Yal but we will have more men in case of any complications on the site.
>>
>>700504
>Detour, we can't risk losing refugees. Those forsworn won't attack. If they do, well we are a company of 30 Orcish warriors. It's their grave.
But always keep your guard up. They're a sneaky bunch.
>>
>>700504
>>Detour, we can't risk losing refugees. Those forsworn won't attack. If they do, well we are a company of 30 Orcish warriors. It's their grave.
>>
>>700504
>>Detour, we can't risk losing refugees. Those forsworn won't attack. If they do, well we are a company of 30 Orcish warriors. It's their grave.
>>
>>700504
>>Detour, we can't risk losing refugees. Those forsworn won't attack. If they do, well we are a company of 30 Orcish warriors. It's their grave.
>>
I fucking want to play Skyrim now.
and my fucking tooth is in pain

>>700504

Detour
>>
"We should keep going on this detour. We can't risk losing anymore of the refugees. The Forsworn won't attack a company of 30 Orcish warriors. It's practically suicidal."

The navigator's face was grim for a few seconds before nodding. "Yes, this is the best course of action. We are here to help out refugees, not ourselves."

Not even you were sure of this action but he was right, we are here to do a job. You prayed to Talos for strength. You get the feeling you may need it later.

The night began to rise as the sun fell back into the mountains. You could see Dushnik-Yal in the distance. What was once a small Stronghold had grown into a large city of stone. You weren't sure why the Nords let the city grow as large as it did. Perhaps they didn't care, or perhaps the Empire prohibited them from interfering with the Orcs. Nords aren't the most accepting of folks so a move like this is definitely an oddity.

"Any sight of tribals, raiders, or bandits?" Morgtwog silently asked.

"None yet, however, I pray the gods will show them to me before it is too late."

Morgtwog grumbled and vanished back into the night. The company wasn't stopping for rest, they were simply surveying the area. Most of the Orcs were paranoid of an ambush. The mountains were low and signs of caves were clear. The paranoia peaked when small tribal charms and broken spears started to litter the ground and stones around the pass.

Another Orc, his stature tall and armor laced with menacing bones from various beasts cautiously told his men, "Keep your weapons at the ready you runts, I smell the tribals stalking our every step. If they start to ambush us you will rush them. They will learn to not anger an Orc."

The next few hours were slow and dreadful, Dushnik-Yal was just ahead but paranoia was strong. Any sound or movement would startle the men and they would begin to violently scream and rush towards nothing.

"You damn thin-skinned runts, I thought I had Orsimer at my side! Not some weak blooded hares who jump at the sound of a pebble falling!" said the large Orc decorated in bones.

Dushnik-Yal was a sight to behold, but not because of its might. The city had been reduced to rubble. Its once imposing bulwark was now completely destroyed. Scorch marks dotted the stone and the few refugees outside the city were still covered in ash.

"Morgtwog, remind me of what attacked this city." The navigator asked the awed Orc.

"Legate Ghrozunbul said some Nordic raiders attacked the city. What in Oblivion were these raiders using to siege the damn place?"

[1/2]
>>
>>700633
You couldn't believe it. Raiders? No, this was too much, too powerful. Raiders simply came by boat to attack and pillage. They couldn't hold on to an entire city, much less reduce it to rubble. Something didn't sit right with you. This wasn't a raider attack.

"Bentius, you've been quiet so far. Got any ideas on where to search first?" Morgtwog's gravely voice broke the eerie silence.

>1) Barracks, if we find more soldiers or able bodied men then we can find more survivors.

>2) Houses, search every house we can. We get any civilian out first.

>3) Temples, in the event of a disaster most people tend to gather at temples. We should be able to find a number of survivors there.

>4) Write-In

[2/2]
>>
>>700645
>3) Temples, in the event of a disaster most people tend to gather at temples. We should be able to find a number of survivors there.
>>
>>700645
>>3) Temples, in the event of a disaster most people tend to gather at temples. We should be able to find a number of survivors there.

and pray for answer
>>
>>700645
>1) Barracks, if we find more soldiers or able bodied men then we can find more survivors.
Gotta coordinate whatever forces we do have
>>
You stood for a moment, your mind racing towards an answer. Unsure and without guidance, you turned to your gods. Where would I find anyone? You answered yourself with your next question. Where would I find the gods?

"The temples, Dushnik-Yal has a large temple dedicated to Malacath, no? We should search there. In times of disaster people gather in worship."

One of the larger orcs frowned and spat, "Orcs aren't weak. We don't cower under our gods. Malacath would have us drop dead on the spot if we ever cowered under him."

"Then you can go search alone Gruzalborgh, put your faith behind you for a moment and aid your kin." Morgtwog retorted.

The two of them stared each other down intensely. Blood was in the air and it seemed as though more would be spilled. The large orc spit on the ground before walking away to search alone.

As the company made their way to the temple, climbing past rubble and cleaving through structures, they found no one. There were no noises in the city of stone and steel. The paranoia of an ambush was planted back into the minds of the Orcs.

"That's the temple right there. Damn place is barely standing." the navigator said.

"Then we make this quick, a few of us should come in to lead them out. The rest of you stay here and guide them out to the front gates." You said.

Inside, you found it hard to breathe with all the dust clouding the halls. You found a few survivors, injured and tired but relieved to see rescuers. The deeper you went inside, the more bodies you found laying. Upon reaching the shrine to Malacath, you were greeted with what could have been dozens of corpses.

"Divines, how long have they been like this? They've begun to decompose." you said.

The corpses looked as if they were years old. Your suspicions only heightened at this sight. This was not the work of raiders.

"Morgtwog, I think we need too...."

>1) Stay here and investigate

>2) Get out of here and try and find more people

>3) Leave this infernal city

>4) Write-In
>>
>>700838
>2) Get out of here and try and find more people
Take any who can walk.
>>
>>700856
this
>>
>>700838
>2) Get out of here and try and find more people
>>
"...I think we need to go and find more people. Something is very wrong. I smell the taint of evil in these halls."

The rest of the group audibly gulped. It wasn't every day that the man of the Divines senses an ominous evil. The paranoia, at this point, had penetrated through the souls of everyone in the group. The search around the ruins of the city were largely uneventful. Just escorting the few remaining survivors out of the rubble and to the gates. It was nearly sun down when the last remaining survivors were pulled.

"How many Burshgol?"

"47 souls, Malacath give them strength."

47. You let that sink in. Dushnik-Yal was a city with thousands of people living in it. Only 47 managed to survive whatever happened here. You don't often pray to a Deadra, you find it quite heretical. But you mimic the Orc and pray that Malacath give these Orc's strength.

Back near the gates the group decided to make camp a few miles away from the site, just in case anything came back to attack the city. But the question still lingers. What happened in Dushnik-Yal? Perhaps you would ask some of the survivors, or is it too soon for them? They must be traumatized still. This is something that even an Orc can't walk unscathed from.

>1) Ask the survivors what happened.

>2)Let the survivors rest, you can ask around later on while making your way back to Orsinium.

>3) Write-In
>>
>>701061
>2)Let the survivors rest, you can ask around later on while making your way back to Orsinium
Rest might work.
>>
>>701061
>1) ask what happened
>>
>>701089
this
>>
Ask them
>>
You decide that this is an urgent matter. You walked among the camp silently and surveying the survivors. Most were asleep but you did find a few that were still awake. They probably couldn't sleep, it isn't every day you lose everything you know. You sat down near a flickering fire warming up a group of Orcs. Their faces were grim and weary.

"Is there anything any of you need? I am a healer, if you need mending."

A few of the Orcs stepped up with their bodies bloodied from the debris. Their rough skin torn and scratched. You were healing one of the orcs and you asked him,

"What happened here? This was no raider attack. Who attacked you?"

The Orc kept quiet as another one stood up, broken yet fierce.

"It was nothing from this realm I assure you! They came at us with fire raining from the sky. They were relentless and swift. They raised our dead and turned them against us. We stood no chance against an attack of such magickal power."

"But who were they? What did they look like? Elves? Daedra? Men?"

"We never got to see them. Only their horns and banners. Dark and gold, emblazoned with a Dragon."

Strange. You've never heard or seen anything like this before. Just what did they want from this city?

"Do you have any idea what they were looking for?"

"One of Trinimac's artifacts. The Cursed Horn. We kept it here to safeguard it and display it as one of Malacath's glories. They say that the artifact can curse anyone that hears the horn to forever feel the pain of Malacath himself. They did not find it so they razed the city. If they can't have it, then no one would."

"So it is destroyed?"

"Nay. We had it transferred to the Temple of Trinimac in Orsinium. We couldn't afford to keep it here any longer as too many people had attempted to steal it."

"Gods, then they're going to strike Orsinium next... We need to warn the Warchief now!"

You stood up, blinded by the revelation. You ran as fast as you could to the company leader, Morgtwog.

"Morgtwog, we need to move fast. Orsinium is next to be attacked."

"Those are some bold words, runt. How do you reckon this?"

"Who ever struck this city was looking for the Horn of Curses. Why do you think the temple, where it was housed, was left mostly unscathed? The Horn is currently in Orsinium. If we don't move now, we could jeopardize all of Orsinium!"

"Attack or not, we still have the refugees to take care of. They aren't going make it if we leave now. As I said before to Gruzalborgh, you can go on your own if you want."

>1) Go on your own, Orsinium must be warned.

>2) Attempt for persuasion of Morgtwog to move out now. Roll d20 + 7 DC:17

>3) Stay with the group. The mountains will be dangerous without support.

>4) Write-In
>>
>>701280
>2) roll to persuade
Fuck going alone, those forsworn hags are terrifying!
>>
>>701280
>>1) Go on your own, Orsinium must be warned.
>>
Rolled 7 + 7 (1d20 + 7)

>>701280
>>2) Attempt for persuasion of Morgtwog to move out now. Roll d20 + 7 DC:17
This, or we go alone.

Best of three? Crits?
>>
>>701280
>1) Go on your own, Orsinium must be warned.
If he can handle growing up among Orcs then the Forsworns don't' stand a chance.
>>
>>701280
>1) Go on your own, Orsinium must be warned.
>>
Orsinium may very well be in your hands. You have to move now. Kynareth give you speed. You set out on your own among the mountain pass. The journey seems uneventful but you do not rest. Your homeland is now in danger and you can not stop now. It is the dawn of the third day. You've only stopped to rest a few hours at a time. You can not afford to sleep. Looking around your surroundings look empty and calm. But you haven't forgotten how you were ambushed by a small group of bandits. Hopefully those were the only ones around here. You do not have time to deal with an entire clan of bandits.

The sun lowers as you make your way through the mountain pass and you notice something odd. The tribal charms and spears have moved further and closer towards the front of the pass. There is no time to lose here, but you must also be careful; Orsinium rests in your hands. You cautiously jog forward hoping to not alert any Forsworn. And just when you think you've made it out alive you feel it. Sharp and sleek in your shoulder. You would have heard it had you not been running so fast that the wind whizzed past you. The arrow struck you clean in your shoulder and has been firmly planted in there. The pain is sharp and quick but you stop for a second to remove the arrow. As you pull it off you quickly focus your energies on your hand. The warm light of the spell fills you as it begins to knit your skin back together. The small pleasurable feeling of relief washes over you momentarily until you get hit by another arrow. This time in the leg. You have to act fast and act now.

>1) Remove the arrow and run as fast as you can.

>2) Remove the arrow and prepare for a fight.

>3) Attempt to negotiate with your attackers.

>>701333
Normally yes, we would go best of 3. It might change depending on the situation but I doubt it. If it does change I will let people know.
>>
>>701593
Completely forgot to add a last option.

>4) Write-In
>>
>>701593
>2) Remove the arrow and prepare for a fight.
I would say to negotiate but it seems they don't want to.
>>
>>701593
>1) run away. Go round some rocks and try get then stuck.
Do we even have a weapon, do we know how to use it? Or we gonna he'll them to death? I don't know restoration.
>>
>>701593
>>2) Remove the arrow and prepare for a fight.
We can't keep taking hits like this. We must remove the threat and continue later, once we have the time to heal.
>>
>>701636
He's a Crusader. Proficient in sword usage and Restoration. Also, I doubt he won't have a weapon on a dangerous mission this.
>>
>>701636
I should probably make a character sheet. I'll start making one. We are equiped with a mace and a sword and we do know how to use it effectively. We are adepts at restoration which allows us to turn the undead and heal ourselves and others.
>>
>>701593
>>2) Remove the arrow and prepare for a fight.

Don´t hold the line, try to fight and retreat.
>>
>>701658
Since we're born under the Ritual stone, how is our Necromancy? Stone Flesh is a spell we know right?

>Remove Arrow and prepare for fight
>>
Character Sheet: http://pastebin.com/UY2f16xd

You quickly and effortlessly removed the arrow from your calf. You took a moment to see your surroundings. You couldn't see anyone there. Then they started to walk out. They were clad in animal skins and colorful tattoos. Their faces hidden under the visages of dead animal bones. Their arrows nocked and primed, their spears at the ready. You have two options, your blade or your mace. Each one deadly in the right situation and the right type of mind.

(The last divine you have prayed at a shrine for and given abilities by is Kynareth. See Character sheet for more info on what abilities she grants.)

>1) Draw your blade

>2) Draw your mace

>3) Draw both weapons

>4) Draw one of these weapons and a spell (Specify which weapon and which spell. Spells are in the char sheet.)

>>701692
The Ritual doesn't necessarily mean we are specialized in Necromancy, it just serves as a kind of mystery box ability. Since we are a Crusader, Necromancy is kind of a taboo thing for us. We do not know Stone Flesh as it is a rather complex alteration spell. We only know basic destruction such as a flame and adept level restoration spells.
>>
>>701957
>4) Draw your sword and Fortify Fatigue
Need a boost for this.
>>
>>701957
Eh, I'll second >>701972
Although calling in some furry friends might be fun.
>>
>>701957
Once again forgot the last option

>5) Write-In

>>702011
You could include it in the mixture, people would just need to vote on it.
>>
>>701957

This >>701972

I was thinking exactly this. That or Fortify Strength
>>
>>702023
If it's allowed then I'll vote for that as well.
>>
You reach for the hilt of your blade and with one swift motion you have the tip of your blade aimed at your attackers. Your left hand glows green with the power of your spell at the ready.

roll d20+7 to see how much you fortify.

Ritual Spells count as powers, you can have them equipped at the same time as a regular spell and a weapon. Note that powers can only be used once a day.
>>
Rolled 16 + 7 (1d20 + 7)

>>702080
I've got this.
>>
Rolled 1 + 7 (1d20 + 7)

>>702080
>>
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>>702102
MFW

First Crit fail for the quest
>>
Rolled 14 (1d20)

>>702080
>>
>>702109
Best out of three?
>>
>>702099
>>702102
>>702113
The rolls add up to a moderate success.

>>702120
Yes, best out of three unless stated otherwise.
>>
The feeling of invigoration surges through your body as the spell does its work. You feel energetic and weightless. Your blade flows in your grasp and the your breathing becomes steady and light. You feel no pain from your wound and you feel ready for anything.

You strike at the first of the Forsworn charging at you. His spear snaps under the weight of your blow and you follow it up by slashing at his side splitting the skin apart. The pool around the corpse flows outward and like an inverse pool the Forsworn flow inward towards you.

You keep your stance and cool. The next one to strike at you is quick. His quickly swings and parries looking for any opening and you begin to see more of his friends closing in on you looking to get a sneak attack on you.

You need to be quick and decisive now. You fell two more of the tribals with swift slashes but the remaining 5 are surrounding you. They seem to be toying with you, as if you were prey. If growing up with Orcs has taught you anything, it's that you are not prey. Not anymore.

You launch your blade into one of the tribal's chest and grip your mace as you smash the skull of one of the Forsworn trying to strike you.

3 more and now they look scared. You run and reach for your sword making sure to drag it towards the man in front of you. You swing the blade in one quick motion and vertically slice through his torso. The other two have put some distance between you and are quickly nocking their bows. You have to be quick.

>1) Charge at them.

>2) Run

>3) Throw weapon

>4) Write-In
>>
>>702206
>1) Charge at them.
If we had a dagger then throw but need that sword and can't let them get ready.
>>
>>702206
>1) Charge at them.
>>
>>702206
>1) Charge at them.

Do we have another weapon? A dagger or a knife?
If we have one throw it and charge.
>>
>>702258
Charge and once we're close, use a the Flame spell. We can set their bows on fire and cook'em up.
>>
>>702206
>1) Charge at the while insulting their mothers
Shit, I hope we brought our knee protectors today!
>>
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The two archers separated from each other to take your flanks. You charge at the first one that you see as fast as you can. He has no chance to even line up his shot before your blade is plunged deep into his gut.

You can hear the faint screams of arrows flying past you as the other tribal desperately and clumsily attempts to gain one shot on you. Stendarr have mercy on him for you can not. You run towards the man and he drops his weapon and attempts to flee. The land which he calls home eventually doomed him as he was caught on one of his people's traps. You walk over to him, his face fully exposed and the fear and hatred burning in his eyes.

>1) Let him stay there, trapped, as you make your way back to Orsinium.

>2) End his life.

>3) Free him and let him go. (Gain a favor from Stendarr)

>4) Free him then kill him.

>5) Write-In
>>
>>702443
>3) Free him and let him go. (Gain a favor from Stendarr)
Need a bit of mercy sometimes.
>>
>>702443
>3) Free him and let him go. (Gain a favor from Stendarr)

I´m in a hurry, thank whorver you like for this.
>>
>>702443
>2) End his life.
Fuck this guy.
>>
>>702443
>>2) End his life.
>>
>>702443
>2) End his life.
>>
>>702443
>>3) Free him and let him go. (Gain a favor from Stendarr)
I don't really hate the Forsworn.
>>
>Free him and let him go

I feel like this choice might have an adverse effect--ie he calling reinforcements...Buuuut we're a Crusader anyways.
>>
>>702443
>>3) Free him and let him go. (Gain a favor from Stendarr)
>>
Can we "accidently" break one of his legs so we enough time to get away and still get the favor?
>>
>>702443
>3) Free him and let him go. (Gain a favor from Stendarr)
What era are we in and who is the current Emperor?
>>
(Favor from Stendarr gained)

You raised the blade to the vines suspending the man in the air. For a moment, he seemed accepting of his death. Then he fell to the floor.

"Stendarr's Mercy upon you, tribal. Do not forget this kindness next time you decide to draw the blood of another."

The next few hours were dreadful. You were exhausted from all the running but you could tell you were close to Orsinium. You could see the watch towers in the distance and you estimate that in around a day you'll be in Orsinium.

You collapsed from exhaustion a couple times along the way but your will never faltered. You reached the front gates of Orsinium bloodied and tired. Your armor dented and worn. You weren't in the heart of Orsinium, the city of Iron. You were in the outskirts, in a settlement called Ghorbushbak. You stop for a few hours to eat something and get a few hours of sleep in before you head to the Iron City.

After taking the main roads you finally reach the capital. The sight of giant towers made of Iron never ceases to impress. The smell of molten metal and the slight chill in the air from the Mountains makes for an experience one would have in Skyrim. You make your way into the Iron Keep. Here the Warchief consults with his personal council and Legion ambassadors and representatives. You approach the Keep Master, a rugged and grizzly Orc wearing traditional Orcish raiments.

"I need to speak to the Warchief, Orsinium may be in danger!"

"What in Oblivion are you going on about, you lost legionnaire?"

"I'm no legionnaire, I need to speak to the Warchief, now!"

"He's not taking any visitors, now scram before I cave your skull in."

He isn't going to listen to reason... Perhaps you can persuade him? Sneaking past him is also an option but much riskier...

>1) Attempt to persuade him (roll d20+7)

>2) Attempt to sneak inside of the Council Room (roll d20)

>3) Wait until tomorrow to see the Warchief.

>4) Write-In

>>702604
We are in the 5e 112. I have made most of the changes to the setting make sense lorewise. There isn't anything that will feel completely out of place. Most of the changes are inspired by speculation, theories, and analysis of the lore. There are no spectacular metaphysical changes in the universe that are influenced from Kirkbride. So love him or hate him, he isn't an inspiration for the changes. That said, the Emperor is the son of the cousin of Titus Mede II, Surimus Attrenius.

>>702548
Stendarr is generally all about mercy and being kind. Breaking his legs would seem malicious and thus kinda make it seem like we are making him suffer. It is better to let a man rest in peace than make him suffer and live. At least that's what the people in TES universe belive.
>>
>>702641
>1) Attempt to persuade him (roll d20+7)
>>
>>702644
Well I mean, ya gotta actually roll the dice.
>>
Rolled 20 + 7 (1d20 + 7)

>>702686
Oh, I thought I should roll if it was confirmed.
>>
Rolled 4 + 7 (1d20 + 7)

>>702641
>>702686

>1) Attempt to persuade him (roll d20+7)
>>
>>702697
Oh shit, nice
>>
>>702697
You roll either way, even if it doesn't get chosen. I always take the choice with the most votes and its just easier for me to keep track of. I know other QM's wait for the vote to lock in. Also, nice crit.
>>
Rolled 4 + 7 (1d20 + 7)

>>702641
>1) Attempt to persuade him (roll d20+7)
>>
>>702702
>>702712
What the hell?
>>
>>702717
We´re in some shit mang

The Scripture of the Numbers:
4. The Corners of House of Troubles. 242
>>
>>702641
dice+d20

>>2) Attempt to sneak inside of the Council Room (roll d20)
>>
>>702834
In options, Anon.
>>
>>702834
>>702840
fixed
>>
>Critical Success<

You aren't backing out of this now, your home is in danger.

"Listen, I just came back from Dushnik-Yal. Some powerful group just leveled the entire city and left it in ruins. You know how many people are in Dushnik-Yal? Thousands. We managed to save 47. Whoever these people are they're looking for an artifact which is now here in the Iron City. If word doesn't reach the Warchief, Orsinium could end up looking like an ancient tomb. Now either you let me through and all will be well or Divines know I will force my way in there."

The Orc sighed heavily and grumbled before gesturing you to follow him. He walked down the cold hallways of the Keep and you kept a close pace behind him. Your boots clanking and echoing through the rooms. You finally reached the council room. It was warm in there, torches and a crackling hearth set up an ominous mood. The large center table was round and decorated with the skulls of mighty beasts. Orcs may not be complete savages anymore but they do like to show off their trophies.

"Warchief, this man claims to have information dire to the survival of our land."

"That so? And just who are you? Perhaps a spy? Perhaps a crazed lunatic who I should personally beat to a pulp for interrupting an important meeting..."

He wasn't exaggerating. There were Orcish warlords and Empire ambassadors surrounding the table. Each of them with their eyes on you, brows raised.

"I am Manius Bentius. Crusader of the Divines and native of Orsinium. I come with news of an attack on Dushnik-Yal, and a warning that this land may be next."

Murmurs were exchanged around the table, surely they all thought this man was insane, but the attack on Dushnik-Yal was no secret. The only detail no one but you and your company knew was just how destroyed the city was.

The Warchief silenced the table, "Dushnik-Yal... What happened to it?"

"It was destroyed, Warchief. The entire city was reduced to pebbles and ashes. I do not know who attacked the city, but they fly a banner of dark and gold emblazoned with a dragon. At least that's what the survivors said."

"How many survivors are there?" Said one of the warlords.

"47. Not including the Chief of Dushnik-Yal."

One of the ambassadors looked bewildered, "Divines, what could have done such a thing?"

"I do not know, but, I do know what they were after. They left the Temple of Malacath intact. That temple housed the Horn of Curses."

The Warchief's eyes widened, "Troll's blood, we have that damn horn here..."

One of the warlord's lashed out against the Warchief, "I told you Norghul, I told you that the damn Horn would curse us all! Trinimac is no longer our patron, he is a dead god! His horn is a curse for anyone!"

"Quiet, Garhnorg, or I'll have your head!"

The warlord's began to argue among themselves when the Warchief pulled you out of the room.

[1/2]
>>
>>702845
"Bentius, was it? I trust you are loyal to your land so I will assign this to you. Head to the temple of Trinimac and take the Horn. You are to take it to a man in Cyrodiil in the city of Kvatch. He is an expert in Divine artifacts and will know what to do with this. Ask him, beg if you must, to destroy this or find a way to contain it. We will have Orsinium heavily defended and whoever this group is will not get past us. We need to gather forces and prepare for a potential attack."

The Warchief's eyes are determined and set, but your plans are your own. Why do you have to take the horn? What if you want to fight for your land?

>1) Fight to defend Orsinium.

>2) Take the Horn to Kvatch.

>3) Flee the land and leave fate to do its work.

>4) Write-In
>>
>>702863
>>2) Take the Horn to Kvatch.
>>
>>702863
>2) Take the Horn to Kvatch.
>>
>>702863
>2) Take the Horn to Kvatch.
>>
>>702863

>2) Take the Horn to Kvatch.

It is you, the you are hearing this!
>>
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>>702890
Who? Me?!
>>
>>702863
>2) Take the Horn to Kvatch.
>>
"Warchief, it would be an honor."

"Good. Now, let me run this down for you. This man used to be the one of the former heads of the Temple of Malacath in Largashbur. He was tasked with keeping Volendrung safe and contained until his studies of divine artifacts required him to relocate to Kvatch. A city once torn by the Daedra. His name is Brillaf Whitemane. He's a Nord but make no mistake, he is a traditional Blood-Kin. He will be in Kvatch, ask around in order to find him. If you can not track him down, hide the artifact or lock it away for ever. But I warn you boy, if you come here with the Horn in hand, you better have a good reason or I'll mount your head on the front gates."

"I won't. I'll set off for Kvatch within the week Warchief. Godspeed."

"Malacath give you strength."

You exited the keep, the chill in the air creeping up on you as the cities buzzed with activity. How terrible that these people were not aware of the incoming doom against them. You put those thoughts to rest as you made for your home. You didn't inherit much from the death of your parent's. The home you gained wasn't exactly the largest or fanciest, but it was home. A warm hearth, a soft bed, and a good supply of Orcish liquor was all you really needed. You needed to think this clearly. Kvatch is a long way away. You need to think of what you should bring. What kind of equipment? How will you get there? Where will I stay or camp? You've never gone too far out of Orsinium... Perhaps this is all too much for you. No, you have a duty to your land. If growing up around Orcs has taught you one thing, it's strength and loyalty. Your trust must be as strong as your swing.

Divines help you, this week could be one of your worst.
>>
>>702863
>2) accept this quest
Kvatch?! Nigga, you better have a sexy orc waifu for me when I get back.

So head to the nearest port, get on a boat and timeskip?
>>
>>702980
I'm gonna go ahead and call it here folks, thank you for participating and bearing with me! I will be running again tomorrow somewhere around 1 PM PST.

I do have a twitter account where you can follow for exact updates on when I'm running. I send out a notification of when I'm about to run.

https://twitter.com/LorkhanQM

I will be sticking around to answer any questions and comments. Thanks again!
>>
>>702997
Thank you for running.
>>
>>702997
Thanks man, I love Elder Scroll lore.

I´ll probably will not coem to read until 6 or something. Thank god archives exist.
>>
>>702997
Also, same thread?
Will we get followers in the future?
>>
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>>703019
Hopefully the lurkers will vote.

No, never ever.
>>
>>703016
I don't know if this thread has been put into sup/tg/, or does it automatically put them in now? I know it sounds dumb but I don't know how much sup/tg/ has changed. I've been absent from 4chan for a long while.

>>703019
Yes, same thread. We still have space for more I believe. And of course. Followers can be anyone given that the players actually want to go through the time and effort to recruit said person.
>>
>>703034
;_;
>>703041
Got it. Also, you need to archived it yourself.
>>
>>703041
You need to do it youself. Or another anon can do it, I think.
>>
>>703060
>>703046
Quest officially archived, thanks fellas!

http://suptg.thisisnotatrueending.com/qstarchive/699986/
>>
>>703119
Since I am a moron and completely forgot that the archive doesn't update. I will be making a new thread for tomorrow. Don't worry, I'll use the same picture and for anyone who will still check on this thread I'll leave a link to the new thread.
>>
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NEW THREAD: >>711189



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