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File: TESQuest2.jpg (362 KB, 1396x1048)
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You awaken to the sound of smoldering flames creeping upon your nose. You jolt awake and prepare for a hellish scene upon you. Instead, you are warmed by the hearth near your bed and a relatively intact home.

You remember of yesterday, still somewhat processing the task you have been given. Orsinium practically rests in your hands. Be it an honor or a curse the Divines call to you now to bring salvation to your people. You must head to the temple of Malacath and retrieve the Horn of Curses to prepare for your journey, however being that this is your last day in Orsinium, perhaps you can do something else in the mean time? Say goodbyes? Enjoy a stiff drink? The Iron City has many places for one to enjoy themselves in. So, where should you head?

>1) Head to the temple, there is no time to waste.

>2) Go for a stiff drink, Divines know you'll need it.

>3) Head to the Fighter's Guild to train for a few hours.

>3) Head to the Mage's Guild to meditate for a few hours.

>4) Find any of your friends and say your goodbyes.

>5) Write-In

Choice combinations are completely okay, given that enough people vote on the specific combination to be done.
>>
>>711189
Forgot to post this in OP but, here are some important links.

Twitter: https://twitter.com/LorkhanQM
Character Sheet: http://pastebin.com/UY2f16xd
>>
>>711189
>4) Find any of your friends and say your goodbyes.
3) Head to the Mage's Guild to meditate for a few hours.
>Head to the temple
Welcome back.
>>
>>711189
>>1) Head to the temple, there is no time to waste.
>>3) Head to the Fighter's Guild to train for a few hours.
>>
>>711189
>1) Head to the temple, there is no time to waste.

You can ditch the 1), 2), 3), etc.
>>
>>711189
>4) say goodbye to friends
We have to know who to pine for while away
>1) head to the temple
We can train on the journey, no reason to delay for it
>>
>>711224
Discard the Mage's guild just go to the temple after saying goodbye to friends.
>>
>>711189
>1
>3
>4
Try to boost Alteration so we can get the skin spells
>>
You think over your choices and decide you have no time to waste. You don't need to meditate, you can feel the magicka of Nirn flowing steadily within you. You do remember something however, your friends. You may not have many but the remaining few are loyal and you go out of your way to return the favor.

You headed to the one friend you knew was still in the Iron City, Khrobulgash. Khrob is a shaman in training. He may prefer to use the forces of Nirn than a weighted mace, but you've learned not to underestimate his strength. He lives in the Temple of Trinimac, studying his magick and crafting battle staves.

You approach the focused Orc in the middle of his crafting. He slowly and delicately engraves runes of unknown language within a staff made of what you can tell is Orcish Iron.

"What do the symbols mean?"

Khrobulgash doesn't spare you a look, he merely mutters his response, "Nothing fancy, they're there for decoration; 'Akatosh, I call upon your flame' they say. I wrote it in what little I know of the Falmer tounge. I've been reading some old texts imported from Cyrodiil on the pests."

"What do you know of the Falmer?"

"Well, they use to meet their ends at the end of a blade deep in Dwemer ruins back a few centuries ago. Now? Empire started sending out scholars to uplift them and to their surprise the little bastards started learning. They run a trade on chitin plates and rare alchemical reagents. Unfortunately for them, they still a visage that sends chills down a Deadra's spine."

"Never seen one myself."

"Most don't, they tend to keep to themselves in caves or old Dwemer ruins still. At least they make those places more hospitable."

You remain silent for a while observing Khrobulgash feeding his staff with a soulgem. After he is done he mounts the staff in a rack filled with more staffs all with differing materials.

"I don't suppose you came here to talk about Falmer or watch me build staves, so did you need anything?"

"What do you know of the Horn of Curses?"

"Artifact of Malacath, anyone who hears the horn blow is cursed for life with terrible pain and disease. Malacath made it to inflict his pain on the world, make them feel as he did."

"The Warchief tasked me with taking the Horn to Kvatch. The Horn may be too dangerous to keep here."

"About time, I've tried reaching out to him and some warlords. Those stubborn bastards want tradition more than anything. That Horn is a death sentence. It was meant to be used, not stored and displayed. So you're leaving for Kvatch?"

"Aye, I came here to say good bye."

"Bah, you act as if you will die on your path. I thought you had the skin and heart of an Orc, not a Bosmer."

The two of you chuckle but you stop a little shorter than Khrob. You never realized that perhaps you could die. In your excitement and perhaps regret of saving your homeland, you never took into account of failing by dying.

[1/2]
>>
>>711731
Khrob eyed you wearily, he knew he had planted a seed of doubt in you. He stroked his small dark beard in thought.

"Listen, I have here something that may help. I know it isn't much but perhaps it can save you in times of need. This will teach you how to match your skin like that of an Orc. Make good use of it, that book is worth around 200 Septims."

"Thanks Khrob. I guess I'll repay the favor once I get back with fine Cyrodiilic Brandy and other exotic goods."

"I'll hold you to that, now get out of here. I've got to work on some other staves. Damn temple is trying to implement more martial training for the apprentices."

"Before I go, where is Lorgenshburk and Gorrenhurg?"

"Down at the Fighter's guild, where else do you think they'd be?"

You make your way to the Fighter's Guild, an imposing structure where the sound of hammers striking smoldering metal, blades clashing against one another, and the whizzing of arrows can be heard. Inside the guild is busy and active with mercenaries running from room to room. You were once part of this guild, but you left it when you joined the Crusader's Order. You enter the courtyard, where you sure enough find your two friends. Lorgen and Gorren. The two of them are large, even by Orc standards. They both bear a collection of white tinted body paint and wield two handed weapons. Lorgen prefers a blade, while Gorren prefers an axe. Most think them to be brothers. Lorgen and Gorren grew up together as orphans taken in by the Fighter's Guild, so they may as well be brothers.

"Well if it isn't the Holy Man of Iron? Hah hah ha! How has life been treating you, friend?"

Lorgen reached his titanic arm to reach yours, Orc handshakes are much different than other races. They grab you by the arm and shake once. When Orcs greet their friends however, they grab your arm, and pull you in for a strong embrace and a hard slap on your upper back.

"Lately, it's been testing me but it isn't nothing I can't handle. How about you two? I take it the guild is running out of things to throw at you? You don't just leave the best warriors in Iron City cooped up in some court yard fighting against straw dummies."

"Even we need to rest, Bentius. We arrived about a day ago from a contract near Evermor."

"Breton's asking Orcs for help, who would have thought?"

You spend the next few moments speaking to the Orcs about your upcoming journey and and the circumstances surrounding it. Typical of a warrior, they take your duty as an honor and raise their weapons at its glory.

"I thought maybe I would train with the two of you for a few hours, make sure to keep myself honed and ready."

"Of course, friend! Hah, I always look for more runts to knock down!"

The rest of the evening is spent sparring and training with the Orcs. You gain few new insights into how to stay your ground and keep balance. How and when to strike. Keeping your reflexes sharp and keen.

[2/3]
>>
>>711901
You head down to the Temple of Malacath. The temple is dim and quiet save for the murmuring of the priests. The altar is littered with weapons left as offerings to the Daedric Prince.

You approach the head priest, marked by his darker and fancier robes.

"I'm here for the Horn."

"Bentius, is it? Follow me."

You nod and follow the old Priest through the halls of a crypt until you lay your eyes on the Horn. It is nothing like you expected. The horn is a dark crimson. It would resemble a goat's horn were it not twisting and curling. The horn is inscribed with daedric lettering which spell out, "Feel my pain, Feel my suffering."

There is a large cap covering the hole where the sound comes out of emblazoned with a Daedric 'M' in the center.

"I suppose it is time for me to leave now."

"That it is. There is a carriage that will take you to Markarth. From there you must make your way down to Falkreath. Once you cross the border, rest in Bruma. Take the road west to Chorrol and within a day from that you will be in Kvatch. Without delay, the journey should take you no more than a week.

It was all so sudden but you knew what you must do. You headed for the carriage near the south end of the City. You were equipped with your armor and weapons. Your Stone Flesh tome, several potions, and a modest pouch of gold were housed in your belt. The carriage driver eyed you over and finally said, "You Bentius?"

You nodded in a stoic manner.

"We're riding out for about a day to Markarth. If you have anything left to do, do it now. Otherwise, we ride to Markarth."

> I have something else I must do. (Write-In)

>Take me to Markarth.
>>
>>712013
>Take me to Markarth.
Times are wasting!
>>
>>712013
>I have something else to do
Go to the nearest port and book passage to cyrodill. Seems a little safer than the overland route.
>>
Need a tie breaker.
>>
Slow day it seems, I'll be waiting for about another 30 mins before I do a coin flip on the above choices.
>>
"No, time is of the essence. We leave for Markarth."

You spent most of the ride to Markarth asleep. Occasionally stopping by at some villages to pick up anyone heading near Markarth. Most people thought it strange seeing an Imperial clad in Orcish styled armor.

In around 2 days you arrived at Markarth, there was a slight delay due to a bandit group attacking the carriage, but it wasn't anything you couldn't handle.

Markarth was impressive to say the least. The city is completely made of stone and has several Dwemer motifs in its architecture. Forsworn influence is strong here as well, many Bretons painted with traditional designs walk around the streets. You notice a lot of Orcs as well, it'll be good to be near friendly faces. The biggest part of the city is by far its market place. There is an entire district dedicated to it, you notice. The market place sells all sort of trinkets, odds and ends, food, reagents, clothes, and small weapons. These are just what the outside stalls offer, you reckon the stores have much more inside.

Your next transport should arrive in a day, they will take you to Markarth where you will take a route to Falkreath where a Mage Guild representative will be waiting for you to teleport to the Bruma chapter of the guild. You wonder why they couldn't just teleport you to Kvatch. Perhaps you will ask them when you get the chance. For now, you have a room in Markarth's Inn paid for courtesy of the Fighter's Guild. You could go explore the city for a while, or head straight to bed and wait for your carriage. What do you want to do?

>Explore Markarth for a while.

>Head to bed, you've got quite a long road ahead of you.
>>
>>712726
>Explore Markarth for a while.
Might find some neat things.
>>
>>712726
Go in the tavern and request a traditional orcish song. Also ask for rumors about these city destroying Dragon worshipping necromancers.

For the lazy and lore ignorant when is this set in comparison to the Skyrim game?
>>
>>712726
>>Head to bed, you've got quite a long road ahead of you.
>>
>>712837
This is set around 100 years after Skyrim. The year is 5e 112. Don't worry there is little to no metaphysical fuckery, at least not right now but if in the future the players seem to lean to that side then perhaps I will start introducing those aspects of the lore.
>>
>>712726

>Head to bed, you've got quite a long road ahead of you.
>>
You've got time, you may as well use it to explore. You take time to head to a nearby tavern. Today, most cities separate Inns and Taverns. Inns have become rest stops with a belly-filling meal. Taverns are watering holes where the occasional wench offers you a good time along with your drink. This change was mainly due to the Empire laying down some ground rules around its provinces.

The tavern you headed into was called the Blades Rest Tavern. Inside, the mood was lively and merry. Most of the patrons were singing and cheering as a group of bards sang tunes of Skyrim's heroes. You didn't know much about Skyrim's heroes except for the Dragonborn. Then again, who hadn't heard of the Dragonborn? You sat down and looked at the barkeep. He was an Orc, old and grizzled, with blue war paint covering the gash across his face.

"New in town?" He asked asked as he polished a mug.
"Aye, you got any Orsinium spirits?" You asked.
"You must have one hell of a stomach to drink that, you sure you can handle it?" He asks eyebrows raised and smirking.
"Born and raised in Iron City, I can handle any sort of weak distilled piss these lightweights call a 'drink'." You snort.
"All we have is Giant's Tears. Imported straight from Largashbur. 15 Septims." He pulls the bottle to pour a drink on a mug.

You slide the coins to his hand and he sets the mug down in front of you. In one quick motion you down the entire mug. You never fancied yourself a drinker, Giant's Tears aren't exactly the hardest of Orcish liquors so this doesn't do much but warm your throat a bit.

"Heard of what happened at Dushnik-Yal?" You ask grimly to the barkeep.
"Yeah, heard the city was destroyed overnight. Malacath give the survivors strength, gods know they'll need it." he replied echoing your grim tone.
"What do you know of the attackers? Is there anyone else that knows?"
"All I know is what everyone else knows, dragon banner and a storm of hellfire marks their presence. I doubt anyone here knows much either." His eyes stayed on the ground, his voice morose.

Thousands of people lost in one night. Divines what a mess. You needed to get your mind off of this. After the bard group ended their song, you walked up to them and requested an Orcish folk song, 'Gortwog, The King of Iron'. It was all they knew but it was enough to remind you of your childhood. The kids used to sing it while training to smash a skull in with a mace. It seems funny thinking of those maces. Today, they are easily handled in one hand and swung like branches; back then they were massive tools you had to use both your hands for.

Several drinks later you decided to arrive at your room. The bed was made of stone and metal, but the soft cushion above it made it much easier to sleep in. A warm fire at your bedside and warm drinks in your belly were enough to lull you to sleep.

[1/2]
>>
>>713269
The next day you woke to the scent of meat. Not just any meat, hog's meat. You missed the smell, you hadn't eaten a hog's flank in ages and your inner Orc hungered.

"You're up early, stranger. Morning's chow will be ready in a few minutes. Feel free to sit and wait for a plate." said a lady stirring a pot in a secluded section of the Inn.

You sat down taking in the surroundings. The inn was mostly made of stone and golden brown metal. You knew this to be Dwarven metal, but you've never seen it in person. It was quite shiny and tough. After a few minutes of waiting a plate with a juicy and red hog's flank was in front of you.

"It's on the house, courtesy of the Silver-Bloods!" said the woman gleefully.
"They have my gratitude." you replied with warmth.

You wasted no time digging into your food. The tang of the blood sending exquisite feelings through your mouth. The meat was tender and juicy. The smell was contagious and refused to stop swarming your nostrils. You couldn't complain, it had been a while since you had eaten anything other than Orcish grub.

A city courier came to inform you that the carriage was ready for departure. You suppose that you will have to return to Markarth one day, the city seems friendly enough and the relaxing sound of the river flowing through the streets calms your mind and eases your tense body.

"We will stop at Falkreath within a few hours if there are no delays. You ready to go sir?" Said the driver.
"With haste." You replied

A quick snap of the reins and the horses trotted off down the road to Falkreath.

[2/2]
>>
>>713389
I'm going to cut the thread short and end it here today. Apologies.

Next thread should be either Tuesday or Monday at noon. I always post alerts on when the quest will return on my twitter: https://twitter.com/LorkhanQM

Next run will be on this thread so there will be no confusion like last time. Thanks for participating!

I'll be sticking around for any questions or comments.
>>
>>713429
Thank you for running, Lorkhan.
What's your favorite race and Elder Scroll game?
>>
>>713429
Thanks for running!
>>
>>713450
Argonian, I love their lore and I always appreciate a good lizard folk race.

Favorite game is tough, Daggerfall and Morrowind are very closely tied. If I really had to choose one I guess I'd go for Morrowind for that huge amount of lore.
>>
Shame I couldn't read the first thread. Is there a pastebin for that floating around? Did I miss anything major besides MC's current gear, race, and abilities?
>>
>>713553
Here it is >>699986
>>
>>713553
>>713581
Alternatively, the thread was archived. http://suptg.thisisnotatrueending.com/qstarchive/699986/
>>
File: tesquest3.jpg (362 KB, 1382x1044)
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The Elder Scrolls Quest #3

Twitter: https://twitter.com/LorkhanQM
Character Sheet: http://pastebin.com/UY2f16xd
Previous Thread Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=LorkhanQM

You kept yourself awake for most of the ride taking in the environment. You'd never really been outside of Orsinium so this was all alien to you. The green forests and sharp chill in the air. It was strange. Skyrim was known for it's harsh environment and yet here you were seeing it firsthand. You weren't really impressed. Then you looked over at the mountains.

They were huge, covered in white, and far away. You have never seen something so tall and massive. The carriage driver noticed you shifting yourself to get a better view.

"That there's the throat of the world, tallest mountain in all of Tamriel." said the man in a thick accent.
"Are there cities up there?" you asked, eyes firmly upon the peak.
"Few villages around the base of the mountain, but none at the summit. Except the temple, but that is an exclusive place. They say only those with the gift of the voice can enter." the driver sounded almost sarcastic.

To think that someone would dare live up so high where the cold is strong. You remember when you had to pass through the mountains to get to Dushnik-Yal and how you could barely stand the cold there.

You could see Falkreath up ahead after a few hours. It was a modest city that spanned a few miles. It seemed almost hidden among the tall pines surrounding it. You felt little drops of water falling on your face. Without noticing, the sky that had once been blue was now a dark and cloudy gray.

"Need a hood sir? Falkreath Hold houses dark skies often." The driver said as he offered you a leather cloth.

You nodded and thanked the man as you fastened the hood around your neck. You pulled the cloth over your head and felt the droplets tap the hood softly.

Falkreath was much bigger once you found yourself in the heart of the city. You wandered around the city trying to find the familiar eye symbol that marked the guild. From your time in the guild long ago you remember that the Mage's Guild was retired for some time a few centuries ago. Recently they've resurfaced as the public's magickal resource they once were due to the Synod becoming the Emperor's private magickal order.

You found the guild in a large mansion like house in a district you can only guess is the residential one. You stepped inside and instantly felt refreshed at the sudden surge of magicka. The guild houses were always like that ever since a Breton mage managed to transfer an Ayleid well and its magickal properties to the guild's head quarters in the Imperial City.

"If you are here to join the guild, then please speak to recruiter Corrimon in the office down the hall." a Dunmer woman said lazily.

[1/2]
>>
>>721768
"Actually, I'm here to use the guild's services. I am Manius Bentius, on behalf of my people and Orsinium, I seek passage to Bruma." you said calmly.
"You're the one they sent? I expected an Orc. Very well, the portal room is one floor below us. Follow the hall and take a left at the third cross section." The woman seemed surprised at your words.

You knew that most people don't expect an Imperial to be from Orsinium, but to you it was nothing new or different. Being among Orcs was nothing terrible or strange to you. It was quite advantageous to you having the tongue of an Imperial and the strength of an Orc.

After a few minutes of traversing the halls of the guild you found yourself in the portal room. The portal itself was merely a platform etched in various runes of what you can guess are Daedric or Ayleid origin. The room itself was largely empty. Several rune carving tools and books lay about on the floor.

"Excuse the mess, sir. Where will I be taking you today?" said the Bosmer man wearily.
"I seek passage to Bruma." you said as your fingers ran down the quicksilver platform.
"Very well, step onto the platform and please wait until I can find the correct rune..." the man was violently running through pages of a worn tome.

You stepped on the platform standing in a stoic manner watching the man's eyes dart across pages. His mouth curled into a smirk signaling he'd found the rune. He knelt down on the platform carefully etching a small rune on a lone circle. Within seconds, he placed his hands on the platform and closed his eyes. You mimicked his gesture and took a deep breath. Your body felt as if it was floating for a moment before you suddenly felt a change in the air. It was cold. You opened your eyes only to find snow everywhere.

"Welcome to Bruma's Mage's Guild! I suppose you are Bentius, no?" said a jolly Nordic man.
"Aye, but, why are we outside?" you said, your body beginning to shake.
"We didn't have enough space inside the halls to fit a portal room. So this is all we have. Come now, you will be allowed to stay in the dorms of the guild until your carriage arrives in two days." the man said leading you to the inside.

>"Why can't I just take the portal to Kvatch, or Skingrad even?"
>"It's alright, I prefer to sleep at the Inn. I always hated the guild dorms."
>"Is the food freezing here too?"
>"Do you know where the Temple is around here? I may need to pray for warmth."
>>
>>721768
Welcome back.
>>
>>721816
>"Do you know where the Temple is around here? I may need to pray for warmth."
>"Is the food freezing here too?"
>>
>>721816
>"Do you know where the Temple is around here? I may need to pray for warmth."
I suppose the horn will be safer in the dorms than in the inn too.
>>
"Know where the Temple is around here? I may need to pray for warmth..." you said, your teeth chattering.
"The Chapel of Talos is hard to miss, you see that large building in the center of town? It's the tallest building in the city. Careful you don't freeze to death on the way there!" The man said laughing heartily.
"Is the food frozen around here as well?" if it wasn't audibly obvious that you were cold, the chattering of your teeth was now much louder.
"Only the drinks tend to freeze, otherwise, head to the Tap and Tack near the eastern gate."

Once inside, you were relieved to find yourself warm again. Perhaps you will need more than your armor to keep you warm. You'll need to find some clothes or furs if you want to survive the road to Skingrad.

>Head to the Chapel of Talos
>Head to the Tap and Tack
>Find some warmer clothes
>Write-In
>>
>>721926
>Find some warmer clothes
Then
>Head to the Tap and Tack
>>
>>721926
> Head to the trap and track and find the guy with the warmest coat and challenge him to an arm wrestle for it.
>>
>>721926
>>Find some warmer clothes
>>
You went inside your room, it was mostly empty save for a bed and simple furniture. You packed away most of your weapons and armor in a large chest. The perks of being in the mage's guild were that most chests or doors were locked with both physical and magickal protection. You had only a long coat over your tunic and some simple cloth pantaloons barely covering your dark boots. You headed out almost jogging towards the Tap and Tack. Thankfully it wasn't too far away or else you would have frozen away. You hated feeling this weak and vulnerable, you were born in Orsinium after all. You're used to being near the brink of death, so why is a little weather wearing you down so much? You put your thoughts aside when you entered the tavern. Here, there was no lodging, only drinks and food as evident by the aroma in the air. Most people here were either Nords or hardy Imperials much like yourself. You sat down for a drink and seeing as they only had mead and ale, you went with both knowing one wouldn't satisfy you. Your eyes wandered the bar simply taking in the sights of a place that was foreign but yet strangely familiar to you. Sure it was a tavern in Cyrodiil, but it was still a tavern. Tavern's were simple; wenches, drinks, and good food were all they had. You noticed people started to gather along the center of the tavern, around two men sitting. It didn't take long to notice they were arm wrestling. You stood up, drink in hand to watch up close.

Cheers were rung as the large Nordic man wearing a bears hide on his back slammed his opponent's fist on the table. He grabbed his mug and downed the entire thing before letting out a loud cheer. The man started walking around the inside of the circle formed around him, eyeing everyone he could. He finally approached you and stood still.

"You... yeah, you'll do... Come on then, I challenge ye!" he said while pressing his finger on your chest.

You were hesitant at first but the cheering and shoving of the patrons were enough to convince you. You sat down and prepared your arm for a good struggle. The man crossed his arm and stared at you.

"What's your wager, milk-drinker?" The Nord said, smirking harshly.
You thought about it for a while, what do you have to offer to this man? Perhaps if you asked him? "Name your price." You finally said. "How much gold do you have on ye?" he said narrowing his eyes at you. "About 280 Septims..." you say feeling your pouch at the belt. The man smiles and closes in the gap between you and him, "I'll take 'em all..." he says with a vicious grin. You reckon you'll need to take something from your inevitable win. But what? "I'll take all of your gold as well, and the coat." you point at the bear skin on the man. He strokes the fur of the coat and grins once more, "deal" he says slyly. The two of you grab each other's hands and grip tightly, shuffling your shoulders so as to get a good stance.

Roll d20+5 to overpower the Nord, DC: 19
>>
Rolled 5 + 5 (1d20 + 5)

>>722122
>>
>>722141
Fug...
>>
Rolled 11 + 5 (1d20 + 5)

>>722122
You are so soft your mother must have been a horker.
>>
Rolled 11 + 5 (1d20 + 5)

>>722122
fuuck
>>
Well, at least we didn't loose that badly.
>>
Is OP here?
>>
>>722342
He's just writing, Anon. roll to save us!
>>
>>722345
Let's pray!
>>
We can recoup or losses by stealing everything from the mages guild and finding a fence somewhere to sell it to.
>>
Rolled 17 + 5 (1d20 + 5)

>>722122
>>
>>722374
I might have just saved us, hope it counts.
>>
Apologies for the delay.

You grip your hands and ready for his force. You feel the man's strength in full and you nearly lose your ground as he forces his hand. You begin to push back against him and make him struggle. He seems surprised that you can push back but you notice something that worries you. You are gritting your teeth and your veins are popping from your arms while he stares calmly at you. You shouldn't have gotten distracted because he took the opening. In one quick push, your arm was on the table and the man was grinning. He extended his hand while smirking, "I'll be taking what's mine..." he said. You reached for your pouch and buckled it loose. You handed him the pouch and watched him jiggle it around for the others to see. How embarrassing to be beat by a damn Nord. You could almost feel your Orcish brethren glaring at you from miles away. There's got to be something you can do, you can't just lose all that money, nor your pride.

>rematch, roll d20+5 DC:18
>Wrestle the man roll d20+6 DC:22
>Negotiate for your money back roll d20+7 DC:20
>Steal your money back roll d20 DC:17
>Admit defeat, you'll get your money back elsewhere.
>Write-In

>>722361
Since we are a Crusader born under the ritual, we tend to serve and pray to the Divines. Stealing is one of Zenithar's biggest no no's and can get us punished hard.
>>
Rolled 17 + 5 (1d20 + 5)

>>722399
Rematch!
>>
>>722399
>Admit defeat, you'll get your money back elsewhere.
Those odds are too much,
>>
>>722399
> Admit defeat.
He beat us fair and square and we don't have anything to wager for a rematch.
Guess we will have to go kill some large animal and make it into a cloak.
>>
You sigh in defeat. He beat you fairly and your morals impede from playing foul. You know you could have won had you not gotten distracted, but you'll let it go. You leave the cheering crowd and head out of the tavern. You still need to resolve the issue of the weather beating down on you. You need some furs but you have no money. Theoretically, you could go and find some animal in the outskirts to kill and make yourself a coat to keep you busy. You could also go and see if there is any sort of job that needs doing around here to earn some quick coin. There is much to do in Bruma it seems. You haven't even finished your first day and you've already lost 280 Septims. You pray to the Divines that this type of loss doesn't become a reoccurring theme in your stay in Bruma.

>Head back to the Mage's Guild, you've lost enough for today.
>Find a notice board or someone in need of help.
>Attempt to hunt for an animal to skin.
>Write-In
>>
>>722508
>Find a notice board or someone in need of help.
>>
>>722508
>Find a notice board or someone in need of help.
If we have the chance afterward, hunting.
>>
>>722508
>Head back to the Mage's Guild, you've lost enough for today.
>>
>>722508
>>Find a notice board or someone in need of help
>>
You decide that you need your money back, the hard way. Perhaps you can get some warmer clothes as a reward. You walk around town looking for people who need help, or a notice board. In the bigger cities, notice boards are common and house job offerings, bounties, and announcements of any kind. The streets are covered in snow and as you look past the buildings of Bruma, you notice the mountains that looms over the city. Those are the Jerall Mountains you figure as you look at your map. You've had this map for quite a long time, it spans all of Tamriel and has a few spots marked on it, mainly cities and capitals. You have most of Orsinium and High Rock filled up with spots of interest.

As you explore Bruma looking for a notice board, you observe its people. They're all hardy and seem to endure the cold easily by the lack of heavy clothing. You could easily mistake this place for Skyrim. After a bit of wandering, you find yourself face to face with a notice board. There isn't a single space that isn't filled with some sort of parchment. You read over most of the notices along with several other armored men most likely looking for work as well. You look over the notices and decide that you want to narrow your choice down to...

>Bounty, hunt down a man or beast and kill them to earn your reward.
>Service aid, help out a smith, alchemist, enchanter, cook, or any general craftsman to gain a small reward and some understanding of that craft.
>Delver, recover lost or stolen items or artifacts for a reward that varies on the item.
>Bodyguard, protect your target against anything that would harm it for a large reward.
>Delivery, deliver messages or packages across the city for a small reward.
>>
>>722639
>>Bounty, hunt down a man or beast and kill them to earn your reward
>>
>>722639
>Bodyguard, protect your target against anything that would harm it for a large reward.
>>
>>722639
>Bounty, hunt down a man or beast and kill them to earn your reward.
>>
>>722639
>Delivery, deliver messages or packages across the city for a small reward.
>>
>>722639
> Bounty
In the finest tradition of our homeland, orc smash.
>>
You narrowed yourself down to the bounties. Most of them were simple go and kill a man or beast but they held a poor reward. You needed some coin or something very valuable you could sell off. You knew how things like this worked since you were hired constantly for your skill set. You grabbed several bounties that looked good to you. The first one is a manhunt. Near the Jerall Mountains is a Dunmer go who goes by the name of Varoso Galyeno. He is wanted by the Bruma Guard for attempted murder, major theft, destruction of property, substance trafficking, and tax evasion. The bounty on his head is 500 Septims, he's wanted dead or alive.

The next bounty is on a man named Marcyn Valtile. He is wanted for murder and murder of Empire Officials. He is noted as being part of an organization and to be cautious. His reward stacks up to 1200 Septims, he is wanted dead or alive.

The next bounty targets a Dragon by the name of Vaazgoluv. He is wanted for destruction of property and abandoning the Dragon Order. He is noted to be a skilled beast and will attack if provoked. He is wanted dead or alive. The reward for his capture or death is 2000 Septims.

The last bounty marks a Bosmer woman named Vlania Dusklock. She is accused of being a Thalmor agent. She is wanted alive for a reward of 1000 Septims. Which bounty should you take?

>Valoso Galyeno; Dunmer conman, 500 Septims.
>Marcyn Valtile; Breton Assassin
>Vaazgoluv; Rogue Dragon
>Vlania Dusklock; Breton Agent

>>722832
The funny thing is, we aren't an Orc.
>>
>>722862
>Marcyn Valtile; Breton Assassin
>>
>>722639
>Bodyguard, protect your target against anything that would harm it for a large reward.
>>
>>722915
A little late for that.
>>
>tfw OP left
>>
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>>723268
>>
Marcyn Valtile. That was your target now. You headed over to the Penitus Oculatus offices for more information on the bounty. You were pointed towards an area outside of the city a few miles west. You were given a few pieces of intel on your target. He is part of an organization, possibly an assassin organization. He is also quite the slippery one, he escaped the prisons he was locked in on the first day of his sentence. He is adept at both magickal and stealth skills. He tends to keep himself disguised and hidden in plain sight. 1200 Septims will be awarded if brought back dead, 1800 if brought back alive.

This target won't be easy but you've probably faced worse. Most of the enemies you've killed tend to show their face and charge at the end of your blade, facing an enemy that likes to keep himself hidden and strike from the shadows will prove a challenge to you.

The journey to the area where you can find him is just a few hours walk from the city. You head back to the guild and retrieve your equipment, making sure to take the horn just in case. As you make your way out of the city you take note of a large stone and marble statue of an Imperial wearing an ancient style of Imperial armor that hasn't seen use in centuries. Its figure is imposing yet brave and stoic. As you descend some stairs, you notice a large field where a giant structure made of dark and devilish stone is erected. There are spikes on the ground and the earth seems permanently scorched. There is quite the gathering here, perhaps it's some sort of a tourist attraction? You'll investigate later, perhaps, right now you need to travel west and hopefully capture an assassin. You feel uneasy as you walk out of the gates into the wilderness. You feel as if someone is watching and following your every step. You keep your hand gripped on the hilt of your blade, you are not one to contract paranoia so this is a strange feeling.

You walk down the road west, looking for the area which you're supposed to search in. The feeling of being watched never leaving. Your hand dares not to leave your blade's hilt. You hear some rustling in the bushes and quickly turn and draw your sword.

"Who's there!" you yell
The silence is piercing, and now so is your newfound pain.
"A blade, in the dark." a voice whispers into your ear. The voice is soft, almost relaxing, but you find your breathing raspy and your lungs heaving. The sharp pain in your body surges through you as you feel a knife twist in your back. Divine's help you.
>>
>>723343
Oh, fudge.
>>
I'll end it here for the night, thread should be up tomorrow or Thursday at around the same time. As always, updates on when the quest starts will be on Twitter: https://twitter.com/LorkhanQM

Thanks for participating and apologies for late posts and all, I've had a far busier day than I expected. Once again, I'll stick around for any questions or comments.


>>723268
>>723311
Apologies, I didn't leave, I was waiting for more people to choose something but saw that there weren't any so I began writing a bit late.
>>
>>723357
Thank you for running, Lorkhan.
Are we dead?
>>
>>723362
Not yet. Tomorrow should be a bit more interesting but one thing to know is that we still have a favor from Stendarr.
>>
>>723369
Sweet
>>
File: tesquest4.jpg (363 KB, 1378x1044)
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The Elder Scrolls Quest #4

Twitter: https://twitter.com/LorkhanQM
Character Sheet: http://pastebin.com/UY2f16xd
Previous Thread Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=LorkhanQM

You wanted to scream but you felt your voice halted and muffled as a hand gently pressed down on your mouth. Who was attacking you? Who was trying to kill you? Divines help you...
You squirmed and slowly fought against your attacker; the knife burning away at your flesh.

"The more you fight, the more it will hurt. Let the pain fester and accept your death." your attacker whispered.
You couldn't respond to this man but you're sure you would've cleaved his face in by now. You had to act quick and smart, the Divines were testing you now.

>attempt to fight back
>attempt to escape
>give in, perhaps the divines have a greater plan for you today.
>write-in
>>
>>729010
>attempt to fight back
Can't die today.
>>
>>729010
We fight! Dont let some snake kill us now!
>>
You call and pray for strength in your mind, Talos grant you it for this may be your last stand. You reach for the arm holding the knife and grab hold of it. The man wielding it twists it harder so as to torture you. Your muffled screams and writhing body causing the man to lose a grip on you. You figure that this is now or never; you either break free now or suffer fate at the hands of your assassin.

roll d20+5 DC: 17
>>
Rolled 20 + 5 (1d20 + 5)

>>729106
>>
File: Templar Good.png (620 KB, 1000x976)
620 KB
620 KB PNG
>>729123
>>
There are times where you don't consider yourself an Imperial but an orc. There are times you don't consider yourself just a Crusader but a Champion of the Divines. Today, you felt as if Talos himself lent you his blade. You gripped the arm of the man holding the blade and forced it from your spine. There was no pain, only relief and anger. A sudden surge of strength caused you to turn and grab your assailant by his throat, lifting him several inches off the floor. You held him there with your brute strength for seconds before you threw him to the floor and stomped his chest. The sickening crunch of his ribs snapping were satisfying to hear.

The man's body was heaving and desperately trying to crawl away. The wound in your back still stung as you mended the flesh back together with the warm light of your hands.

"Who are you?" your tone was commanding and furious.
"A b-blade i-in the d-dark..." the man attempted to speak but his nasty coughing was getting the better of him.
"None of that cryptic nonsense, who in Oblivion are you?" your blood began to boil again.
"A b-blade in t-th-" the man attempted to speak before you delivered a savage kick to the man's face.

You were going to need to heal this man if you wanted information. You were going to need to take him prisoner. Perhaps you could simply go your own way and end his life here and now? You get the feeling this man is connected to the Breton assassin.

"You've got two choices. You tell me who you are and why a blade was plunged into me, or you will face a fate worse than Oblivion." you knelt in close to the man, snarling.
"I do not fear death, Crusader. Sithis embraces us all." he spat.

Your patience was running thin. You'd have to extort the information from this man the hard way. The merciful thing, and perhaps the right thing to do would be to end this man's life. Divines, what a mess.

>Kill him
>Spare him
>Write-In
>>
>>729228
>Kill him
He's not going to say anything and torture would probably not work.
>>
"Stendarr have mercy on your soul." you say grimly as you stand atop the man.

You raise your foot above the assassin's death as he recites some sort of dark prayer. You forcefully stomp your heavy boot on the man's head, crushing it completely. You've killed quite a few men in your life, but it never gets easy. The screams, the sounds, the lifeless body on the floor. It's something that takes getting used to. Perhaps this is one of the reasons you became a Crusader. You needed the Divines to tell you that spilling blood could be righteous and for the greater good. Perhaps it is weak to think that, but it gave you comfort; something that is a luxury in these times.

You trudged along the tundra after looting the man's fur clothing and making a shoddy cloak out of it. The stink of blood still fresh. You were told that you'd be able to find your target near an old shack in this area. You searched for hours until you found the remnants of what perhaps once might've been a shack. It was burnt and crumbled to the ground. The scorch marks were old and the snow collecting on the structure older. You walked around the shack and cleared any debris that blocked your way. You found a small hatch which led to a small cave like structure. At the end of the cave's entrance was a door. A large glass display depicting what you could only guess is Sithis radiated a sinister red glow. The door had no handle and seemed more like a shrine than an entrance.

"What is death's greatest companion?" you heard a faint voice whisper.

You looked around as you drew your blade. Nobody was there. Were you going crazy now? You looked around the house and the outside for clues but you found none. This was beginning to annoy you. Nearly 2000 Septims worth of blood lay behind that door and you were being denied it. You flipped through your notes and realized that the door needed a pass phrase. You stood face to face with the door as it repeated its question.

"What is death's greatest companion?" it whispered in a sinister voice.

>Write-In
>Come back later
>>
>>729375
>"Uhh...itself?"
I hate riddles.
>>
>>729417
It's a fairly easy one, the answer was right in front of us for a while. I'll be waiting for at least 30 minutes for some more people to answer.
>>
>>729483
Ah, I get it now. I'm stupid.
Changing to
>"A blade in the dark"
>>
You thought about it for a moment. What is death's greatest companion? What kind of question even was that? For a few minutes you pondered until your eyes widened in realization. You knew the answer but, why? Why would he give it so carelessly? Did he not expect me to survive? You faced the door again as it asked you its question with its morbid voice, "What is death's greatest companion?"

You were silent for a moment, "A blade in the dark."
"Welcome home, brother" the door rumbled as it creaked open.

The inside was much more hospitable but still carried a sinister theme. Black hand prints swarmed the walls and the stench of blood filled your nose. What was this place anyway? You wandered the halls looking for your target or anything of value. There were a few gems you managed to snag but besides that, everything seemed knee deep in crimson. You saw a large stone mural on the wall with etchings inscribed onto it. The carvings were too weathered to read but you did keep seeing that same black hand motif from before.

This place was beginning to unnerve you. It was wrong, evil, and you were beginning to feel that a blade might plunge into you once more. Just what was this place?

"Looking for someone?" a voice echoed.

You turned as quickly as your blade drew forwards, "Show yourself! I've no time for games!"
"My, what a way to treat your host." the figure came into sight. Marcyn Valtile. His face was gaunt with a large scar running through his face, nothing like the picture that described him. His hair was dark and tattered, his clothes followed the same theme. Had he recently fought a troll or something?

"I'm to deliver you dead or alive. The choice is yours to comply or not." you said in a stoic manner.
"Then we are at an impasse. I don't suppose you will let me go?" he said with a sly smirk at the edge of his face.
"Not happening." you said drawing closer to him.

He must have seen it coming, it's the only explanation you have. Valtile vanished in a puff of black smoke. You slashed at the lingering trails of smoke but drew no blood. Just who was this man anyway?

>Keep exploring the structure.
>Give up, go home and live another day.
>Write-In
>>
>>729866
>Keep exploring the structure.
>>
>>729866
>Keep exploring the structure.
>>
You're so close, you can't let this bastard get away. You decide to delve deeper into the structure. There are empty armories and dormitories, magickal stations and lounges; just what is this place? You begin to hear the faint sound of footsteps around you. They are soft but you can tell they're trying to remain hidden. You draw your blade and make your way to the sound.

After a few minutes of tailing the noise, you find yourself at a door. You prepare for the worst, if the Valtile is behind this door you will need to ready yourself for much more trickery. You kick the door open and point your blade at Valtile.

"No more games, Breton. Live or die, make your choice!" you command in an annoyed tone.
"Persistence. I like it. Perhaps you and I could come to a better agreement? You see, my order needs me alive. I am a very important person within my order and getting rid of me would throw things off balance. This sounds preferable to you no doubt but, consider this, that balance could cost you your life. Kill me and others will be sent to kill you. It's not for revenge or anything, no no, it would be reassurance. If one goes killing all the ranking members of an order, well obviously you'd want them dead no? They'll kill you thinking you're after them. And I know you're just here for the money. So tell you what, I'll double the price if you let me go. Live your life of ignorance, Crusader, live your life another day." The man took a more serious tone than before.

Perhaps there was merit to his words. You don't know who he is, or what order he belongs to. You don't know anything about this person and yet here you are thinking of trusting him. You need to think.

"What organization do you belong to?"
"One that will not see the light of day for it lives in the night."
"Enough with the cryptic riddles, I want a name!"
"We are the Brotherhood. The Dark Brotherhood."
"I was under the impression you were all destroyed a century ago..."
"Times change. Will you let me go or not? I too grow tired of questions..." he began to draw his dagger.

>Let him live
>Kill him
>Extort more information from him.
>>
>>730077
Can we capture him or that's out?
>>
>>730077
>Kill him
If we can't then we have no choice.
>>
>>730077
If we can't feasibly capture him without his escape, we should kill him
>>
The Dark Brotherhood. You never would have guessed to be quite honest. They've been gone for nearly a century and no one has heard of anything having to do with them. They became a myth. Now here was one of their ranking officers before you. Divines would want you to put this murderer to justice, and you would also like to haggle for more coin. You walked closer, blade at the ready, waiting for the man to make a move. To your surprise he simply questioned you, "So what'll it be Imperial, your life? Or mine?"
"I'll let the gods be the judge."

You slashed the man in a quick fashion causing him to stagger. He didn't expect such a quick blow so soon. You followed up with a kick to the man's chest, causing him to fall flat on the floor and lose his dagger. You were beginning to value the strength of your kick, especially with all that extra armor around it. You walked to the man pointing your blade and not letting him out of your sight.

"If this is how we're playing, then so be it!" He yelled as he vanished in a puff of dark smoke.

Dammit, again! You were growing real tired of this trickery. It frustrated you not only as someone growing up with the teachings of Orcs and their headstrong behavior, but it frustrated you as an Imperial who wanted to get this over with and collect his damned coin. You have to focus, anger will not help you here. Sense him, pray to Kynareth and feel his life force. He can not run for ever.

roll d20 +3 DC:15
>>
Rolled 13 + 3 (1d20 + 3)

>>730263
>>
Rolled 10 + 3 (1d20 + 3)

>>730263
>>
Rolled 13 (1d20)

>>730263
>>
You concentrate and let the silence fester within you. You barely manage to focus but it finally comes to you. You can hear his soft steps around you. He still lingers in this room. You prepare yourself to attack the spot where you think him to be only to find yourself in another moment of pure agony. The sharp pain in your side is strong and you know why. You swing the hilt of your blade to your opponent and you hit flesh. Valtile lay on the ground momentarily, hazy from the hard hit he took. You took no chances and put yourself through more agony as you kicked his face once more, rendering him unconscious.

You took a while removing the dagger from your side, the pain sharp and harsh. You healed yourself and bound Valtile with whatever cloths you could find laying around. You would have slaughtered him were it not for the coin.

"I suppose it's too late for you to reconsider..." said Valtile in a dizzy slur.
"Shut your mouth, or I'll sow it shut." your tone was angry and dry.

The rest of the way, Valtile kept quiet. He knew he had no leverage but yet he didn't try to escape. No invisibility, no poisons, no hidden daggers, no anything. It was strange; had you been able to capture the slippery bastard in a day where the Empire men took months? You were starting to feel good about this. Perhaps bounty hunting did suit you, when you weren't getting stabbed by assassins that is.

When you arrived at Bruma you asked a guard to retrieve the Penitus Oculatus. You were not going to carry this bastard all the way. You were tired, hungry, still had a dull ache all over your body despite your healing, and you just wanted to hear the familiar jiggling of coins in a pouch.

"Commander Vercuttio" an armored Occulatus agent said, "I take it this is Valtile?"
"The one and only..." you replied with tired annoyance.
"Then we will take him. The Empire is grateful for your service." said the Commander as he handed you a dark box with the Imperial Dragon symbol embroidered on it. The box contained the full 2000 Septims. Originally you had bartered for 1800 but after your injuries, you thought 2000 was a solid and fair price.

You returned to sit on a bench near Castle Bruma. The castle was huge and imposing with its heavy Nord architecture. Beside the castle, and in front of you, stood a statue. This was the statue from before, a man with ancient Imperial armor on. Was this some sort of famous guard or something? You walked up to the stone tablet at the base of the statue.

The statue commemorated the Hero of Bruma and his achievements at the Siege of Bruma during the Oblivion Crisis. You looked at the statue closely. He didn't seem like anyone out of the ordinary, just a regular man in a strange world. It's how you felt sometimes. You were a normal man born under strange circumstances and into a strange world.

[1/2]
>>
Why the fuck did you idiots vote to kill him? We are only going after him for the bounty, which he just offered us DOUBLE of. And now if what he said is true we've just increased the chances of the horn falling into Sithis' hands.
>>
You arrived back at your dorm in the Mage's Guild. Your room was intact and as you left it. You laid upon the bed and felt accomplished. You were out of your homeland, serving your people, saving them. You were here putting long lost assassin orders to rest once more. You felt like a hero. You suspect that reflecting on your accomplishments was good for you, it helped you grow and evolve. It helped you become better, stronger, smarter. But what exactly did you feel better at now?

>You have 2 points to allocate. Each skill has a maximum of 10.

>Restoration (4) - Restoration affects the rate and magnitude at which you heal, the power of your spell resistance, and the power of your Turn Undead spells.

>Blade (4) - Your long blade makes you much more proficient with medium to long bladed weapons such as claymores.

>Short-Blunt (4) - Your short blunted weapons skill allows you to be much more proficient with weapons such as maces, morning stars, flails, and short hammers.

>Long-Blunt (2) - Your long blunt skill allows you to be more proficient in weapons such as warhammers and quarterstaffs.

>Short-Blade (2) - your short blade skill allows you to be more proficient with daggers and short blades.

>Short-Axe (2) - Your axe skill allows you to be much more proficient with axes of smaller size such as war axes.

>Long-Axe (2) - Your long axe skill makes you more proficient with longer axe weapons such as battle axes and halberds.

>Destruction (2) - Your destruction skill affects the way you manipulate the elements to create deadly spells.

>Speech (4) - Your speech level affects your chances of persuading someone and intimidating them. It also affects how charming you are and how people will receive you.

>Alteration (2) - Your alteration skill affects the way you manipulate the world around you and how others interact with it.

>Armorer (4) - Your armorer skill affects how efficient you are at crafting and repairing weapons and armor.

>Barter (3) - Your barter skill affects how good you are at haggling.

>Heavy Armor (4) - Your heavy armor skill affects how well you can put to use your armor by running faster in it, taking less damage in it, and even using your own armor as a weapon.

>Hand-to-Hand (3) - Affects how good you are at using your fists for combat.

>Luck (2) - Affects most things you do by adding a small roll bonus to all actions that require a roll. At higher levels you will gain rerolls.

[2/2]

>>730533
He didn't die, he was captured and turned in.
>>
>>730533
That's dishonesty and you really trust the word of an assassin?
>>
>>730656
>Restoration (4) - Restoration affects the rate and magnitude at which you heal, the power of your spell resistance, and the power of your Turn Undead spells.
>Blade (4) - Your long blade makes you much more proficient with medium to long bladed weapons such as claymores.
>>
>>730656
>Luck (2) - Affects most things you do by adding a small roll bonus to all actions that require a roll. At higher levels you will gain rerolls.
>Barter (3) - Your barter skill affects how good you are at haggling.
>>
>>730656
> Luck
> Restoration
>>
>>730662
I'll switch to luck
>>
You begin to think of how you got out of all those situations you've been in the past couple of days. You've been blessed by the Divines in a strange way. Luck. You've become luckier, able to find more gold where one would find only stones, able to survive the deadliest of blows, avoid mortal danger, and do the impossible. You consider yourself much more lucky than most.

But it wasn't luck alone that got you through this mess. Your healing magick has always been a prominent trait with you. You have lived your whole life healing and killing. Perhaps this is why you feel as if you've grown with it. It is like a brother to you, this magick. Without it you feel almost empty. You know your blessed with Mara's grace when you shine the light of hope on others and yourself.

You lay on your bed and think for some hours of your accomplishments. Feeling satisfied with how you've grown, you drift to sleep and wait for tomorrow.

>Stats Increased:
>Luck (3)
>Restoration (5)
>>
>>730737
That's gonna wrap it up for today guys, thanks for participating! I will be updating the Character Sheet with some new info along with the stat increases. Next thread will be tomorrow at around the same time, 3PM PST. You can follow the Quest twitter for a link to the new character sheet and updates on when the quest will start.

https://twitter.com/LorkhanQM

I will be staying here for any questions and comments.
>>
>>730758
Thank you for running, Lorkhan. I really like how you write.
Are you having fun as well?
>>
>>730766
Thank you! Yes, I really am. It's interesting seeing how people play a certain character and I've got to say I never thought I'd be writing an Imperial born in Orsinium. I figured I'd be writing for some Dunmer mage or Bosmer thief, perhaps even a Nordic barbarian, but I was pleasantly surprised at how well the character can work.
>>
>>730809
I was going to vote Altmer since I like them but I remember not a lot of people like them.



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