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Thread: A Frozen Future (TES Quest) [M]

  1. #1
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    Default A Frozen Future (TES Quest) [M]

    Link to OOC
    Rated M for possible violence, sexual references and drug usage.

    New players are always welcome!


    With a start, your eyes open. Brown walls, a small candle flickering in the corner and your gear exactly where you'd placed it. Everything was just as you'd left it when you fell asleep, so then why…? You let your legs dangle from the side of the bed for a few moments before the satisfying thunk of the floorboards signals your departure from the bed. Careful as you always are not to let your talons sink into the wood, you creep over to the door and listen. Again, nothing. By your estimations, it has to be morning by now. So then why…?

    Why?

    Why did everything feel so wrong?

    “You really are interesting, aren't you?”

    In an instant, you turn, only to face nothing. No, not even your room. Just empty void. You turn once more in the hopes of being comforted by the sight of the door, but again all you see is blackness. Looking down and up yields no better results.

    “I'll be watching you, little one.”

    As the sensation of falling takes you, you begin to scream.




    Still screaming, you shoot up, throwing the blankets aside. If you could be sweating, you imagine you would be. Muttering a few choice curses in your native tongue, you roll off the bed and start pulling your clothes on. This time, you can hear voices from outside the door. It's a comfort, but not by much. Most of the Argonians of Skyrim are seen as little more than just-better-than-slaves. The fact that you have a sword strapped to your side doesn't make them think that much more of you, either.

    Now fully equipped, you leave the small inn room and make a beeline straight for the door. The Winking Skeever is a strange name for an Inn, but no one else seemed to care as they drowned themselves in mead. You'd never liked the stuff, always too sweet. A part of you had wanted to visit the Blue Palace, but Torygg, the High King, seemed like a busy man. Maybe another day? Before you so much realise what you're doing, you exit out the main gates as they open to let in some travellers.

    Ignoring the overwhelming urge to throw your boots off, you trod on down the stony path. Two turns and then you come across it, your favourite spot in all of Solitude.

    The docks.

    With a large breath of the salty air, you find a lonely spot along the wooden structure to take a seat and stare out over the water. It always cleared your head. Now…

    [] Try and find someone with some work for a sellsword. The steward usually does stuff like that, right?
    [] Stay by the docks for a while. You're enjoying the breeze.
    [] Go and buy yourself some better gear.
    [] Other? (Write in)

  2. #2
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    Mind set on the idea of looking for work, you pull yourself up. It's only after two steps that you curse at your boots, enough to garner some looks from a nearby ship. Muttering obscenities under your breath, you bend over and pull the boot off. And out comes…

    A rock?! How did a rock get in your boot?!

    Slipping the offending piece of armour back on, you make the journey back up the stony path towards Solitude's gates. It's truly a magnificent sight from the outside, with enough thickness to make it resistant to siege as well. With a perfect balance of looks and actual usefulness you didn't doubt Solitude's place as the Capital of Skyrim. Still, you did doubt the cushy people stuck in its walls.

    It takes a few minutes for a guard to notice you standing outside and order the gates open. Apparently their wariness was backed by something, but you had no idea over what. As you walk past the numerous stores, you make a mental note to stop by them before too long. You have a fair bit of gold leftover from your last venture, so some new gear shouldn't be a problem. After the market area is the houses, all lavish and far too large. You think yourself a simpler person than this, but even you have to admire it. Then, it comes up in front of you.

    The Blue Palace, in all its splendour. Home to the High King of Skyrim, guarded ferociously by its people. Considering its position on a cliff, the only way to it was through Solitude's front gates. They'd truly thought of defence when building this city. No one pays you any mind as you walk through the first arch and then the set of doors etched into the stone. Inside, there's a lot of bustle, with a line of people on one side with a pair of Nordish men chattering on the other. In front of it all is yet another archway, which only barely fits considering you're inside the building proper.

    “Another one to wish the High King a happy birthday the day early?” one of the men says suddenly, spotting your entry.

    “He doesn't look like a local,” the other shakes his head. “You here for something else, Argonian?”

    You recognise the finery one of them is wearing, and the armour of the other. A Steward and Thane respectively, if you had to guess.

    “I'm here about work,” you respond carefully, keeping your hands well away from your weapon.

    “A sellsword, huh? Away with you then, we have-” the Thane starts, already shaking his head.

    “No, I actually think I have a job for you,” the Steward cuts him off, smiling. “There's word of a small camp at the base of that Daedric Shrine between here and Dragon's Bridge. You know of it?”

    You nod. You'd passed it on the way here a few days ago, after all.

    “We don't know who they are, but anyone camping out at a Daedric Shrine is bad news. I want you to go deal with it. After it's done, come back and I'll reward you. Sound good?”

    Not seeing anything wrong with the deal, you nod.

    “Good, now off with you. With good time, you could clear it out and be back before sundown.”

    Taking his advice to heart, you leave the Blue Palace behind. The city of Solitude passes by in a blur until you reach the great gate, which opens almost immediately on your arrival. One of the guards even nods at you. Had the Steward sent word ahead? How? As you step out into the open, you realise you'll need to plan ahead. How should you approach this?

    [] Carefully. Take your time and keep your eyes open. A day out in the wildnerness is nothing to you if you get kept out of the city.
    [] Quickly. They probably aren't all that dangerous and what are the odds they have people watching for you?
    [] Realise you didn't buy anything and head back to the blacksmith about gear.

  3. #3
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    In the instant that you cross the threshold you remember something very important. Turning back, you walk straight through the gate and back into the city. One of the guards gives you a strange look, but you ignore him and continue forward. A small slope leads up to the second level of the city, where there are two shops. One is inside, whereas the other…

    The familiar clang of metal on metal is pleasing to your ears as you walk up to the Nord man. He doesn't acknowledge you at first, but after you make a few inquiries he seems more than happy to help. Didn't look like he got a lot of work these days.

    Money to spend: 535 Septims
    [] Ask him to refit your leather cuirass. (150 septims)
    [] Ask him to do repairs on your iron longsword (50 septims)
    [] Purchase a new iron longsword (200 septims)
    [] Purchase a new steel longsword (500 septims)
    [] Purchase a new leather cuirass (350 septims)
    [] Purchase a new set of iron armour (800 septims)

  4. #4
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    “A refit of the armour and a new sword, huh?” he looks you up and down before grinning. “Leave it to me.”

    You're asked to strip out of your armour and put it back on more times than you count. You'd been through a refitting process before, but none quite as… thorough as this one. After the better part of an hour, the armour now fits snugly around you and actually covers the parts it's supposed to protect. Similarly, the new weapon at your side looks far more reliable than the one you were using earlier that morning.

    “This is some quality work,” you note, twisting and turning to get a better look at yourself.

    “Can't claim to be the best in Skyrim, but I work hard at my craft.”

    “Well, thank you. I hope I won't need it where I'm going,” you laugh, handing over the payment. Beirand looks at it curiously before glancing back up at you.

    “There's an extra ten septims here, Argonian.”

    “It's a tip for your services.”

    For a moment, you think he's about to take offence, but he breaks out into a grin.

    “Wait there a moment.”

    He's only gone for about a minute before he comes out with a mixture of leather belts and a small sheath. No, not just a sheath, there's a blade stuck in it. A dagger? He walks up to you and begins strapping it on without another word. You don't stop him, simply letting him do whatever it is he was doing.

    “Alright, all done. This piece was made by my son, he's a quick learner, eh? His masterpiece. He wanted me to sell it, but I couldn't rightfully do that… so consider it a gift for your patronage.”

    Looks like you just made friends with Solitude's Blacksmith!

    Relationship gained!
    Beirand the blacksmith (Acquaintance, +5 to social rolls with Beirand and his family)

    Item gained!
    Iron Longsword: No masterwork, but it'll get the job done. Just point the pointy end at the enemy, alright?

    Item gained!
    Well-Fitted Leather Armour: It actually covers the important parts, which is more than most bandits can say for their armour.

    Item gained!
    Sharp Iron Dagger: Small and unassuming, but capable of killing a man if you stab him in the right place.

    Thanking the blacksmith one final time, you descend back down to the first level of Solitude's city. The guards at the gate look annoyed, but you wave them off and they turn their heads.

    Relationship gained!
    Guards of Solitude (Irritated, -5 to all rolls with the guards of Solitude)

    Now that you're back out on the road, how should you take this?

    [] Carefully. Take your time and keep your eyes open. A day out in the wildnerness is nothing to you if you get kept out of the city.
    [] Quickly. They probably aren't all that dangerous and what are the odds they have people watching for you?
    [] A mixture of both?

  5. #5
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    Determined not to lose too much time, you set out. It's a bit of a strain to keep your eyes open and alert for the entirety of the way, but you manage. You've had to keep guard while others slept, after all. So this is nothing if you put your mind to it. Looking at the sights of Skyrim as you pass is more than worth it, in the end. Although you aren't attacked and you don't notice any wild creatures, you still feel a sense of foreboding. As you reach the forked path, that feeling only grows. The sun begins its descent from its high point and you march on, your stomach turning.

    Without the sun continuing its descent much further, you come into sight of the Daedric ruins. The architecture of the place is… stunning, in its own right, but it still feels unnatural. You hadn't bothered to learn whose shrine this was and you didn't really care. The Daedra were unnatural beings and you wanted nothing to do with them. So close to the source of your mission, however, you immediately drop down into a low profile. You can see three tents near the base of the building, but what's odd is that no one is moving around.

    That's when it hits you.

    There are only two types of people that would seek refuge at a Daedric Shrine. Daedra worshippers, and…

    Muttering curses beneath your breath, you sneak forward. Before you've even made it a few feet, however, figures in the tents begin to stir. They don't sound friendly, either, being awoken from their slumber in the middle of the day. Your fears soon come to light as the first man crawls out, a hand between his eyes and the sunlight. Even in the shade of his palm, you see it – his red eyes and pale skin.

    A vampire.

    “A delivery meal?” he remarks, tongue dancing over his lips. “Oh my, how generous. Come here, little lizard.”

    You want to refuse, but your body-!

    [] Run!
    [] Draw your sword!
    [] Rush the man!

  6. #6
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    As the vampire closes in on you, the only thing that comes to mind is how stupid it would be to die here. Apparently, the Gods agree with you. A brief moment of clarity washes over you as the vampire looks to the side briefly, and you regain all your faculties. Slowly, you inch your hand towards your dagger, keeping the stupefied look on your face as the blond vampire closes in on you. Scant inches from you, teeth bared at your neck, do you strike. In one fluid movement, the small dagger comes free of its sheath and slashes out at the Nord's neck.

    He takes a few steps back, surprise lighting his eyes. His fingers reach up to claw at his neck, but they are quickly covered in crimson from the fountain of blood. Eyes rolling back, he collapses back. You draw your sword and continue forward over his corpse, coming face to face with the other two vampires. They watch you cautiously, one with a small steel shortsword and the other with… what you can only assume are iron claws jammed into her skin. You have no time to think about how painful it must have been as the shortsword wielder dashes forward.

    Unfortunately, he trips on a jutting-out piece of rock as he moves forward. As easy as it would be to dodge, you're still woozy from the attempt by the vampire and only barely deflect the blade with your sword. It glances past your blade and over your forearm, slicing it open. Luckily you feel more than awake from the wound as the clawed woman moves forward too, trying to claw at side of your cuirass. Some swift manoeuvring on your part makes her attempt useless, however. Not wanting to be left behind, you step forward and raise your weapon.

    Now on your right side, you focus on the man first. His dark hair covers his features, but you notice from his height that he's likely a Breton. Your wild swing is far too powerful for his shortsword to handle and ends up cutting the blade in two as he moves it up to defend himself. Your blade sings as it moves, slicing the man's face and splaying blood all over your armour. Not wanting to be caught unawares, you pivot and throw your dagger in a spur of the moment, catching the Imperial lass before she can stab you in the back. It's fatal, as the blade somehow managed to stick in her throat. Satisfied, you turn once more back to the dark-haired man, who's only barely clinging to life at your feet.

    “Picked the… damn best time… for it...” he manages between breaths, staring up at you with his deep red eyes. “A day before or after and we'd have… wiped the floor with you… lizard.”

    Unable to hold on any more, he breathes his last. Looking back, you confirm the other two are dead just as their skin crumbles away and starts to turn into ash. Wiping the blood off of your sword on your pant leg, you sheathe it and move over to the woman's disintegrating corpse. Pulling the dagger free, you wipe it on what remains of her clothes before sheathing it as well. Now...

    Health: 6/7

    Achievement gained!
    Survived a run-in with vampires! You held your own against a trio of vampires. While it may not have been at night, you still fought valiantly and survived.

    Skill increased!
    Swords: Average (0/250)

    Skill increased!
    General Melee Combat: Disappointing (8/50)

    Skill gained!
    Throwing Weapons: Disappointing (19/50)

    Trait gained!
    Resistant to Magical Persuasion (+10 to all mental checks): You resisted a vampire's seduction, which is something not many can say. The experience has left you resilient, so long as you know what to watch out for.

    Advanced Skills Unlocked!
    Choose one.
    [] One-handed Swords
    [] Two-handed Swords
    [] Sword and Dagger
    [] Sword and Shield

    Choose two.
    [] Take the vampire's ashes. They're valuable in their own right.
    [] Loot the vampire's tents. Could be something of value in there.
    [] Loot the vampire's bodies while they're still whole. Might be some things worth pawning.
    [] Check out the Shrine in more detail. Why were the vampires here?

  7. #7
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    Realising that looting the corpses is probably a good idea, you turn back and pat them down as their bodies take to the wind. By the time you're done, your disappointment is more than a little palpable. Just a few pieces of broken metal from their blades. You think of collecting the ash, but it's already gone in its entirety.

    Item gained!
    Broken Weapon Fragments: Just a collection of metal and a hilt or two. Nothing special, but could probably be smelted down.

    Eyes slanted, you stalk over to the main entrance of the building in hopes of finding something better. As your hand reaches out to the handle, you feel a force compelling you to stop. To not go any further.

    Your thirst for exploration caves that in, however, as you press down on the contraption and step forward into darkness. It only takes a few moments for the light to seep in from outside, but really it's the smell that hits you first.

    A chamber, with over a dozen bodies lying in coffins.

    Some stir at the sudden influx of sunlight – some more than others. They're all in varying degrees of transformation into vampires. Suddenly, it all becomes clear. They were transforming travellers day by day in hopes of creating a coven. This was pretty close to the road to Solitude, after all, heaps of Nords available.

    … but then, what should you do with them?

    [] Walk away.
    [] Cut their throats while they slumber, it's a mercy.
    [] Try and wake one up to talk to them?
    [] Find a torch and burn them alive.
    [] Lock the shrine doors, let them starve, filthy creatures.

  8. #8
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    Drawing your dagger, you make your way up to one of the slumbering creatures. With no remorse, you slice open its throat. As blood spills forth, you move onto the next… and then the next. Under your feet is a sticky pool of blood, but you pay it no mind. In fact, you aren't even really there. Such an act isn't something any normal person could do. This is for the good of Skyrim… for the good of Skyrim.

    You keep telling yourself that, right up to the little girl.

    She can't be more than 12, sleeping peacefully amidst all the blood. Her skin isn't pale like the others, but it is… strikingly white. With her beautiful blonde hair, you can only assume she's a Nord. If you were of the human races, you might even consider her a little beauty, but you turn your nose at that. But this girl, she isn't a vampire, surely? If she is, do you have it in you to kill a child? Turning back, you look at the remaining corpses and shudder. No, you have to…

    She stirs.

    Instinctively, you sheathe your dagger and place a hand over her eyes. A sharp gasp of complaint emanates from her, but you shush her.

    “Quiet, child, something horrible has happened,” you murmur, lifting her up without allowing her to see the act you've just done.

    She doesn't try to bite you, so you take it as she's still human and trudge back to the shrine entrance. Sweet sunlight envelops you, or, well, what's left of it. Keeping the girl's eyes covered, you close the shrine doors and breathe a sigh of relief. Plopping the girl down, you finally uncover her eyes.

    They're a beautiful, unnaturally vibrant purple.

    “What's your name, little one?”

    “… Liss,” she manages after a few moments of fidgeting. “Are you going to kill me?”

    “No.”

    “Do unspeakable things to me like they did?”

    Your heart breaks.

    “… no.”

    She breaks out into a radiant smile.

    “Then can you help me find my Mother? I came up here to Skyrim to look for her, but then these people caught me and...”

    She goes on, but it very quickly turns into a child babbling.

    [] Accept her request.
    [] Deny her request.
    [] Other? (Write in)
    Last edited by Rhomeo; 09-23-2015 at 03:56 AM.

  9. #9
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    “Hush, child, of course I'll help you,” you reassure her as you manage a smile. “But first, we have to make our way back to Solitude.”

    The smile on her face is one you don't think you'll ever forget.

    Relationship gained!
    Liss (Friend, +15 to social rolls with Liss, ?): Luck (Impressive), Vampire Knowledge (Average)

    “Is it far? I still feel really tired,” she suddenly states, looking from you to the road a few times.

    Without so much as a second thought, you crouch down. It takes her a few moments to realise what you mean, but she eventually comes over and wraps her arms around your neck. You hold back a hiss as you feel how cold she is. How long had she been trapped in that tomb? She had to be starving, and…

    “You're really warm.”

    “… us Argonians are different from you Men,” you respond, standing back up. “Where are you from, little one?”

    “A place really far away.”

    That didn't help in the slightest, but you take note of the sad tone in her voice. It must truly be far.

    “I'm from a place far away too,” you start as you trot over towards the road, intent on making it back to the city before nightfall. “Where I'm from, there is nothing but swamps and deadly creatures as far as the eye can see.”

    “That doesn't sound like a really nice place to live.”

    “No, perhaps not, but it was still my home. I would not trade it for the world.”

    “Oh, what's your name, Mister?”

    “Swims-In-Deep.”

    The sound of a child giggling by your ear is perhaps the most embarrassing thing you've heard in years.

    “Why do you have a name like that?” she continues to giggle despite the seriousness of the question.

    “I'm very good at swimming,” you chuckle.

    Trait gained!
    Good Swimmer (+10 to rolls while in water): You have your name for a reason, after all!




    With the sun already setting, you make your way through Solitude's massive gate. The guards eye the girl on your back cautiously, but don't question you, even as you weave straight through the market towards the Blue Palace. Liss is, by this stage, fast asleep. You can't blame the poor girl, as exhausted as she must be. You doubt they let the people sleep as they tried to change them. What worries you, though, is the nature of it all. That didn't seem like any normal vampire you've heard of. Some of those people looked like they'd been there for weeks, not days. Shouldn't they have turned already?

    Before you know it, you've come up to the entrance of the Blue Palace. Here, a guard stops you and shakes his head.

    “Leave the girl.”

    “No.”

    He looks shocked.

    “Look, you can't go in-”

    “It's fine, Hernsing,” a voice behind him calls out. “That's the one Falk sent out earlier. Let him pass.”

    Not looking at all impressed, the guard stands aside. You note that he has a decorated pauldron in addition to the rest of his armour. Did you just piss off someone important?

    Relationship gained!
    Guard Captain Hernsing (Distrusted, -10 to social rolls with Hernsing)

    You make your way into the Blue Palace, which is rather empty at this time of day. With no one in the intermission area, you move forward into the throne room itself. The spiral stairs are a little difficult to climb with a girl clinging to your back, but you somehow manage. Sitting atop the throne is the High King himself, busy talking to a woman beside him that you can only assume is his wife.

    “Ah, the Argonian! I was hoping you'd return today,” the Steward walks up to you, a smile on his face. “Please, the High King requested you tell the tale directly to him, should you return.”

    Nodding, you continue forward. Surprisingly, no one mentions the girl clinging to you. Right up to a few feet in front of the throne.

    “So, what's your name, Argonian?” the High King starts off.

    “Swims-In-Deep, sir.”

    “Sir?” he laughs, drawing everyone's eye. “Well, at least it's better than 'my lord' and 'my liege'. What happened at this Shrine? And why do you have a girl clinging to your back?”

    A part of you wants to lie about Liss, but you can't find it in you to persuade him with a lie.

    “They were vampires,” you start, thinking back as best you can. “Three of them. I surprised the first and struck down the other two. I decided to explore the Shrine afterwards and...”

    “… found the girl?” Torygg finishes for you, frowning.

    “Not just her. There were at least a dozen of them. I slit their throats while they slept, but they didn't turn to ash. Most were in the process, but this girl had been left untouched.”

    “That will be for Sybille to decide.”

    A woman steps forward, clad in what you assume to be the garb worn by a Court Mage. Nodding, you crouch down and the woman moves further forward, peeling the girl from your back. This awakens her, of course.

    She's not too happy.

    “No! Don't make me leave him!” she cries out, immediately going to cling to your back again.

    Everyone in the room freezes, hurt in their eyes. Whatever this girl had gone through, no one had been through anything quite so traumatic. Even the High King who had an entire city to think about could only look on with sadness at the scene in front of him.

    Well, everyone except Sybille.

    Despite her protests, she prods and checks the girl's neck. Forcibly pulling her face so that she can look into Liss' eyes and running her fingers along the girl's skin.

    “She's in no danger of turning,” the Court Mage confirms.

    A collected breath of relief echoes around the room.

    “Good. Well, your service to Solitude won't be forgotten, Swims-In-Deep. In fact, I think we may have need of you again soon enough. Would you perhaps like to stay with us in the Blue Palace for a few months? The girl is free to stay too, of course.”

    This is an offer unlike any other, to stay in the same building as the High King of Skyrim.

    [] Accept.
    [] Decline.

  10. #10
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    Not wanting to deny the most powerful man in Skyrim, you nod your head.

    “Torygg, this is ridiculous!” one of the men near him suddenly exclaims, shaking his head. “We barely even know this lizard, let alone-”

    “I am not asking him to stand by in my chambers, Erikur. Calm yourself.”

    Grumbling, the Nord takes a step back. Torygg once again focuses on you with a small smile. The man certainly knew how to talk to people, you had to give him that much.

    “I'll have Falk find a room for you and one nearby for the girl,” he states. “Also, a payment for services rendered, I think you deserve it.”

    “No, same room!” the girl now clinging to your leg calls out.

    Most everyone is stunned, but Torygg simply laughs.

    “Very well. Falk?”

    “There's a lot of rooms available, of course, but one for these specifications...”

    The well-dressed Nord from earlier that day walks over to you and makes a gesture. You follow him from the Throne Room and out a side door, which leads to the actual Blue Palace itself. There are a lot of hallways and you half-wonder if you're going to get lost in this place more than once. He stops outside a particularly ornate door and experimentally pushes it open. You take a sharp breath. Inside is a room cleverly split into two with an arch in the middle, effectively combining two rooms into one.

    “I'm glad they kept this place in good care,” he nods, satisfied. “You should be fine together here. I'll send for new clothes for tomorrow, as well.”

    Liss is barely listening, having already wandered in and claimed the room further from the door. Sighing, you enter yourself and make a mental note of all the placement of the furniture. Your life as a sellsword isn't going to make living in a Palace any easier. Although are you even a Sellsword at this point?

    “Oh, before I forget.”

    You hear a quiet clink and turn just in time to catch a single coin. A brief look at it reveals it to be worth 1,000 septims. Better than carrying them individually.

    Currency gained!
    1,000 Septims

    “Sleep well, you two.”

    Trait lost!
    Sellsword.

    Trait gained!
    Sworn Sword (+10 to social rolls with the High King, +10 to martial actions, +5 to all learning rolls): While not all that much better than a Sellsword, at least you're sworn to one person now.

    Relationship gained!
    High King Torygg (Ambivalent)

    Relationship gained!
    Steward Falk Firebeard (Ambivalent)

    Relationship gained!
    Erikur, Thane to Torygg (Irritated, -5 to social rolls with Erikur)




    You wake up to a brand new day. In fact, it's the start of the new week! Feeling refreshed from your rest, you make your way over to the fire to warm up briefly as you think about what to do with your day.

    You have 5 action points!

    [] Combat training with the guards of Solitude.
    - [] With what weapon?
    [] Visit the Throne Room.
    [] Spend time studying the academics.
    - [] Which one?
    [] Find someone to train you in another skill.
    - [] Which one, and who?
    [] Explore Solitude.
    [] You've got a lot of money, spend it?
    - [] On what?
    [] Go down to the Winking Skeever to socialise.
    [] Interact with:
    - [] Beirand the Blacksmith
    - [] Guard Captain Hernsing
    - [] High King Torygg
    - [] Liss
    - [] Steward Falk Firebeard
    - [] Erikur, Thane to Torygg
    Last edited by Rhomeo; 09-25-2015 at 05:50 AM.

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