Skyrim Quest Chronicles.

Post » Wed Sep 01, 2010 12:53 pm

Skyrim Quest Chronicles.
A collection of side quest-line stories.


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When an interesting idea for an optional side quest-line as on off-shoot of the main quest-line came to my mind, I thought to start a thread as a place holder for any of those stories when they start to flow out of my mind, and any other quest story that you might suggest as well.

This thread can hold any quest story that we can think of.

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Meet the big bad boss a bit too soon and deal with the dire consequences.

There can be an interesting optional off-shoot quest line within the main quest line which could be caused by not heeding your mentor's (or his replacement's) advice and going to confront with Alduin a bit too soon.

This quest-line can start when you hear a rumor about Alduin being seen entering a cave in some outlandish place, and despite your mentor's advice to stay and try to become more prepared for the final boss confrontation. you go off to find the big bad boss.

But when you finally confront Alduin within the depth of that cavern complex, littered with Dwemer ruins and other interesting vista, you find out that you cannot deal with the boss in your current state and try to run away, but as all your return routs are magically sealed by Alduin, you cannot run away right away, and after a bit of playing hide and seek with Alduin you are trapped in a corner, and are dealt a massive time-manipulation spell, that as an unexpected side effect, throws you to another time era.

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After you wake up from a deep coma, you would find yourself in a small bed within an unfamiliar hospital wing, full of activity, as a lot of unfamiliar people of an unfamiliar race are dealing with the consequences of a great war.

You would soon find out that those are Dwemer people who were at war with another local race of the time era, and you are kept until you gain consciousness so that they could break some war information out of you, and then execute you afterwards.

You are escorted out of hospital wing to the open cavern's huge main chamber, and you see that there are no longer Dwemer ruins around, but there is a magnificent Dwemer citadel within the cavern complex, under construction, and nearly complete.

After that you are escorted to another wing of the citadel and into a room full of fierce looking Dwemer people, and you are told that as the main entrance of the cavern complex is sealed with a cave-in, caused by the Dwemer engineers, and as the opposition forces has not yet finished digging the new entry-way to the cavern complex, how could you manage to enter the cavern complex?

Did you find a hidden entry-way in an out of view corner? Or did you come from the monster pit?

You awkwardly try to explain the manner of your arrival at the cavern complex, and you are met with unbelief and hard stares, but they after a few more tries, an executioner is brought into the room and you are informed if you do not give them the true explanation, you would be executed on the spot.

When they give up and decide to execute you anyway, and in the last moment, one of your (or their) comments would trigger a strange look on the face of one of the present Dwemers and he would shout and ask them to stop the execution, running out of the room, leaving the others, undecidedly looking at each other.

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After a while he returns with an ancient looking Dwemer sage carrying a tattered old tome, and the sage would place the huge tome on a table and start to turn the pages in one direction and the other until he finds the page that he was looking for and would start to read a prophecy about the stranger that would suddenly appear within the citadel of the buried, at the time of a great war, sent by the harbinger of the apocalypse, and this incident would be the dawn of a new hope for the buried and would help them rework the vessel of aeons and escape to the cradle of the Dwemers.

The present Dwemers look at each other and remain silent, so the ancient sage would try to explain that hopefully with the help of the new-comer, they would be able to escape from the current hopeless situation, to a place called "the cradle of the Dwemers".

"How is it possible?" would ask the others, and they would start a heated debate forgetting about your presence, then after a while they would suddenly turn toward you, and ask you if you know where is the cradle of the Dwemers?

You answer them it is more important to find the way out of the cavern complex before finding the destination, and they agree, then you ask if there is an uncharted or less known place out of the cavern, and they say the only place that is currently uncharted is toward the deeper levels, where a lot of monsters dwell, and no one dares to venture into.

So you ask them if they know about the lower levels, and they say that those levels were an extension of the current higher levels of the Dwemer colony, but were invaded by all sorts of monsters a few centuries ago, and were abandoned, and it is rumored that there was a huge workshop of some sorts and a master engineer was working on a new revolutionary project that ultimately caused the monster invasion, and killed almost anybody down there.

You say that if there is any hope of escape it is down there and if anything can cause monsters to flow into the place, it might help us flow out of the place.

And as the "vessel of aeons" seems as a sort of time travel machine, it might give you great hope of being able to return to your original time, but you would not go into the detail of the idea with those people.

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You can look around the upper levels of the cavern complex for new adventures and misc quests, or continue with the main quests of the quest line and start with expeditions of conquering the monster infested lower levels of the cavern complex, until you reach the ancient huge workshop, and cleanse the area entirely.

In the ancient workshop you would find a huge gateway of some sort that looks like a magic door to nowhere, as it is currently not working.

You would go back to the upper levels and bring back some Dwemer engineers to inspect the gateway, and after a few tests and trials, they say that it seems to need some special power crystals to work as the current ones in there seems to be depleted of any type of power that they had in the past.

And they would give you a small crystal and ask you to look around the lower cavern complex in the monster infested side tunnels to see of you can find any crystal that looks like the one that they gave you.

You would look around the cavern complex and fight the remaining monsters until you reach a secluded hiding place where you see the remains of an old engineer, and as you search the remains, you would find a note and some small crystals that glow and look charged enough for your purpose.

In the note there would be the accounts of what happened years centuries ago, as they finished working on the time machine, to test the machine, they set the target date to several millennia after their current date and sent a few Dwemer into the gateway, and almost instantly one of them came running back with a lot of monsters in his wake.

The monsters flooded into the workshop and started to kill anyone in the place, and the engineer who's remains you just searched, was injured but could ran away into the side caverns and finally found the hiding place and was trapped in it as there were monsters all over the place, and he could hear them killing each other for days until he died of infection and hunger.

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You would return to the palace and tell the ruler that you found some power crystals that would enable them to use the gateway of aeons, but you need to go back to your time era as well, so your request from them is to send you to your time era before they use the vessel to escape from this era.

And from the past experience, it is dangerous to just jump into any time era and they should pick the target time with care, and from the phrase "The cradle of the Dwemers" it seems they should set the target era to the time when the first Dwemers appeared on the continent, and they might even be the first Dwemers themselves.

And you would suggest that their engineers should cause another cave-in in the lower caverns on the workshop chamber and cause it to happen a few hours after their escape to prevent any other people from using the gateway after that, so that their enemies could not follow them.

They would thank you for your help and with the help of their engineers they would send you to your time era.

As you pass through the gateway, you appear in the lower caverns, but it seemed that there had happened a cave-in over the remains of the ancient workshop, and the place is a mess, and you search around until you find a way to the upper levels, and as it seems that Alduin has gone away and the magical barriers are removed, the entire cavern is yours to discover, again.

You would probably find a word of power to help you manipulate the time a bit, and return to your mentor with the report of the events.

OK, that was all.

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meg knight
 
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