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Thread 6318103

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Anonymous (ID: tFbW2qqf) No.6318103 [Report]
Skyrim Isekai
Sitting at Alvor's table and munching on a piece of bread, you mull over your situation for what must be the hundredth time this week. Sigrid, Alvor's wife, has been giving you the stink eye for the last couple of days, assuaged a little by the hours you've been putting in at the mill to earn some septims. You've overheard her argue with Alvor at night in their own language (which you guess is Nordic), in which you've heard your name spoken aloud a few times--and not with affection. You tear off another chunk of bread. You could murder a quater-pounder with cheese right about now, but meat is apparently the food of kings around these parts. Even so, you're getting tired of cabbage and leek soup.

"No work at the mill today?" asks Sigrid pointedly.

You shake your head and swallow. "Log jam. Hod's taking a look. Should be fixed soon." You know she means well. She was the one that nursed you back to health when you washed up at the riverbank. She had even spent some of her own savings to buy you a health potion from Lucan--if not for that, you might have died from the injuries. But, at the same time, hospitality has its limits. Her husband's a blacksmith, which means they're not exactly starving but an extra mouth to feed is never really welcome, especially one that's been so vague about where it came from and why. And so, you've been planning to move on, except every time you think about what's happened, how you got here, and what it all means, and especially what might have happened to Lem, you have a panic attack.

But anyway, here are the facts as far as you understand them:
One: Skyrim, for some reason, is real and you somehow washed up here (in Riverwood to be exact) after the kayak accident. You haven't seen Lem, your best friend, yet. Chances are he didn't make it.
Two: This version of Skyrim is nothing like the game. It's an actual world, not a computer program. There aren't stats, levels, skill points. There's no NPCs. Almost nothing is abstracted like it is in the game. The other day you tried picking some red flowers down by the river. In the game you just point and press a button and the flowers are in your inventory. Here, you actually have to pick them one by one, and you have to be careful not to damage the plant or cut yourself on the thorns. The locations and the places are still the same, there's Riverwood, and you've heard about Whiterun and even Bleak Falls Barrow from Lucan, but if Riverwood is anything to go by, those places should be much bigger and more complex than they were in the game.
Three: The dragons haven't shown up yet. There is a civil war going on between the Imperial Legion and the Stormcloaks as in the game, but when you asked about the dragons, Alvor just looked puzzled and started talking about the Throat of the World and the Greybeards.


1/2
Anonymous (ID: tFbW2qqf) No.6318104 [Report] >>6318106 >>6318136 >>6318179 >>6318266 >>6318285 >>6318308 >>6318309 >>6318601
Four: You seem to be the same old you. As far as you can tell, you can't do any magic, you can't shout, you don't have any special powers. You can swing a sword and shoot a bow, but you're not particularly good at either. Everybody thinks you're a Breton because of your dark hair and light skin and weak build (at least compared to these Nords) and you haven't yet corrected them, but you don't seem to be of any race that comes from here. Alchemy, at least, seems to work, but the taste of the potions is awful, somewhere between old socks and rancid meat. Making potions is also not as simple as just clicking items on a menu while standing at an alchemy table. You actually have to know how to prepare the ingredients and how to mix them together. There's thick volumes on this stuff in Lucan's shop, but you haven't had the time (not to mention the coin) to check them out yet. The only possible advantage you have is some basic knowledge of the game and lore and the knowledge of how things worked on Earth. That said, you probably won't be reinventing the transistor anytime soon.

It all feels too real to be a dream. Too complex to be a simulation. Maybe an afterlife? You can't discount the possibility, no matter how strange or silly it might seem (And why Skyrim? It wasn't even your favorite game).

Anyway, you need to try something. You can't just stay here and keep mooching off of Alvor and Sigrid. You've come up with three possible plans:

1. Head to Whiterun. Judging by the difference in scale in this world, it'll be a long journey, probably dangerous, but you'll get more opportunities there than you ever will in Riverwood.
2. Head to Bleak Falls Barrow. You know there's bandits there, but unlike in the game, they shouldn't be immediately hostile. You might be able to bargain with them, maybe even join them for a stint.
3. Explore the wilderness along the coast. You supposedly came down the river, so maybe there are more clues further up the river. You might even find Lem.
4. Write-in
Anonymous (ID: +WARURXK) No.6318106 [Report]
>>6318104
>Explore the wilderness along the coast
I think trying to find the guardian stones is a good choice to try and give us at least the slightest edge, assuming they work with us. Or maybe even embershard mine and we can see how much of a sociopath our MC is by trying to bloody him with a bandit or two.
Anonymous (ID: 3tljdLhb) No.6318136 [Report]
>>6318104
>3. Explore the wilderness along the coast.
Anonymous (ID: uGoxFOQD) No.6318179 [Report]
>>6318104
>3. Explore the wilderness along the coast.
Keep an eye out for decent spots for fishing. If it's not poaching we could bring something back to the table, buy ourselves a bit of goodwill back maybe
Anonymous (ID: 0JxZNSab) No.6318266 [Report]
>>6318104
>Explore the wilderness along the coast
Anonymous (ID: Q4KFTdtR) No.6318285 [Report]
>>6318104
>Explore the wilderness along the coast
Anonymous (ID: f4d+eHwC) No.6318308 [Report]
>>6318104
>2. Head to Bleak Falls Barrow.
Anonymous (ID: EszhixHH) No.6318309 [Report]
>>6318104
>3. Explore the wilderness along the coast. You supposedly came down the river, so maybe there are more clues further up the river. You might even find Lem.
Let's go rub the mage stone. I don't care if it's illegal, we're learning Levitation.
Anonymous (ID: tFbW2qqf) No.6318601 [Report] >>6318603
>>6318104

First, you need a weapon. A real sword from Alvor's forge is out of the question, but the woodcutter's axes at the sawmill are left unattended while Hod investigates the logjam. You slip behind the mill, your heart pounding against your ribs. The axes are heavy, practical tools, not weapons of war but when you pick one up, the rough-hewn handle feels solid and real in your grasp, and the weight of the iron head is a grim comfort. It can’t compare to a sword, but it can kill a man just the same. You justify it as a loan. You'll bring it back. Probably.

Next, provisions. You walk into the Riverwood Trader, the little bell over the door announcing your arrival with a cheerful jingle that feels entirely out of place. Lucan Valerius looks up from his ledger.

"Off so soon?" he asks, his tone neutral. "Thought you'd be sticking around Riverwood a while longer."

You shrug, trying to look casual as you spend nearly all of your hard-earned septims on a waterskin, a chunk of salted beef, and a dense loaf of bread. "Just exploring a bit. See the countryside."

Lucan eyes the woodcutter's axe looped through your belt but thankfully says nothing. Maybe he assumes Alvor gave it to you. With your meager supplies packed, you head out of the village, following the White River upstream, the direction you supposedly came from.

The wilderness here is a far cry from the game's sanitized version. The air is thick with the scent of pine and damp earth. The ground is uneven, littered with rocks and roots that threaten to trip you with every step. You stay close to the riverbank, your eyes scanning the shoreline, the reeds, the eddies of the current for anything, any sign at all.

After an hour of walking, a flash of color snagged in a tangle of roots catches your eye. It’s a deep, familiar navy blue. Your breath catches. Wading into the frigid water, you pull it free. It's a baseball cap, waterlogged and mud-stained, but the logo is unmistakable: "TOP GUN," it reads in bold, white-and-red letters.

Lem's. It's Lem's stupid, lucky hat.

A wave of hope and nausea crashes over you. He was here. You scramble back onto the bank, clutching the cap, and scan the area with frantic energy. "Lem!" you shout, your voice hoarse. "LEM!"

The only answer is the rush of the river and the sigh of the wind through the pines. You search for what feels like hours, pushing through thorny bushes until your arms are scratched and bleeding, checking behind every boulder, your hope slowly souring into a cold, heavy dread. There's no body, no trail, no other sign. Just the hat.

Exhausted and demoralized, you force yourself to move on. The path veers away from the river, winding toward a rocky hillside where you see the dark maw of a cave. Embershard Mine. You remember it from the game. A beginner's dungeon, full of bandits. Your hand tightens on the handle of your axe.

1/2
Anonymous (ID: tFbW2qqf) No.6318603 [Report] >>6318624 >>6318629 >>6318761 >>6319374
>>6318601
Before you can decide whether to risk a closer look, you hear the crunch of boots on gravel. You duck behind a large boulder, peering around the edge. Two Nords are walking out of the mine. One is huge and barrel-chested with a great, bushy beard. The other is wiry, with a balding pate and a cruel set to his mouth. They're both armed with axes and shields and clad in mismatched pieces of leather and fur armor.

You try to shrink back behind a boulder, but it's too late. The bald one's eyes snap to yours.

"Well, well," he says to his companion, his voice a low growl. "Look what we've got here."

The big one turns his head. His eyes, small and hard, rake over you, lingering on the axe at your belt and the waterskin on your waist. They quickly maneuver to block your path.

"Got any coin, friend?" the bald one asks, taking a step closer. "There’s a toll for this road."

1. "I don't have anything." Which is the truth, you spent every coin had on the provisions you bought.
2. "Take it." Hand over the supplies you just bought. You'll be left with nothing but your axe and Lem's hat.
3. Attack the bald one. He seems like the weaker of the two. It's a desperate gamble, but the surprise might be enough for victory.
4. Run. Turn and bolt back the way you came. They look bigger, but you might be faster.
5. Write-in
Anonymous (ID: Q4KFTdtR) No.6318624 [Report] >>6318658 >>6318666 >>6318715
>>6318603
>"I don't have anything." Which is the truth, you spent every coin had on the provisions you bought.
>"I'd be willing to share the little food I have, if you'd like?" Maybe you can strike up conversation with these cutthroats if they realize they have nothing to gain from mugging you.
Anonymous (ID: 0JxZNSab) No.6318629 [Report]
>>6318603
>"Take it." Hand over the supplies you just bought. You'll be left with nothing but your axe and Lem's hat.
Anonymous (ID: pv/8NEC3) No.6318658 [Report]
>>6318624
+1
Anonymous (ID: f4d+eHwC) No.6318666 [Report]
>>6318624
+1
Anonymous (ID: EszhixHH) No.6318715 [Report]
>>6318624
Supporting
Anonymous (ID: tFbW2qqf) No.6318761 [Report] >>6318762
>>6318603

"I don't have anything," you say, holding your hands up slightly to show they're empty. It’s the truth; you spent your last septim at Lucan's. "I'd be willing to share the little food I have, if you'd like?"

The bald man raises an eyebrow, a flicker of surprise in his eyes. He glances at his large companion, who gives a noncommittal grunt.

"Alright. Let's see what you've got."

You find a relatively clean spot on the ground and sit, pulling out the salted beef and the loaf of bread. The two men sit opposite you, their shields and axes resting beside them. You break the bread into three pieces and let them cut off slices of the beef with a belt knife. For a few minutes, the only sound is the chewing.

"Name's Kjar," the bald one says finally, wiping grease from his mouth with the back of his hand. "This lump is Torolf."

Torolf grunts again, but it sounds less menacing this time.

"We're not with the Stormcloaks anymore," Kjar continues, as if reading your mind. "Got tired of freezing our arses off and getting killed for a Jarl who thinks he's a god. Torolf here is from Winterhold. Me, I'm from Falkreath."

"I'm... from far away," you say, deciding against trying to explain Earth. They assume you're a Breton from High Rock, like everyone else, and leave it at that.

Kjar nods at the Top Gun hat. “What’s that?”

"A kind of hat. It belonged to my friend. We got separated. Have you seen anyone else out here? He’d be another foreigner, like me. But with blond hair."

Kjar takes the hat, turning it over in his hands. He runs a thumb over the strange, stiff lettering. "Never seen writing like this. Or a hat made of this stuff. Can't say we've seen your friend, either. Not many people use this path."

He hands it back.

They finish their share of the food quickly. Kjar gets to his feet, stretching his back. "Thanks for the meal, friend. You're alright, for a Breton." He gestures with his chin toward the mine entrance. "If you're looking for work, or just a roof that doesn't leak, go inside and talk to Elsi. She's the boss. Tell her Kjar sent you."

With that, he and Torolf pick up their gear and head down the path, leaving you alone at the mouth of the cave.

1/2
Anonymous (ID: tFbW2qqf) No.6318762 [Report] >>6318786 >>6318816 >>6318831 >>6318852 >>6318853 >>6318854 >>6318882 >>6318909 >>6318911 >>6319143 >>6319376
>>6318761
You watch them go, grateful you didn’t have to resort to violence. Once again, the world proves itself distinct from the game. They weren't the generic bandits the game would have forced you to fight to the death; they were just men, tired of a war.

This leaves you with a problem. Your original plan to follow the river and look for Lem now seems dangerously naive. The world is full of people just trying to get by, and not all of them will be so reasonable. The mine offers a potential safe haven, a community, and maybe a way to earn your keep. Even if they are technically bandits.

1. Enter Embershard Mine. Find this Elsi and hear her out. It's a risk, but shelter and safety are tempting.
2. Continue searching the wilderness. Your first priority is Lem. You'll take your chances alone.
3. Return to Riverwood. You're not ready for this. Return the axe, and try a different approach.
4. Write-in.
Anonymous (ID: SHWr4PxG) No.6318786 [Report]
>>6318762
>1. Enter Embershard Mine. Find this Elsi and hear her out. It's a risk, but shelter and safety are tempting.
Anonymous (ID: 0JxZNSab) No.6318816 [Report]
>>6318762
>Enter Embershard Mine. Find this Elsi and hear her out. It's a risk, but shelter and safety are tempting.
Anonymous (ID: pv/8NEC3) No.6318831 [Report]
>>6318762
>2. Continue searching the wilderness. Your first priority is Lem. You'll take your chances alone.
Anonymous (ID: pGp2dRwH) No.6318852 [Report]
>>6318762
1. Enter Embershard Mine.

Skyrim bandit experience? Would be interesting to see the war from a third perspective.
Anonymous (ID: 1dSuHxrn) No.6318853 [Report]
>>6318762
>Continue searching the wilderness. Your first priority is Lem. You'll take your chances alone.
Anonymous (ID: RZ1QGEKd) No.6318854 [Report]
>>6318762
>2
Plus Lem could be injured or dying
Anonymous (ID: EszhixHH) No.6318882 [Report]
>>6318762
2. Continue searching the wilderness. Your first priority is Lem. You'll take your chances alone.
Banditry is going to become a very dangerous profession in Skyrim once Helgen is razed. No thanks.
Anonymous (ID: f4d+eHwC) No.6318909 [Report]
>>6318762
>2. Continue searching the wilderness. Your first priority is Lem. You'll take your chances alone.
we can come back after
Anonymous (ID: ykMKQ2Jg) No.6318911 [Report]
>>6318762
2. Continue searching the wilderness. Your first priority is Lem. You'll take your chances alone.
Anonymous (ID: UEtEv5hE) No.6319143 [Report]
>>6318762
>2. Continue searching the wilderness. Your first priority is Lem. You'll take your chances alone.
>Bolster your odds a little. If you need to get in close combat, you've already fucked up. Pick out some stones that look sharp and good for throwing, keep them on hand. It's not the best ranged weapon and is unlikely to kill anything, but common sense says it's usually enough to deter most wild animals - and can bust up someone's face fairly well with good aim.
Anonymous (ID: tFbW2qqf) No.6319374 [Report] >>6319376 >>6319378 >>6319383 >>6319384 >>6319398 >>6319451 >>6319577 >>6319649 >>6319837
>>6318603

You give the dark maw of Embershard Mine one last look, then turn your back on it. The offer of a roof and a meal is tempting, but ultimately a distraction. Getting tangled up with a band of army deserters isn't going to help you find Lem. Your priority has to be the river.

Setting off again, you follow the rough path as it continues to trace the river's course. The forest is quiet now. The solitude feels heavy. You keep your hand close to the axe handle, scanning the trees for any sign of movement.

After walking for another hour, the landscape opens up. Across the fast-moving river, you spot a small, isolated cabin nestled in a grove of trees. A thin plume of smoke curls from its stone chimney. You recognize the location instantly: Anise's Cabin. In the game, it was the home of a harmless old woman, though something about the isolated cabin always put you on edge. You can't see anyone outside, but the smoke means it's occupied. The river is too deep and swift to swim here, but you can see a line of large, mossy boulders forming a natural, treacherous bridge to the other side. The rocks are slick with spray and look incredibly slippery.

Your eyes are drawn from the cabin back to the path ahead. Further on, looming over the road, are three enormous standing stones, each carved with a different constellation. The Guardian Stones. You remember their purpose in the game—to grant a bonus to learning warrior, mage, or thief skills. In a world without skill trees and experience points, you have no idea what they might do. Would they have any effect at all? Or would they just be inert monuments?

Beyond the stones, the road continues, winding its way north into the heart of the valley. It's the most straightforward path, the one that keeps you moving forward, following the river on its journey from the mountains. It promises nothing but more wilderness, but it feels like the most direct way to continue your search.

1. Cross the river to the cabin. It's dangerous, but Anise might have seen something or know the area well.
2. Investigate the Guardian Stones. You need every advantage you can get. It's time to find out if they hold any real power (which stone will you attempt to activate)?
3. Continue down the road. The cabin and the stones are distractions. The best way to find Lem is to keep moving.
4. Write-in.
Anonymous (ID: tFbW2qqf) No.6319376 [Report]
>>6319374
>>6318762
Quoted the wrong post.
Anonymous (ID: ykMKQ2Jg) No.6319378 [Report]
>>6319374
2. Investigate the Guardian Stones. You need every advantage you can get. It's time to find out if they hold any real power (Thief)

Stealth Archer is the final destination for all things.
Anonymous (ID: vdKQ5/WD) No.6319383 [Report]
>>6319374
>2. Investigate the Guardian Stones. You need every advantage you can get. It's time to find out if they hold any real power (Mage Stone)?
https://www.youtube.com/watch?v=nKNt3j-4bNg
Anonymous (ID: Q4KFTdtR) No.6319384 [Report]
>>6319374
>2. Investigate the Guardian Stones. You need every advantage you can get. It's time to find out if they hold any real power (which stone will you attempt to activate)?
Thief. The other anon is right: stealth archer is where it's at.
Anonymous (ID: 0JxZNSab) No.6319398 [Report]
>>6319374
>2. Investigate the Guardian Stones. You need every advantage you can get. It's time to find out if they hold any real power (which stone will you attempt to activate)?
Thief
Anonymous (ID: f4d+eHwC) No.6319451 [Report]
>>6319374
>2. Investigate the Guardian Stones. You need every advantage you can get. It's time to find out if they hold any real power (which stone will you attempt to activate)?

Warrior stone.
I liked getting up close and personal with my heavy armor.
I dont mind Stealth archer though.
Anonymous (ID: 6b6wZCQV) No.6319577 [Report]
>>6319374
>2
Thief for stealth archer
Anonymous (ID: N3QweI9s) No.6319649 [Report] >>6319674
>>6319374
>1. Cross the river to the cabin. It's dangerous, but Anise might have seen something or know the area well.
Anonymous (ID: 6arYVsP4) No.6319674 [Report]
>>6319649
Isn't she secretly a witch? There's a nonzero possibility that she captured him for parts.
Anonymous (ID: UEtEv5hE) No.6319745 [Report] >>6319746 >>6319750
Actually, should we check on Helgen after the stones? It's really not that far away.
Anonymous (ID: UEtEv5hE) No.6319746 [Report]
>>6319745
Pic related. Green being the stones, red being embershard, blue being the secret exit to helgen keep, and yellow being the path to helgen and helgen itself.
Anonymous (ID: ykMKQ2Jg) No.6319750 [Report] >>6319751
>>6319745
For what reason?
Anonymous (ID: UEtEv5hE) No.6319751 [Report] >>6319759
>>6319750
It's a decently large settlement that our buddy might have gone to, and we might be able to tell if it's been burnt down yet or not.
Anonymous (ID: ykMKQ2Jg) No.6319759 [Report]
>>6319751
Mmm, I think if anything he'd be down river. I just think following the river to its source may contain a clue as to why we were isekaiied. If Helgen is post-Alduin attack, then bandits setup shop in Helgen's ruins a few days afterwards, could be dangerous for us. If it isn't, then it couldn't hurt, but I don't think he'd be there for the aforementioned reason.
Anonymous (ID: tFbW2qqf) No.6319837 [Report] >>6319838
>>6319374
You decide the cabin can wait. There's a strange pull coming from the monolithic stones up ahead. You leave the riverbank and walk toward them, the grass rustling around your boots. The short walk gives you too much time to think.

Lem would have already been halfway across those slippery rocks to the cabin. He was always the one to charge ahead. It's how he'd gotten everything in his life—headfirst, with a charm that made obstacles seem to melt away. He'd breezed into acting, landing roles in a few indie darlings that got him noticed, while you were still grinding it out in tiny off-Broadway theaters, writing plays no one would ever see. It was Lem's idea, his insistence, that you two collaborate on a script. He wanted you write a part for him that he was sure would launch the both of you into a new stage in your careers. And he was right, as usual. The spec script sold for a disgusting amount of money. The last clear memory you have is the two of you on the river, celebrating with cheap beer, the kayak bobbing gently. So little had gone right in your life. Lem, who’s been your best friend since in the first grade, was the closest thing you had to family. Now, he's gone.

You shake the thoughts away as you reach the base of the Guardian Stones. They are immense, far larger than they ever seemed on a screen, ancient rock humming with a faint, almost inaudible energy that makes the hairs on your arm stand up. The Warrior, The Mage, The Thief. You look at the carving of the warrior—a powerful figure with a sword. That isn't you. The mage is an even worse fit. But the thief... the shadowed figure within a cloak, wielding a dagger... that represents cunning, stealth, and subtlety. Those are things you might need to survive.

Taking a hesitant breath, you reach out and press your palm flat against the cold, rough surface of the Thief Stone.

The forest, the river, the sky—it all vanishes into a swirl of soft, grey mist. You aren't standing on grass anymore, but on nothing at all. Before you stands a woman. She is tall and regal, yet her simple robes are those of a commoner, and around her neck is a heavy iron collar, like that of a slave. Despite this, she carries herself with the quiet authority of a queen. In the center of her chest, nestled in a simple amulet, a brilliant red jewel pulses with a soft, inner light.

"Strange," she says, her voice a chorus of whispers that seems to come from everywhere at once. "A soul from a world beyond the Wheel, yet you cast a shadow in this one. I have not seen such a thing since the days of the First Men."

You try to speak, but no words come out. Your throat is tight with a primordial fear.

"You have touched a fulcrum of power, and so power must answer." She takes a step forward, the mist swirling around her feet. "I will grant you a boon, a small gift to aid your journey in this land that is not your own, for the path you walk is fraught with peril."

The vision begins to fade.

1/2
Anonymous (ID: tFbW2qqf) No.6319838 [Report] >>6319841 >>6319851 >>6319854 >>6319892 >>6319913 >>6319938 >>6319998 >>6320096 >>6320101 >>6320184 >>6320185 >>6320380
>>6319837
"Should you seek for more," the Slave Queen continues, her voice echoing in your ears, "go to a shrine of The Dragon and make the same offering The Dragon once made to me. Do this, and I will aid you again. Fail, and you walk your path alone."

The forest snaps back into focus. You're standing at the base of the Thief Stone, your hand still pressed against it, a strange warmth tingling in your palm.

1. Gift of the Unseeing Eye:When blind you can sense the presence of others around you. (Constant Detect Life spell when your eyes are closed.)
2. Gift of the Unsteady Hand:When unsteady (inebriated, frightened, poisoned etc.) your hands remain steady. (Fortify Lockpicking and Pickpocket on Poisoned status)
3. Gift of the Unheard Step:So long as clothes are appropriate, your movements make no sound. (100% Muffle when not wearing heavy armor.)
Anonymous (ID: tFbW2qqf) No.6319841 [Report]
>>6319838
*2. ... on any Negative status, not just poisoned
Anonymous (ID: Q4KFTdtR) No.6319851 [Report]
>>6319838
>Gift of the Unheard Step:So long as clothes are appropriate, your movements make no sound. (100% Muffle when not wearing heavy armor.)
Perfect sneak!
Anonymous (ID: 72BhY6OZ) No.6319854 [Report] >>6320106
>>6319838
Sweet it worked.
Now to find out what The Dragon offered.
Anonymous (ID: UEtEv5hE) No.6319892 [Report] >>6320184
>>6319838
3. Gift of the Unheard Step:So long as clothes are appropriate, your movements make no sound. (100% Muffle when not wearing heavy armor.)
I was going to pick 1 until I realized that this would make going to sleep a BITCH in any settlement.
Anonymous (ID: 3XK4aYx/) No.6319913 [Report]
>>6319838
3. Gift of The Unheard Step

If we can get even a little bit of chameleon on us we will be able to make a fortune. I think we ought to join the Thieve's Guild.
Anonymous (ID: tZshW0RS) No.6319938 [Report] >>6319998
>>6319838
1. Gift of the Unseeing Eye:When blind you can sense the presence of others around you. (Constant Detect Life spell when your eyes are closed.)
We *are* looking for someone, so this could come in handy
Anonymous (ID: pv/8NEC3) No.6319998 [Report]
>>6319838
1. Gift of the Unseeing Eye:When blind you can sense the presence of others around you. (Constant Detect Life spell when your eyes are closed.)

>>6319938
Good reasoning
Anonymous (ID: 6arYVsP4) No.6320096 [Report]
>>6319838
>1. Gift of the Unseeing Eye:When blind you can sense the presence of others around you. (Constant Detect Life spell when your eyes are closed.)
This is insanely good in all sorts of ways, especially for someone who doesn't necessarily know how to fight. Information can make the other two blessings unnecessary.
Anonymous (ID: 2VfJpL/g) No.6320101 [Report]
>>6319838
1. Gift of the Unseeing Eye:When blind you can sense the presence of others around you. (Constant Detect Life spell when your eyes are closed.)
This one is pretty good. Has a lot of uses.
Anonymous (ID: 2VfJpL/g) No.6320106 [Report] >>6320138
>>6319854
Akatosh gave Alessia his blood. But do we offer our blood or dragon's blood? Does she expect us to find the Last Dragonborn and drag them to a shrine of Akatosh for a bloodletting? Is it even a good idea to get involved with the aedra?
Anonymous (ID: 6arYVsP4) No.6320138 [Report] >>6320171
>>6320106
Might be that as an outsider our blood has its own power and uses that we don't recognize.
And at the very least I think Alessia would be inclined to help stop the Altmer from ruining everything yet again.
Anonymous (ID: 2VfJpL/g) No.6320171 [Report]
>>6320138
I think she wants us to form a pact with Akatosh. What exactly that means, how it benefits us and if I'm even right is something we'll have to find out.

Also I kind of like "the Outsider" as a title for us. Like how the PCs of the games are known as "the Champion of Cyrodiil", "the Nerevarine", "the Dragonborn" etc.
Anonymous (ID: ykMKQ2Jg) No.6320184 [Report]
>>6319838
>3. Gift of the Unheard Step:So long as clothes are appropriate, your movements make no sound. (100% Muffle when not wearing heavy armor.)

>>6319892
To be fair, if it works like the game, it'd just be our vision that is affected, iirc. Could be wrong. As long as we aren't looking in the direction of someone, we'd be fine. I doubt it is active when we sleep either. It would be really strong.
Anonymous (ID: f4d+eHwC) No.6320185 [Report]
>>6319838
>3. Gift of the Unheard Step
Anonymous (ID: tFbW2qqf) No.6320380 [Report] >>6320385 >>6320386 >>6320449 >>6320718 >>6320739 >>6320915 >>6320933 >>6321307 >>6321395 >>6323652
>>6319838
The warmth in your hand fades, leaving the stone cold once more. You pull your hand back as if burned, stumbling away from the monolith.

A slave queen? And her words... a soul from beyond the Wheel. She knew. Somehow, this ancient ghost knew you weren't from here.

Then there was the quest. A shrine to "The Dragon." That had to be Akatosh, chief of the Divines. But what was the offering? The "same offering The Dragon once made to me." It's a riddle you have no way of solving. Your gaming knowledge, your one supposed advantage in this world, feels frustratingly shallow.

You need to move. You take a step, and the strangeness of the boon hits you. There's no sound. No crunch of dirt, no rustle of grass. You stamp your foot. You feel the jolt run up your leg, see the dust puff up from your boot, but the impact is completely silent. You walk to a patch of dry, brittle leaves and step right in the middle of them. Not a crackle. You wade a step into the shallows of the river. No splash. It's profoundly unsettling, like watching a movie with the sound cut out. A part of your physical presence in the world has been erased.

A glance at the sun tells you it's already late afternoon. The sky is shifting from blue to a pale orange, and the shadows of the pines are stretching long across the valley floor. Soon, it will be dark. Being alone in the wilderness after sunset seems like a spectacularly bad idea. You need to find shelter, and soon.

1. Return to Riverwood. It's the safest bet. You can make it back before full dark. You'll face Sigrid's questions, but you'll be safe. You could also try to look for books that might clarify the vision at Lucan's shop.
2. Go to Embershard Mine. It's closer than Riverwood. The deserters offered shelter, and your newfound silence could make approaching them much safer if things go wrong.
3. Press on and risk the wilderness. Night is coming, but so is your best chance to find Lem. There might be an abandoned camp or a small cave nearby where you can wait out the darkness. Your silent movement is a huge advantage now.
4. Write-in.
Anonymous (ID: ykMKQ2Jg) No.6320385 [Report]
>>6320380
>1. Return to Riverwood. It's the safest bet. You can make it back before full dark. You'll face Sigrid's questions, but you'll be safe. You could also try to look for books that might clarify the vision at Lucan's shop.
Anonymous (ID: UEtEv5hE) No.6320386 [Report]
>>6320380
1. Return to Riverwood. It's the safest bet. You can make it back before full dark. You'll face Sigrid's questions, but you'll be safe. You could also try to look for books that might clarify the vision at Lucan's shop.
We know that there's at least one bear and several giant spiders incredibly close by, in the exit to helgen keep. No fucking thank you.
Anonymous (ID: yxIKthKN) No.6320449 [Report]
>>6320380
1. Return to Riverwood. It's the safest bet. You can make it back before full dark. You'll face Sigrid's questions, but you'll be safe. You could also try to look for books that might clarify the vision at Lucan's shop.
We have Lems hat so we at least know he arrived as well. shoud be enough proof, that we arent just telling bull about having a friend we are searching for.
Anonymous (ID: 0JxZNSab) No.6320718 [Report]
>>6320380
>1. Return to Riverwood. It's the safest bet. You can make it back before full dark. You'll face Sigrid's questions, but you'll be safe. You could also try to look for books that might clarify the vision at Lucan's shop.
Anonymous (ID: f4d+eHwC) No.6320739 [Report]
>>6320380
>2. Go to Embershard Mine. It's closer than Riverwood. The deserters offered shelter, and your newfound silence could make approaching them much safer if things go wrong.
Anonymous (ID: 6arYVsP4) No.6320915 [Report]
>>6320380
>1. Return to Riverwood. It's the safest bet. You can make it back before full dark. You'll face Sigrid's questions, but you'll be safe. You could also try to look for books that might clarify the vision at Lucan's shop.
Anonymous (ID: iBXjdGyp) No.6320933 [Report]
>>6320380
>Return to Riverwood. It's the safest bet. You can make it back before full dark. You'll face Sigrid's questions, but you'll be safe. You could also try to look for books that might clarify the vision at Lucan's shop.
Anonymous (ID: eDisrBfs) No.6321307 [Report]
>>6320380
>3
Surely we can camp out for one night.
Anonymous (ID: Ez20NRnf) No.6321395 [Report]
>>6320380
>3. Press on and risk the wilderness. Night is coming, but so is your best chance to find Lem. There might be an abandoned camp or a small cave nearby where you can wait out the darkness. Your silent movement is a huge advantage now.
With some conditions. Do I have the gear/is the weather nice enough to survive the night without suffering tremendously? Does the nearby landscape seem the type to have boulders or steep cliff faces to camp out of reach of predators? if not ignore post.
Anonymous (ID: MkHlj09D) No.6321810 [Report]
QM?
Anonymous (ID: i4nPDQKI) No.6323582 [Report]
There once was a woman, fair as an evenin,' in spring-time, on old Stros M'kai
Anonymous (ID: tFbW2qqf) No.6323652 [Report] >>6323653
>>6320380
You turn your back on the wilderness and the setting sun, heading back down the road toward Riverwood. The walk is strange. Your new boon—or curse—makes the journey feel unreal. Your feet, shod in Alvor's old boots, make no sound on the dirt and gravel path.

By the time you reach the edge of the village, the sky is a deep purple, and the first stars are visible. The smell of woodsmoke and cooking fires hangs in the air. You cross the bridge, your steps silent on the wooden planks, and make your way to Alvor's house.

You open the door to the familiar scene of dinner. Sigrid is at the hearth, stirring a large pot of cabbage and leek soup. Alvor is at the table, and their daughter, Dorthe, is setting out wooden bowls.

Dorthe sees you first. "You're back!"

Sigrid turns. Her expression, which had been neutral, tightens. She looks from you to the door, then back to the pot, her disappointment clear.

"Set another place, woman," Alvor says, his voice friendly but firm.

Sigrid gives a short, sharp nod and fetches another bowl, placing it on the table with a bit more force than necessary.

"What’s that!" Dorthe says, pointing to Lem's "TOP GUN" cap clipped to your belt.

You unhook it and place it over her head, the brim falling over her eyes, to her great delight. She takes off and tries to read the print.“What does it mean?”

You scratch the back of your head.“I suppose something like 'I'm the best'?”

You all sit. The soup is as bland as you remember. Even salt is a luxury here. For a few minutes, the only sounds are the scraping of spoons. Alvor clears his throat.

"So," he begins, "you find that by the river did you? Yours?"

"Not… exactly," you say, choosing your words carefully.

“Didn’t know they wore such things in High Rock.”

"Hod said the log jam was cleared before noon," Sigrid cuts in, not looking up from her bowl. "You missed a day's pay."

"Sigrid..." Alvor warns.

"It's a fair question," she says, finally looking at you, her eyes hard. "You've been here for a week. You don't work every day, you don't pay for your keep, and you still can't tell us who you are or where you're from. And we’re supposed to just keep feeding you? We’re not a charity for gods sake!”

"That is enough!" Alvor's voice is suddenly sharp, like steel on steel. The sound of it makes you flinch. Dorthe freezes. Sigrid looks at her husband, shocked into silence, her face pale. For as long as you’ve been here you’ve never heard him once raise his voice.

"The man is our guest," Alvor says, his voice low and controlled. "We took him in."

Sigrid's lips tremble. She pushes her chair back. "Fine. I'll... I'll put Dorthe to bed." She takes her daughter by the hand, who, although she doesn’t want to leave, seems to understand the situation and doesn’t make a fuss, putting the hat on the table. The two then disappear into their room, leaving a heavy silence in their wake.

1/2
Anonymous (ID: tFbW2qqf) No.6323653 [Report] >>6323672 >>6323702 >>6323712 >>6323716 >>6323756 >>6323865
>>6323652
You and Alvor sit at the table, the soup growing cold.

Finally, he sighs, the anger draining out of him, leaving only tiredness behind. He scrubs his face with his hands. "We're low on firewood for the hearth. Come on, lad. Give me a hand."

You follow him outside into the cool night air. The twin moons hang high over the village. A sight you still haven’t quite gotten use to. Alvor leans against the woodpile, selects a few logs, then passes them to you.

"I’m sorry about her," he says quietly, not meeting your eyes. "She's just... worried. Worried about Dorthe, about the war. The Jarl's taxes are higher than ever, and the trade caravans are less frequent. She's scared. And a stranger in the house... it makes her feel unsafe. Makes things more uncertain. Especially with winter on the horizon."

He finally looks at you. "You're a good lad. And a hard worker when you put your mind to it. But..."

He reaches into a pouch at his belt and pulls out a small, worn coin purse. It jingles. "I've put aside some coin. It's not much, but it's enough to get you to Whiterun. Or Falkreath, if you prefer. You can buy proper gear, maybe find a bed at an inn. Find a new start, eh?"

He holds the purse out to you. The weight of his kindness, after his wife's anger, feels heavier than any coin.

1. Accept the money and his advice. "Thank you, Alvor. For everything. I'll leave in the morning."
2. Refuse the money, but agree to leave. "You've done more than enough. I can't accept your coin. But you're right. I'll be gone by morning."
3. Ask to stay and pay rent. "I understand. I don't want to be a burden. What if I paid for my room and board? I'll work at the mill every day, and my pay is yours. I just need a little more time."
4. Ask to become his apprentice. "I want to earn my keep, not just pay for a bed. Teach me. Let me work for you at the forge. I'll chop wood, work the bellows, clean the tools. Whatever you want. Let me be your apprentice, not your guest."
5. Write-in
Anonymous (ID: Q4KFTdtR) No.6323672 [Report]
>>6323653
>2. Refuse the money, but agree to leave. "You've done more than enough. I can't accept your coin. But you're right. I'll be gone by morning."
We have a friend to save.
Anonymous (ID: ykMKQ2Jg) No.6323702 [Report] >>6323756
>>6323653
1. Accept the money and his advice. "Thank you, Alvor. For everything. I'll leave in the morning."

It seems things have gone as far as we can push them. Lem would be downstream anyways, in all likelihood. We should do as he says and get a fresh start, look for Lem elsewhere. Just ask Alvor to tell another strange foreigner that his friend stayed as long as he could but moved on to Whiterun.

Staying working the mill or becoming his apprentice could improve our skills and maybe let us search for Lem a bit, but most of our day would be eaten up working. If we don't move on before winter, then we risk being snowed in, in some bum fuck village. Good people here, but not where I wanna be to earn coin or learn skills, or look for Lem, or even just to live.
Anonymous (ID: 0JxZNSab) No.6323712 [Report]
>>6323653
>. Refuse the money, but agree to leave. "You've done more than enough. I can't accept your coin. But you're right. I'll be gone by morning."
Anonymous (ID: f4d+eHwC) No.6323716 [Report]
>>6323653
>2. Refuse the money, but agree to leave. "You've done more than enough. I can't accept your coin. But you're right. I'll be gone by morning."
Anonymous (ID: Bm5b/XIB) No.6323756 [Report]
>>6323653
>2. Refuse the money, but agree to leave. "You've done more than enough. I can't accept your coin. But you're right. I'll be gone by morning."
Maybe keep Lem's hat in our satchel from now on too. It's a bit conspicuous.

>>6323702
I think downstream of Riverwood is mostly rapids and waterfalls all between here and Honningbrew, I don't like Lem's chances if he drifted down there. I think he might have washed up on the shore of the lake and could still be somewhere in Falkreath hold.
Anonymous (ID: tFbW2qqf) No.6323865 [Report] >>6323868 >>6323880 >>6323912 >>6323979 >>6324057 >>6324125 >>6324169 >>6324269 >>6325265
>>6323653
You look at the purse, then back at Alvor's tired face. You push his hand back gently.

"You've done more than enough. I can't accept your coin. But you're right. I've stayed long enough. I'll be gone by morning."

Alvor studies you for a long moment, his expression unreadable in the dim light. He seems surprised, but maybe also relieved. He nods slowly and puts the purse back in his belt. "As you wish, lad. Get some rest. It's a long road."

Sleep doesn't come. You're lying on the cot in the main room, staring up at the thatched roof, listening to the dying crackle of the fire. The house is still. A few hours ago, you heard the muffled sounds of Alvor and Sigrid talking, and then doing… other things, but that too has fallen silent.

A cold knot of fear is twisted in your stomach. Morning will come in a few hours, and you have to leave. You have to walk out of this village with nothing but the clothes on your back, the hat, and the borrowed axe. You should probably return the axe before you go.

You clench your fists. Part of you screams that you're an idiot for refusing the money. It was pride, stupid and stubborn, and pride won't keep you fed or protect you from wolves. That coin could have bought food for the journey, a weapon, maybe even a cheap bed at the inn in Whiterun.

But another part of you feels... settled. Alvor has a family to feed. Taking his money would have felt wrong. You already owe him and Sigrid as it is.

So, what now? You have no food, no money, and no gear. You're about to walk into a medieval wilderness filled with dangers you can only guess at.

Whiterun is the obvious choice. Alvor mentioned it, and in the game, it was the main hub. It's about a twelve-hour walk from here. You'd have to walk all day, hoping nothing attacks you, and you'd arrive at night, penniless and starving. What would you do then? Beg? Well, maybe not. You could probably find work.It should at least be a bigger city than what was in the game.

Then there's Embershard Mine. It's much closer. Kjar and Torolf seemed friendly enough. Maybe they'd let you do the dirty work, mucking out the mine or cooking, in exchange for scraps and shelter. It's a gamble.

A third, darker thought surfaces. You flex your feet, and the cot doesn't even creak. The Riverwood Trader is just across the road. Lucan and Camilla are asleep. They have food, supplies, potions... and a coin purse. You could be in and out before they ever knew you were there. Your new power makes it possible.

1. Risk the journey to Whiterun. It's a long, dangerous walk, and you'll arrive with nothing. But it's a major city and your best bet for a fresh start.
2. Return to Embershard Mine. Go back to the deserters and try to negotiate a place with them doesn’t require engaging in criminal activities.
3. Use your boon. Rob the Riverwood Trader. You're perfectly silent. You can steal supplies and coin from Lucan and Camilla to fund your journey.
4. Write-in.
Anonymous (ID: Q4KFTdtR) No.6323868 [Report]
>>6323865
>3. Use your boon. Rob the Riverwood Trader. You're perfectly silent. You can steal supplies and coin from Lucan and Camilla to fund your journey.
Just what we need to get by.
Anonymous (ID: LFGvtJfW) No.6323880 [Report] >>6324801
>>6323865

3. Use the boon
We can keep everything that will help us survive the day's walk, and grab some extra stuff/coin to pay one of the Embershard bandits to help escort us to Whiterun. If we get to Whiterun we can buy some Clairvoyance scrolls from a mage and use those to find out buddy, or maybe save up money to hire a Companion like Farkas to track him down and bring him back.
Anonymous (ID: pGp2dRwH) No.6323912 [Report] >>6323915 >>6323918 >>6324125 >>6324142 >>6324226 >>6324269 >>6324801
>>6323865
>4. Write-in.
>using The Boon, go around during the night hunting for small and big game. Using the axe to split open their skulls and dragging their corpses back to Riverrun. Trade them to whoever wants to process them for some coin, and rations so you can rest at the Inn and leave the next evening, protected by the night's darkness as you travel.

Most animals only awareness of predators during the night comes from their hearing. Without making noise, we would honestly be nearly unperceivable. A good hit to the skull, or the breaking of a leg as it sleeps, should leave any animal incapacitated and easily sellable. With winter approaching, the town would likely be quite happy about the potential hides and meat we could sell off for cheap.
Anonymous (ID: Q4KFTdtR) No.6323915 [Report]
>>6323912
>Most animals only awareness of predators during the night comes from their hearing.
What about scent and infrared heat?
Anonymous (ID: LFGvtJfW) No.6323918 [Report]
>>6323912
This sounds like an alright plan, but I think maybe for later. We could easily get lost in the forest at night, being no more able to see and less able to smell. Even worse, deer and rabbits are the least of the animals in Skyrim's forest. A sabrecat would see us easily, and be more than a match for us. That's to say nothing of monsters like trolls or will'o'wisps or undead that may be hunting or meandering. Maybe if we had a some potions/scrolls to give us invisibility, nighteye, stuff like that. Right now, though, feels super risky to leave town at night.
Anonymous (ID: yxIKthKN) No.6323979 [Report]
>>6323865
>1. Risk the journey to Whiterun. It's a long, dangerous walk, and you'll arrive with nothing. But it's a major city and your best bet for a fresh start.

To the big trading hub of Skyrim it is!
Anonymous (ID: NWJBqoHn) No.6324057 [Report] >>6324080 >>6324323
>>6323865
3. Use your boon. Rob the Riverwood Trader. You're perfectly silent. You can steal supplies and coin from Lucan and Camilla to fund your journey.
He might have spellbooks already.
Anonymous (ID: LFGvtJfW) No.6324080 [Report]
>>6324057
Oh shit that's right doesn't he just sell the tome for clairvoyance??
Anonymous (ID: ykMKQ2Jg) No.6324125 [Report] >>6324142 >>6324801
>>6323865
Support >>6323912

If Lem IS in fact closer to Riverrun than Whiterun, we are essentially damning him by association if we steal. It won't take a genius to figure out that the recently left person with nothing to their name was the thief. Also, it feels bad and dumb to refuse charity only to go around and steal in the next second. Like, what the hell guys? At least do it to a place that can afford it, that isn't a small village, where the thief is obvious.
Rat-King !9ff7WVg9ik (ID: LFGvtJfW) No.6324142 [Report] >>6324144 >>6324151 >>6324801
>>6323912
>>6324125

lol ok I change my vote to going around in the forest at night and killing animals (even though we cannot see in the dark and it will be pitch black, and there are many nocturnal animals and even monsters that can and will try to kill us whether they can hear us or not and we will be totally unable to defend ourselves)
Anonymous (ID: LFGvtJfW) No.6324144 [Report] >>6324151
>>6324142
Man ): I left my hat on while being kind of rude
Feels bad
Still changing my vote tho bc I do wanna see how it goes
Anonymous (ID: ykMKQ2Jg) No.6324151 [Report] >>6324158 >>6324930
>>6324142
>>6324144
I mean, you aren't wrong that it is dumb. It just seems like heading to Whiterun with no money or gear doesn't have much traction. While it does have one vote, I think people voting for robbing the trader indicates that people want stuff before leaving and are willing to do whatever to get it. So, I'm voting for what potentially gets us that desired outcome without possibly screwing Lem and also making us seem like a schizo.
Anonymous (ID: LFGvtJfW) No.6324158 [Report] >>6324159 >>6324183
>>6324151
Yaknow, I HAVE been in the woods alone at night in total darkness, and while I ultimately did not get lost and made it to camp, I was doing so by memory and a couple of landmarks and I have a pretty good sense of space and direction, and I almost missed my mark anyways. If I had been fifteen feet to the left I'd probably have been toast. I had a gun on me. No predators for me to be afraid of in that area, either. It was pretty fucking terrifying!!!!

I am trying, and failing, to imagine that with the added hazards of
>Trolls
>Werewolves
>Sabrecats
>Evil wizards
>Falmer
>Ruins dug into the ground that I might just fall into and break my neck
>Traps left by bandits or hunters
>Regular non-were wolves
>Giant spiders
>Dragons

And for the sheer sake of generating entertaining conflict I feel compelled to take this path
Anonymous (ID: LFGvtJfW) No.6324159 [Report]
>>6324158
And I had a flashlight!!!
Anonymous (ID: f4d+eHwC) No.6324169 [Report]
>>6323865
>2. Return to Embershard Mine. Go back to the deserters and try to negotiate a place with them doesn’t require engaging in criminal activities.
Anonymous (ID: ykMKQ2Jg) No.6324183 [Report]
>>6324158
Hagravens and Spriggans too!
Anonymous (ID: Bm5b/XIB) No.6324226 [Report] >>6324801
>>6323912
Guess I'll support this
Anonymous (ID: fXWKo/pd) No.6324269 [Report] >>6324801
>>6323865
>>6323912
Anonymous (ID: 7pODJ5hJ) No.6324323 [Report] >>6324331
>>6324057
This is me.
There are known bandits not far from riverwood. You guys really think they wouldn't be the first suspect?
Anonymous (ID: ykMKQ2Jg) No.6324331 [Report]
>>6324323
I feel like it would be noticeable that there's only as much missing as one person could carry, yeah. Especially since one anon added on to only take as much as we need. If it were bandits, then there would be more missing, given that they are an organized band and not random lone Joe Schmos.
Anonymous (ID: tFbW2qqf) No.6324790 [Report] >>6324801 >>6324840 >>6324969 >>6325200
OP here. Having a bit of trouble picking out the winning vote here. Is the consensus to go with the write-in?

And if I understand the write-in correctly, you want to get up now and spend the night hunting, trade in your catch in Riverwood in the morning, stay at the inn for the day and then leave around nighttime.

If so, I just need to know where you guys want to hunt:
1. Plains north of Riverwood on the way to Whiterun
2. Woods surrounding Riverwood
3. White River (which has salmon you can catch)
4. Across the river to the west
5. South of Riverwood (where you've already explore)
6. Write-in

A few additional things to keep in mind:
- It's a clear night. The twin moons provide enough illumination so long as you don't enter deep into the woods (or a cave etc.)
- There are Sabre Cats and Wolves in the woods (but not near the river). There is a small chance of a Bear near the river.
- Although your movements are perfectly silent, animals can still sense you by sight and smell (if capable)
- Hunting is not as easy as in the game. Hunting with a melee weapon is even harder as you'll have to get up to close without being detected.
Anonymous (ID: ykMKQ2Jg) No.6324801 [Report] >>6324828 >>6324930
>>6324790
By my count, it is 5 to 2 in favour of the write-in.

>>6323912
>>6324125
>>6324142 vote change from >>6323880
>>6324226
>>6324269

As for this vote, I'd probably say the woods, unless going into the woods counts automatically as "going deep into the woods". South has the bear near the cave exit from Helgen, though going off game stats it is easier to sneak around then normal, so I guess you could argue it is a sure thing in regards to getting a sneak attack. I don't wanna fight a bear though. Deer are common in the plains of Whiterun, but specifically northwest-ish of Whiterun, so probably not a good idea. There are also lots of deer near Ivarstead, but going over the mountain at night is dumb, even if it is close in game terms. Goats are also common in the mountains in Falkreath Hold.

>4. Across the river to the west

I guess crossing the bridge hoping for small game or deer in the light forest is better than bumbling through the woods, and fighting potentially one bear is better than fighting a pack of wolves. It's this or the forest for me. I dunno.
Anonymous (ID: pGp2dRwH) No.6324828 [Report] >>6324834
>>6324801
supporting Across the river.

While we can still be discovered, i don't imagine we likely will, since most of the larger animals that we are hunting are likely asleep by now.

If we were to find a buck or two, we could probably sell them for a pretty good amount of cash, since this world's economy likely isn't as fucked as it is in-game.

Seriously, 10 pieces of gold for antlers and hide? That is the same as one night's sleep at any Inn. Which, why the hell is staying at an Inn the same price as an iron dagger? Actual weapons and tools are worth a lot, so unless Inn stays are ridiculously expensive, which doesn't seem to be the case since a loaf of bread is 2 gold, then Todd definitely doesn't appreciate the real value of how much value is in a deer & worksmanship.
Anonymous (ID: ykMKQ2Jg) No.6324834 [Report] >>6324908 >>6324930
>>6324828
The real question is why is the main money of account and common medium of exchange gold instead of silver.
Anonymous (ID: 6O19XTZG) No.6324840 [Report]
>>6324790
Woods surrounding Riverwood for sure
Anonymous (ID: 0OTTiEqY) No.6324908 [Report]
>>6324834
Inflation/Breton Coin-Clipping
Anonymous (ID: uyfcBkQC) No.6324930 [Report] >>6324947 >>6324950
>>6324151
It's not schizo to be more okay taking necessary trade goods from a stranger woth means than taking studf a struggling family needs after they already put us up for many nights. It's moral triage under less than ideal circumstances.

>>6324801
Game stats and logic don't always apply, as we've been learning.

>>6324834
Maybe gold is more common on Nirn? Or maybe in the same way that the population has increased and behaviours are more complex in the isekai world than the game version, their economy is less simplistic, too?
Anonymous (ID: ykMKQ2Jg) No.6324947 [Report]
>>6324930
>schizo
Well, on an emotional level, yeah it works. Morally I'd say it would be about the same. The trader will probably be under about the same level of taxes. I also have trouble taking at face value the idea that Alvor's family is truly struggling. I'm sure things are worse than usual, but he doesn't exactly look poor and has no issue putting up his nephew for a bit and giving the dragonborn a bunch of stuff on top of that. He's also a blacksmith, the only one(?) in a small village. If they starve, his family will be the second last to do so, maybe third if we include Faendal.

>game logic
True.

>gold
I wasn't really nitpicking or being truly serious when I replied to the other guy, but sure. I don't really seeing gold being the money of account as being "less simplistic" than IRL history. It is at about the complexity you'd expect. Though yeah, gold could be a lot more common on Nirn.
Anonymous (ID: Bm5b/XIB) No.6324950 [Report]
>>6324930
>Maybe gold is more common on Nirn?
Well there is that spell that turns iron into silver and silver into gold.
Anonymous (ID: f4d+eHwC) No.6324969 [Report]
>>6324790
yes the write in is good.
Anonymous (ID: Rt9XDXzD) No.6325200 [Report]
>>6324790
>3
If hunting is harder let’s fish
Anonymous (ID: tFbW2qqf) No.6325265 [Report] >>6325266 >>6325421
>>6323865

Silently, you rise from the cot. The boon is as strange as ever; your feet make contact with the wooden floor but there’s no creak of the floorboards, no rustle of the straw mattress. It gives you confidence in your new plan. You grab the borrowed woodcutter's axe from where it rests against the wall and put on Lem’s hat.

You ease the door open. The latch, well-oiled by Alvor, makes only a faint click. You slip out into the night.

Riverwood is bathed in the eerie, silver-blue light of the twin moons. The air is cool and smells of pine and the river. Not a soul is stirring. You move through the village like a ghost, your steps utterly swallowed by the night.

The woods loom to your right, a solid wall of blackness pierced by shafts of moonlight. You're nervous, your senses on high alert. You've never hunted anything in your life. But you're also excited. You want to test the limits of your new power.

For an hour, you move slowly, staying in the partial light between the clearing of the town and the deep woods. You see some rabbits, but they are too fast for you and your clumsy axe. You hear the rustle of a fox, but it's gone before you even spot it. The night is alive with sounds: the hoot of an owl, the chirp of insects, the distant rustle of larger, unseen things, the wind. And, most unnerving, the complete and total absence of your own noise.

Then you see it.

In a small clearing fifty yards ahead, a large shape is grazing near a small pond. It's an elk. A doe, but she's massive, easily weighing more than two men combined. Her head is down, lapping at the water.

You freeze. Your heart thumps. You check the wind; it's blowing from her to you. Perfect. She won’t smell you coming. You grip the axe handle, your knuckles white, and begin the approach.

You move from the shadow of one pine to the next. You step over dry leaves and brittle twigs, and they make no sound. The elk's head snaps up, ears swiveling. It senses something--a change in the air, a movement it can't place--but it can't hear you. It stares right past your position, snorts, and tentatively lowers its head to graze again.

You get closer. Twenty yards. Ten. You are so close you can see the coarse texture of her brown hide, the steam of her breath in the cool night air. You raise the axe high, bracing your feet. This has to be one clean blow.

You lunge the last few feet and bring the axe down with all your strength, aiming for the neck.

1/2
Anonymous (ID: tFbW2qqf) No.6325266 [Report] >>6325283 >>6325332 >>6325364 >>6325369 >>6325421 >>6325664 >>6326140 >>6326199
>>6325265
The thwack of the heavy blade hitting flesh and bone is shocking after the absolute silence. It's a wet, sickening sound. The elk lets out a terrible, gurgling cry and stumbles, trying to get its legs under it. It's not a clean kill. You strike again, frantically, at the base of its skull. The animal shudders and collapses, its legs kicking for a few moments before falling still.

You stand over it, breathing hard, adrenaline coursing through you. Your arms are shaking. You did it. You actually killed it.

A wave of nausea hits you, but you swallow it down. You have to move. The smell of fresh, hot blood is coppery and thick in the air. You grab one of the elk's forelegs and pull, trying to drag it toward the road.

It doesn't budge.

You reposition and pull with your entire body. The elk's head just drags a few inches through the dirt. It's too heavy. It's a dead, immovable weight, hundreds of pounds of it. You can't possibly drag this all the way back to Riverwood by yourself.

The river's rushing sound suddenly seems very quiet, and you can hear the deep woods. A distant howl cuts through the night. The blood is pooling on the grass, streaming in two thick lines toward the water. You have to do something, fast.

1. Butcher it now. Use the axe to crudely hack off the haunches and other large pieces. It will be slow, messy, and you'll have to leave most of the carcass.
2. Go back for help. Risk waking Alvor (and Sigrid) to ask for help and a cart. You could offer them a huge share, which might repair your relationship.
3. Hide it. Try to drag it into a dense thicket and cover it with branches and leaves. You can come back for it at first light, but you risk a predator finding it first.
4. Write-in.
Anonymous (ID: 83QkZBEU) No.6325283 [Report]
>>6325266
>2. Go back for help. Risk waking Alvor (and Sigrid) to ask for help and a cart. You could offer them a huge share, which might repair your relationship.
It's time to pay our debts.
Anonymous (ID: pGp2dRwH) No.6325332 [Report]
>>6325266
2. Go back for help. Risk waking Alvor (and Sigrid) to ask for help and a cart. You could offer them a huge share, which might repair your relationship.

Alvor would likely be pretty happy about the hide since he actually does tanning work.
Anonymous (ID: yxIKthKN) No.6325364 [Report]
>>6325266
2. Go back for help. Risk waking Alvor (and Sigrid) to ask for help and a cart. You could offer them a huge share, which might repair your relationship.
Anonymous (ID: 3XK4aYx/) No.6325369 [Report]
>>6325266

>2. Go back for help. Risk waking Alvor (and Sigrid) to ask for help and a cart. When the three of you return to the carcass and find wolves feasting on it, you can offer yourself as bait to save them.
Anonymous (ID: ykMKQ2Jg) No.6325421 [Report]
>>6325265
Nitpicking, but apparently a female elk is called a cow.

>>6325266
>2. Go back for help. Risk waking Alvor (and Sigrid) to ask for help and a cart. You could offer them a huge share, which might repair your relationship.
Anonymous (ID: M8mB0jkj) No.6325664 [Report]
>>6325266
>2
Anonymous (ID: hbNOq7wk) No.6326140 [Report]
>>6325266
>2
Anonymous (ID: n3kgPWPE) No.6326199 [Report]
>>6325266
>2. Go back for help. Risk waking Alvor (and Sigrid) to ask for help and a cart. You could offer them a huge share, which might repair your relationship
We've never, ever hunted before. We can't properly process a carcass.