Windhelm is its usual cold, blowy self. I enter the town without provocation. I find my way to Oengul War-Anvil, and give him the sword I retrieved from Cronvangr cave. He is much relieved, and happy for the return of Queen Freydis's blade, gifting me gold. I use this gold to restock my quiver with more arrows. I visit some of the other shop keepers, and we trade items.
Walking through the city, I stumble upon a gruesome sight just outside the Hall of the Dead - a woman, murdered and bloody. The people around mutter words of shock, but the guard on duty seems unperturbed and asks me to move along. Being the inquisitive type, I grill them for information.
Apparently there have been a spate of murders of young women in Windhelm - it seems that the alleged benefactor of Skyrim is unable to keep his own hold safe. The guards are too busy to properly investigate, so ask me, Hedron the Collider to look into things for them. Their thoughts obviously being that an adventurer should have some keen forensic skills.
It doesn't take much to work out what went on with this murder. All I have to do is follow the trail of blood (of which there is a lot) from the corpse back to its origin - a mansion called Hjerim. The front door is locked, so I ask a guard about it. The place belonged to a woman who was the first victim in this bizarre case. Naturally her grieving mother is keen for answers, and gives me the key to gain entry.
I rummage around the place, looking for answers. Stenvar remains silent throughout, though does stumble over some empty mead bottles. I tut and roll my eyes, his clumsiness will result in some serious problems in the future I feel. I find a chest with some pamphlets titled Beware the Butcher! and immediately think this may be useful.
I also find the entranceway to a hidden chamber at the back of a wardrobe. The chamber is filled with bones, blooded remains, and embalming tools similar to something that may have been used to kill the woman. The state of the room has no effect on my warrior sensibilities - I have too often been the cause of similar. I find another Butcher note, as well as an amulet. I leave the place.
Speaking with a guard about the pamphlets, it is revealed that a local lady is printing them as a means of warning the population against the killer. Viola Giordano tells me that the only person she'd suspect of murdering anyone is the mage in the Palace of Kings, Wuunferth, and she suspects him of necromancy. From the layout of bones I've seen, I tend to agree.
I head to the Palace to confront the mage.
Oblivion was my introduction to the Elder Scrolls. Follow my journey in Skyrim...
Showing posts with label windhelm. Show all posts
Showing posts with label windhelm. Show all posts
Tuesday, 7 February 2012
Friday, 30 December 2011
Skyrim - A delayed burial
We make our way from Stillborn Cave, still smarting from the wounds and harrowing battles fought in that cold grotto, and head south west, skirting the domain of Windhelm. A couple of wolves are beaten off easily, and some crabs at the side of a river we ford have bravery beyond their stature. Their chitin is taken for use in future alchemical mixtures.
Climbing the banks of the river near Lake Yorgrim, a range of mountains sits between me and Whiterun, forcing Stenvar and I to head west to get there. Without hunting for it, we stumble over the ancient Dwemer remains of Irkngthand. It is a ruined city of grey stone, set into the mountain side as many Dwemer edifices are. Branching between towers are stone walkways, as well as newer, wooden constructions.
The bandits announce themselves with a volley of arrow fire. Though inaccurate, it puts me and Stenvar on the defensive. But we are soon back on the front foot, eliminating each bandit we come to through savagery and cunning. Entry to the interior of the ruins is not available to me - no end of lockpicking results in a floor covered with broken picks. We move on.
On the way, I make yet another discovery - the ancient temple of Korvunjund. Much like many of the other draugr tombs I've frequented, a large exterior extends out, leading to a large metal door for access to the interior. My thirst for exploration isn't into it, and again we get back on our travels.
We finally make it onto the north-south road to Whiterun. Traveling down it, I speak with a rather odd man named Cicero who is standing next to a broken-wheeled cart. He appears to be some form of jester, and also appears to be completely insane. Dragons, bandits and poison-spitting spiders I can take with ease, but the crazed chatter of the mad leave me deeply disturbed.
I agree to help him fix his wheel, and speak with the owner of a nearby farm. The farmer seems very angry with the jester, and finds it absurd that someone would want to bring joy and happiness to these cold lands. I explain to him that he is carrying the body of his dear and departed mother in the back of the cart, and that it would be best to get the cart moving lest the dead and possibly diseased body have negative effects on his crops. The farmer agrees, and when I inform Cicero he is overjoyed.
I quickly depart south, and finally make it to the large wooden gates of Whiterun.
Climbing the banks of the river near Lake Yorgrim, a range of mountains sits between me and Whiterun, forcing Stenvar and I to head west to get there. Without hunting for it, we stumble over the ancient Dwemer remains of Irkngthand. It is a ruined city of grey stone, set into the mountain side as many Dwemer edifices are. Branching between towers are stone walkways, as well as newer, wooden constructions.
The bandits announce themselves with a volley of arrow fire. Though inaccurate, it puts me and Stenvar on the defensive. But we are soon back on the front foot, eliminating each bandit we come to through savagery and cunning. Entry to the interior of the ruins is not available to me - no end of lockpicking results in a floor covered with broken picks. We move on.
On the way, I make yet another discovery - the ancient temple of Korvunjund. Much like many of the other draugr tombs I've frequented, a large exterior extends out, leading to a large metal door for access to the interior. My thirst for exploration isn't into it, and again we get back on our travels.
We finally make it onto the north-south road to Whiterun. Traveling down it, I speak with a rather odd man named Cicero who is standing next to a broken-wheeled cart. He appears to be some form of jester, and also appears to be completely insane. Dragons, bandits and poison-spitting spiders I can take with ease, but the crazed chatter of the mad leave me deeply disturbed.
I agree to help him fix his wheel, and speak with the owner of a nearby farm. The farmer seems very angry with the jester, and finds it absurd that someone would want to bring joy and happiness to these cold lands. I explain to him that he is carrying the body of his dear and departed mother in the back of the cart, and that it would be best to get the cart moving lest the dead and possibly diseased body have negative effects on his crops. The farmer agrees, and when I inform Cicero he is overjoyed.
I quickly depart south, and finally make it to the large wooden gates of Whiterun.
Thursday, 29 December 2011
Skyrim - Stillborn Cave
I return to the college at Winterhold to inform the archmage of what occurred at Saarthal. Amazingly, Tolfdir is back before me, and has already found somewhere to house the massive glowing orb I discovered at the aforementioned location. He asks me to study the orb, but I'm up to my armoured shoulderpads with tasks as it is - I'll look into it later.
I head back to Whiterun, a long and arduous journey across the frozen wastes. I choose to navigate around the mountain range clockwise this time, rather than across it, and find myself walking near Windhelm. On the way, a Khajiit randomly leaps out from behind a rock to attack Stenvar and I. Picking over his body, I find no hint as to why he chose to so futilely throw his life away in such a manner. I shrug at the madness of it all, and we traipse on.
I walk past the entrance to Stillborn Cave. Outside, bones of the dead have been arranged to keep explorers away. But none could have foretold the coming of me and my loyal follower Stenvar, and we dive into the darkness of the cave, eager for gold and glory.
The cave quickly changes from rock to pure ice - the walls and chambers carved my the winds of millennia throw the ice of the mountain. My gut tells me that danger lies ahead, but at this point I have no idea how much. But we soon fall into it.
This ice cave is populated by the grey-skinned falmer, humanoid subterranean dwellers who, though blind, can easily seek out invaders of their territory through smell and sound. Individually, they don't prove to be of much trouble to the two of us. But us soon as we come across multiples, things become quite tricky.
The falmer have small camps within the cave which we cleanse with blade and arrow and magic. The difficulty of managing them grows once they introduce the vile chaurus creatures, awful black-carapaced giant insects who throw gouts of poisonous spit our way when we approach. Again, single chaurus' die relatively quickly, but many a potion is required to stay alive amidst waves of the things.
Eventually, the entire cave complex is clear of both falmer and chaurus, and though I pull myself from the subterranean underworld with some treasures and gold, the difficulty and near-death suffered in sequestering them proves a sobering thought - was it all worth it?
I head back to Whiterun, a long and arduous journey across the frozen wastes. I choose to navigate around the mountain range clockwise this time, rather than across it, and find myself walking near Windhelm. On the way, a Khajiit randomly leaps out from behind a rock to attack Stenvar and I. Picking over his body, I find no hint as to why he chose to so futilely throw his life away in such a manner. I shrug at the madness of it all, and we traipse on.
I walk past the entrance to Stillborn Cave. Outside, bones of the dead have been arranged to keep explorers away. But none could have foretold the coming of me and my loyal follower Stenvar, and we dive into the darkness of the cave, eager for gold and glory.
The cave quickly changes from rock to pure ice - the walls and chambers carved my the winds of millennia throw the ice of the mountain. My gut tells me that danger lies ahead, but at this point I have no idea how much. But we soon fall into it.
This ice cave is populated by the grey-skinned falmer, humanoid subterranean dwellers who, though blind, can easily seek out invaders of their territory through smell and sound. Individually, they don't prove to be of much trouble to the two of us. But us soon as we come across multiples, things become quite tricky.
The falmer have small camps within the cave which we cleanse with blade and arrow and magic. The difficulty of managing them grows once they introduce the vile chaurus creatures, awful black-carapaced giant insects who throw gouts of poisonous spit our way when we approach. Again, single chaurus' die relatively quickly, but many a potion is required to stay alive amidst waves of the things.
Eventually, the entire cave complex is clear of both falmer and chaurus, and though I pull myself from the subterranean underworld with some treasures and gold, the difficulty and near-death suffered in sequestering them proves a sobering thought - was it all worth it?
Sunday, 11 December 2011
Skyrim - Fort Kastav to Mount Anthor
Fort Kastav is the next destination for me. It sits just north of Windhelm, but Stenvar and I approach it from the east due to our long journey around the river. The fort appears abandoned as we crest the hill in front, but we are soon met by resistance from within the walls.
Necromancers throw various types of magic at me, backed up by some skeletons armed with ancient bows. My arrow shots appear ineffective against the dark mages (though the skeletons go down easily), and with Stenvar already in close combat with them, I join him. Again, another fort soon lies covered in the blood of its former tenants. As an aside, Stenvar says to me that he wonders if we'll find some bandits spitting a rabbit, and a keg of ale. Aim high Stenvar, aim high.
We don't bother to clear out the fort, instead choosing to carry on through the mountain passes to discover more of the land beyond Windhelm. I soon find a narrow hole in the rock, the direly named Stillborn Cave. A snow bear attacks us, obviously waiting for our attention to be diverted. We kill it, and find some unidentified remains nearby. Someone or something met a gruesome end to this beast.
Carrying on up the mountain, I can hear the sound of battle ahead. Through the driving snow, I see a group of men in battle, and one group walks away from the dead of the others. I run up to them, and discover that some Stormcloaks have finished off their Imperial counterparts. The Stormcloaks don't seem concerned with checking the bodies, so I take what I deem useful. Stenvar is useful to have as a beast of burden, though he does expect to be given piles of gold rather than pieces of armour and weaponry.
The snow is incredibly heavy now, leaving the landscape in white or black shades with very little in between. Another depressing scene faces me - what I at first thought was a pile of rock is actually the remains of some refugees, their cart lying smashed at the side of the path. Just like the Stormcloaks, whoever killed these people haven't taken the food and potions scattered on the mountain side.
While I am doing this, I hear the roar of a dragon. I prepare myself for battle, but the beast does not show itself. Either the snow is too thick, or it intends to fight me on better ground. Did these refugees die from dragon fire I wonder?
We trudge on, gradually reaching the summit of the mountain, and it is here that the dragon chooses to attack. It is a Blood Dragon, tougher than the other types I have fought so far in these lands. It doesn't land, instead circling and breathing fire at us as it passes. Stenvar has his bow drawn, as do I, and I use each and every dwarven arrow I have in my quiver to bring the beast down. It crashes into the the snow, burning up in to ash and fire, before its skeleton comes to rest against a rock.
Once more, I pick the useful bits from the carcass, dragon bone and scale proving to be particularly heavy. And once more I employ Stenvar to carry them for me. Around the corner from the dragon fight, I find its roost - Mount Anthor - and pick more treasure from chests and corpses laying scattered. I also find another wall detailing a dragon word, and learn the word for "ice."
Necromancers throw various types of magic at me, backed up by some skeletons armed with ancient bows. My arrow shots appear ineffective against the dark mages (though the skeletons go down easily), and with Stenvar already in close combat with them, I join him. Again, another fort soon lies covered in the blood of its former tenants. As an aside, Stenvar says to me that he wonders if we'll find some bandits spitting a rabbit, and a keg of ale. Aim high Stenvar, aim high.
We don't bother to clear out the fort, instead choosing to carry on through the mountain passes to discover more of the land beyond Windhelm. I soon find a narrow hole in the rock, the direly named Stillborn Cave. A snow bear attacks us, obviously waiting for our attention to be diverted. We kill it, and find some unidentified remains nearby. Someone or something met a gruesome end to this beast.
Carrying on up the mountain, I can hear the sound of battle ahead. Through the driving snow, I see a group of men in battle, and one group walks away from the dead of the others. I run up to them, and discover that some Stormcloaks have finished off their Imperial counterparts. The Stormcloaks don't seem concerned with checking the bodies, so I take what I deem useful. Stenvar is useful to have as a beast of burden, though he does expect to be given piles of gold rather than pieces of armour and weaponry.
The snow is incredibly heavy now, leaving the landscape in white or black shades with very little in between. Another depressing scene faces me - what I at first thought was a pile of rock is actually the remains of some refugees, their cart lying smashed at the side of the path. Just like the Stormcloaks, whoever killed these people haven't taken the food and potions scattered on the mountain side.
While I am doing this, I hear the roar of a dragon. I prepare myself for battle, but the beast does not show itself. Either the snow is too thick, or it intends to fight me on better ground. Did these refugees die from dragon fire I wonder?
We trudge on, gradually reaching the summit of the mountain, and it is here that the dragon chooses to attack. It is a Blood Dragon, tougher than the other types I have fought so far in these lands. It doesn't land, instead circling and breathing fire at us as it passes. Stenvar has his bow drawn, as do I, and I use each and every dwarven arrow I have in my quiver to bring the beast down. It crashes into the the snow, burning up in to ash and fire, before its skeleton comes to rest against a rock.
Once more, I pick the useful bits from the carcass, dragon bone and scale proving to be particularly heavy. And once more I employ Stenvar to carry them for me. Around the corner from the dragon fight, I find its roost - Mount Anthor - and pick more treasure from chests and corpses laying scattered. I also find another wall detailing a dragon word, and learn the word for "ice."
Skyrim - Traitor's Post and beyond
We head back to Windhelm to sell some items, the trip is uneventful. Oengul War-Anvil, the blacksmith in Windhelm, is pleased to do business with us. I purchase a new helmet for myself, something befitting Hedron the Collider. It is a masterfully smithed steel plate creation, one which fortifies the alchemy ability of those wearing it. I feel eager to crack out the pestle and mortar.
After a brief wander through the streets, I leave through the front gate with Stenvar in tow. He keeps up with my fast pace well. The snow is falling fast in these parts, I can barely see more than thirty feet in front of me.
What I can see are a smattering of buildings just up from the road we're walking along. It turns out to be a farm, by the name of Brandy-Mug. I have a quick word with the owner, who claims he can grow anything here - I raise an eye brow or two in doubt.
We continue along the road, passing a number of other farms before the path leaves civilisation and weaves into the snow-covered hills. I can see another building in the distance, and on approaching it can see that it has suffered the wrath of the constant-winter. It is a partially-collapsed wooden shack called Traitor's Post, and no sooner have I identified the place than bandits emerge from the place baying for our blood.
The ordinary bandits are dispatched easily, my sword flashing and Stenvar's broadsword crashing. But from behind the building steps a bandit chief who proves to be slightly more difficult. Matters aren't helped by a rogue ice wraith who happens upon our little battle, and my actions become slowed as I absorb shots of ice magic. But eventually, we slay both of them. I slump down into the nearest chair in the shack to recover for a moment.
I stand, and leave the building and dead bandits behind, and we head down the hill to the riverside. I wade across, and Stenvar follows closely. Once across, we head up the mountain, ankle deep in snow. A disturbing sight greets me as I round a bend - a number of bodies are on the road, some appear to be unclothed. A couple of Imperial soldiers step out in front of me, demanding payment in gold. I think that this may be to allow me to pass, and not to become the next person dead on the mountain.
Naturally, I won't be swayed by such mercenary behaviour, not least the war crimes these soldiers seem to have committed. I tell them no, and the leader of the duo attacks me instantly. They are not aware of the prowess Stenvar and I hold in battle, and I slay the leader with a swift side cut to the neck - his head leaves his body, and begins to roll down the slope.
The second soldier is soon slain by Stenvar, so we head up the hill to where I saw the bodies. They also appear to be Imperial soldiers - what actually occurred here, I guess we'll never find out. All original witnesses to this atrocity are no longer alive.
After a brief wander through the streets, I leave through the front gate with Stenvar in tow. He keeps up with my fast pace well. The snow is falling fast in these parts, I can barely see more than thirty feet in front of me.
What I can see are a smattering of buildings just up from the road we're walking along. It turns out to be a farm, by the name of Brandy-Mug. I have a quick word with the owner, who claims he can grow anything here - I raise an eye brow or two in doubt.
We continue along the road, passing a number of other farms before the path leaves civilisation and weaves into the snow-covered hills. I can see another building in the distance, and on approaching it can see that it has suffered the wrath of the constant-winter. It is a partially-collapsed wooden shack called Traitor's Post, and no sooner have I identified the place than bandits emerge from the place baying for our blood.
The ordinary bandits are dispatched easily, my sword flashing and Stenvar's broadsword crashing. But from behind the building steps a bandit chief who proves to be slightly more difficult. Matters aren't helped by a rogue ice wraith who happens upon our little battle, and my actions become slowed as I absorb shots of ice magic. But eventually, we slay both of them. I slump down into the nearest chair in the shack to recover for a moment.
I stand, and leave the building and dead bandits behind, and we head down the hill to the riverside. I wade across, and Stenvar follows closely. Once across, we head up the mountain, ankle deep in snow. A disturbing sight greets me as I round a bend - a number of bodies are on the road, some appear to be unclothed. A couple of Imperial soldiers step out in front of me, demanding payment in gold. I think that this may be to allow me to pass, and not to become the next person dead on the mountain.
Naturally, I won't be swayed by such mercenary behaviour, not least the war crimes these soldiers seem to have committed. I tell them no, and the leader of the duo attacks me instantly. They are not aware of the prowess Stenvar and I hold in battle, and I slay the leader with a swift side cut to the neck - his head leaves his body, and begins to roll down the slope.
The second soldier is soon slain by Stenvar, so we head up the hill to where I saw the bodies. They also appear to be Imperial soldiers - what actually occurred here, I guess we'll never find out. All original witnesses to this atrocity are no longer alive.
Saturday, 10 December 2011
Skyrim - Clearing Morvunskar
I awaken from my slumber in Candleheath Hall, and walk out of my room. The innkepper I met yesterday is still stood behind the bar, displaying not a sign of tiredness. In front of the bar is a table, and at this table is sat a man in armour.
I walk over to him. His name is Stenvar, and he is muscle for hire. The the princely sum of 500 gold, he will follow me. Thanks to yesterday's pugilistic endeavour, I have some money burning away in my pocket. With memories of my old Housecarl fresh in my mind, I decide to hire Stenvar as a follower - he's a mercenary after all. I've walked the cold hills of Skyrim alone for too long. If anything, he'll provide some useful extra carrying capacity for me while we clear out forts.
To this end, we leave Windhelm together and head back up to the fort of Morvunskar once more. I'd only cleared out the area outside the fort - now that I have backup, I'll be a lot more comfortable heading into the fort itself.
As we approach the fort, Stenvar says how he always wished for a fort of his own as a child. I can tell he's going to be chatty, despite being paid for. The outside of the fort is still littered with the corpses of those I had slain previously, yet he mentions nothing of this - death obviously has no impact on him.
The interior of the fort doesn't prove as easy as the exterior. Mages fill all rooms, and all are of a very high level. Frost magic is used in abandon against us, and I am forced to use potions of health just to stay upright. But once we get close, the mages are not able to suffer many hits from our blade.
Stenvar favours double-handed weapons, and swings his steel broadsword wide. Mages fall within a couple of strikes of his heavy metal, and I hack away with my blade too.
Soon, the fort is cleared, and both of us are still standing. I am impressed with Stenvar's resilience and power in battle - he will prove useful in the battles to come.
We exit the cave, and make our way back down the road that leads up the hill to the fort. At the bottom, I pass a group of four men, who only seem to realise who I am when I have passed. They attack us, but are obviously not up to speed on how well I excel in close combat. All are slain.
I check the bodies of all of them for gold and some such, and discover a note - it is signed Lars Battle-Born, and it describes orders to have me killed. The Battle-Borns are a family in Whiterun. I will be having words next time I see them.
I walk over to him. His name is Stenvar, and he is muscle for hire. The the princely sum of 500 gold, he will follow me. Thanks to yesterday's pugilistic endeavour, I have some money burning away in my pocket. With memories of my old Housecarl fresh in my mind, I decide to hire Stenvar as a follower - he's a mercenary after all. I've walked the cold hills of Skyrim alone for too long. If anything, he'll provide some useful extra carrying capacity for me while we clear out forts.
To this end, we leave Windhelm together and head back up to the fort of Morvunskar once more. I'd only cleared out the area outside the fort - now that I have backup, I'll be a lot more comfortable heading into the fort itself.
As we approach the fort, Stenvar says how he always wished for a fort of his own as a child. I can tell he's going to be chatty, despite being paid for. The outside of the fort is still littered with the corpses of those I had slain previously, yet he mentions nothing of this - death obviously has no impact on him.
The interior of the fort doesn't prove as easy as the exterior. Mages fill all rooms, and all are of a very high level. Frost magic is used in abandon against us, and I am forced to use potions of health just to stay upright. But once we get close, the mages are not able to suffer many hits from our blade.
Stenvar favours double-handed weapons, and swings his steel broadsword wide. Mages fall within a couple of strikes of his heavy metal, and I hack away with my blade too.
Soon, the fort is cleared, and both of us are still standing. I am impressed with Stenvar's resilience and power in battle - he will prove useful in the battles to come.
We exit the cave, and make our way back down the road that leads up the hill to the fort. At the bottom, I pass a group of four men, who only seem to realise who I am when I have passed. They attack us, but are obviously not up to speed on how well I excel in close combat. All are slain.
I check the bodies of all of them for gold and some such, and discover a note - it is signed Lars Battle-Born, and it describes orders to have me killed. The Battle-Borns are a family in Whiterun. I will be having words next time I see them.
Skyrim - Windhelm
I turn away from the fort of Morvunskar, and walk towards the edge of the hill it is built upon. In front of me, I see Windhelm, a large town on the shore of a slow and wide river.
I travel down to the town, across a small bridge and along a road. Windhelm is only accessible via a large fortified bridge, so I have to once more cross the river to get to it. As I approach the bridge, I notice an encampment of Khajiit next to the Windhelm stables.
The Khajiit are a strange humanoid cat-people, and though their language and custom is different from mine, I approach and we trade with each other. Throughout, the merchant named Ma'dran remains cross-legged in front of his animal skin tent.
Windhelm is a big place, encircled by a large stone wall. The snow snow falls around me as I cross the bridge, passing numerous guards on the way. My entrance to the town is via a tall metal door, which I enter without any fuss made. I'd have thought the conjurer blood dousing me would have made them think twice.
Inside, I speak with the towns folk. By the sound of things, the dark elves are not universally liked here, and their kind appear to have been forced into a shantytown ghetto. Why they are so hated, I have yet to find out, but I am not comfortable with this unabashed racism.
As I work my way through town, I remind myself that a child called Aventus Arentino lives here. He left the orphanage in Riften, intent on finding the Dark Brotherhood assassins guild to murder the old hag who ran the place. One of the other workers in the orphanage told me about this, and she wants me to ensure he doesn't act irrationally. In all honesty, I don't blame him - I've met the hag too, and she is a nasty piece of work.
My excellent tracking skills soon lead me to the house where Arventus is living. He has locked the front door, so I have to use a lockpick to carefully let myself in. The house is dusty, filled with cobwebs, and I find him in the main room, surrounded by candles and some bones - he is clearly a very disturbed child.
As I approach him, I can here him reciting the Black Sacrament, the verse used to draw the Dark Brotherhood to a person. He turns to face me, and rather than being scared by a strange adult breaking into his house, is genuinely excited to see me. He believes that I have been sent from the brotherhood, to answer his prayer for the hag at the orphanage to me murdered.
Of course I am not, but he won't listen to me, and insists that I leave quickly to begin my mission. He seems safe enough here on his own, so I nod slowly, and walk backwards and out of the crazy boy's home.
I'm feeling tired by this point, it's been a long day. So I enter the Candlehearth Hall, a large inn in the middle of the town. A warm fire burns, and the innkeeper is hospitable. But before I can ask her for a bed for the night, a drunk approaches me, and challenges me to a fight.
He doesn't really stand a chance. I punch him again and again and again, and he is soon on the floor asking for mercy. I give it to him, and he gives me some gold. Not that I asked for it. If anything, it'll pay for me rest, and then some.
I return to the innkeeper, and she shows me to my room. I thank her, close the door, and am asleep before my head hits the pillow.
I travel down to the town, across a small bridge and along a road. Windhelm is only accessible via a large fortified bridge, so I have to once more cross the river to get to it. As I approach the bridge, I notice an encampment of Khajiit next to the Windhelm stables.
The Khajiit are a strange humanoid cat-people, and though their language and custom is different from mine, I approach and we trade with each other. Throughout, the merchant named Ma'dran remains cross-legged in front of his animal skin tent.
Windhelm is a big place, encircled by a large stone wall. The snow snow falls around me as I cross the bridge, passing numerous guards on the way. My entrance to the town is via a tall metal door, which I enter without any fuss made. I'd have thought the conjurer blood dousing me would have made them think twice.
Inside, I speak with the towns folk. By the sound of things, the dark elves are not universally liked here, and their kind appear to have been forced into a shantytown ghetto. Why they are so hated, I have yet to find out, but I am not comfortable with this unabashed racism.
As I work my way through town, I remind myself that a child called Aventus Arentino lives here. He left the orphanage in Riften, intent on finding the Dark Brotherhood assassins guild to murder the old hag who ran the place. One of the other workers in the orphanage told me about this, and she wants me to ensure he doesn't act irrationally. In all honesty, I don't blame him - I've met the hag too, and she is a nasty piece of work.
My excellent tracking skills soon lead me to the house where Arventus is living. He has locked the front door, so I have to use a lockpick to carefully let myself in. The house is dusty, filled with cobwebs, and I find him in the main room, surrounded by candles and some bones - he is clearly a very disturbed child.
As I approach him, I can here him reciting the Black Sacrament, the verse used to draw the Dark Brotherhood to a person. He turns to face me, and rather than being scared by a strange adult breaking into his house, is genuinely excited to see me. He believes that I have been sent from the brotherhood, to answer his prayer for the hag at the orphanage to me murdered.
Of course I am not, but he won't listen to me, and insists that I leave quickly to begin my mission. He seems safe enough here on his own, so I nod slowly, and walk backwards and out of the crazy boy's home.
I'm feeling tired by this point, it's been a long day. So I enter the Candlehearth Hall, a large inn in the middle of the town. A warm fire burns, and the innkeeper is hospitable. But before I can ask her for a bed for the night, a drunk approaches me, and challenges me to a fight.
He doesn't really stand a chance. I punch him again and again and again, and he is soon on the floor asking for mercy. I give it to him, and he gives me some gold. Not that I asked for it. If anything, it'll pay for me rest, and then some.
I return to the innkeeper, and she shows me to my room. I thank her, close the door, and am asleep before my head hits the pillow.
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