When I storm out of Windhelm, I'm not sure where I'm going. I can't let these bastards see that, though, so I stride dramatically. . . away. By the time I'm out of sight of the gate guards and dignity allows me to slow down, I find myself on the bank of a river. It's cold, and it's getting dark. Perhaps there's someone in that shack that can give me directions to an inn?
Ah- it's good to feel useful again. Killing something dangerous, even if it isn't a daedra. This was one monstrous cat, though: most of these beasts live far from civilazation, but this one seems to have had a taste for Nord that drew it right into some poor citizen's home.
What a way to go. Next time I see a Nord, I should tell them about the many uses of lockable doors and the benefits of not being messily devoured in one's bed.
I skin the beast and take some of its fangs, in case I need to prove that I killed it later, and ponder my next move. I'm not resting here, but I don't really want to spend the night out in the wilderness. Perhaps I can find some other house. One with less blood on the floor?
Several hours later, it seems I should hire a guide. The night has grown even darker, and so far my search for a place to sleep has led me through a thornbush, off a small cliff, and into an icy river (twice). And then, I see a lovely, warm, beckoning light:
A lantern! Surely there is a friendly soul there in a cozy cabin, the kind of person that will take in a tired traveller?
Or. . . perhaps a friendly soul that lives. . . under a foreboding trapdoor? This seems to lead down into a cellar. Under the pond. Something seems off about this, so I prepare myself for a fight, just in case, and descend.
A coffin. That lady has decorated her home with a coffin.
Okay, it's multiple coffins, and that one is occupied. Sweet divines, what is this place? Behind me, there is a scrape of metal on metal-
Hello bloodsucker. Let me tell you a little about Stendarr. . .
Comments