Quest ideas from Discord
Posted: Fri Jun 01, 2018 10:24 am
Quest ideas from Discord
SOLITUDE FOREST:
Woodland Trickery
Somewhere in the Solitude Forest you'll come across some scantily clad Nordic women, they'll invite you to join them at their residence for they were attacked by some monsters that they need you to slay. When entering their cave lair residence, and seeing the corpses of the dead adventurers they've killed, they reveal their true form. The Spriggans then attack the player.
Reward: the equipment of former victims
Sisters of Solitude quest: Ring of Raki
There exists a coven in the Solitude Forest known as the Sisters of Solitude. Upon speaking to the Coven Matron, she explains that the local Raki population has become quite the nuisance to the coven. There is a Maormeri ring within Haafinheim known as the Ring of Raki that King Orgnum supposedly gave to the Wolf Queen along with the original Raki, this unique ring grants the user very high Command Creature effects. There are two possibilities for where the Ring would be, the claimant has the option to choose which would owns it - feel free to have the player be lead to both NPCs to make what's essentially just a fetch quest a bit more interesting & engaging.
Option 1: Well-to-do NPC in Haafingar, whose ancestor was a lesser member of the Wolf Queen's court who - after her passing - raided the palace. It was only discovered years after their death, and while their children claimed to have given everything back to the crown, there are whispers that they may have pocketed certain smaller mementos.
Option 2: The Chieftain of the Frost Maw Clan within the Solitude Forest. The Clan is known to be some of the few to have been able to tame Rakis, and their clan has its origins in being the first in Skyrim to tame the beasts once they began populating the area. The Frost Maw Clan has ties with Potema's bloodline, and thus they are a likely candidate as well.
She asks the player to steal it for her. If Option 1 is the one with the Ring, you may give the ring to the Frost Maw Clan OR to King Thian - increasing their faction reps accordingly - if Option 2 is the one with the Ring, Option 1 should be the misdirect and the player should still have the option to give it to King Thian instead of the Coven. Giving the Ring to the Coven matron will grant the player disposition increases for the Sisters of Solitude, if the Ring was stolen from the Frost Maw Clan, then you also lose faction rep with them. This quest can be used to increase the Coven Matron's disposition enough to complete the "Solitary Interview" quest. Upon completing this quest, you are allowed to sleep in any bed owned by a member of the coven.
Solitary Interview
An Altmer scholar visiting Dragon Bridge has been researching the enigmatic fey. In order to be the next Ahrtabazus (Altmeri scholar from the 2nd era mentioned in "The Faerie" book, he's the author of "The Faerie Chain", a book & theory mentioned within the Faerie book that might be written and in T_D someday, but not today) on the subject, he's traveled all over Tamriel, and his next stop in his quest to learn everything there is to know about them is Skyrim. He wishes to conduct an interview with a the coven matron of the Sisters of Solitude, as they are commonly believed to be highly knowledgeable in the subject of local fey species, but they are known to be reclusive and the forest is too dangerous for someone like him to wander off the main road. He asks the player to find the coven, and convince the coven matron to see him. Asking locals can give the player a vague idea of where they may be, asking a Scout will give very detailed directions.
Speaking to the coven matron with low disposition will give you a "No.". You may then return back to the scholar and tell him, he'll tell you thanks for trying but if he wants something done he'll have to do it himself.
The coven matron will give you a quest's topic in her "No" answer that will lead you to the Ring of Raki quest, you may complete the Ring of Raki quest in an ending that's favorable to her coven in order to raise her disposition enough for her to agree. The dialogue line that will initially give you the "Ring of Raki" quest should be slightly different while this quest is active, to reflect that she is using that quest as a "you scratch my back..." request rather than a normal one like the regular quest giving dialogue line should be. You may also simply raise her disposition and avoid the Ring of Raki quest entirely.
Once she agrees to the interview, tell the Altmer scholar, he'll give you a reward and leave immediately for the coven lair.
MARKARTH SIDE/MIDKARTH:
The Mead of Heroes
Markarth Side Misc Quest
Tar-Julan, the Argonian brewer in Markarth Side, has seen great success with his range of meads and believes it is time to expand. Even the Companions at Hrafnir Meadhall drink his product. He asks the player to travel to Dragonstar East and negotiate a contract with Ildgar at the Alehouse there.
Unless the player has completed Illness in the Alehouse, Ildgar will be distracted and refuse to countenance buying mead until his ale problem is resolved. This provides an alternative on-ramp to the quest, with maybe some tweaks to the dialogue as a result.
Once they do complete it, or if they have already completed it, Ildgar will listen to Tar-Julan’s proposal but still be reticent. He’s not racist, you understand, he just thinks that only Nords truly understand the art of brewing mead and that it’s best left to them. The player can accept this, for no reward (and maybe a disposition hit from Tar-Julan for listening to this nonsense), or can mention that the Companions of Ysgramor drink the mead happily.
Ildgar’s interest is piqued by the mention of these great heroes but he remains sceptical. He refuses to sign a contract without a recommendation from the Companions themselves. The player can once again end the quest here for no reward by talking to Tar-Julan and giving up, or can travel to Hrafnir Meadhall and try talking to the Companions there. They won’t be forthcoming, but will direct the player downstairs to their number one (over-)drinker, Rugid Mead-Bucket.
Rugid may need to be coaxed from her hangover, but she will provide the recommendation. Once the player delivers it to Ildgar, he will become overjoyed at the prospect of selling the “Mead of Heroes” and accepts the contract with Tar-Julan. The next time the player enters his Alehouse, Rugid’s recommendation will be displayed next to the bar. All that remains is to return to Tar-Julan and claim the commission.
Falmer Wear Boots
Markarth Side Misc quest
A Nord man in Markarth Side is convinced that Falmer have robbed him and stole his enchanted boots recently while he was in the wilderness and won't shut up about it. However, there's no evidence of said robbing takes place, so the locals in the area suggest you seek out the local apocathery/alchemist and upon examination - they determine that he has a disease that causes hallucinations. Once you cure him, he realizes that his boots are still in his house so he gives you them as a reward.
Reward: Some enchanted boots.
Thief of a Trade
tentatively Markarth Side, can instead be used anywhere that has a TG presence and at least 4 traders
Houses of four traders were robbed last night and they need to find out who is responsible. The Guard Captain suspects Aevil, known thief, but has no proof of his guilt. We must talk with all traders and find out who was in their home a day before the robbery. After all we get four suspects, but only one was in all four houses that day. If we point the correct one and talk to him, he will admit that Aevil forced him to help on threat of death. With such proof we can go back to captain... or to Aevil and maybe that could be good way to join Thieves Guild. Endings:
1. Point to the correct suspect, Aevil will flee from the city, and the suspect will be found dead the next day. Follow up quest:
1A. Aevil gets put on the bounty board, the player can go out and kill him.
1B. IF the player is a member of the Thieves Guild, they have to clean the mess up. They'll ask you to take the bounty and either help Aevil escape, kill him, or you will be kicked out of the Thieves Guild effective immediately.
2. (IF not a member of the Thieves Guild) Go to Aevil, he will attempt to bribe you with one of the goods he stole in exchange for your silence (you should be able to have to option to refuse AND to ask for more, doing either will have him try to kill you. Kill him and report to the captain, he'll ask for the stolen items in exchange for your reward).
3. Point out the wrong suspect. The Guard Captain arrests them for the day, the next day the real suspect is found dead and the arrested trader is released. You lose reputaton with the Guard Captain, the Guard NPC (since they're clones, that means every guard), and the remaining traders (with a HEAVY reputation loss for the trader you wrongfully arrested).
4. (IF member of the Thieves Guild) Go to the local ringleader of the Thieves Guild, they'll ask you to help Aevil escape unseen. They'll keep the trader from talking (and alive), and give you a reward for helping to clean up this obviously incompetent low rank member's mess.
Currently Untitled
Markarth Side-adjacent Wilderness Quest
You come across an old man out in the wilderness, he doesn't seem to notice you (talking to him ends in a forcegreet "[Mumbling to himself]" sort of line with a Goodbye). Ask NPCs in a nearby settlement (settlement depends entirely on where you put him, best to pick the closest settlement to him) about him and you'll be informed that he used to come into the settlement for supplies every once in awhile, but stopped recently. And that one of the merchants would know more. Ask the merchants about him and one of them will say how he misses the man and his pet wolf, the merchant gives you some basic food items for you to bring back to the old man.
Talk to the old man and give him the stuff and he'll tell you how his pet (insert Nordic pet name for wolf here) went out to grab him some dinner and never came he asks you to find him for him and gives you some directions on where the wolf might be. Go there, help the wolf kill some bandits, you and the wolf return to the old man and he gives you a bunch of neat stuff.
Curse's Handiwork
Midkarth Misc Quest
A farmer near Markarth Side (possibly one of the farms just outside of the city?) has come on hard times recently, his crops are failing and a large chunk of his livestock is either dead or ill. Upon talking to him he reveals that he believes the his former Reachmen farmhands had placed a curse on him, and asks you to go to their camp in the wilderness and convince them to lift it.
They admit to cursing him, claiming it was justified by his mistreatment of them and alleging that he forced himself on the female employees there; Not surprisingly, they refuse to lift the curse.
Ending 1: By bringing their Disposition up to 90, you can convince them that he's learned his lesson and therefore the curse should be lifted. Return to the farmer and he'll thank you and give you some gold for the trouble.
Ending 2: The player sides with the Reachmen, returning to threaten/convince the farmer to apologize to the Reachmen, promising to treat them better and such. Returning to the Reachmen to tell them the news, the Reachmen lift the curse and give the player an Amulet (I'd suggest nothing unique, just some mid-level Reachmen enchanted object that you can find on mid-high level Reachmen enemies).
Ending 3: Kill the Reachmen. Upon returning, the farmer's wife informs you that the curse took his life too, and she shall shun you from there on out (no reward).
Ending 4: Kill the farmer, doing so will land you a Bounty (if you aren't careful), but returning to the Reachmen will land you the amulet as well as a unique, Reachmen spell.
BEORINHAL/SUNDERED HILLS
A Miner Investment
Beorinhal Misc quest
Player can encounter a foreman in the tavern who says that he's out of work. He believes the local rumors that there's a relatively untouched mine nearby, the entrance to which was buried in a rockslide a while ago. He tasks the player with finding it and promises to pay them. After locating the mine and returning to the foreman, the player is asked to invest (1,000?) gold into the foreman's venture to buy supplies, hire miners, etc. Alternatively, the player can find miners and equipment to reduce the necessary investment (the foreman is clearly overestimating the costs...). After waiting a number of days, the debris is disabled, the mine is opened, and the player has to clear out some baddies inside. The foreman rewards the player by giving them some amount of ore/gold every two weeks, either through dialogue or a container in the mine.
FALKHEIM:
Painting Bloody Fleas
Falkirstad misc quest
A Nord and member of the Snow-Talon Clan in Falkirstad is an aspiring painter, often wandering the wilderness with a healthy brew in hand for inspiration for his art. A few days ago he was attacked by a mysterious beast. He claims to have slain it with his grandfather's axe - and is in the process of painting the beautiful scene of his bloody axe jammed into the torso of the beast. However, he's become increasingly isolated, claiming to "need peace and quiet to perfect this masterpiece!" and such. The player is asked by the chieftain to investigate, as he has other matters to attend to at the moment. Upon searching his house at night, you discover that the beast was in fact a Wereboar - and the transformation is complete. Kill the Wereboar, get reward.
Quest epilogue, optional continuation of the quest after it's already ended: Smart players can find his axe out in the wilderness (he dropped it during the encounter) through the clues left in his dialogue about where he was at the time (should you question him). Bringing the axe to the Chieftain grants you additional gold, some very nice faction rep with the Snow-Talon Clan, and a shiny universal Reputation point.
FALKREATH
Currently Untitled
Falkreath Misc Quest
In a Falkreath tavern the player can meet a man attempting to sell a land deed. He acts somewhat nervous and dodgy, but the document is genuine and the land sort of cheap. He tells about how he is selling the family farm, which he has inherited as the sole surviving child. Now that his mother passed away, he can finally realize his dream of moving to the Imperial City. The player will need to be approved as a citizen of Falkreath before being allowed to own land (tie-in with Falkreath MQ).
If the player buys the land, he/she can initiate construction of a manor, hiring workers and builders. But after a week of digging out for the foundation, the workers discover what appears to be an enormous mass grave (fake terrain removed). This is an Ayleid mass grave dating back to Pelinal's pogroms. Some of the workers quit immediately, while others are less superstitious. The player is then given several choices.
1. Carry out the construction anyways. The manor will get built and furbished as befits a Thane in Falkreath. Only problem is that ghosts will spawn inside the house. Constantly. There will be no way to make it stop.
2. Contact the Imperial Archaelogical Society (perhaps suggested by an advisor). The nearest IAS have been looking at a dig opportunity like this for a long time. They set up a camp with tents and start excavating the site. This will take forever. As King Grovald is an enthusiastic supporter of the IAS, the player cannot protest. The excavation could go on for a half a year of in game time, after which construction is allowed and findings appear in a Falkreath museum.
3. Cover the grave and try and sell the land deed to another poor fool. (Alternative manor locations will exist)
4. Attempt to exorcise the spirits haunting the disturbed grave. Only a few characters should be able to carry out such a feat, and it will be very expensive. After this the construction can start.
CURRENT RELEASE AND/OR UNDECIDED LOCATION:
Currently Untitled, "Bear King Dead Draugr" or BKDD for now
NOTE: THIS QUEST REQUIRES FURTHER BRAINSTORMING AND DISCUSSION BEFORE IT CAN BE ADOPTED INTO A PROPER QUEST CLAIM.
The grandfather of the current Bear Clan's Chieftain, Jurger Bear-Heart ("Lord Jurger" in Arena, ruler of Amber Guard which is Karthgad for us), resides in the Bear Clan Ancestral Barrow named "Bergarajh". Jurger has awoken, and the Bear Clan's Chieftain asks the player to put him back to sleep the most Nordic way possible.
Soul Searching
Wilderness Misc Quest
Luxray:
"You enter an ancient nordic barrow with the intent of summoning and then soul trapping an ancient nordic hero to use his spirit to power a new weapon. He refuses saying his great deeds have earned him a place in sovngarde. you can choose to let him rest or exploit his soul for (UNLIMITED POWWAAAAAAAA)."
Lost Goat
Karthwasten Misc Quest
Lanjane:
"There's a farmer by the name Korid who lives in NW Karthwasten, and he has quite a decent farm with goats. If a PC meets this character, he will tell that some of his most favorite goats got lost, and he is afraid that the poor animal might fell from the cliff because of the breach in western wall of the city. He will beg the PC for help, and suggests to ask the guard who patrols the cliff near the outside of western wall. Once further investigate the deal, PC will talk with the said guard. He will tell that he heard some goat sounds down the cliff and also saw some human silhouette at night, which quickly disappeared though. Then, PC carefully climbs down the cliff, and finds tracks of the goat, as well as some other goats, near the entry to Karthwasten Caves.
Further tracking the animals, PC will find an entrance to the cave. And a lone reachman Naighad inside, who will be peaceful (and not attack on sight as atm) and will have some dialogue options. At first, we will reveal that he is an outcast, driven away from his tribe because he murdered his own kin. We will then have an option to start a new minor quest, to persuade matriarch of his tribe to take the outcast back. As for the lost goat, he will tell you that he inhabited this cave for about a few weeks and he had to steal some animals from local farmers for food. Fortunately Korid's goat is yet alive and we will be able to take it back to farmer. And another minor topic, "strange noises" will reveal a hint about the cave. As Naighad lacked the opportunity to climb the cave further and investigate Direnni ruins himself."
SOLITUDE FOREST:
Woodland Trickery
Somewhere in the Solitude Forest you'll come across some scantily clad Nordic women, they'll invite you to join them at their residence for they were attacked by some monsters that they need you to slay. When entering their cave lair residence, and seeing the corpses of the dead adventurers they've killed, they reveal their true form. The Spriggans then attack the player.
Reward: the equipment of former victims
Sisters of Solitude quest: Ring of Raki
There exists a coven in the Solitude Forest known as the Sisters of Solitude. Upon speaking to the Coven Matron, she explains that the local Raki population has become quite the nuisance to the coven. There is a Maormeri ring within Haafinheim known as the Ring of Raki that King Orgnum supposedly gave to the Wolf Queen along with the original Raki, this unique ring grants the user very high Command Creature effects. There are two possibilities for where the Ring would be, the claimant has the option to choose which would owns it - feel free to have the player be lead to both NPCs to make what's essentially just a fetch quest a bit more interesting & engaging.
Option 1: Well-to-do NPC in Haafingar, whose ancestor was a lesser member of the Wolf Queen's court who - after her passing - raided the palace. It was only discovered years after their death, and while their children claimed to have given everything back to the crown, there are whispers that they may have pocketed certain smaller mementos.
Option 2: The Chieftain of the Frost Maw Clan within the Solitude Forest. The Clan is known to be some of the few to have been able to tame Rakis, and their clan has its origins in being the first in Skyrim to tame the beasts once they began populating the area. The Frost Maw Clan has ties with Potema's bloodline, and thus they are a likely candidate as well.
She asks the player to steal it for her. If Option 1 is the one with the Ring, you may give the ring to the Frost Maw Clan OR to King Thian - increasing their faction reps accordingly - if Option 2 is the one with the Ring, Option 1 should be the misdirect and the player should still have the option to give it to King Thian instead of the Coven. Giving the Ring to the Coven matron will grant the player disposition increases for the Sisters of Solitude, if the Ring was stolen from the Frost Maw Clan, then you also lose faction rep with them. This quest can be used to increase the Coven Matron's disposition enough to complete the "Solitary Interview" quest. Upon completing this quest, you are allowed to sleep in any bed owned by a member of the coven.
Solitary Interview
An Altmer scholar visiting Dragon Bridge has been researching the enigmatic fey. In order to be the next Ahrtabazus (Altmeri scholar from the 2nd era mentioned in "The Faerie" book, he's the author of "The Faerie Chain", a book & theory mentioned within the Faerie book that might be written and in T_D someday, but not today) on the subject, he's traveled all over Tamriel, and his next stop in his quest to learn everything there is to know about them is Skyrim. He wishes to conduct an interview with a the coven matron of the Sisters of Solitude, as they are commonly believed to be highly knowledgeable in the subject of local fey species, but they are known to be reclusive and the forest is too dangerous for someone like him to wander off the main road. He asks the player to find the coven, and convince the coven matron to see him. Asking locals can give the player a vague idea of where they may be, asking a Scout will give very detailed directions.
Speaking to the coven matron with low disposition will give you a "No.". You may then return back to the scholar and tell him, he'll tell you thanks for trying but if he wants something done he'll have to do it himself.
The coven matron will give you a quest's topic in her "No" answer that will lead you to the Ring of Raki quest, you may complete the Ring of Raki quest in an ending that's favorable to her coven in order to raise her disposition enough for her to agree. The dialogue line that will initially give you the "Ring of Raki" quest should be slightly different while this quest is active, to reflect that she is using that quest as a "you scratch my back..." request rather than a normal one like the regular quest giving dialogue line should be. You may also simply raise her disposition and avoid the Ring of Raki quest entirely.
Once she agrees to the interview, tell the Altmer scholar, he'll give you a reward and leave immediately for the coven lair.
MARKARTH SIDE/MIDKARTH:
The Mead of Heroes
Markarth Side Misc Quest
Tar-Julan, the Argonian brewer in Markarth Side, has seen great success with his range of meads and believes it is time to expand. Even the Companions at Hrafnir Meadhall drink his product. He asks the player to travel to Dragonstar East and negotiate a contract with Ildgar at the Alehouse there.
Unless the player has completed Illness in the Alehouse, Ildgar will be distracted and refuse to countenance buying mead until his ale problem is resolved. This provides an alternative on-ramp to the quest, with maybe some tweaks to the dialogue as a result.
Once they do complete it, or if they have already completed it, Ildgar will listen to Tar-Julan’s proposal but still be reticent. He’s not racist, you understand, he just thinks that only Nords truly understand the art of brewing mead and that it’s best left to them. The player can accept this, for no reward (and maybe a disposition hit from Tar-Julan for listening to this nonsense), or can mention that the Companions of Ysgramor drink the mead happily.
Ildgar’s interest is piqued by the mention of these great heroes but he remains sceptical. He refuses to sign a contract without a recommendation from the Companions themselves. The player can once again end the quest here for no reward by talking to Tar-Julan and giving up, or can travel to Hrafnir Meadhall and try talking to the Companions there. They won’t be forthcoming, but will direct the player downstairs to their number one (over-)drinker, Rugid Mead-Bucket.
Rugid may need to be coaxed from her hangover, but she will provide the recommendation. Once the player delivers it to Ildgar, he will become overjoyed at the prospect of selling the “Mead of Heroes” and accepts the contract with Tar-Julan. The next time the player enters his Alehouse, Rugid’s recommendation will be displayed next to the bar. All that remains is to return to Tar-Julan and claim the commission.
Falmer Wear Boots
Markarth Side Misc quest
A Nord man in Markarth Side is convinced that Falmer have robbed him and stole his enchanted boots recently while he was in the wilderness and won't shut up about it. However, there's no evidence of said robbing takes place, so the locals in the area suggest you seek out the local apocathery/alchemist and upon examination - they determine that he has a disease that causes hallucinations. Once you cure him, he realizes that his boots are still in his house so he gives you them as a reward.
Reward: Some enchanted boots.
Thief of a Trade
tentatively Markarth Side, can instead be used anywhere that has a TG presence and at least 4 traders
Houses of four traders were robbed last night and they need to find out who is responsible. The Guard Captain suspects Aevil, known thief, but has no proof of his guilt. We must talk with all traders and find out who was in their home a day before the robbery. After all we get four suspects, but only one was in all four houses that day. If we point the correct one and talk to him, he will admit that Aevil forced him to help on threat of death. With such proof we can go back to captain... or to Aevil and maybe that could be good way to join Thieves Guild. Endings:
1. Point to the correct suspect, Aevil will flee from the city, and the suspect will be found dead the next day. Follow up quest:
1A. Aevil gets put on the bounty board, the player can go out and kill him.
1B. IF the player is a member of the Thieves Guild, they have to clean the mess up. They'll ask you to take the bounty and either help Aevil escape, kill him, or you will be kicked out of the Thieves Guild effective immediately.
2. (IF not a member of the Thieves Guild) Go to Aevil, he will attempt to bribe you with one of the goods he stole in exchange for your silence (you should be able to have to option to refuse AND to ask for more, doing either will have him try to kill you. Kill him and report to the captain, he'll ask for the stolen items in exchange for your reward).
3. Point out the wrong suspect. The Guard Captain arrests them for the day, the next day the real suspect is found dead and the arrested trader is released. You lose reputaton with the Guard Captain, the Guard NPC (since they're clones, that means every guard), and the remaining traders (with a HEAVY reputation loss for the trader you wrongfully arrested).
4. (IF member of the Thieves Guild) Go to the local ringleader of the Thieves Guild, they'll ask you to help Aevil escape unseen. They'll keep the trader from talking (and alive), and give you a reward for helping to clean up this obviously incompetent low rank member's mess.
Currently Untitled
Markarth Side-adjacent Wilderness Quest
You come across an old man out in the wilderness, he doesn't seem to notice you (talking to him ends in a forcegreet "[Mumbling to himself]" sort of line with a Goodbye). Ask NPCs in a nearby settlement (settlement depends entirely on where you put him, best to pick the closest settlement to him) about him and you'll be informed that he used to come into the settlement for supplies every once in awhile, but stopped recently. And that one of the merchants would know more. Ask the merchants about him and one of them will say how he misses the man and his pet wolf, the merchant gives you some basic food items for you to bring back to the old man.
Talk to the old man and give him the stuff and he'll tell you how his pet (insert Nordic pet name for wolf here) went out to grab him some dinner and never came he asks you to find him for him and gives you some directions on where the wolf might be. Go there, help the wolf kill some bandits, you and the wolf return to the old man and he gives you a bunch of neat stuff.
Curse's Handiwork
Midkarth Misc Quest
A farmer near Markarth Side (possibly one of the farms just outside of the city?) has come on hard times recently, his crops are failing and a large chunk of his livestock is either dead or ill. Upon talking to him he reveals that he believes the his former Reachmen farmhands had placed a curse on him, and asks you to go to their camp in the wilderness and convince them to lift it.
They admit to cursing him, claiming it was justified by his mistreatment of them and alleging that he forced himself on the female employees there; Not surprisingly, they refuse to lift the curse.
Ending 1: By bringing their Disposition up to 90, you can convince them that he's learned his lesson and therefore the curse should be lifted. Return to the farmer and he'll thank you and give you some gold for the trouble.
Ending 2: The player sides with the Reachmen, returning to threaten/convince the farmer to apologize to the Reachmen, promising to treat them better and such. Returning to the Reachmen to tell them the news, the Reachmen lift the curse and give the player an Amulet (I'd suggest nothing unique, just some mid-level Reachmen enchanted object that you can find on mid-high level Reachmen enemies).
Ending 3: Kill the Reachmen. Upon returning, the farmer's wife informs you that the curse took his life too, and she shall shun you from there on out (no reward).
Ending 4: Kill the farmer, doing so will land you a Bounty (if you aren't careful), but returning to the Reachmen will land you the amulet as well as a unique, Reachmen spell.
BEORINHAL/SUNDERED HILLS
A Miner Investment
Beorinhal Misc quest
Player can encounter a foreman in the tavern who says that he's out of work. He believes the local rumors that there's a relatively untouched mine nearby, the entrance to which was buried in a rockslide a while ago. He tasks the player with finding it and promises to pay them. After locating the mine and returning to the foreman, the player is asked to invest (1,000?) gold into the foreman's venture to buy supplies, hire miners, etc. Alternatively, the player can find miners and equipment to reduce the necessary investment (the foreman is clearly overestimating the costs...). After waiting a number of days, the debris is disabled, the mine is opened, and the player has to clear out some baddies inside. The foreman rewards the player by giving them some amount of ore/gold every two weeks, either through dialogue or a container in the mine.
FALKHEIM:
Painting Bloody Fleas
Falkirstad misc quest
A Nord and member of the Snow-Talon Clan in Falkirstad is an aspiring painter, often wandering the wilderness with a healthy brew in hand for inspiration for his art. A few days ago he was attacked by a mysterious beast. He claims to have slain it with his grandfather's axe - and is in the process of painting the beautiful scene of his bloody axe jammed into the torso of the beast. However, he's become increasingly isolated, claiming to "need peace and quiet to perfect this masterpiece!" and such. The player is asked by the chieftain to investigate, as he has other matters to attend to at the moment. Upon searching his house at night, you discover that the beast was in fact a Wereboar - and the transformation is complete. Kill the Wereboar, get reward.
Quest epilogue, optional continuation of the quest after it's already ended: Smart players can find his axe out in the wilderness (he dropped it during the encounter) through the clues left in his dialogue about where he was at the time (should you question him). Bringing the axe to the Chieftain grants you additional gold, some very nice faction rep with the Snow-Talon Clan, and a shiny universal Reputation point.
FALKREATH
Currently Untitled
Falkreath Misc Quest
In a Falkreath tavern the player can meet a man attempting to sell a land deed. He acts somewhat nervous and dodgy, but the document is genuine and the land sort of cheap. He tells about how he is selling the family farm, which he has inherited as the sole surviving child. Now that his mother passed away, he can finally realize his dream of moving to the Imperial City. The player will need to be approved as a citizen of Falkreath before being allowed to own land (tie-in with Falkreath MQ).
If the player buys the land, he/she can initiate construction of a manor, hiring workers and builders. But after a week of digging out for the foundation, the workers discover what appears to be an enormous mass grave (fake terrain removed). This is an Ayleid mass grave dating back to Pelinal's pogroms. Some of the workers quit immediately, while others are less superstitious. The player is then given several choices.
1. Carry out the construction anyways. The manor will get built and furbished as befits a Thane in Falkreath. Only problem is that ghosts will spawn inside the house. Constantly. There will be no way to make it stop.
2. Contact the Imperial Archaelogical Society (perhaps suggested by an advisor). The nearest IAS have been looking at a dig opportunity like this for a long time. They set up a camp with tents and start excavating the site. This will take forever. As King Grovald is an enthusiastic supporter of the IAS, the player cannot protest. The excavation could go on for a half a year of in game time, after which construction is allowed and findings appear in a Falkreath museum.
3. Cover the grave and try and sell the land deed to another poor fool. (Alternative manor locations will exist)
4. Attempt to exorcise the spirits haunting the disturbed grave. Only a few characters should be able to carry out such a feat, and it will be very expensive. After this the construction can start.
CURRENT RELEASE AND/OR UNDECIDED LOCATION:
Currently Untitled, "Bear King Dead Draugr" or BKDD for now
NOTE: THIS QUEST REQUIRES FURTHER BRAINSTORMING AND DISCUSSION BEFORE IT CAN BE ADOPTED INTO A PROPER QUEST CLAIM.
The grandfather of the current Bear Clan's Chieftain, Jurger Bear-Heart ("Lord Jurger" in Arena, ruler of Amber Guard which is Karthgad for us), resides in the Bear Clan Ancestral Barrow named "Bergarajh". Jurger has awoken, and the Bear Clan's Chieftain asks the player to put him back to sleep the most Nordic way possible.
Soul Searching
Wilderness Misc Quest
Luxray:
"You enter an ancient nordic barrow with the intent of summoning and then soul trapping an ancient nordic hero to use his spirit to power a new weapon. He refuses saying his great deeds have earned him a place in sovngarde. you can choose to let him rest or exploit his soul for (UNLIMITED POWWAAAAAAAA)."
Lost Goat
Karthwasten Misc Quest
Lanjane:
"There's a farmer by the name Korid who lives in NW Karthwasten, and he has quite a decent farm with goats. If a PC meets this character, he will tell that some of his most favorite goats got lost, and he is afraid that the poor animal might fell from the cliff because of the breach in western wall of the city. He will beg the PC for help, and suggests to ask the guard who patrols the cliff near the outside of western wall. Once further investigate the deal, PC will talk with the said guard. He will tell that he heard some goat sounds down the cliff and also saw some human silhouette at night, which quickly disappeared though. Then, PC carefully climbs down the cliff, and finds tracks of the goat, as well as some other goats, near the entry to Karthwasten Caves.
Further tracking the animals, PC will find an entrance to the cave. And a lone reachman Naighad inside, who will be peaceful (and not attack on sight as atm) and will have some dialogue options. At first, we will reveal that he is an outcast, driven away from his tribe because he murdered his own kin. We will then have an option to start a new minor quest, to persuade matriarch of his tribe to take the outcast back. As for the lost goat, he will tell you that he inhabited this cave for about a few weeks and he had to steal some animals from local farmers for food. Fortunately Korid's goat is yet alive and we will be able to take it back to farmer. And another minor topic, "strange noises" will reveal a hint about the cave. As Naighad lacked the opportunity to climb the cave further and investigate Direnni ruins himself."