The first person I met is the Emperor Uriel Septim. He is an old royal dude that claims to be dreaming about me? …hott. He warns me of blood and death along my path of life. Lovely. He is charming! I really want to bring him home to meet my parents.
Not only does he tell me that I am going to have to deal with my fair share of crap in the near future, he walks away from me and leaves me alone to fend for myself.
My first kill was a nasty huge rat! Ew… and if I want to hover over the dead body I can take rat meat. Uhm…no thanks! I will stick to potions, clothes, weapons, and pretty things.
The hole that the rats came out of offer an escape. To where? I have no idea but it’s away from my current position of nowhere.
I came across my first locked chest. Opening a locked chest or door is never very successful for me. I usually fail very quickly. The instructions that appear are: “if you have a lockpick, you can try to pick most locks. Move the pick upward into a tumbler. When the tumbler reaches the top of the lock, press A to secure it in place. When all the tumblers are at the top the lock will open”. Seems easy enough. Let’s give it a shot…I actually managed to open it. The chest was classified as “very easy”, but nonetheless, I opened it!
I carried on walking through the hallways, and stopped to explore the contents on a small table. I found the Mortar and Pestle. With this, I can make potions and/or poisons. Fantastic! In order to make more powerful creations I will need to upgrade my Alchemy. Good thing to note.
The next valuable item I came across was a Repair Hammer. It is used to fix weapons and armor. It uses the Armorer skill. Crappy weapons won’t work as well as new and nicely repaired ones. Duh.
After traveling through some dodgy tunnels full of rats and goblins, I’ve found the Emperor again. He told his guards to bugger off and let me live. Isn’t that sweet! He mumbled a bit about history, and then mentioned the Nine.
I asked him what the Nine was, and instead of answering me, he said that I had to pick the “Sign” that marked my birth. There are 13 different signs, each with their own perks and downfalls. At this point, I am assuming that the Nine is some God-like idea.
Time to pick my Sign. My character loves magic (…as do I) so the Mage looks appealing. He offers a permanent bonus of 50 points to my Magicka.
The Emperor made a very cool statement: He said that he is ready to die because he has lived well and his ghost will rest easy. It made me wonder about myself in real life. . Have I lived well? Will my ghost rest easy? I think so. I’ve done everything I’ve ever wanted to do in my life, and I will continue living it with positive intentions and good morals. That’s the plan anyways.
The Blades are the emperor’s bodyguards. Kind of arrogant and stuck up. Hopefully I can eventually win them over with my charm.
The Emperor gave me the Amulet of Kings with the instructions to bring it to Jauffre so he can find the Emperors son and close the doors of Oblivion. I suppose that’s my next Quest.
I must leave the Imperial City by going through the Sewers. All I know at this point is the Prince of Destruction and his servants are my enemy and I must find Jauffre.
Before heading into the sewers, I got to choose my Class. Which impacts my skills. I can choose one of the predetermined Classes or make a Custom Class. For a Magic Specialization, I could choose: Battlemage, Healer, Mage, Nightblade, Sorcerer, Spellsword, or Witchhunter.
I decided to create my own Class.
Specialization: Magic. Each specialization gets 10+ and increases skills faster.
Attributes (gain 5+ for each one): Intelligence and Personality. Intelligence affects the total Magicka and magic use. Personality affects how much people like me and leads to better information-gathering.
Major Skills (start at 25 for each one): Alchemy, because it creates potions and gains benefits from alchemical ingredients more effectively; Alternation, because it casts spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance; Blade, because it’s always good to have a physical weapon; Restoration, because it casts spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks; Speechcraft, because it uses speech to persuade listeners to like and trust you; Security, because it uses lockpicks to open locked doors and containers; Destruction, because it casts spells to inflict magical fire, frost, and shock damage, or reduces resistances to magic attacks.
Oooh… I get to create a name for the Class I created: Epic Faery.
I went out of the Sewers and started my way to Weynon Priory. This is when the game allows you to follow the main story or just walk around until you find your own quests. I am going to try to complete the main quests as much as possible.