Favorite Skyrim questline... so far??

  • Welcome to Skyrim Forums! Register now to participate using the 'Sign Up' button on the right. You may now register with your Facebook or Steam account!

Rune

New Member
I haven't found a thread for this so here goes it:

What has been your favorite questline so far? Are you finished with said questline?

(Also, if you choose to share how it made you feel, etc., please keep it vague enough not to spoil anything without tagging (is there spoiler tagging? I've only used mobile))

Personally, out of the questlines I've played (Dark Brotherhood, Thieves Guild, and Main Questline), I've enjoyed the Thieves Guild one thoroughly. In the approximate middle of it, there's a plot twist. And I was left speechless, to be honest. It's satisfying enough (having played through the entire thing, unlike the others, so I might not be able to compare), and it puts gold in the pocket lol. After finishing it earlier tonight, I have this weird satisfied/sad feeling that comes when finishing something big.

Anyhow, why don't ya share your favorite questline?
 

Snake Tortoise

Here's For Your Trouble
It's quite a tough one. Possibly the College questline because there are some great fights in it, namely the Galdour Amulet quest. The TG has a good story and was fun to play. I don't think the Companions and DB questlines were all that interesting but the Companions at least has the benefit that the place you return to between missions isn't out of the way and is somewhere you'll likely find yourself often (Whiterun). The College is a nuisance because Winterhold is so remote and only has one store for selling and no blacksmith or apothecary. Riften has decent stuff (except a smelter) but is still out of the way and not somewhere you'd likely be passing through anyway.

I really don't have a stand out favourite but I'll go with the College. I kind of resented the TG because I consider thieving to be beneath my various characters
 

Vaga8ond

Active Member
I liked the TG quest line the most. My characters are also always some alignment of good, however some are the dark hero or vigilante type; the Robin hood philosophy of steal from the rich and give to the poor. I liked the quest lines in Markath out of all the holds the best as there are a lot of political intrigue there.
 

berzum

Why is the alto wine always gone?
TG was a very well put together questline, the DB just seemed to be kind of boring imo. the radiant quests for the DB were just boring, least the TG and Mages college had a variety to choose from. DB is basically "go here kill that person and come back" TG had stealing, planting evidence, pickpocketing, screwing with account books just fun mages had find books and others which i forgot sadly. Companions questline was decent but short, and the radiant quest line for them was a bit dull as well, but still better than DB Radiant quests imo.
 

The Saviour of Skyrim

Passive-Aggressive Chaotic Good
The Thieves Guild was definitely the best one.

College of Winterhold gets second place.

Third place....enh, wasn't a huge fan of the Dark Brotherhood, and the Companions questline seems to end before it really begins...you know what Dawnguard was pretty good, I'll go with that.
 

Irishman

Well-Endowed Member
Most of the Questlines are pretty good imo...
  • Thieves Guild was good for previously said reasons.
  • Dark Brotherhood, while its side missions where lackluster, had a really good, in depth main structure.
  • College of Winterhold was pretty cool, although I havent really done a lot of the side missions, so I cant judge too much yet.
  • The Companions questline annoys me, the side missions are a bit boring and easy (wow, kill 2bears in a cave) and I hated how you had to become a Were to finish it.
  • Ive never joined up to the Bards College :oops:
  • I have only recently got the Dragonborn expansion, but that questline looks like it has a lot of potential to be a favourite of mine. I already love Solsteim!
  • The Dawnguard is easliy one of my favourite factions. Its got a large variety of side missions, the main mission contains extraordinary places and battles. The weapons achieved through the side missions are very useful and not to mention, Fort Dawnguard has more amenities than most large cities.
  • The Volkihor Clan is probably on par with the Dawnguard for my favorite. I love vampires, and if it wasnt so glitchy, it would prob be my fav.
 

Wildroses

Well-Known Member
I'd have to say the Dragonborn questline would be my favourite, mostly because it doesn't have one major flaw which spoils the whole thing for me.

College of Winterhold what really spoiled it for me was I became Arch-Mage at the end. Now, I was new to RPGs and the Elder Scrolls when I first played it and it was the first questline I finished, so the fact I got made Arch-Mage took me completely off guard. I just thought it was so ridiculous I'd been there less than a week and they overlooked all the professors and the three students who had been there longer than I to make me Arch-Mage. A pity, as I find the second last quest is one of my favourite ever. That quest is the only reason I do this questline.

Thieves Guild was great right up until towards the end, when I was forced into doing something to get an advantage over the main villain to progress the questline. That really pissed me off as I felt it was Not On that a game priding itself on allowing player choice and freedom would force you to do something so major. A rather underwhelming boss fight pissed me off even further. "I made certain promises regarding my afterlife to defeat THIS weakling?!" It annoyed me so much I decided to never do it again.

The Companion's questline, like the Thieves Guild, is one that pisses me off as I feel it is Not On that they railroad you into certain choices which may not be suitable for your roleplay. At least the Thieves Guild only did it once though. To do the entire Companion's questline, this happened to me three times. It is another one I decided to never do again.

Dawnguard is an interesting case. I like Serana and all the quests, it's just your character is so frigging stupid at the start. A vampire hunter wakes up a mysterious woman who makes no secret of the fact she is a vampire and agrees to her request to take her lair to reunite her with her vampire family? If you stick with the Dawnguard, then you are the stupidest vampire hunter ever. You can rationalise away this idiocy if you decide to join the vampires by pretending you were hoping to be made a vampire when you said to take her home, but then you have the problem of a character who one day woke up and decide to join some vampire hunters, then the next went: "Yes! Make me a vampire!" When a game forces you to come up with an elaborate theory involving Serana scrambling your PCs brain using vampire seduction, you know the writers have screwed up majorly. It should not be the job of the player to fill in plot holes. But the rest of the questline is good enough to have excellent replay value.

There was no moment in the Main Questline that made me think it was daft the way the others have, but at the same time nothing spectacular either. I am ignoring a certain ultimatum made as I think being forced to choose between two sides and make a moral choice is a good thing, in a different category to a game saying: "You are doing this or you are not finishing this questline ever."

So the Dragonborn questline wins by default as it managed not to annoy me at any point and did have something I considered spectacular: Miraak. I enjoyed him as a villain. His last and first scenes really stick in my mind, and his final words sent a shiver down my spine.

I'd have to give an Honourable Mention to the Dark Brotherhood questline though. No moments which pissed me off, genuine surprising twists and I was intrigued by the challenge of having to kill NPCs, being one of those players who let Nazeem and Heimskr be as murdering them for the sin of being annoying quite literally never occurred to me. It's just I personally did not like it as I felt bad killing NPCs. The problem was with me rather than the game designers. But I have to say I think it was great Bethesda made me feel like that. That is what being a professional assassin should be like. Sometimes you are going to kill people who are innocent and harmless, and their death will cause people they love great sorrow. I wouldn't have been impressed if Bethesda had tried to gloss over the whole: "Assassins Kill People" issue.
 

Irishman

Well-Endowed Member
Dawnguard is an interesting case. You can rationalise away this idiocy if you decide to join the vampires by pretending you were hoping to be made a vampire when you said to take her home, but then you have the problem of a character who one day woke up and decide to join some vampire hunters, then the next went: "Yes! Make me a vampire!" When a game forces you to come up with an elaborate theory involving Serana scrambling your PCs brain using vampire seduction, you know the writers have screwed up majorly.

As a character solely wanting to become a Vampire Lord (he was already a vampire), I tried to go to the cave where you meet Serana b4 I went to the Dawnguard. Nothing from the quest had spawned there, so from a Rp perspective I decided to 'infiltrate' the Dawnguard as a vampire to gain valuable information. Its a bit of a stretch, but as you state, it was not a well constructed beginning to the faction. However after that hiccup, I really enjoy the missions. Apart from Serana coming into a Fort full of hunters and asking for help...and than living there at the end... things like that annoy me me to.

That is why in my current game, she is waiting out the back of the Volkihor Castle for me to help her find the Elder Scroll. She will be there for quite awhile :p
 

AJK

Active Member
My first reaction was the Dragonborn quest. Miraak was a worthy adversary and the Apocrypha sections were unique.
 

khazan99

Semi-professional cabbage collector
Slightly off-topic, but other than the long, epic sort of questlines, I thought the Gildergreen quest was good because it yielded a result that happened after a few days and could be seen every time I returned to Whiterun.
 

W'rkncacnter

Mister Freeze
Dark Brotherhood - Enjoyable questline outside of the radiant quests. The ending was epic for me. The NPCs were memorable and you notice their loss. I generally role-play it as an enemy combatant behind enemy lines rather than the stone-cold killer.

Thieves Guild - Enjoyable. But I found it odd that, despite them warning you upon joining the guild that killing is considered wasteful, there was a considerable amount of killing going on. But maybe that was just me and my unwillingness to sneak past some enemy to later have them come up and stab me in the back. Personally, I thought that too many of the thieves sat around in the cistern a bit much. Perhaps the reason the guild was limping along was the quality of personnel being recruited?

Main Quest - Enjoyable and epic. Nothing negative to say about it really.

Dawnguard - My main beef with the series of quests is the sheer distance between each location. If you go through it note how each successive mission is at least halfway across Skyrim. Some are from one corner to the other. I ended up breaking my no fast travel rule just to get to missions in a decent amount of time. Other than that I enjoyed the storyline.

Companions - nothing really redeeming. Along with being forced to make certain actions to continue the missions felt disjointed. They didn't really flow from one to the next. I felt no interest in the axe, yet the entire storyline centered around it. I was probably biased based upon my favoring sneaky characters. . .

College of Winterhold - Ugg. So annoying. I felt like I was the only one willing to stop the events set in motion. The rest of the faculty sat around Winterhold getting rich off of over-priced spellbooks. With the exceptions of Saarthal and Labrynthian I didn't find the quests all that exceptional. I felt like more of an errand boy. . .

Civil war - I played it once and found it to be too short. The missions were okay but the whole war was over as I was just getting started. I don't play it now because I think a civil war should be a long, drawn-out affair.

Bard's college - I think I played it once. I remember the burning effigy. That's about all I remember though. Obviously, it was rather forgettable.

Dragonborn - I've owned it for 6 months and haven't touched it yet. I really should get on it. . .
 

nightmare16

here have a cookie :)
I haven't found a thread for this so here goes it:


I've enjoyed the Thieves Guild one thoroughly. In the approximate middle of it, there's a plot twist. And I was left speechless, to be honest.


i love that part i went from all violent feeling to feeling idk used is vague enough i believe
 

ZeroDragon

Bring me my broadsword, and clear understanding.
As a whole questline I found Dragonborn the best, well developed, good variety and most challenging, but I would expect that either Dragonborn or Dawnguard should be better because they cost money on top of the original game.
 

Suleku

The Grey Knight
If your talking about the vanilla game... "House of Horrors" (who doesn't love killing that old man), All of the thieves guild quest especially Speaking with "silence at the end" during it my first time had my mouth hanging. Totems of Hircine (Those hunters were lame... soo I decided to mess up everything for laughs and side with the werewolf), "Lights Out!" (Jaree-Ra your my hero!).

As for a modded Skyrim soo far "The Law always wins" (Raynes from interesting NPCs will destroy all worlds if bandits are there! :D), The Mcmiller Chronicles (Damn Those merchant thieving cows!),
Club Obos (won't say no more here >.>), and The fifth gate (A horror movie in skyrim anyone?)
 

T. Rakinson

A Brute among Beasts
I dont have all Dlcs & havent completed all questlines yet, but from the ones i have completed:

Main questing: The longest questline, really went into the history of Skyrim, & sends you to explore interesting (& dangerous) places, including TG & CoW. Was very rewarding, but Cival war questline interuption somewhat annoying, & choice made in act3 was simply solved.
Rating: 8

Cival war: As far as choice-making goes, this questline was the most diverse, as you literally chose which side won the war & began reign over Skyrim. Large scale battles were some of my best memories of this game. Annoying that you had to become Dovahkiin to progress through questline, & other missions became repetetive & almost boring. Some rewards were also irrelavent, & if it was completed before some other questlines it began to cause Paradox-like phases (notably towards the end of the DB questline).
Rating: 6

Companions: Had good characters, introduced new weapons & abilities, & shed light on the history of the Nords. Very diverse side quests. But short. VERY short. Unoptional beastblood ruined it for me. Minimal interuption from other questlines, which is always good, & Skyforge steel weapons supports numerous playstyles.
Rating: 5


College of winterhold: An interesting questline. Set in remote area. Questline medium length, but challenging. Maybe too challenging for novice mages. Questline sent player to numerous places of interest, & there were several fun boss battles. Lots of vendors. Side quests were... mediocre. Most of them could only be done later in the game. Main flaw for me was that this questline could be done with little use of magic, but in the end you are still appointed as arch-mage.
Rating: 7

Dark Brotherhood: What I love about this questline is that you can choose whether to join the DB or not, with quests for each choice. Was the faction questline where I felt any character of any build could be used while still making sense. Sad what happens to them in the end, I suppose. Side quests are ok until you complete all the specific ones, then they're just boring.
Rating: 8

Bards college: In fairness this is only a minor faction, but even so, the questline was shorter than the companions questline, which is saying something. All quests were fetch quests with little action, almost just stopped completing them entirely. Well... at least there's decent to steal at the college.
Rating: 4

Daedric (vanilla): Not an actual questline, but worth mentioning. Very mysterious, action-packed, & above all else difficult in some cases. Daedric artifact rewards are very nice. Several difficult choices are made throughout them, including yours characters tests of humanity over power. Unfortunately only few Oblivion realms are adventured through.
Rating: 9

Dragonborn: Essentially an expansion of the main questline in terms of both story & difficulty, dragonborns are able to explore the perilous island of Solstheim & a certain realm of oblivion. Popular recreation from Morrowind.
Main questline is actually quite short, but side quests are of abundance. Glitches were common & at the end you are forced into working with a daedric prince, so while far from perfect, New story + New content = good DLC.
Rating: 7

So yeah, havent done TG or dawnguard, but this is my review of the game so far for me.
 

Kohlar the Unkilled

Time for some ale
I've not quite finished with the TG questline yet. I resisted it for so long because it wasn't for Kohlar, but my Argonian got into it, and it was not at all what I expected. I was hoping to be this "bad guy," but it's not like that at all once you really get into it. It's been fun though, and I'm about to the end.

The DB questline... I never liked Astrid, but I was shocked at what happened to her in the end.
 

DestroyerDevourMaster

"Zu'u Alduin. Zok sahrot do naan ko Lein!"
The Civil War, nothing beats kicking Stormcloak butt as Odahviing or Durnehviir roast them like marshmallows hehe. Granted I actually do feel kind of bad killing Ulfric, but a Dovahkiin's gotta do what a Dovahkiin's gotta do.
 

Recent chat visitors

Latest posts

Top