Elder Scrolls Skyrim Forum Fan Site

This is a sample guest message. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

  • 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!
  • Hey there, thanks for visiting our fan fiction section. You should only write stories that aren't related to your character's encounters, if you wish to write a story about your character please post an entry in your blog.

    Before reading or writing a story, please make sure to read this thread. Thanks, Guest, and we hope you enjoy this section.

How do you pace a fic where your OC is just... stuck in a job for 20 chapters?

I'm writing a character who takes a contract with the Companions and basically commits to it for the long haul—not because she's destined to be Harbinger, but because she needs the coin and the guild actually feeds her. Problem is, I'm like 8 chapters in and I'm running out of ways to make "another contract, another bandit den" feel fresh without forcing some huge dramatic plot beat every other chapter. How do you keep momentum when your character's arc is mostly internal—like, she's learning to trust people, figuring out why she actually stayed—without it feeling like filler? I know the Companions questline itself is pretty linear, so I'm trying to weave in smaller stuff (relationship changes, how she sees Whiterun differently over time, that kind of thing), but I'm worried readers will just... check out if there's no big hook pulling them forward. Anyone else written something where the plot is basically "person does their job and grows as a person" and made it work?
 
honestly I think you're overthinking the "big hook" part. the Companions questline itself is already pretty thin on drama - it's basically radiant contracts until you hit the werewolf stuff, which doesn't even kick in until later. so if your OC is just... doing the job and growing, that's actually more interesting than what the vanilla questline gives you.

what I'd lean into: the Companions hall is full of weird dynamics that don't get explored much in-game. Aela and Farkas have this whole thing. Vilkas is trying to escape his brother's shadow and also dealing with whatever happened with the mage in Winterhold. Kodlak's sick and nobody really talks about what that means for the guild's future. your character showing up and being like "I'm just here for coin" would actually clash with these people in specific ways. that's your momentum - not plot events, but her slowly realizing these aren't just coworkers, they're a mess, and she's becoming part of the mess whether she wants to or not.

also don't sleep on Whiterun itself. the city changes depending on what questline you're in. if she's there constantly for 20 chapters, she'd start noticing stuff - the Jarl's court, Dragonsreach, the way the guards treat her differently as she gets known. maybe she has opinions about the Stormcloaks vs Empire thing. maybe she starts going to the Drunken Huntsman or Warmaiden's enough that those NPCs recognize her. small stuff, but it makes the world feel lived-in rather than like a quest hub.

the key is probably: give her something to want that isn't just survival. why does she stay after she has enough coin? that's the story.
 
Back
Top