The quest starts when you're wandering around the city of Markarth. There's an abandoned house not far from the entrance gate and when you walk past its door some guy tells you he thinks daedra worship has been going on and asks you to accompany him inside. You go in (perhaps feeling pleased at the opportunity to crack some demonic skulls) and it turns out there is an altar to Molag Bal in there. Molag Bal traps you both inside the house, so your new buddy turns on you and you kill him. You are then ordered by Balag Mol to bring him a priest of Boethiah, as he wants a soul to cleanse his altar.
Now, I'm used to having multiple choices in Elder Scrolls games. I'm used to there being a good option and a bad option. I'm playing a pretty decent guy, so I figured I'd screw Balag over and warn the priest instead. So I went and got him. I was surprised at the lack of a "Balag Mol is trying to trick you!"-esque dialogue option, but not alarmed, and returned to the abandoned house with the priest. Once there, the priest falls into Balag's trap and you are ordered to beat him repeatedly with a rusty mace while he is helpless. I was expecting to be given an opportunity to refuse, to fight back, but there isn't one.
So to finish the quest you have no choice but to do as he says. The torture goes on for some time (you have to whittle away his full health bar three times I think) until eventually you've bludgeoned the poor old guy long enough that he agrees to give his soul to Malag. The daedra in question then commands you to kill the unfortunate chap, again with the rusty mace, so that his surrendered soul can be transmitted to Oblivion.
Being a blindly obedient servant (apparently), you do so, murdering the trapped priest in cold blood as he begs for mercy. You're given the mace for keeps and the quest ends. My criticism is that there is no way to finish this quest without doing these things. Once started, you must either follow it through to its grim conclusion or abandon it mid-way (leaving it forever on your list of active quests).
Doing this quest made me feel extremely uncomfortable and I'd say that Bethesda has crossed a line. The forced beating you give the helpless priest is unacceptable. I was given no warning that this was one of the daedric artifact quests and had no way to hero my way out of it once it started. Skyrim is supposed to be a game you can play your own way. Finding otherwise has left me feeling disappointed.
Thanks for reading all that. Has anyone else had similar feelings or is it just me?
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Edit:
A few of you haven't quite caught my point, so I'll reiterate. I know it's just a game, I know you can choose not to complete the quest. My issue is that it is far too easy to accidentally start a daedric quest without knowing what it is you're getting yourself into. If they all started with you activating a demonic shrine or doing something diabolical then I'd have known to stay away. Instead I kept going with it as I was under the impression that I'd eventually get the option to be the good guy.
This is a case of incomplete quest writing - most players investigate the house on completely innocent terms, so there should be an option to finish/end the quest in a non-evil way. For example, in the quest you do for the daedric lord of the hunt, Hircine (another quest that I started without knowing it was a daedric one), in addition to obeying Hircine's orders (kill the well-meaning werewolf) you also have the option to defy him (team up with the werewolf). There should have been an option like that in The House of Horrors for those of us who are more into fighting evil than serving it.
I have enjoyed the discussion in this thread, forum folks, so thanks for getting in on it. Also: Happy New Year!


