Monday, August 26, 2013

Morrowind Day 60 - The Ahemmusa

13 Frost Fall
~~~
I spoke with Sul-Matuul as early as it was polite to do so. His face characteristically betrayed no hint of his thoughts as I  explained what I had witnessed, but he accepted my story as truth. He cautioned that the word would soon spread of my feat and that the Great Houses and especially the Temple would not look upon my being named Nerevarine by the Ashland tribes. He advised that if I had any business with them that I take care of that before talking to the other two tribes. Good advice, but I have no desire to involve myself with House Redoran any further, at least not right now.

He also told me to talk to Nibani about the ways of the other tribes so that I could approach them without making mistakes and wasting time. As Ashkhan of the Urshilaku tribe, he was empowered to name me Nerevarine, but he insisted on giving me a small speech about 'need' and 'duty' beforehand. The 'need' was to destroy Dagoth Ur's Sixth House, to expose the Tribunal as false gods, and to show Nerevar's ring as proof of Azura's favor. These were not needs that I really needed to be told about, but perhaps Sul-Matuul was feeling appreciative over his role as the facilitator of the Nerevarine Prophecies.

As for duty, he merely repeated what Nibani had been telling me: that I must defeat Dagoth Ur and free the false gods from their guilt. Having said what he needed to say, Sul-Matuul formally named me Urshilaku Nerevarine. His final gift to me was a carved stone amulet he called the 'Teeth of the Urshilaku', which he said would serve as proof of the Urshilaku Tribe's naming of me.

As for the other tribes, his opinion was not high. He  described the the Erabenimsun Tribe as a collection of brutes, badly led and more a mob than a tribe. His advice was to forsake the Ashkhan entirely and talk directly with the tribe's wise-woman. According to Sul-Matuul, my arrival into their camp would likely result in the violent removal of the current Ashkhan in favor of one more in favor with the wise-woman. Good to know.

Ahemmusa Tribe are their mirror opposites. The tribe largely consists of peaceful guar herders and do not wage war against any of the other tribes, nor do they bear much animosity towards outlanders. However, the revival of the Daedric cults have corralled the tribe on to a narrow peninsula and the tribe's lack of warrior culture has led to a lack of warriors to keep the tribe safe. 

Sul-Matuul saved the greatest amount of contempt for Zainab Tribe. He described them as a tribe of 'coin-obsessed merchants' and revealed that they actually owned an ebony mine somewhere inside the Ghostfence. This is interesting news, as it implies a level of stable living possible within what I consider to be Dagoth Ur's realm. 

Nibani recommended that if I was set on speaking to the tribes right away, that I go to the Ahemmusa first, as they are the shortest distance from the Urshilaku and in the most dire need of assistance, be it from the Nerevarine or anyone else. She recommended discarding my Daedric weapons before visiting the tribes, as she felt the tribes would look unfavorably towards the Nerevarine wielding Daedra-infused arms.

My feelings on that matter were, and still is, mixed. Knowing what I do about the history of the Dunmer people, I could see how the Daedric weaponry could be seen as a negative. But on the other side, the weapons are far stronger than anything else I have and a dead Nerevarine does no one any good. In the end, I wound up leaving them at my house in Ald'ruhn, but again I am getting a little ahead of the day's events.

However, my recent adventures had depleted my inventory of useful items and saddled me with things of questionable utility. So rather than immediately journey to the tribe, I used my last scroll of Divine Intervention to pop back to Gnisis. From there it was a short walk across the river to Berandas and therefore, Caldera.

I purchased a fair quantity of restoratives at the Caldera Mages Guild and teleported to each of the Guilds to buy more potions and to sell off the treasure I had picked up from the Sixth House bases. The House amulets, taken from the Sixth House priests, were especially valued. I finished my rounds at the Ald'ruhn guild and walked home. Everything was just as I left it and I took the time to place what I did not want to carry or sell carefully, for you never know when something may have a use later.

The Bonemold bow Sul-Matuul had me fetch from the Urshilaku burial cavern is one of those things. I did not throw it away or sell it out of respect for the tribe, but now that I am switching to lighter, more 'native' weapons, it has saved me the trouble of having to buy one. Plus, using an Urshilaku bow may help me in my relations with the tribes.

Similarly, Erur-Dan's chitin spear that I was given in the Cavern of the Incarnate has replaced my reliable, and heavy, Daedric spear. Strange as it may sound, I feel just as confident without the Daedric weaponry as I did with them. The weight of the Daedric equipment has strengthened me more than I realized, for I feel light as a feather with my simple bow and spear and I am vastly more skilled than I used to be. 

An hour or so was spent doing what I could with the many alchemy ingredients I had collected. My skill at potion-crafting is probably never going to be great and I wasted a great deal of what I had. But as the afternoon rolled around I had a collection of useful, if somewhat weak, potions made by my own hands.
Home
My last stop was Balmora, first to the Razor Hole to buy some silvered arrows and have my Dreugh (Ashlander approved) armor repaired, then to Nalcarya's. I bought a few potions I could not find at the Mages Guilds, but I really had come to sell my most valuable ingredients, for which she paid me twenty-five hundred Septims. She mentioned that there was a rumor going about me and the prophecies. According to her, most people are disregarding it as a silly rumor, but the Temple has labeled me as a heretic...which I find odd. It is not as if the Tribunal Temple has a large amount of Khajiit converts after all. Would we not all be heretics in some fashion?

Rotheran fortress lay just north of the Ahemmusa Camp and teleporting there certainly saved me a great deal of time. From there it was just a short walk across the water into the camp, shrouded in fog and perilously close to a Daedric shrine.
The tribespeople milling about did not seem all that surprised that I was visiting them with the intention to claim the title of Ahemmusa Nerevarine. I was directed to one of the 'Gulakhans', a position inferior to that of Ashkhan, but the highest available within the Amhemmusa tribe. 

The Gulakhan I spoke with called himself Dutadalk and was very dismissive of me. He said he had no problems with letting another fool try to play at fulfilling the Prophecies and ungraciously allowed me to speak with the tribe's wise woman, Sinnammu. She was an old woman, but a great deal more helpful than the Gulakhan was. She was called Sinnammu and she was willing to give me a fair chance to prove that I was the Nerevarine. The proof she needed seemed simple: create a safe place for the Ahemmusa. 

When the Temple was strong, the tribe was able to retreat to the Daedric shrine of Ald Daedroth, for the Ordinators kept the shrine safe. But a priestess of Sheogorath has taken advantage of the Temple concentrating their forces at Ghostgate to bringto occupy the shrine with her cultists and summoned Daedra. Sinnammu's task was for me to go to the shrine, kill or drive off all the cultists, and generally make the place safe again for the Ahemmusa. When I thought it safe, I was to return to the camp and escort the aged wise woman to the shrine.

Having said that, she seemed resigned to death, with each of my attempts to gather more information met with the reminder that I would not be named Nerevarine if she should die. Between their rudeness and lack of hope, the Ahemmusa truly are a depressing lot.

I was eager to be free of them and set off immediately for the shrine. It lay on an island almost directly north of the camp and my water walking spell saved me from having to trouble myself with slaughterfish and dreugh. 

The sounds of battle rang from the ruined shrine well before I reached it and by the time I got there there was only a single Ordinator and a cultist left fighting outside. The cultist summoned a Bonewalker, but neither was any match for the Temple warrior. He was equipped with silver-colored armor in place of the usual gold, perhaps a lesser or greater rank? I do not know.
Surprisingly, the Ordinator turned on me as soon as he dispatched the cultist and I was forced to kill him. I had thought I was marked for death by the Temple, but I met a great deal of Ordinators battling the remaining cultists inside the shrine and they had no issues with me so long as I left them alone.

The Ordinators had already done a good job at eliminating the cultists and I only fought two of them myself. Each of them was carrying identical amulets, with minor enchantments, but I left them on the bodies. No sense in giving the Ordinators reason to attack me. As an aside, both my chitin spear and bonemold bow fared very well in battle, far better than I expected. 

And that was the whole of my story of Ald Daedroth. I walked back across the water to the camp and arrived just before midnight or so. I am calling it a night now rather than wake the old woman for the walk back. Tomorrow morning I will escort her to the ruins and hopefully be named Ahemmusa Nerevarine. 

Thursday, August 15, 2013

Morrowind Day 59 - The Cavern of the Incarnate

12 Frost Fall
~~~
You would think taking a nap in House Dagoth's former stronghold would invite all sorts of nightmares, given what I have experienced from Dagoth Ur while asleep. But my brief rest was undisturbed. Sleep at home: Nightmares and attacks by monsters, sleep under Dagoth Ur's roof: peaceful sleep. I suppose stranger things have happened.

The Blight storm was still raging when I walked outside. Are the storms directly controlled by Dagoth Ur or are they a side-effect of the growing power within the Red Mountain? Whatever their origin, the storm lasted the entire day and I do wonder if it has any connection with the Ash Vampire I slew yesterday.
The walk back to the Urshilaku camp was dust-filled, but uneventful. Sul-Matuul was surprised to see me return, admitting that while he did think I would survive, he did not expect me to complete the task so soon. In bringing the three items before him, I have completed his personal test and he revealed what he knew of the third trial of the Nerevarine. 

The third trial really came in two parts: the first was Wisdom's Test, a simple puzzle in the form of a riddle. Solving it would lead me to the Cavern of the Incarnate, the second part of the trial. Decoding the riddle would provide directions. The riddle was:

the eye of the needle lies in the teeth of the wind
the mouth of the cave lies in the skin of the pearl
the dream is the door and the star is the key

Once I found the Cavern I was to acquire 'the moon and star' and bring it to Nibani. Sul-Matuul called the puzzle Wisdom's Test, but the wisdom was simply in asking the right people. Several of the Ashlanders were able to decode the riddle's lines and helpfully pointed me to the east. I was to travel along the coast until I saw two tall stone spires, the 'teeth of the wind', on either side of a small valley, which I guess is the 'eye of the needle'. 

The Blight storm reduced visibility to roughly three feet in front of me, but it did the same for everything else in the Ashlands. I walked right along the shore to maintain my direction and was trailed by several Dreugh certainly hoping I would slip and fall into the water. Even in the storm, the spires were pretty easy to locate, as they sat at the very end of the coast before the mountains separating the Ashlands from the eastern grasslands.
The valley did nothing to block the dust of the Blight storm and I was tempted to duck into a tomb I passed along the way, but it was starting to grow late and I did not want to have to walk back to camp at night during a Blight storm. 

Finding the door to the Cavern of the Incarnate was very easy, for the valley terminated at the entrance. I had been told the door would only open when Azura's star was visible, but my hands were barely visible thanks to the storm, so I tried pushing it open. If it was stuck I could simply wait a bit.
The door opened easily and I stepped inside the unusually cool air of the cavern. Immediately ahead of me was a very large and skillfully carved statue of the Daedric Prince Azura. Though clearly a Daedric shrine of some kind, it completely lacked the architecture of the other shrines and I felt at peace while I was there. I could see mummified bodies sitting around the shrine as I saw in the Urshilaku burial cavern, but they were not armed as the tribe's were. As I drew closer to the statue, I saw a ring floating within its cupped hands.

The ring was faced with a silver moon and a golden star, the symbols of Azura. Something in me felt compelled to take it and the world froze just as I wrapped my hand around it. Suddenly I was floating just above the Red Mountain, but the sky was clear and I could see the whole of Morrowind. Visions danced before my eyes and a voice exploded within my head. I will forever remember the words:

Nerevar reborn, Incarnate, your first three trials are finished, now two new trials lie before you. 
Seek the Ashlander Ashkhans and the Great House councilors. 
Four tribes must name you Nerevarine, three Houses must name you Hortator. 
My servant, Nibani Maesa, shall be your guide and when you are Hortator and Nerevarine, 
when you have stood before the False Gods and freed the Heart from its prison, 
heal my people and restore Morrowind. 
Do this for me and with my blessing.

...and then I felt something hit my hand and I was back in the cavern again, the ring within my grasp and the voice and visions completely gone. The voice was the same one that plagued my dreams while on the ship to Seyda Neen and it seems that Azura has singled me out to be the savior of the Dunmer people. I wish I knew more about Temple doctrine, but my short time there was spent sweeping floors more often than not. She's credited with creating the Khajiit and said by the Dunmer to be involved with their creation somehow, but more than that I do not know. 

When I turned to leave, I was quite startled by the ghost standing behind me. Contrary to the skeletal ghosts the Dunmer guard their tombs with, this one appeared as a young Dunmer woman. The spirit was friendly and called herself 'Peakstar', one of the failed Incarnates.

She had quite a list of titles to bequeath upon me: Incarnate, Moon-and-Star Reborn, Hortator, Nerevarine, Mourner of the Tribe Unmourned, and the Redeemer of the False Gods. I thought this odd, considering I was just told that I was not yet the Nerevarine nor Hortator, but I suppose I would be a bit out of it if my spirit had been stuck in the cave for who knows how many years. 

The spirit of Peakstar proved to be quite enlightening. The Moon-and-Star ring on my hand confirms that I am one of the incarnations of Nerevar, for anyone else would have been killed when they put the ring on. As the group of spirits in the cave would attest to, merely being Nerevar Reborn is no guarantee of success: Peakstar's run as Incarnate ended at the clawed hands of an Ash Vampire, the description of which matched the jeweled-head creature I had decapitated under Kogoruhn.

The Tribe Unmourned is House Dagoth and Peakstar advised that I pity the House rather than hate it, for the fall of Dagoth Ur came about only due to "my" instructions to guard the artifacts under Red Mountain. Following the Nerevar's instruction, Dagoth Ur defended the tools from the Tribunal, ultimately leading to the situation I find myself in now. I must say that I do not agree with Peakstar's view, for following that logic means that Peakstar herself is just as much to blame, having been the Incarnate at one time. Either way, it was interesting to hear.

The False Gods that the Incarnate is the redeemer of are the three of the Tribunal: Vivec, Almalexia, and Sotha Sil. They used the artifacts taken from Red Mountain to grant themselves Godhood and raised themselves up as the guardians of Morrowind, to the best of my understanding.

She conjured up a belt and pants from somewhere Beyond and gave them to me as gifts to assist me against Dagoth Ur. The belt is pretty much useless to me, but the pants have a levitating enchantment on them and will actually be useful...if I can get them altered to fit me. Any clothier should be able to help me.

The other spirits were briefer in their advice to me. The next I spoke to was named Ane Teria, who lived her life as a devout crusader for the Tribunal Temple. She was also something of an author and her writings were suppressed after her death, eventually becoming part of the Dissident Priest's hidden library, though I cannot remember if I read anything written by her. While she spent her life in faithful service to the Temple, she ignored the call of Azura and denied her role as the Nerevarine. She provided a book and her old mace.

Next was a sorcerer named Erur-Dan, who lived during Morrowind's surrender to the Empire. He wasted his life away on vengeance against the Imperials and eventually died in battle at Red Mountain, forever buried under the howling dust of the perpetual storm. His gifts were more appropriate for me, but still of limited use: an enchanted chitin spear and an enchanted bonemold cuirass.

Idrenie Nerothan was a thief Incarnate who fought against the Akaviri when they invaded Morrowind, an event I know absolutely nothing about, save for that it occurred a long time ago. She provided a high quality lock-pick and a thief's probe. She claimed to have worked behind the scenes against the Akaviri and learned only of the Nerevarine prophecy when the war drove her to seek refuge with the Ashland tribes. As for her fate, she would only say she died in Kogoruhn while trying to find treasure.

Perhaps the closest to success among the spirits was the former Ashkhan, Conoon Chodala. He led his tribe against the Akaviri which led to his peoples' deaths. He survived the war, making repeated raids into Red Mountain in an attempt to cleanse the horror from the land. In this he was successful, reclaiming many ruined fortresses in his day, but he did not heed the wise-women of the tribes and while he was marked as a savior, he craved only glory in battle, never becoming the Nerevarine. He offered his boots and a battle axe.

The final spirit was a cultured-sounding Dunmer named Hort Ledd. He claimed to have died four hundred years ago, a man of thought rather than action. He knew he was marked as the Incarnate, but he described himself with derision as a 'thinker, not a doer'. He likely died peacefully, having accomplished nothing. From him I received a book and a robe.

And that was my initiation rite into the group of the select few, and up until now, all Dunmer group of Incarnates. I felt it would be quite rude to dump their gifts on the floor, so I was forced to carry all of it out with me, as the spirits did not disappear as I was leaving. I would like to donate them to the Temple, but I gather I am no longer welcome within that institution. I suppose I could just store everything at home...should I ever find myself back there.

The Blight storm was still going strong when I left the cavern and I struggled against the wind all the way back to the camp. I arrived close to midnight, but Nibani had been waiting for my return. She was pleased to hear that everything matched what she saw in her dreams and my story affirmed that Azura has marked the part she is to play in the Prophecy.

She advised that I first be named Nerevarine by the Ashkhans of the four great tribes: the Urshilaku, the Ahemmusa, the Zainab, and the Erabenimsun, before attempting to be named Hortator by the Houses. To be named Nerevarine by the Urshilaku only requires that I ask it of from Sul-Matuul, but it is very early in the morning now and I need to rest. It can certainly wait until...later today.

Tuesday, August 6, 2013

Morrowind Day 58 - The Ruins of House Dagoth

11 Frost Fall
~~~
I woke at my normal time and spoke to Nibani before breakfast about her judgement of the Nerevarine prophecies as they may related to me. She claims her ancestors' spirits and various astrological signs show that I can in fact become the Nerevarine, prophesied hero of the Dunmer people. To become such, I must lift the seven curses of Dagoth Ur through seven tasks spoken of in The Seven Visions prophecy, the whole of which I have re-written here:

seven trials
What he puts his hand to, that shall be done.
What is left undone, that shall be done.

first trial
On a certain day to uncertain parents
Incarnate moon and star reborn.

second trial
Neither blight nor age can harm him.
The Curse-of-Flesh before him flies.

third trial
In caverns dark Azura's eye sees
And makes to shine the moon and star.

fourth trial
A stranger's voice unites the Houses.
Three Halls call him Hortator.

fifth trial
A stranger's hand unites the Velothi.
Four Tribes call him Nerevarine.

sixth trial
He honors blood of the tribe unmourned.
He eats their sin, and is reborn.

seventh trial
His mercy frees the cursed false gods,
Binds the broken, redeems the mad.

one destiny
He speaks the law for Veloth's people.
He speaks for their land, and names them great.

According to Nibani, I already fulfilled the first trial by means of my birth. Nibani did not understand the implications of the second trial, but when I told her of my being "cured" of Corpus by Divayth Fyr she merely remarked that being cured of Corpus was beyond belief, but to stop aging was a whole other matter. Still, she put faith in her ancestor spirits and accepted my words as truth.

The reminder of '...nor age can harm him' made me uneasy and I had succeeded in putting my apparent immortality out of my mind until this morning. Should someone find this journal (for whatever reason) in the years ahead, please track me down and ask me how I feel about it . I am sure I will have an interesting story to tell, if nothing else.

The third trial is unfulfilled. Nibani claimed the trial was a mystery whose answer was not hers to share and sent me to the aloof Sul-Matuul, whose role as the warrior-guardian of the Nerevarine cult made him a part of the prophecy as well.

True to his abrasive personality, he blandly told me that my being the Nerevarine was hard to believe and that Nibani's words have not yet swayed him to accept me. Instead, he bade me to go to a Dunmer fortress named Kogoruhn, the former home of House Dagoth, located close to Falasmaryon. 

Sul-Matuul gave me some advice before I left: be prepared. Haughty though he may be, the Dunmer is every bit the warrior as he claims to be. He and several warriors of the tribe had actually gone into the fortress and the man was not ashamed to admit that he was afraid for himself and his men the entire time. They left the fortress without losing anyone, but it was easy to tell that the raid left the proud warrior shaken.

He asked that I retrieve three things from the ruins: rags from a corpus beast, a goblet bearing the crest of House Dagoth, and an enchanted shield he called the 'Shadow Shield', which he said was lying deep underneath the fortress among pits of lava, on a tomb for a Dagoth Morin. Sounds like a wonderful resting place. If I bring him the three items, he will acknowledge me as warrior enough to be the Nerevarine and tell me what he knows of the third trial. Kogoruhn did not have a functioning Propylon Index (the latter events of today making the reason for that quite obvious), so it was another walk in the Ashlands for me.
Kogoruhn fortress
Curiously, the ruins of what I guess used to be houses dotted the area around the fortress. Was that to be typical of all the fortresses, or perhaps a plan of Dagoth Ur's to consolidate his people into one location? Whatever the plan, it did not come to fruition. The roof had no Propylon chamber, instead having three separate chambers, plus the main entrance. For reasons unknown, a simple ancestor spirit was wandering around and dispatched with less effort than it took to write this sentence.

Being the former residence of House Dagoth, I made sure to be well-prepared before I stepped into the first of the chambers. A good thing I was, for just inside was one of Dagoth Ur's tentacle-faced minions, who immediately rushed to engage me in melee combat. However, their strength lies in their spell-casting  and I quickly overpowered it.

The other two chambers each contained one of the floating horrors I encountered yesterday. They are far more powerful spell-casters than the tentacle-faces, but their withered arms make them just about defenseless when closely engaged. Each of the chambers had a supporting pillar in the center, making it easy to dance around and strike at the abominations as they ponderously tried to get into position to hit me with spells.
Scrawled on the floor of the two chambers were symbols I did not recognize and the phrase "The dreamer is awake". Is the dreamer Dagoth Ur? Or does it refer to the nightmare-haunted townspeople I have been encountering? 
I found a pile of corpus-infected rags in one of the chambers. Though not taken from a corpus creature, the stench was more than enough to give away their origin. Sul-Matuul will certainly be satisfied with them.

The inside of the actual fortress was typical of the others: one long passage circling the structure with open alcoves built along the way. Dagoth Ur's minions were in full occupancy of the place and I was able to kill the majority of them via bowshot down the long corridors. In one room I found a sheaf of poetry pinned to a table by a dagger, but the papers were full of fawning nonsense over the 'coming' of Dagoth Ur's new reign. Sitting atop a crate was a cup of House Dagoth. Two down, one to go.

I fought my way around the circular hallway and took the stairs upwards on to the roof once I had cleared the floor. Stepping outside on to the roof, I was greeted by the most pleasant sky I have seen since arriving on Vvardenfell. It proved to be an ironic gift given what I was to soon encounter underground.
I worked my way down to the lower level of the fortress and found more writing on the floor, this time in blood. I could not read the runic letters though. Perhaps I should have paid more attention to my temple studies after all.

Three richly equipped and long-dead adventurers were each locked in their own cell. Their manner of dead was impossible to determine, for they seemed unharmed physically. I initially thought they had been kept in the rooms until lack of water killed them, but their weapons were in the room and I think they would have killed themselves before succumbing to thirst. Whatever the case, one of the adventurers had been Khajiit and I left his body in peace. One of the adventurers had been wielding a glass halberd and I took a few experimental swings with it. Either the weapon is light enough or I am now strong enough, but it does not unbalance me the same way standard-issue steel halberds did. I took it with me and superstitiously left a few gemstones in its place.

 The fourth door led not to a dead adventurer, but a sewer system in the middle of the Ashlands somehow still filled with water. The wide open space provided ample opportunities for my bow and I felled one of the stone-skinned creatures, a Frost atronach, and a tentacle-faced creature without receiving a scratch.

A rough tunnel had been hewn out of the side of the sewers and the doorway had bloody rune lettering all over it. The tunneling beyond the door was similar to the underground section of Berandas, only with less breathable air and a great deal more lava. The latter proved to be handy after I lured my second angry Bonewalker into the molten sludge, destroying it instantly.

Beyond that Bonewalker was a long corridor, at the end of which I could see a vaguely human-shaped creature staring at me. It was not attacking, or shouting, or even pacing. Just standing there, watching me approach. This was entirely new behavior and with the air clouded by the lava fumes, the "creature" could have been Dunmer, possibly a stranded Ashland tribesman, so I declined to send arrows its way.


What ARE you?
The monstrous nature of my secret admirer became steadily more obvious as I grew closer and I began to regret my decision not to shoot whatever it was full of arrows. While it was easy to see that the thing used to be a Dunmer, the magics of Dagoth Ur had changed him (or her, I suppose) into a truly terrifying opponent. 

Easily seven feet tall, the monster was all muscle and looked completely capable of tearing me apart with hands stuck halfway between fingers and claws. A glowing orb was set into its forehead, which strongly resembled an eye and could not be removed. It was nearly naked, wearing only a loincloth and a bronze head-dress with unreadable runes all over it. The thing was not nearly as bizarre looking as some of Dagoth Ur's minions, but it was certainly the most menacing.

When I got close, it screamed and launched itself at me, but I had put my bow away in favor of my new halberd and was able to keep it at a distance with the weapon's longer reach. Unfortunately, my good sense must have failed me, for the Daedric spear was a far better choice but was then lying in the corridor so that I could be more mobile for combat against this horror.

Whatever abilities or magicka the creature may have possessed, it was set on grabbing me and presumably dashing me against the stone walls. It was very fast on its feet despite its size and I suffered several raking blows from its fingers which left wounds that alternated between burning pain and cold numbness. But the fight was not one-sided. The glass halberd took well to the creature's muscular flesh and the battle ended brutally. While it was dancing around me, I managed  to lop one of its feet off with a low swing, then immediately followed up with a strike against its neck when it toppled to the ground, completely severing the creature's head from it's shoulders. However, the blow also severely damaged the halberd's blade as it bit into the cavern floor.

I have an Orc back in the Auxiliaries to thank for that maneuver, though I find now I have forgotten almost all of their names and faces.

Distasteful as it may sound, I tried to pry the gemstone out of the creature's forehead, but it proved impossible to dislodge. I threw the head into a lava pit and took a few moments to examine the body. Naked as it was, there was not much to examine. It had a belt that was strongly enchanted, but I have not been able to identify with what. Someone at the Mages Guild will probably be able to tell me. The damage done to the halberd was enough that I left it with the headless corpse and I like to think that its final use was revenge enough for the fallen adventurer and his friends.

Everything after that seemed rather anti-climatic. I found Sul-Matuul's Dwemer 'Shadow Shield' in a room lined with altars and memorials, helpfully staffed by one of the tentacle-faced things. There was an Orcish warhammer on one altar and a pair of Daedric gauntlets on another, but I left everything alone. Anything taken from this place is a curse.

By the time I made my way back up and out of the fortress it was well past midnight, but the clear night sky was a welcome sight. Rather than walk back to the Ashland camp tired, wounded, and very nervous, I have locked myself in one of the small domes and will take a nap for a few hours until daybreak.
I do wonder if Sul-Matuul is actually expecting me to return.

Sunday, July 28, 2013

Morrowind Day 57 - Falasmaryon revisited

10 Frost Fall
~~~
The Ashlanders start their days far earlier than I find comfortable. Even while I was in the Auxiliaries, I typically woke up an hour or so before breakfast was served, as I still prefer. To say I spent the night at the Urshilaku Camp is a stretch, for it was still night when the entire camp seemed to wake at once. I was offered a breakfast of dried meat and berries, which I ate and supplemented with my own food once I was out of sight of the camp. No good comes from fighting on a nearly empty stomach. 

The hunters of the tribe dispersed into the wilderness after everyone ate and I wandered east into unknown territory. There was not much to see, just a lot of ash and dry soil that cracked underneath my steps. I did spot three Dreugh lazily swimming along the shore, which is unusual, as so far all my encounters with them have been with single creatures.

I did come across a long-dead Silt Strider and the remains of its owner, whose skeletal remains bears the marks of having been long in the wasteland. Thick vines had grown over the skeleton, creating a simple sort of memorial to the unfortunate soul.
While wandering, I passed by a tomb entrance and my curiosity got the better of me. The tomb was small and guarded by three of the multi-limb floating skeletal creatures, all of them powerful spell-casters  The confines of the tomb worked more against them than me though and I managed to fight my way through all three, only to discover...nothing. The tomb had either been raided before or never held anything of value to begin with. I wandered onward.

South of the camp, I came across Falasmaryon and decided to explore it a bit further.
There was a Dunmer living in a hut on the roof of the fortress, he was displeased to see me, but not hostile. He claimed he liked living there due to the solitude, which he used to perfect his archery. He offered to train me, for a fee, but I did not have time today. I told him I would return later, if time and money permitted.

As I expected, the fortress had been claimed by Sixth House creatures, but for the most part their lack of functioning eyes and/or limbs allowed me to pick them off one-by-one. I dispatched many of the strange "men" with the tentacle in their face by firing arrows down the corridors. If the first shot did not kill them, they inevitably ran towards me before casting their spells. They were typically dead before they got close enough to do anything.

The Sixth House cultists had dragged a body clad in expensive clothing and glassed armor into one of the alcoves. Whoever the Dunmer was, he was seemingly either quite accomplished or quite wealthy to be adventuring like that. Sadly, it was obviously not enough to prevent his death in Falasmaryon.

In a larger alcove I encountered a new creature of the Sixth House. I do not know what I will be calling it, but its anatomy left any pretense of formerly being Dunmer (as many of the creatures appear to be) far behind. This thing had a hunch-backed appearence and seemed to float along the ground rather than walk. Multiple tentacles sprouted from what might have been a face and only its arms and hands resembled anything like a Dunmer. It made a constant murmuring sound as it glided around the room, but I could not tell what it was actually doing, if anything. 

It had not seen me peeking at it, so I retreated back down the hallway and cast my Invisibility spell. No matter how powerful the foe, I have yet to fight one capable of seeing through my spell before I strike. This enemy was no different, but where a lesser creature would have been killed instantly by the Daedric spear, this thing recoiled shock or pain and turned on me, immediately casting its own spells, one of which was poison.

I fought the nausea as best I could and slayed the monster with two more strikes from the spear. Instantly, the creature vanished, leaving nothing behind but a large skull whose origin is unknown to me. I then spent the next ten minutes heaving up breakfast before the poison spell wore off. Hardly the thing told in heroic tales.
The shrine it had been circling around was quite ornate and dotted with the same small statues and red candles that are the characteristic of any Sixth House hideout and contained very little treasure worth taking.

The fortress had lower floors I had not explored, but I was not feeling up to further battles after the encounter with the floating thing, so I left the fortress and made my way back to the camp. One of the tribesmen told me that I was to speak with the wise woman when I had returned to the camp, but when I entered her hut, she looked at me and bade me to rest, saying we would be talking in the morning. So be it then.

Friday, July 19, 2013

Morrowind Day 56 - Kerra to the Rescue

9 Frost Fall
~~~
Quite often I find myself side-tracked by small tasks while traveling to take care of a larger one. I have never seen these as annoyances or hindrances, but as opportunities to improve myself. I am certainly more relaxed than I used to be, even though my duty as the (possible) Nerevarine should have me more worried than I ever have been before. I trust my instincts and I have found that breaking down large problems into smaller ones has been serving me well. I may be the Nerevarine and therefore responsible for the fate of Morrowind...or I may not be and my part may be only to deliver the lost prophecies to the Ashlanders. Worry about what is in front of you, right?

I woke up at the Six Fishes and water-walked across the bay to the nearest canton (forget which one) and paid a gondolier a few Septims to ferry me to the Foreign Quarter canton. I always mean to spend some time at the bowyer's there, but again I had more pressing business. The Vivec Mages Guild sent me to Ald'ruhn and from there my only choice was to trudge north until I reached the coast.

A blight storm greeted my arrival as I stepped outside of the Ald'ruhn Mages Guild, but the dread has long since past. Now it's more of an annoyance than anything else for the red sky and swirling dust makes it hard to see.
I suffered the storm for almost the entire walk, barely glimpsing Maar Gan through the red haze as I walked past it. The storm ended as I was near the shore and it dissipated rapidly, leaving the more pleasant smell of the sea in the air and sunlight determined to break through the ever-present overcast.
While walking along the final stretch before reaching the shore, I noticed a door set into the hillside that I had not noticed during my previous trips. Judging by the intricate designs on the door, I assumed it was a family tomb, but the few tombs I have visited that were still in that use never showed signs of heavy foot traffic. This one did and curiosity dictated that I see why that was.

The tomb was very small, barely two rooms, three if you want to count the short corridor the stairs emptied to. The door at the end of the corridor was ajar and I slowly pushed it open with my spear. I might as well have kicked it open. A Dunmer and a Khajiit were running at me before the door was open enough for any one of us to step through it and the Dunmer yanked it open, savagely stabbing and slashing at me with a steel dagger.

Were I unarmored I am sure he would have dealt me a great deal of harm, but the dagger skittered uselessly off of the dreugh carapace. He was unarmored to the extreme of being nearly naked and my own dagger sent him to a quick death. The Khajiit was more cautious, surprisingly throwing spells through the door at me, so I retreated back up the stairs and waited for him to pursue me. The ferocity of the Dunmer's attack smelled strongly of vampirism to me and the Khajiit's over-eager pursuit strongly supported that. He made for an easy target and three arrows fired downwards into his chest ended his life. My examination of the bodies showed they were certainly vampires and their bodies dissolved into valuable dust soon after. It is a grisly business, but the dusty remains of vampires is extremely valuable and I can sell it in Balmora with no issues...not that I really need the money. The tomb offered nothing else of interest.

 The man was pacing at the crossroads in front of the tomb went I exited and he turned to me, terrified, when he heard the door creak open. I assured him I meant him no harm and I asked him what was wrong, as the man was visibly distraught and close to tears.

He became even closer to tears when he told me his story. His name is Sason, his wife's Malexa. They were traveling from Khuul to Maar Gan along the dirt path when cultists ambushed them. He was paralyzed via a spell and had to watch, helpless, as his wife was dragged away to become some sort of sacrifice. Unsure what to do, he was making his way back to Khuul to try and find help when I stepped out of the tomb in front of him. Neither of them were any sort of warrior and he had been certain her rescue was impossible before I appeared, armed and armored, nearly right in front of him.

He begged me to try and find her, but I did not need much encouragement in order to agree. He stated that they dragged his wife off to the west, which was fortunate as there is not much to the west of where we were: Only Ald'Velothi and a Daedric ruin, with Khuul roughly north-west of where I met Sason. Obviously the kidnappers were not going to Ald'Velothi, so it was either the ruins or a cave. He described them as cultists, so I felt that the ruins was safer bet for Malexa.
A group of Ashlanders were camped just beyond the ruins, but they did nothing but watch me warily as I passed by. Armed, as usual, with chitin armor and weapons, they would not have had a chance of survival anyway.

The ruins were well guarded by Clannfear and Daedroth, but the chaotic architecture worked against the Clannfears' charges into meele combat and the Daedroths' spells. Three Clannfear and two Daedroth later made the ruins relatively safe to escort Malexa out of, should she have been inside.
My instincts proved correct. The inside of the shrine was dominated by a giant statue of a Daedroth and two Dunmers equally clothed in rich purple robes were busying themselves around it, probably preparing to sacrifice the poor woman as an offering. They were more priest than warrior and had no guards of any kind inside the shrine. It was easy for me to slip invisibly behind them, sending each to a quick death with a strike to the throat. 
Malexa was locked in a small room off of the main shrine, but the lock was simple enough for me to pick the lock instead of using a spell. Malexa was alarmed when I entered, but her husband's name instantly calmed her and she agreed to follow me out. The walk back was uneventful, Malexa was not injured and eager to re-unite with her husband, so the trip was a quick one.

The couple were overjoyed to be together again and Sason pressed a sack of Septims into my hand and would not hear of anything involving my not accepting them. He is also a retainer of some notice in House Redoran and promised to spread the news of my "great deed", as he said, among the House. I offered to escort them to Maar Gan or Khuul, but they declined. I do wonder what Faral would think of a Redoran retainer unable to defend himself or his wife. It is probably best for the two of them that she never finds out about this. I do hope Sason is careful with his tale-telling.

It was night by the time I finally reached the shore and I water-walked along the coast, past the ruined ship and the Daedric ruins. The Urshilaku camp lay just beyond the hills of the ruins and the wise-woman welcomed me and my scrolls into her hut. She read  through them quickly, then announced she would need time to consult the ancestor spirits and to think upon what I have given her. In other words: come back later!

Rather than recall back to Ald'ruhn, I have decided to spend more time along the north coast of the island, which so far remains largely unexplored by me. After a few days I will consult with the wise-woman and see what my next steps should be.

Saturday, July 13, 2013

Morrowind Day 55 - Endless Errands

8 Frost Fall
~~~
I had written yesterday that I would be traveling to the Urshilaku tribal camp today to deliver the documents of the Dissident Priests to the wisewoman, who I believe will be able to interpret them more clearly. However, when I looked at my woefully incomplete map of Vvardenfell the camp was so very far away and Molag Mag so very close to Telasero. As such, I found myself in Caldera soon after I woke and was plodding away from Telasero as the sun began to rise.

I was told the Redas tomb was south of Molag Mar just over the mountains, so I reasoned that walking across the bay from the fortress was a more direct route. Naturally, the weather was overcast and rainy around the former fortress,which made walking across the water seem a little ridiculous. The entire bay is dotted with blunt mounds of rock and small islands, making it useless for shipping, but great as a shortcut.
The only approachable shore of the peninsula is straddled by rock formations on either side, making for a very defensible harbor...if the Daedric ruins were not in the way. I managed to skirt the ruins and encountered only a few lean-looking Nix-Hounds  while I searched for the tomb. Faral had said that the tomb had an Ashlander camp right outside of it and true to her word, there was a sizable camp of at least four individuals sitting right outside the entrance. They eyed me as I walked by, but I did not approach them any closer than I had to and they let me be.
The tomb was heavily guarded by Dremora and the winged Daedra women, though two of the three Redas family heirlooms (the robe and chalice) were in a room just a few steps from the entrance, guarded by a Dremora wielding a nasty looking mace. Once fearsome, the Dremoras' predictable combat strategies have lessened the thrill a bit, but I will never be so foolish as to completely discount an opponent. Nearly all the Dremora I have fought start by casting spells, usually beneficial ones on themselves, then crippling ones against me. I use this habit to my advantage by getting their attention  and waiting for the spell-cast. This immobilizes them long enough for me to shoot them with an arrow or two, which can break their concentration and ruin the spell. Should this happen, they inevitably charge me disadvantaged and injured.

After securing the robe and cup in my pack, I continued further into the tomb. The only way led to a flooded tunnel guarded by one of the female Daedra. While I have been encountering them more frequently, they remain a potent enemy and definitely not one I am comfortable facing more than one at a time. Their barbed tails are capable of blows strong enough to take me off my feet and their wings are just as cruelly barbed. However, their wings enable them only capable of short hops and the spear's reach lends me a great advantage.

Regrettably, I could find no way to avoid having to dive underwater to navigate the tunnel, so I left most of my equipment, including my spear and bow, at the foot of the watery steps and drank a nearly-stale flask of Water Breathing. No Khajiit enjoys being submerged in water and the instinctive hesitation towards attempting to breathe the stuff makes it worse. No matter how many times I have done it, I cannot convince myself to willingly submit to the sensation of breathing water and it only comes after my body is quite sure I am drowning. This time was no different: I spent an embarrassing amount of time at the foot of the pool, floundering and splashing uselessly as I tried to stop holding my breath every time I slid into the water. The Argonians can keep their marshlands, the Khajiit, our deserts and forests.

The tunnel was short and ended at another small series of steps. My eyesight is not very good underwater, so I could not tell what, if anything, was waiting for me. I did pick out two stone columns near the staircase and managed to sneak out of the water and behind a pillar. It is fortunate that I had done so: another one of the female Daedra was stalking around the room while a bored-looking Dremora paced restlessly on the far side. Against these two I had only my spells, a few potions (most left behind) and my dagger.
Invisibility, as usual, proved a valuable ally. Casting my spell, I was able to sneak to the opposite corner of the room where the Dremora was pacing and deal it a grievous blow in the head with the dagger. It immediate zapped out of existence  only a small pile of valuable Void Salts remaining where it once stood. The female Daedra had not noticed its comrade's demise and I tried to repeat my trick on her, but my first strike was poor and only wounded her. As she turned to strike at me, I had a sudden burst of inspiration and ran back into the water. I had never seen Daedra of any kind in water and I was hoping this one would not want to enter it as much as I did not.

I was right: the creature stared into the water, but would not descend the steps into it to pursue me. The underwater tunnel was actually quite short and I managed to hold my breath for the duration of the swim back to my equipment. With my Water Breathing spell, I managed to drag my spear back through the tunnel and cautiously ascended the steps back into the guarded room. The Daedra had gone back to patrolling, seemingly not noticing or caring that the Dremora was no longer there.

The battle does not leave much to be described. The advantage gained from my invisibility spell and my spear made the battle a short one. The Redas family's axe was Dwemer-made and enchanted with a minor combat spell and such is my swimming ability that it took two swims through the tunnel, one to carry my spear through and one for the axe. I estimate that it was just about noon by the time I was back underneath the hazy sunlight of Morrowind and I dripped my way back to Telasero and eventually to the top of the Redoran canton in Vivec.

My reward was simply another task from House Redoran. A Redoran retainer had been challenged to a duel by a retainer of House Hlaalu, but had gone into hiding instead of facing his challenger. For House Redoran this was unacceptable behavior. My task was to shame the man into facing his challenger and thus restore the honor of House Redoran.

The man, Rothis Nethan, had been seen at the local Redoran cornerclub, Flowers of Gold. I don't know why he thought that would be a great place to hide, but I cornered him in the club while he was busy emptying goblets of flin. Possibly due to the alcohol he agreed to face his opponent in the Arena, but only after I supplied him with ten healing potions. I bought a dozen from the Redoran alchemist and he set off for the Arena canton.
The one-sided duel
The duel did not last long. Rothis had brought a dagger (silvered) to a two-handed sword fight, to twist the common phrase around. His opponent was skilled in using it and Rothis was clearly no fighter of any sort. Rothis fell quickly and House Redoran's honor was therefore (and somehow) assured. When I went into the pit of the Arena to fetch Rothis's personal belongings, his foe was respectful, stating that he knew he would win, but Rothis did prove to be a man of courage. I bit back the retort that Rothis had really been a man of drunkenness and stupidity. I returned his daggers to Faral, who was relieved the man had died, as he was something of an embarrassment to the House.

She also had no more tasks for me, leaving me free to pursue the Nerevarine prophecy. I took a room at the Six Fishes in Ebonheart and will try to make my way up north to see the Urshilaku tribe once again.

Tuesday, July 2, 2013

Morrowind Day 54 - Lies & Questions

7 Frost Fall
~~~
So far as my time on Vvardenfell is concerned, today may have been the most important day I have had on the island.

The day began ominously  Though there were no faceless intruders in my house, I walked outside at six in the morning to see Ald'ruhn bathed in the pulsating red glow of a Blight storm. Those that were outside already had their faces wrapped up in cloth and their heads down. One woman stopped me while on my way to the Mages Guild, asking if I could chase a "scary man" out of her home. When I suggested she go to the guards instead, she said that they were busy herding people into their homes to escape the storm. I agreed to the task, figuring it was just a confused person taking refuge in the wrong house.

The scary man was a Sixth House cultist who had set up a small shrine in the woman's hearth, muttering his prayers to Dagoth Ur and rubbing his hands together. When I tried to speak to him he identified me as Lord Nerevar, telling me that I had betrayed Dagoth Ur and that his vengeance would be swift and terrible. Unfortunately for him, his bare-handed strikes against my armor was neither swift nor terrible and the battle was piteously one-sided. I dragged the body out of the woman's home and left it on the far side of nearby hill. The wind and dust of the ever-present storms will bury it quickly. The woman, who identified herself as Gindrala, regretted that she had nothing material to offer as a reward, but promised to tell everyone about what I did for her. Given my plans for my future in Morrowind, my reputation may wind up being the most valuable thing of all.

The storm was still raging when I stepped into the Mages Guild and I left a light trail of blood-red grit in my wake as I made my way to the Guild Guide station. I intended to resolve the issue with the slanderer in Balmora as reported by Faral, then visit Ebonheart to take care of some business from yesterday. 

I am beginning to think that the retainers of House Hlaalu cause trouble in the hopes of receiving bribes to simply go away. The Hlaalu slanderer, Meril, agreed to a bribe of one hundred Septims in return for formally renouncing whatever claim he was making against House Redoran. I did not ask what it was, nor do I care. I stopped at Nalcarya's shop to purchase more Recall potions, then took the Guild Guide back to Vivec. Faral rewarded my one hundred Septim expense with an enchanted bonemold shield...which I have no use for. She then asked me to go to the Redas ancestral tomb to fetch some items that were willed to the House, but as it is near Molag Mar, I do not see my travels taking me near it in quite some time. I suppose I could pop over to Telasero and get there pretty quickly should I find the time.

The time was not to be found today. Instead, I water-walked from the Foreign Quarters canton to the docks of Ebonheart and spoke with an individual about fishing along the coast.
The shipmaster said she knew a great place to fish, a personal favorite of our mutual friend. She invited me onboard and just like that I was on my way to the Dissident Priests. I had no idea where we were going, of course, and the trip took nine hours, nearly the rest of the day. It was close to eight in the evening when we finally docked against an unmarked wharf.

A monk of Dissident Priest's monastery was waiting for me on the wharf and the entire monastery had been told to expect me by my friend. I was given directions (which could be summarized as "follow the stairs") and told to wait until either dusk or dawn when the magically sealed door to the building would be available. Eight in the evening was close enough to dusk I suppose, for the door was available to me when I approached. 

Just inside was a large circular room ringed with altars and dotted with ash pits, looking much like any other temple on Morrowind. There was a sole Dunmer attending to the room and he welcomed me gracefully, pointing out the three stairwells leading away from the room, each of which would lead me to the Dissident Priests' library, the ultimate reason for me to be there in the first place.

I spoke to my rescued friend in the library and she gave me quite a lot of information. I had assumed that the Temple's hostility against the Ashlanders and by extension, the Dissident Priests had stemmed from a lack of tolerance for beliefs veering away from the official dogma. But according to my friend, the Temple persecutes beliefs that go against their teaching due to the Ghostfence pretty much being powered by the peoples' faith in the Temple. The coming of the Empire and cracks in the Temple's armor has weakened the Ghostfence and allowed Dagoth Ur's influence to creep outwards from the Red Mountain. 

Curiously, my friend was surprisingly dismissive of the Nerevarine prophecy, stating that the Ashlanders' belief was nothing but silly superstition and they as barbaric savages. She also feels that their belief of the Tribunal being false gods is an insult to the Temple. It seems she is still loyal to the Temple as a belief system, though not as an institution. Whatever may come, I do hope she will be willing to assist me in the future.

The curator of the library, Gilvas Barelo, was more militant than my friend. According to him, all the Dissident Priests have to do is show themselves more capable of fighting the forces of Dagoth Ur and the people of Morrowind will rally behind them, enabling the Priests to supplant the Tribunal Temple under a new unified faith. Hardly a noble goal. He gave me three books, each which give differing accounts of Lord Nerevar and his (or her I suppose) end. The three documents are titled "The Real Nerevar", "Nerevar Moon-and-Star", and "Saint Nerevar".

"The Real Nerevar" spoke of Nerevar's earliest days when he led the people to Morrowind. Seeking to unite the warring tribes, he went to House Dwemer and commissioned a ring he named "Moon-and-Star". The ring was enchanted to increase the wearer's charisma and to kill anyone else who tried to wear it.  With the ring Nerevar was able to form the tribes into the First Council, but later religious disputes split the Council, with House Dwemer and House Dagoth on one side and the remaining houses on the other. The Dwemer-Dagoth alliance recruited Orc and Nord clans as allies and the warring sides met at Red Mountain. According to the document the Dwemer race disappeared due to side effects as a result of magic used during the battle and House Dagoth and their mercenary allies were completely slaughtered. Nerevar was said to have been killed, the ring lost, and afterwards the Grand Council and the Tribunal Temple was formed. That was the entire document and not very informative. Notably, nothing of the Ashlander tribes is mentioned.

"Nerevar Moon-and-Star" was a great deal more interesting. The document originates from Imperial scholars studying the Ashlander legends and presents a very different take on what occurred  The document completely skips the arrival of the Dunmer to Morrowind and Nerevar's acquisition of the the ring, simply stating that he already had it, only the legend calls it "One-Clan-Under-Moon-and-Star". Having promised the tribes to uphold their ancient ways, the Ashlander tribes united with the military forces of the Great Houses and marched with them to Red Mountain. Curiously, the enemy at Red Mountain was not a Dwemer-Dagoth alliance in the Ashlander legend, but only the Dwemer, who were defeated along with the outlander mercenaries. This document differs from "The Real Nerevar" in that it proposes that the leaders of the Great Houses (Dagoth included?) assassinated Nerevar after the battle and set themselves up as gods, creating the Tribunal Temple. The Temple neglected the promises Nerevar made to the tribes and the Ashlanders as they are today were therefore born. But if the document is to be believed, House Dagoth was on the winning side and as such would have been party to the assassination plot. Yet nothing is mentioned of his involvement, of lack thereof, in the formation of the Tribunal Temple, nor how he came to be stuck in Red Mountain.

"Saint Nerevar" is actually an official Temple document distributed for Westerners. In this telling, the united Houses marched against the Dwemer-Dagoth alliance, but the Tribunal (Vivec, Almalexia, and Sotha Sil) are said to have united the tribes alongside Nerevar with the power of "One-Clan-Under-Moon-and-Star". During the battle at Red Mountain, Nerevar is mortally wounded in battle against Dagoth Ur, but died only after witnessing the birth of the Tribunal Temple and blessing the unity of the Dunmer into the care of the Tribunal Gods. Quite a different telling from the first two, which at least seem to agree that the Tribunal was only present after the battle of Red Mountain.

When I asked Gilvas of the lost prophecies, he produced even more documents: "The Lost Prophecy", "The Seven Curses", and "Kagrenac's Tools". The "Lost Prophecy" was not as impressive as I imagined it to be. Only seven lines, it spoke of who would become the Nerevarine, describing the individual as "dragon-born and far-star-marked". 

"The Seven Curses" was vague, but Gilvas's notes made them a little clearer. The curses are said to be of: Fire, Ash, Flesh, Ghosts, Seed, Despair, and Dreams. Fire and Ash are obviously the Blight storms from Red Mountain and Flesh the corpus disease. Dreams is likely the haunting influence of Dagoth Ur at night, but Ghosts, Seed, and Despair are a mystery to me and Gilvas, who only remarked that they represent a threat as of  yet unseen.

"Kagrenac's Tools" is the most valuable document Gilvas provided me. While the scroll concentrates on the tools the Dwemer master craftsman fashioned, it provides far more background  on Dagoth Ur than any other document.

Beneath Red Mountain, the heart of the god Lorkhan was discovered by the Dwemer long ago. Seeking to use the heart's power, Lord Kagrenac created three tools: Wraithguard, an enchanted gauntlet to protect the wearer during the release of the heart's power, Sunder, a hammer designed to release the heart's power, and Keening, a blade to focus the released power.

Lord Kagrenac used the tools during the battle at Red Mountain and the disappearance of the Dwemer people was the result. According to the document, Lord Nerevar and Lord Dagoth found the tools after the battle, but were unsure as to what to do with them. Leaving Lord Dagoth to guard them, Lord Nerevar consulted with Vivec, Almalexia, and Sotha Sil, the three described as "councilors" in the document. With Nerevar gone, Lord Dagoth apparently succumbed to temptation and refused to give the tools to  the four when they returned to Red Mountain. A battle ensured and Lord Dagoth, thought mortally wounded, was driven away. The scroll does not go into what happened to Lord Nerevar or if he was killed by Lord Dagoth, but it does say that after Nerevar's death, the three former councilors broke their oath to Nerevar and used the tools, granting themselves god-like power.

Lord Dagoth, of course, was not actually killed and returned as Dagoth Ur, a powerful version of himself maddened by his connection to the God-heart and presumably immortal. The Tribunal used the tools more carefully and have not been driven mad, but Gilvas speculates that they have been corrupted as well, only more subtly. I suppose it is possible. 

Gilvas closes the document stating that the Tribunal are persecuting the Nerevarine cult out of shame for what they did, for breaking the promise they made to Nerevar long ago. He points out that in the coming battle against Dagoth Ur, the Tribunal Temple should be welcoming the Ashlander tribes and Dissident Priests as valuable allies, but instead waste time and resources hunting them down. Gilvas's last sentence is a caution to view the tools not as salvation, but of curses and doom, for it does appear that everyone who has come into contact with them ultimately meets a sorrowful fate.

I have to admit: I have no idea what to think. At face value, the final document is pretty damning against the Tribunal Temple, but what is ultimately the point? If the Tribunal is at fault and did murder Nerevar, it is at best a cautionary tale for myself. Nothing I can say or do will right that wrong and I don't see how it really impacts the struggle against Dagoth Ur today. It is good to know where the conflict originated from and what I may be dealing with, but I just don't see how the history is going to help me now. Perhaps I need to read them again and think on it when I have more time at home.

After reading all of the material and speaking briefly with the priests, I elected to drink a Recall potion rather than take the boat all the way back to Ebonheart. Doing so, I arrived in my home at eight in the evening, more than enough time to write all this down and think on my future plans. The ring, "One-Clan-Under-Moon-and-Star" seems a requirement to be the Nerevarine, but I have no idea where that might be or even if it is acquirable any longer. 

The wisewoman of the Urshilaku will have a better idea what to do with these than I do.