Wednesday, September 25, 2013

Morrowind Day 63 - Persuading the Erabenimsun

16 Frost Fall
~~~
It has been some time since I spent the night at the Balmora Mages Guild and my presence was greatly welcomed by all present. Ajira's disbelief at my replacing the valuable Daedric equipment with simple chitin caused everyone a great deal of amusement. She slyly asked where I had left them, but I professed to not have remembered and I am sure the wily Khajiit's agents will be out searching the wasteland for them soon enough. Galbedir was a great help in identifying the various enchanted things I had found, but predictably many are not of much use. Ranis hinted at there being some tasks needing accomplishment, but becoming the Nerevarine far outweighs any other consideration.

I made sure to purchase a few Water Walking potions from Ajira before teleporting back to Wolverine Hall, it would hardly do for the "high-born Telvanni" lady to show up at the Zainab camp soaking wet! After a short walk across the water I reunited with "my" slave, Falura. Savile had made sure the girl was fed and ready before I met them and we set off across the water towards Zainab camp.

The girl would not divulge any information as to her background or circumstances, but did seem eager to start a new life with the Ashland tribe. She in turn never stopped asking me questions about my own history, but I was not much more prepared to answer either. I have never felt ashamed of my past, but there is also not a whole lot to tell. Born and left an orphan on the Temple steps, worked there to pay for my boarding and education, then got kicked out and wandering into the Auxiliaries. Not very exciting. 

She talked during the entire walk to the camp, mostly of what she imagined her future with the Zainab tribe would be. She wound up drawing several Nix Hounds to us by the constant noise and she was in no way at all a warrior. If I ever thought it difficult to face a single opponent in front of me, then facing a single opponent in front of me with a frightened Dunmer clutching my back is even worse. Fortunately Falura's dress remained unharmed throughout the ordeal.

Falura's first look at her new husband proved a favorable one. She peeked into the ashkhan's tent in gross violation of protocol and gushed that the man inside was "distinguished looking" with a face that showed he liked to laugh. I will have to take her word for it, as I did not detect anything of the sort. She assured me she would be happy with such a man, but I merely shrugged and announced our presence outside of the tent. Kaushad commanded us to enter and the first thing he asked when we stepped inside was if Falura was his "Telvanni bride". Not willing to outright lie to the man, I merely asked that he satisfy his curiosity by speaking to the woman. Her responses were perfect and he was satisfied with his high-born lady, even if he complained that her hips were not quite as generous as he had hoped.

And with that I was named Zainab Nerevarine and given the 'Thong of Zainab', an amulet charged with an enchantment to let me sense all the creatures around me. Potentially useful when I was first starting out on Vvardenfell, but not so much now. I bid the new couple farewell and left the tent, Falura calling out to visit again soon.

My final Ashland tribe was the Erabenimsun. Nibani had described them as being little more than brutes and advised that I discount their ashkhan entirely in favor of dealing with the wise woman. Their camp was far to the south of the Zainab camp and deep within the true ashland of dust and lava. I planned to follow the coast south until I reached the ashland, then hunt for their camp further inland.
Early afternoon, leaving Zainab Camp
The trip between camps was surprisingly uneventful, but any notion  that the final Nerevarine tasks would be easy were immediately dismissed when I entered the camp. As I have been doing, I approached one of the lower tribespeople wandering outside to get direction to the wise-woman and the ashkhan. The first woman I approached rebuffed me when I told her of the Nerevarine prophecies, saying that I 'made her tired' and to go away. Okay then.

My second attempt was more successful. A young herder advised me that the Prophecy is seen as foolish superstition by the ashkhan and that it would be much better to speak directly with the wise-woman. 

Judging by her advice I was well warned to avoid talking to the ashkhan or the high-ranking personages of the tribe. The wise-woman, Manirai, bluntly told me that I would never be named Nerevarine  unless I killed the ashkhan and his war-loving gulakhans. Should I do that, Manirai would then have me convince the peaceful son of the previous ashkhan to step into the vacancy.

She had clearly been planning for me or something equally as desperate, for she had the battle plan all laid out already: Two of the gulakhans, Ashu-Ahhe and Ranabi would be along tonight in their tents, while the ashkhan Ulath-Pal and Ahaz would be together in the ashkhan's tent, forcing an engagement against both at the same time.

And so began my night of...well, not murder exactly. The first gulakhan I approached was Ashu-Ahhe, who let me in his tent after I customarily announced myself. However, once I stepped inside, he sneered and told me that now he would have to burn his tent due to the filth "the khajiit" had brought in with "it". It was kind to give me a more personal reason to kill him. Other than the man's rudeness there was nothing special about him. In combat he was powerful, but slow, like an Ogrim with slightly more intelligence. Against a Khajiit armed with a Daedric dagger (courtesy of an enchanted stabbing tanto I had found), he had little chance. Unfortunately, our fight meant that the whole camp was alerted to what had happened and I expected to step outside to an armed mob.

I stepped outside to nothing. The tribesmen that were outside took special care to avoid looking at me and I suspect they knew this was a reckoning a long time coming. 

The mage Ranabi was next and he was ready for a fight. He foolishly declared that I must die due to killing one of the tribe and I stabbed him while he was busy stating the obvious. He had several enchantments that negated what could have been a fatal blow, but it put him off balance and the initiative in my favor. He relied heavily on his magicka, but the confines of the tent and the agility of my attacks kept him on the defensive. He fell with the steel tanto in his throat. He had a robe that looked oddly familiar to me, but I could not place where I had seen it before. It was powerfully enchanted, so I stuffed it in my pack.

I made sure to use all of my enchanted items and all of my spells before entering the ashkhan's tent. I am not accustomed to fighting more than one opponent at a time. The fiercest enemy I have yet faced was the Ash Vampire underneath fortress Kogoruhn, but we faced each other alone. Charging into the tent against two powerful and ready warriors would not turn out well for me.

Deception was in order. The last spell I cast on myself before sliding into the tent was Invisibility. Had I been either Ulath-Pal or Ahaz I would have spread out as soon as I realized my assailant was invisible, but these two backed against the wall, giving me time enough to use my first ever summoning scroll. They were both surprised to see a Flame Atronach suddenly flash into being and start attacking them. I had no great expectations for the Atronach on its own, but the distraction provided me enough time for me to summon a Daedric dagger from my steel one and quickly dispatch Ahaz.

Ulath-Pal was far more difficult. His glass axe was clearly enchanted and delivered hideous wounds on the Atronach, which quickly fled back to whatever Plane it had come from. His victorious combat against the Atronach had weakened him, but in a tribe where might evidently made right, the ashkhan was still a formidable foe. In the end, my simple poisonous chitin spear overcame his glass war-axe, as I was able to hold the spear half-haft and issue six strikes for every one of his. The poison wore him down and I mercifully ended his life with a dagger thrust to the throat when he became unable to lift the axe any longer.

And in that way did the Erabenimsun tribe's leadership change hands. I took an amulet off of Ahaz and Ulath-Pal's axe, this time completely expecting a crowd outside of the tent. But there were less people out than before, so I returned to the wise-woman. She insisted that Han-Ammu, the son of the ashkhan previous to Ulath-Pal, would have to be persuaded to become the ashkhan of the Erabenimsun. She warned me that Han-Ammu was a peaceful man and as a result not comfortable with taking leadership of the normally violent Erabenimsun tribe.

It was not as difficult as I thought it would be. He seemed adamant about refusing to lead the tribe, but I told him of what I had gone through, my discovery of the Sixth House, and my battles with the denizens under Red Mountain. I explained that I had certainly not asked to become Nerevarine, but the responsibility was thrust upon me and I sought only to do right for the people of Vvardenfell. I showed him the weapons I had been given in the Cavern of the Incarnate and assured him that with his tribe's heirlooms, he too could lead the tribe through the difficult times ahead. 

He agreed to become Ashkhan of the Erabenimsun and named me Erabenimsun Nerevarine, thereby completing my task to be named Nerevarine among the ashland tribes. He promised to work to reverse the violent reputation of the Erabenimsun and advised that I talk to the wise-woman to receive the 'Seizing of the Erabenimsun', a heirloom that would prove I was named Nerevarine.

I have now passed the Fifth Trial and been named Nerevarine by the four tribes. I have yet to be named Hortator by the three Great Houses and I think it will be best to start with the one I am a member of. Tomorrow I shall start whatever process is required to be named Redoran Hortator.

Saturday, September 14, 2013

Morrowind Day 62 - A Khajiit Slave Owner

15 Frost Fall
~~~
The Zainab wise-woman, Sonummu Zabamat, was amused to hear of Kaushad's second request. She stated what I already suspected: No Telvanni would ever marry an Ashlander. Sonummu's plan to work around that issue was to go to the Telvanni tower/town of Tel Aruhn where a friend of hers, Savile Imayn, managed the slave trading there. Savile would likely have a Dunmer girl who could pose as a high-born Telvanni lady and all I needed to do was purchase the slave girl and bring her back to the Zainab grounds.

I found the plan distasteful for several reasons, the primary one being that I am a Khajiit in Morrowind and have seen enough of my own enslaved that the thought of buying someone else is rather abhorrent. My other objection was far more practical: there is a lot of water between Tel Aruhn and I doubted the girl would be able to walk atop it as I can. I could use scrolls to get me to Wolverine Hall near Sadrith Mora, but I would have to escort the girl, if I found one, back to the camp, probably partially via boat. Still, I never really had a choice.

The Divine Intervention scroll brought me to the door of the Imperial Chapel in Wolverine Hall and I hopped off the parapet onto the water below. The walk was a short one and the Telvanni mushroom town had many services that did not mind doing business with an outlander. I bought a great deal of repair equipment for my chitin weapons and spent most of the morning heating resin and replacing the chitin barbs that make up my spear. 

Savile Imayn was easy to find and started greeting me as soon as she saw me heading towards her...which was still quite some distance away. She was an enthusiastic seller and promised that she had the perfect slave for me. I almost asked her how many Khajiit usually came to her to buy slaves, but I held my tongue. She rattled off a list of names and the crimes they had committed to warrant their slavery, but while one was Khajiit, none of them were the female Dunmer that I was told to purchase. I asked about the Khajiit male and Savile shrugged and told me I was probably only interested in freeing him, which was my right if I bought him. That was my intent, so I gave her the money and met the slave in a nearby underground cell. He made quite a rude suggestion upon seeing me but I ignored him and unlocked his shackles, leaving him free to go whenever he pleased.

Somewhat dejected and lost as to where to go next, I asked Savile if she knew where I could find a female Dunmer that would be able and willing to pose as a high-born Telvanni lady so that she could marry the haughty Zainab ashkhan. I expected to be told that, yes, there is a lady matching your description but she is on the other side of Morrowind. However luck was with me: Savile had "acquired" a young Dunmer lady from a family who sold her to cover their debts. The act seemed deplorable, but Savile assured me that people sold into slavery were treated well and contractually limited to desirable, safe lives. I wondered about the validity of such a statement, but Savile was willing to help me make the arrangement work.

The arrangement was only to find specific items of clothing for the lady to wear, for naturally a high-born lady would only have the very best. Also naturally: Tel Aruhn had no such clothing. Savile recommended Tel Mora, a Telvanni town very close to the Ahemmusa tribal camp. She assured me that the trip via boat was safe and quick, but that was simply not happening for me. I thanked her and prepared for a long walk back to the northern coast.

The trek was certainly interesting. Along the coast there is an abandoned Dunmer fortress of very unusual or perhaps unfinished construction. A sole Altmer cultist was guarding the entrance, along with a simple ghost and somewhat less simple Daedroth.
A note was stuck on the doorway with a dagger, warning someone named 'Telvon' not to enter due to some sort of enchantment within the fortress. Of course, I now had to find out what sort of enchantment this unknown person had encountered, but the only clue he or she gave was that the only way they were able to get out is due to a Recall spell they had cast just outside. Reasoning that there had to be some other way out if cultists had occupied the place, I opened the door and stepped through.

...only to discover once I was inside that behind me was a featureless wall of stone where the door had been. Strange. The interior of the fortress was almost entirely unfinished and it appeared that cultists had been using the fortress as a shrine for a long time, going so far as to drag stones from Daedric ruins into the fortress to form a crude sort of mini-fortress within the fortress.
The cultists all fell quickly, most of them to my bow and there was nothing interesting to take other than a ring strongly enchanted with a Restoration spell I was unable to identify. Predictably the other side of the fortress had a door that opened up exactly outside the door I had entered by. I admit I cannot see the utility in this arrangement other than as a trap, but the fortress is remote enough that I doubt it was ever effective at all. Quite a mystery.

I arrived at Tel Mora just as the sun fell below the horizon and immediately sought out the clothier Savile had instructed me to. Enough time had been wasted at the Dunmer fortress that I felt no desire to wander Tel Mora, even if the clothier described it as the most outlander-friendly Telvanni town in Morrowind.  My last scroll of Divine Intervention fortunately zapped me back to Wolverine Hall and I was able to hand the clothes over to Savile before she closed her business for the night.

This led to her second request: Bug Musk to reduce Kaushad's resistance to the lady's charm. This at least could be found in Tel Aruhn, much to my relief. When I returned with the flask of perfume, Savile insisted that I give it to the slave directly...after I bought her. She asked for twelve hundred Septims and I am sure I could have bargained her down a bit, but I was tired and being named the Zainab Nerevarine was certainly worth her asking price. I was given the key to the girl's cage and we each wished the the other a good night.

As for the girl, I had and still have no idea how to talk to her. I am certainly unaccustomed to being the owner of anyone and though the girl seems excited about her new life I cannot help but feel a little guilty about forcing her path like this. For now I have paid for separate lodgings for the two of us at the local tradehouse and tomorrow we will arrive at the Zainab camp, where I shall hopefully be named Nerevarine.

Wednesday, September 4, 2013

Morrowind Day 61 - From Vampire Slayer to Match-maker

14 Frost Fall
~~~
Sinnammu was eager to accompany me and insisted on leaving before either of us had eaten, something that I am certainly not used to. True to her word, the woman could cast her own water walking spell and I started across the water slowly so that she could keep up with me, only to have her arrogantly trot past me with a command to hurry up.

Gratitude comes harder for some people I suppose.

A Dunmer woman greeted us from the shore as we approached the island shrine, but she asked if we were there for the dance. When asked, she replied that there were free drinks inside and to watch out for the 'silver hats' and their rough dancing. She obviously meant the Ordinators, but seemed unaware that her cultist friends had been wiped out. She was oddly friendly though and Sinnammu's only reaction to her was to irritably ask if I was planning on talking to crazy people all day. We left the confused woman in peace and continued into the shrine.

The Ordinators were still at the shrine but they recognized me and did not hinder us. I expected Sinnammu would at least have commented on the presence of the many dead bodies in her tribe's "safe place", but she was very single-minded in wanting to reach the shrine of Sheogorath. Such was her determination that I would have suspected Sinnammu herself to be a cultist if she had not been spoken of so highly by Nibani.

Either way, she solemnly declared me to be the Ahemmusa Nerevarine and swore that the tribe would follow me unto death, her apparently favorite subject. She handed me an amulet she called the 'Madstone of the Ahemmusa', a name suspiciously in line with their refuge being a shrine to Sheogorath, but I am Ahemmusa Nerevarine now, so I guess it does not matter much. The amulet was enchanted to produce a very loud noise upon activation. I failed to see the use of this and Sinnammu explained that it would make it more difficult for spell-casters to fire off their spells. Useful, but I have not had any major problems with spell-casters so far. Usually sneaking invisibly behind them and impaling them with a spear makes it quite difficult for them to cast spells.

She wanted to stay at the shrine for awhile, so I left her behind and started off towards the Zainab tribe's camp, almost directly (though far) to the south of Ald Daedroth. On the way there, I came across a small round building built adjacent to an egg mine and guarded by a sickly-looking Kagouti.
I felled the Kagouti with an arrow and carefully pushed the door open with my spear. The architecture was mostly Imperial with a fair amount of the walls simply being unfinished rock. A Dremora was patrolling the corridors and attacked me with an odd Daedric-looking club with two dull prongs. It had a very short reach and the battle was no doubt lengthened due to the weaker striking power of my chitin spear, but I was of course victorious. The club will make an interesting addition to my collection at home.

Further into the building I came across scattered pieces of paper that someone named Beram was using as a journal. The first few pages showed his irritation with his 'masters', for the man seemed to have been a foreman among a bunch of miners hired to dig out the cavern I was in. As I came across more of the man's journal pages, they started to spell a pretty chilling story of a monster that stalked and mutilated the miners one by one after they became trapped when their scaffolding collapsed on them.
What I can only assume is the final journal of Beram's simply states 'HE IS HERE'...then nothing. Was the monster really just the Dremora I dispatched with my cheap spear? Aside from some giant bugs and rats, there was nothing else to see and I left the forlorn place.

The Zainab were far more welcoming of me than the Ahemmusa had been. Again, word of my arrival had preceded me, but at least the Zainab I talked to were more accepting of my possibly being the Nerevarine. I was told to talk to the Ashkhan Kaushad who was described to me as 'ever-curious' and friendly towards outlanders. A welcome change.

He was cordial towards me and offered me the hospitality of his tribe in exchange for any news and rumors I had picked up on my travels. When he asked me how an outlander could end up being the Nerevarine I simply showed him the relics of the Urshilaku and Ahemmusa tribes, as well as the ring of Moon-and-Star.

But he laughed in my face and asked I believed my own stories. I guess he expected me to be mad at him, but I knew he was only baiting me. So I matched his disbelief with bravado, asking him to put me to the test as Nerevarine. He seemed to approve of my attitude and grinned as he explained he needed a vampire removed from a nearby ancestral tomb dedicated to the Nerano family. Seemed easy enough.

The directions he gave me were simple: follow the mountains separating the Ashland from the Grazeland and walk north until I passed a Dwemer ruin. Once past the ruin, I needed to find two trees to the east which flanked the tomb's entrance. It was growing dark when I left his tent, but I was confident that I, at least, would be able to see in the dark.

The walk was encouragingly quiet. The Dwemer ruin had an interesting weapon that appeared to be a large bow designed to shoot giant metal spears, but the device had long since been conquered by the surrounding vegetation and was completely inoperable.
I found the tomb without any trouble and as my usual custom, opened the door with my spear. Typical of the Dunmer tombs, the entrance-way only opened on to a stairwell that led down to another door, the entrance to the actual tomb.

Beyond the second door was a Bonewalker busy tearing the corpse of an Imperial into ever-smaller pieces, which it would occasionally slap on to its own body. Quite disgusting! So occupied, the creature failed to notice me and died instantly to a spear through the back of the neck, crashing wetly on to the dead Imperial.  

The room beyond was splattered with blood and limbs, all of it evidently from the three mutilated bodies in the center of the room. The tomb's skeletal guardians did their best to deliver me the same fate as the bandits', but skeletons have long since ceased to cause me concern. A note on one of the bodies suggests that the bandits were betrayed by one of their own to the vampire Kaushad had sent me to slay.

The vampire himself was rather anti-climatic. Given Kaushad's urgency with having him removed and the death of a fairly large group of bandits, I had been expecting an elder vampire the likes of which I had encountered in the Dwemer ruins so long ago. Instead I got a rich-looking Imperial with bloodlust in his eyes and little else.

I arrived back at the Zainab campsite just before midnight and spoke with Kaushad, fully expecting to be named Zainab Nerevarine. I had completed his task, right? Wrong! The wily Ashkhan said he would be happy to name me Nerevarine, but Ashland custom dictated that I gift him with something valuable first. I should have expected it.

The 'gift' that he politely demanded was a high-born Telvanni bride and his requirements were pretty strict: "a pretty one, plump, with big hips to bring me many sons". He claimed that any of the noble families of the Great House would consider the betrothal an honor, but to have such an opinion makes me doubt he has actually met any high-born Telvanni. He advised to speak with the wise woman regarding this matter, as she would know whom would be the best match for him.

From vampire-slayer to matchmaker? Certainly a strange twist, but if I need to do this to named Nerevarine of the tribe, then I have no choice. I will speak with the wise woman, Sonummu, tomorrow and figure just how I am to convince a Telvanni of any class to marry an Ashlander.

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.