Showing posts with label Alftand. Show all posts
Showing posts with label Alftand. Show all posts

2022-03-24

Deflorator's game, 8–12 Morning Star (Anga's – Winterhold – Windhelm)



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SPOILER INFO
This unfinished story follows closely my actions in an actual game, so it's inevitably a spoiler.
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previous chapter






The author has chosen to remove the text of this unfinished game report, because he is no longer happy with it.





Lydia stands at the Windhelm smithy at night, Rayya and Jordis behind her at some distance, all naked
An amazing shot of my followers after I had stripped them of their gear before the smithing and enchanting
(except for a Wooden Sword I let Lydia keep for me).


Lydia in armor stands in a narrow passage in the Windhelm palace, a male guard farther ahead
Lydia reequipped.




next chapter








2020-03-22

Always Lost, Always Hopeful (140) From Black to White



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SPOILER INFO
This fanfic novel is largely based on the events that occurred in an actual game of Skyrim I played. Therefore, it's inevitably a spoiler.
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previous day






4-202-01-05 06:58
Tower of Mzark, Blackreach, The Pale, Skyrim



We go to the next room which contains an enormous round thing of Dwemer metal. Around it is a spiral stone walkway that leads up. There we have to place the empty Lexicon into a special space on a device and press the right buttons in the right sequence. It's impossible to guess right, so I have to ask Bardslayer to help me out.

And then the huge mechanism lowers an oval-shaped container of marvelous green color.

It opens, revealing a scroll that I presume to be the Elder Scroll we came here to find.
[series of 2 pictures you can click through; click on the first picture to make it big, then click again to see the next picture etc.; press  Esc to return to the text]


I won't open the scroll to make sure it's the right one (and I don't think I could tell the difference anyway). I just take it and put it into my inventory.

I'm awestruck by this whole experience. That machinery is so incredibly beautiful and magnificent.

Something tells me that the lexicon has been processed as needed, so I remove it from the device and we leave the way we came.

Now, that dead alchemist Sinderion we found yesterday had left behind a journal, which told about some curious experiments he was conducting and that he needed 30 Crimson Nirnroots which grow in Blackreach and which Avrusa Sarethi might know what to do with. So I figure we'll try to find them before we resurface. I already have 5.

Looking for them, I'm most surprised to find an entrance to Mzinchaleft. I've heard that's another Dwemer ruin, and it's obvious from the name too. I don't know where it is, but it's certainly not the same place as Alftand. So it would seem Blackreach connects to several Dwemer ruins.

Jenassa and Lydia remind me Mzinchaleft is the Dwemer ruin between Morthal and Dånstar where Mjoll of Bitchen lost her precious sword. Right. I remember now. But how is it possible we've come such a long way away from the Alftand entrance?

Whatever. We move on searching for those plants, and have to kill a few Falmers who attack us.

We explore the banks of underground rivers.

As I've told you, this location is simply amazing. For instance, that building looks amusingly sinister from this angle:

We come across another Falmer camp with two Falmers who aren't noticing us yet:

I retreat until we're out of their earshot and call a consultation.

The search for those Crimson Nirnroots is kind of fun, and I'd like to find out what can be done with them, but not at the expense of killing Falmers who are just leading their lives and not threatening us in any way. They attack us merely because they perceive us as intruders, and quite frankly it's hard to deny we are.

That wasn't very clear, was it? What I meant to say is we don't belong here and I feel bad about killing local inhabitants just to satisfy our curiosity about someone's research that doesn't really mean anything to us.

What do you think, girls?

Well, they are, shall we say, less conscientious than me, but they agree that we have no particular reason to kill those Falmers over there, and neither does that Sinderion dude mean anything to us, so they wouldn't object if I wanted to leave.

That's decided then. We use the last opportunity to take in the sights while we walk unhurriedly towards that Mzinchaleft Gatehouse we found earlier. I mean, being so close to Mzinchaleft already, we can just as well check the place out and find Mjoll's sword, if possible, rather than walk back all the way to Alftand.

Unfortunately, we can't get in. There's obviously a door that can be opened only from the other side. All we have at this end is solid stone walls.

So we exit the gatehouse and walk on under the glowing mushrooms until we reach an elevator.

This one takes us to the surface – the roadside between Stonehills and Pale Imperial Camp, quite near that very Mzinchaleft ruin.

The obvious course of action for us is to go from here to the imp camp and from there to Dånstar. We should inspect the guards, should we, Lydia? I'm a thane, after all.

Shut up, Laura, says Lydia, slapping my arm with mock annoyance.

On our way to the camp, we have to kill a dragon. Not too difficult one, although the heavy snowfall is somewhat inconvenient. The imps' secret camp is nearby:
snowy campsite with several small and one big tent, a few spruces, snowfall, sky full of dark gray clouds
Those white blots that appear to be in the sky are actually snowflakes that are very near.

After a brief trading stop, we proceed to Dånstar where I go through all the traders, giving Lydia time to be with Bjarne. I don't have much loot to sell, but as you may remember, I need to find out whom I sold the Staff of Magnus to. No one in Dånstar, as I'm to learn.

upper street of Dånstar, colored lampions above the street, a bird flies, a tower on top of a mountain in the distance
That tower up there is probably Nightcaller Temple.

Earlier I thought we wouldn't have enough time to return to Winterhold today, so I had planned on spending the evening with Gregor. However, when I'm done with my shopping, it's only a little past five. That's surely enough daylight hours for us to reach Winterhold. Then we can bring Septimus his Lexicon tomorrow morning and travel to Summerset early enough to have practically the whole day for looking around and finding lodging for the night.

As we travel eastwards along the coast, the weather is noticeably better than earlier today. When I run past a snowbear, it manages to lacerate me with its paw. That hurts, which is why I stop and kill the bear. Of course I could have just kept running and then healed myself without killing the bear, but I had to teach it a lesson. It just isn't nice to hurt people who are passing by, minding their own business.

Suddenly I notice something I've somehow missed so far:

Merciful heaven, what is that on top of that cliff protrusion? Too bad the sun will go down soon. We might not be able to find a way to that mysterious structure before darkness, and the darkness in this region is really very dark. That's why I, with more than a little regret, continue to run towards Winterhold.

Here's a cute fox for you:

Looking at the huge statue of Azura, I remember the question I keep forgetting and remembering: who is or was Magnus? That's something even Jenassa doesn't know. I ask Lydia who is running next to me who would.

"Why, a librarian's assistant, of course," she replies with a smirk.

Right! I look away, somewhat embarrassed.

West of Winterhold, on that hilly plain between mountains, we see two people fighting a snow-sabercat. We rush to give them a hand. It's Ria and Vilkas from Hviterun. Ria is friendly, but Vilkas doesn't seem to like us. I feel he either suspects me of having something to do with the murders in Jorrvaskr or is cross with me for having found out about them. I'd better not turn my back on him.

At the Winterhold inn, I realize Nelacar is such a rude jerk. I'm beginning to wonder if trading with him is really worth putting up with his attitude? Only the fact that he's Jenassa's boyfriend keeps me from saying something very nasty to him. How can Jenassa stand him, I can't imagine.

Other than that, everything is normal in the town as well as in the College.

Walking around talking to people, I take another shot at negotiating with Enthir. He is already sleeping, but I wake him up and tell him there must be something I can do to change his mind about Onmund's amulet. I mean, it costs nothing to find out what it is he would ask. If it's something indecent, I can always refuse.

Well, I'm lucky. Enthir has in the meantime heard about a rare staff he wants to have. He's been told it can be found in a certain location at the other end of Skyrim. That guy clearly has a weakness for unusual staffs. Good to keep in mind.

Enthir is grumpy at first because I woke him up, but then the businessman takes over. I find it amusing to watch this inner conflict, so while he explains me what the staff is like and where to look for it, I irritate him further by playing very stupid and making him explain things several times. Enthir clearly fails to see the funny side of it. He gets increasingly angry with me until I finally say I'll get him the staff and let him go back to sleep.

I know it's illogical to irritate someone from whom you need a favor. I don't know why I did it. But it all ended well. Enthir went back to bed and I... yeah, should I go to sleep or ask Onmund to come over?

After a little hesitation I tell Lydia and Jordis to sleep in my old dorm room tonight (which is technically still mine). Jenassa, of course, doesn't need to be told where to spend the night. Then I go and find Onmund and we make love in my quarters.

Actually, I had planned on trying to lure some more information out of him, but now I find I'm just too pleasantly satisfied to care about any mysteries. I hope he'll tell me in the morning if I'll be nice to him.



next awakening






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2020-03-19

Always Lost, Always Hopeful (139) Precarious Peace



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SPOILER INFO
This fanfic novel is largely based on the events that occurred in an actual game of Skyrim I played. Therefore, it's inevitably a spoiler.
———————————————




previous day






4-202-01-04 04:52
Arch-Mage's Quarters, Winterhold, Winterhold, Skyrim



Somehow I wake up too early and don't feel too well. I shake Lydia and Jordis awake and inform them that by the time I'm finished with my bath and breakfast, they are to be ready to leave immediately – together with Jenassa whom they will have found by then.

Actually, I'm quite merciful – I wait in the bath until all my three followers join me. We wash ourselves with Dwemer Soap this morning. It contains a rare oil found only in Dwemer ruins, and it's supposed to confuse Dwemer killing machines, so they won't hold you for hostile. (And it's 20 times more expensive than regular soap, but I won't sell it.) Knowing we'll go to Dwemer ruins today, I want to give it a try.

At the last moment, I remember to return Septimus's book to the library. Now we can leave.

As the sun is rising, we can almost see where we're going in the midst of a snowstorm west of Winterhold. We witness a fascinating fight between two mages, one of whom has conjured a huge frost atronach. We also run past a few trolls without bothering to kill them.

The terrain between here and Alftand is completely unknown to me, so I have no idea which direction to approach our destination from. Apart from which, I still feel grumpy and short-tempered. The point is, I'm not in the mood for wayfinding, which is why I use the Clairvoyance  spell:

Turns out that the direct path is good enough. We find an abandoned camp with stuff in ramshackle wooden shacks as well as a couple of badly decayed corpses.

There's a small Dwemer structure nearby, but it's one of those towers above an elevator shaft which can't be entered from outside unless someone has traveled up with the elevator and exited, leaving the door unlocked. That's not the case here, so we'll have to find another way in.

Clairvoyance  leads me uphill, but the girls point out that since our destination is underground, it would make sense for the entrance to be somewhere lower. And there are wooden walkways leading downhill.

All right, let's see where they end up. I really feel my brain is not working and decide to trust the girls' gut feeling.

The walkways take us to Alftand Glacial Ruins. We enter a relatively wide ice corridor where we find dead bodies of some people. They have a journal with them. It's a group of at least seven who were trying to find something valuable here. This doesn't seem to be in any way relevant to us.

We soon end up in a typical Dwemer dungeon, except that there are blocks of ice, icicles and such here and there. And Dwarven automatons who come to life and jump out of their hiding places as we approach, yet don't attack us. The soap really works!

It's an awesome feeling to be able to walk through a Dwemer ruin like this. Those spider-shaped things are so cute I feel like stroking them, but I don't want to push my luck too far. I mean, maybe they are designed to automatically give you a shock or something when touched. Apart from which, they won't stand still.

Then we're in icy passages again. We meet a Khajiit man J'darr and nearby a dead Khajiit man J'zhar. They are the brothers mentioned in the journal we found earlier. J'darr informs us his brother died because he was a skooma addict and was left without his fix for too long. I tell him he can come along or stay here, just as he pleases. He stays with his brother for the time being. I don't know how he's going to get out past those automatons, but it's not really my concern. If he doesn't want to come with us, we're not going to carry him.

We move through more and more Dwemer structures. The rooms are getting bigger. I'm reminded many times that the Dwemer Soap effect doesn't protect against traps. On the bright side, we see some faces on wall carvings which are much nicer than those scary yellow ones one usually sees on and in Dwemer buildings.

By noon we've arrived in an area of huge caverns with signs of Falmer presence. We find the dead body of an Orc woman who was also part of that group of treasure hunters. There's so much blood that it can impossibly be all hers. I can imagine she killed a few Falmers and other Falmers took their dead bodies away.

All of a sudden, a Falmer is all over us before we know it. Quite tough one, really, but we kill it.
protagonist aims bow at the back of a Falmer standing very close and fighting someone out of the frame
I'm very lucky to get a picture of a living Falmer at such a close range.

Then there's a group of human bandits with fire traps. I mean, the flame-bursting things are left by the Dwemers, I presume. They don't take sides, just make things complicated for us.

During that battle, I take a risky shot very dangerously close to Lydia. I still hit the bandit, but the scare I got makes me realize I need to stop playing nanny to the girls. If a follower gets in my line of fire, I just have to trust her to be able to do her job. I don't have to get a shot at the enemy at any price.

The bandits we've killed seemed to live in Falmer tents with curious objects inside, the purpose of which remains a mystery to us.

We move on and get attacked by groups of Falmers who are (unsurprisingly) much tougher than the human bandits were. Then we arrive in what was obviously a torture room. There's the dead body of a woman who the treasure hunters' journal said had been kidnapped at night, as well as the remains of a human in a bowl of glowing coals next to a torture rack. I can't get out of this repulsive place fast enough.

We proceed down stone walkways that have ice and snow here and there, fight a few Falmers and (flesh-and-blood) spiders, and arrive in an open space (more accurately, the roof is so high we can't see it in this near-darkness) where we need to find a switch to open a large gate. There is much to explore on this side of the gate and when I hear someone attack, I let my girls handle it and continue looking behind each nook and cranny. Then I find the switch for the gate.

Having entered the area behind the gate, we can see a large Dwemer automaton who is hostile. The effect of our special soap has worn off. Fine. We've had our picnic, now we can just as well start earning our loot. But it was fun while it lasted, I can assure you that.

dead body of a Falmer, small teeth visible in open mouth, lies on a stone floor
Some Falmers look so sad and vulnerable that I can't help feeling sorry for them
in spite of the evidence of their unspeakable cruelty I saw a few hours ago.
Can't be there's no one in the world who would know how to communicate with them.
I must find one.

At the other end of that cavern stand a man and a woman. They refuse to talk to us. Actually, it's customary between decent people to at least answer a greeting and introduce oneself, but we're obviously not going to kill them just for being uncourteous. We go on minding our own business and let them mind theirs.

Nearby is an elevator which might well take us into that small tower near the abandoned camp we saw on the surface, but we're not going there yet. Instead of the elevator, we turn our attention to an apparatus whose purpose we don't know. I try to ask those two strangers if they know what it does, but they won't answer. Maybe they don't understand our language? If so, where might they possibly be from?

Doesn't really matter, does it? We realize that one of the mysterious objects Septimus gave me fits in the opening of that apparatus. I put it there and can just barely jump aside when the floor opens under me. The girls grab my arms. A staircase has been revealed. It's not high enough for me to have broken my legs falling down... I think. I mean, what with my khajiitborn skills and all. But never mind that. At the foot of the stairs is a door to a place called Blackreach.

Bingo!

This is more than just a huge-huge cavern. As we're to find out soon, it's really a vast underground open space with those jellyfish-shaped things floating in the air, very large ones this time, and Dwemer structures here and there, although the walls and ceiling seem to be natural rock. I think this place looks precisely like something one would call "Blackreach".

Our earlier encounter with friendly Dwemer automatons as well as some great close-range pictures I got of Falmers have greatly improved my mood, and right now I'm feeling exhilarated by this mildly scary beauty. And I assure you, this place is beautiful. One of the prettiest locations I can remember and by far the most spectacular among poorly-lighted ones.

Having entered through the door, we find ourselves on a large stone platform from which a staircase descends to the ground. I detect a hostile humanoid creature at some distance, and start shooting without giving it much thought. Pure routine.

Wrong. That creature is unusually tough. It's called The Soul Guardian and it takes us literally dozens of arrows to bring it down.

It's incredible. I've never seen anything quite like it. Its hits are weak, but its protection is unbelievable. So the fight is very long, but not awfully dangerous.

After that, I kill a flying chaurus from a considerable distance and that's pretty much all the fighting we have to do here.

One of the nearest buildings is a laboratory of someone called Sinderion. Inside we find the corpse of a man with that name, as well as a ghost of a girl named Tyllia. She walks around, but won't talk to us. She gives us her diary of sorts, though.

It takes me considerable time to read it all, and I can't make much sense of it. Tyllia's life has been very tragic, but it was largely her own fault. After doing something extremely stupid and irresponsible, she ended up being held captive by a witch who made her sleep and wrote down her dreams. Or was it Fellaqui, that dead man I found in Winterhold? I don't understand who was exactly doing what, but the journal clearly suggests that we might find a clue to the mystery with an "artist" in Hviterun. I've no idea who could be meant by that. None of us knows any artists in Hviterun. But we'd better ask around there, as Tyllia won't talk to us and we can't do anything for her right now. At least she doesn't look like she's in any immediate distress.

We exit the laboratory and walk around, marveling at the sights and looking for a place where an Elder Scroll might be.

I notice a large slumbering humanoid, possibly a Dwemer killing machine. Greatly discouraged by our battle with that "soul guardian", I proceed with utmost caution. I use my Aetherial Staff to conjure a Dwarven Sphere right in front of that big thing. Nothing happens. I mean, my automaton materializes all right, but the slumbering giant doesn't react. We go closer. It's indeed a humanoid automaton. I shoot an arrow into it, but it has no effect. There's a switch nearby. I think it's for the activation of the thing. I won't try it. As we walk past, the colossus doesn't stir.

We eventually arrive by a door to Silent City Catacombs. That doesn't sound quite right. We're rather looking for a tower, as I believe to remember from Septimus's instructions. So we move on, slowly and alert.

Laura and one of her followers sneaking in front of huge floating jellyfish-shaped glowing things
That's me, and behind me is Lydia.

It's gotten quite late (which of course doesn't show in this underground location in any way) when we notice a very high tower.

That seems to be our destination. I hope we won't have to climb all the way up.

We sneak closer without meeting anyone. It's called Tower of Mzark. Fortunately, there's an elevator which takes us to a large room. There's no one there, but there are bedmats. I decide we'll get some sleep before proceeding.



next awakening






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