Showing posts with label Hermaeus Mora. Show all posts
Showing posts with label Hermaeus Mora. Show all posts

2022-07-05

Deflorator's game, 11–18 First Seed (Beast Stone – Ravenrock – Skaal)



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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.






evening, a little girl in a thick coat stands in front of a village house in snow full of footprints
It is nice to see that at least one child in the whole Skyrim universe is wearing weather-appropriate clothing.












2019-11-19

Always Lost, Always Hopeful (93) Word of Mouth



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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






4-201-11-18 08:14
Greathall, Skaal, Solstheim, Morrowind



When I open my eyes, I see Fanari getting dressed. We make ourselves a nice breakfast, but we're not talking much. I wonder if something is wrong. Maybe she fears that other villagers will somehow guess what it was we did. Maybe she's simply not a morning person. Maybe I'm just worrying without a reason.


I spend the next hour or so basking in the admiration of the villagers and then the girls and I head for Ravenrock. We pass by the Temple of Miraak and the worker slaves have indeed all left.

Approaching Ravenrock, I'm startled to hear a woman's voice talking really close, almost as if in my head. Completely baffled, I look everywhere and realize the voice seems to be coming from one direction. So it's probably just strange echo between the rocks here, not some daedra who has decided to request my assistance with something.

We walk towards the apparent source of the voice and after a while we can see a man and a woman arguing. Something about a treasure and a map and a boss. Before I can get a clear idea of what's going on, they attack each other.

They move fast and we follow them and then another man appears – a bandit with a bow. He shoots a couple of arrows at them, but then he decides he hates me more. I realize I'm still without arrows, so all I can do is grab my enchanted dagger and run towards him, but my girls shoot him dead first.

In the meantime, the other battle has ended. The man is dead. The woman is perfectly civil with us, but she doesn't wish to chat and we don't insist. I take some arrows from my followers and we move on.

Even though it's not even 1 o'clock in the afternoon when we arrive, I decide to spend the day hanging around in Ravenrock. We can just as well return to Windhelm tomorrow. Or even go at night and sleep on the ship. That would depend on how comfortable the captain is with navigating in the darkness.

We walk around, shopping as well as making conversation with people from First Counselor Morvayn to the soldier guarding the prison. The marketplace is bustling with activity. I meet Captain Veleth and walk with him a while. I notice my friend of sorts, the Orc loanshark Mogrul, following me with his eyes from some distance, but he clearly doesn't want to come near the captain of the town guards.

Veleth says Glover the blacksmith smells of trouble. I too have the feeling that there's something suspicious about him, but I haven't the slightest idea what he might be up to.

Glover assures Veleth that he has nothing but good intentions towards everyone in this town. Guess what? I can well believe it. Towards everyone in this town . "The wolf doesn't hunt near its lair," or how did the saying go?

Speaking of good intentions, I can't get rid of the feeling that Veleth does have particularly good ones towards someone female in this town. But just as with Glover's possible dubious activities, I haven't found any clues to anything specific. So I just wish Veleth good luck with his work and look around. My followers are idling nearby. Good. Mogrul is walking towards me with a bright smile on his face. I smile back, hoping to not look frightened, and give a sign to my girls.

Mogrul tells me he's glad to see me and we exchange a few polite and somewhat awkward phrases. Visibly shy of four women together, he goes about his business. I suggest to the girls we go and check out the temple one more time. I just to get away from the marketplace. I mean, I have no reason to fear anything from Mogrul, but he's simply so large that one can't help being apprehensive.

The priest Othreloth is in a better mood this time and confesses that they have problems with the dead who won't stay dead. I can't believe my ears. Here too? But don't the elves burn their dead rather than store corpses on shelves? That's right, explains Othreloth, but some evil force is causing ash-spawns to arise from the ashes. That's why he'd be really grateful if we, mighty heroes as we are, would find a little time to go to the funeral hall and kill those monsters.

I refrain from pointing out that killing the ash-spawns will be of little use if new ones keep emerging. I just go in with my followers.

It's a good fight. The ash-spawns are not too strong – you put 3 or 4 arrows into one and he's dead. From behind, even one might suffice. But they rise up in surprising places and sometimes you kill one and two seconds later another one begins to rise up from the same place. To be frightened like that, while knowing that you're generally safe, is a thrill unlike hardly anything else. All four of us get to shriek our fair share and then some. What luck that no man is witnessing us act like that! This is one of those moments when I'm infinitely happy that all my followers are female.


When we report to the priest, he looks delighted and, apart from the modest monetary reward, he even shares some of the principles of his religion with us the uninitiated. The other man in the temple, his disciple Galdrus, remains unamicable and unwelcoming. It's a real pity, because he looks really interesting and I'd love to get better acquainted with him in proper light – or maybe even in darkness. But we're persuasively advised to leave the premises.


Evening has fallen. Traders are still on the marketplace, but most customers are gone. Geldis Sadri's inn is doing excellent business, though. Is it just me or have unusually many people come here in the hope of seeing us, the pretty heroes from Skyrim? Veleth is not among them, though, so I strike up a conversation with Dreyla, the shopkeeper's daughter who fantasizes about travels. She has taken a liking in me. While my girls are mingling with the opposite sex, Dreyla and I chatter the evening away in a somewhat quieter corner.


When Dreyla wants to go to sleep, I accompany her, leaving my followers to their amusements. Having wished my friend good night in front of her father's house, I proceed to my house.

As I'm lying in my bed, the image of Storn rises up in my mind's eye. What he said about Herma-Mora having always been their enemy. Always...

Suddenly I think: what if Hora is the enemy of the Skaal people not because He wants to steal their secrets? What might be the reason He has always  been their enemy?

Remember that Hora hungers for any kind of knowledge. Could it be the Skaal people disapprove of the principle of wanting to know as much as possible? Maybe they hold that there's knowledge that is not good for the people and has therefore to be kept from them? Could this be why they hate Hora who is, essentially, the embodiment of the desire to learn everything there is?

It's unlikely anyone can answer me that question. With the possible exception of Hora himself.

At any rate, these words of Storn have been echoing in my mind the last two days:

"Value to him?" You don't get it Storn, do you? Knowledge is valuable to Hora in its own right. He doesn't live in our world, so He doesn't care how fancy a house He can buy and how many servants He can hire. When you say "value to Him", you actually mean "value to the average human being", and you don't realize that the two are not the same thing. Owning stuff doesn't make Hora happy. Knowing stuff does.

Come to think of it, Storn was being outright ridiculous when he said:

Merely??

This sounds like "the bandit swinging his axe at you merely increases your desire to defend yourself" or "lack of food merely increases your desire to still your hunger".

Storn was a fearless and resourceful leader, but he was also very narrow-minded.

The more I ponder it, the less I believe Hora was really angry with Bastaard for wanting to rule Solstheim. Bastaard's ruling Solstheim wouldn't have crossed Hora's interests in any way. I rather think Hora sacrificed Bastaard because that was the way for Him to get His hands on the Skaal secrets. The show with killing Bastaard as if in fury He put up only for my benefit – to make sure I'll fear Him and be obedient, should He ever require my services.

Of course, Hora must never know I saw through His game and guessed His true intentions.

I feel I'm falling asleep. Good night!



next awakening






return to the table of contents








2019-11-16

Always Lost, Always Hopeful (92) It Was a Victory, I Hope



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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






4-201-11-17 03:32
Greathall, Skaal, Solstheim, Morrowind



I leave all my unnecessary baggage with my followers. After an especially strong hug with Lydia, I step a little aside from the people and read the Black Book "Waking Dreams" that is supposed to take me on the ultimate unearthly journey against Bastaard.

I find myself in another one of those realms with gray-green structures in the midst of dark-green water and light-green sky. I must say I'm not all that repulsed by it any longer. Not that I would spend any more time here than is absolutely necessary, but I've learned that those horrible black tentacles rising up from the water are not hard to avoid and the rest is quite manageable too.

This realm consists of half a dozen levels – or "chapters" as they're called, because all of this is a manifestation of a book in a certain sense. From time to time, I find open books on pedestals, the lecture of which teleports me to the next "chapter", that is a floor which I have to travel through and find my way to a book that brings me to the next "chapter".

There are all kinds of other books lying about here and there, some of which I have already seen and some of which are new to me. Among them is a spellbook "Waterbreathing". After I've learned that spell, I won't need Waterbreathing  potions anymore – I'll be able to use the spell and swim underwater for 20 minutes or so. Even though I know there exist armor pieces with a Waterbreathing  enchantment and I might be lucky enough to find one someday, I'm still happy to have this spell.

Forgot myself prattling again... Sorry, I guess I'm nervous. I don't know what might be expecting me here and I'll have to make do without the support of my followers, and I mustn't disappoint them by getting killed here. Um... I mean, naturally I want to stay alive for my own sake as well. What I actually meant to say was that even the structures of this realm consist largely of piles of books. And just like in the last Apocrypha realm, there are loose sheets of paper floating around in many places.

The navigation here is just about challenging enough. You have to pay attention all right, but it never gets frustratingly confusing. There are only two difficult places. One is where big doors open and close and corridors change place, apparently periodically without any possibility for me to influence it, so I just run around a bit and return a little later when the corridors I need have become accessible. Another place where I get a little stuck is where I fail to find a path forward until I notice a closed gate and realize there must be a switch somewhere I've overlooked, and after some searching I find the switch and the gate opens and I can move on.

The enemies are only the familiar Lurkers and Seekers. Here are two good pictures I succeeded in taking of Seekers:

protagonist aiming bow at close range at a tentacled creature who has stretched out a hand with long fingers
Please note that the red glow is a magical marker automatically applied to every creature currently in combat against me.
Actually, Seekers are greenish-gray like almost everything in this realm.

Many Seekers appear quite unexpectedly as if out of thin air. However, in one of the later "chapters", I manage to drop two with my arrows before they even see me. One of them falls down into the so-called water. That's really amusing. Too bad I failed to take a picture for you.

I'm somewhat dismayed, though, to notice I have not one Archery  or Light Armor  or Sneaking  potion left. I don't even have any proper poisons. So I have to make do with my natural skills. But the enemies don't appear too frequently and even though I get injured quite seriously, there are enough places safely away from those water tentacles where I can heal myself with the spell. I don't use healing potions, because I can't know how many I'll need later against Bastaard himself.


Eventually I find myself in a large hall with four pedestals onto which I have to place four books. I have to ask Bardslayer for guidance as to which books. Fortunately, I have all four. My habit of picking up everything I can really pays off here.

Now I get access to the book to Chapter VI. It seems to be the last level. In the beginning of it is a gate, behind which is a wide open space. Still the same poison-green sky, though.

I believe to see a creature in front of a structure at some distance:

Is that a Seeker? I take a shot at it. Yes, it was. I sneak closer and reach the edge of a murky green sea full of weird statues and arches and such. I see a word wall with a Seeker next to it. Strangely enough, the Seeker is not seeing me. I kill it. Then I approach the word wall and get a dragon shout which doesn't look like anything useful. A dragon approaches. My intuition tells me I have to use the Bend Will  shout on him to tame him. I do that, but the shouts always have a delay of a second or so, and during that second, the dragon almost manages to roast me to death. Then, however, he greets me as his master, and offers to carry me. I'm going to have to ride on him, because there's no way to proceed on foot. His name, by the way, is Sahrotaar.

After I've healed myself, I cautiously mount the beast. Just a few minutes ago, I noticed I was really filthy, but of course I can't wash myself in that liquid substance they have here in the place of water.

If the dragon is disturbed by my smell, he isn't showing it. He takes off and flies away across that horrible dark green sea towards an incredibly high tower in the distance. I can't say it's a pleasant experience, especially when we encounter a group of enemies on top of a structure. Sahrotaar flies back and forth, attacking the enemies with Frost Breath  whenever passing over them. Like this:
Laura sits on a dragon who is hovering about a small island in a dark green sea spewing glowing-white frost
If you look closely, you can see the little me just behind the dragon's head.
The red bar, by the way, shows the dragon's health this time, not mine.

This dragon is clearly not used to carrying passengers, meaning he spends no thought on their comfort. Not only must I use all my strength to hold on to him, several times he actually dips me in that disgusting "water" when turning around. I can't understand why he has to make his maneuvers so elaborate, and I can't ask him, and I can't help him with his attacks because, as I said, I have both hands full making sure I won't fall off, and I can't even order the dragon to leave those pointless clowns and move on. I mean, what's the point in fighting them when they can't fly after us? But the dragon just feels he has to keep attacking. All I can do is watch his health decrease and hope the enemies will die faster. That, and holding back my nausea. If I started to vomit now, I would lose it for good.

It seems to take an eternity, but it's in fact less than two hours. The longest two hours of my life. Finally we reach that highest tower which, as I guessed, is where I'm to meet Bastaard – for the last time, I hope.

I can't say how relieved I am when I can finally climb off the dragon.

Bastaard is there – without whipping tentacle monsters this time, as I'm grateful to note. He approaches me and starts yet another sneering lecture about how he's so great and how I have no idea what I'm up against and what he's going to do after he has defeated me.

I suddenly think to myself: wait, Laura, what are you doing listening to that old goatbuffalo? Get your bow out and start killing him!

Our battle is complicated by three things.

Firstly, Bastaard moves with extreme speed. He must be using that dragon shout which I also have, but it makes no sense for me to use it. I'm here to chase him and kill him, not to evade him. The shout is for the prey, not for the hunter.

Secondly, whenever Bastaard is really low on health, he keeps getting healed. Of course I can do the same, and in fact I have to heal myself over and over again. This was only to be expected.

Thirdly – and that is really embarrassing – I run out of arrows!! So I have to actually run after quickly-disappearing Bastaard and hit him with my Blade of Woe  which, unfortunately, isn't as powerful as my bow Zephyr . But there's nothing I can do about it. I hope I'll plan for this mission more carefully in my next life. If it ever happens. I'm having my hands full dealing with this life. And I guess I ought to stop thinking all that nonsense and focus on staying alive here and now.

Fortunately, I have plenty of health potions, the strongest ones.

After several near-deaths of his, Bastaard uses Bend Will on Sahrotaar and sends him against me. I use my Frost Breath  shout on the dragon. Even though I have only one word out of three, the dragon becomes a lump of ice and drops dead instantly. That was awesome! I succeed in using the shout against Bastaard a couple of times as well, but he's made of stronger stuff. Now, in case you didn't know – those dragon shouts have a cooldown period. It means that whenever you do a shout, you must wait a certain time before you can do another. So I have to make do with my enchanted dagger most of the time. What about my Dragonborn Frost  power I got from the previous Black Book, you may ask. The truth is, I've completely forgotten about it, as I'm going to realize much later. The same goes for the Marked for Death  dragonshout. When the overwhelming majority of dragonshouts are useless, it's easy to forget that some of them aren't. And besides, I'm simply not used to this kind of weird and desperate fighting!

The battle drags on. I'm in no real danger, but I don't seem to be able to mortally wound Bastaard either. I hope he runs out of health potions before I do, or whatever it is he's using. But then Hora deigns to appear all of a sudden and has Bastaard impaled on a big tentacle rising up from the little pond they have here.

It's most welcome help and a suitable death for that pompous creep. Hora warns me not to try to rebel against Him like Bastaard did. Then He disappears. He seems to like me, but I rather wish He'd forget about me soon.

A Black Book has materialized on a platform. Reading it takes me back to Skaal looking right into the eyes of Lydia – and being intensely watched by the old man Tharstan who, by his own words, is a historian. He's the only resident of the village who is not a local. He came here to study the Skaal customs, as well as old ruins elsewhere in Solstheim.

Now Frea approaches me and tells me she feels the last Stone is free and, as she puts it, the Oneness of the land is restored. She asks if Miraak is destroyed and I assure her he is. She tells me whatever my reasons may have been, I've done the Skaal people a great service which will not be forgotten. Then she gives me a friendly advice not to get too closely engaged with Herma-Mora. Well, she can rest assured I won't.

Frea returns to her shaman business and I rush to the nearby ocean shore to wash all that filth off me. It's already dark and the ocean is restless, to say nothing of cold. But I manage.

And I'm going to be warm real soon. The last time I was here, I took a liking in Fanari. After what I've just accomplished, she's naturally willing to do anything for me – as is, needless to say, everyone in the village, but intensely gentle closeness is what I need right now. That would mean no man. Not tonight.

That inquisitive Tharstan follows me into the Greathall, Fanari's residence, but I ask him to go outside. I don't care if he realizes what I'm up to with Fanari. I'm going to enjoy a passionate embrace with that fascinating woman before having some well-earned sleep.

We spend several hours, most of it just cuddling and sharing stories, she about the worldview of her people and me about the big wide world outside Solstheim. I learn interesting new insights tonight and so, I hope, does she. And her soft warm body is most enjoyable, too. All in all, it was exactly what I needed after my last days' so-called adventures.




next awakening








2019-11-15

Always Lost, Always Hopeful (91) Losers and Nonsurrenderers



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SPOILER INFO
This fanfic novel is based on the events that occurred in an actual game of Skyrim I played. Therefore, it inevitably reveals a lot about the game.
———————————————




previous day






4-201-11-16 13:15
Nchardak, Solstheim, Morrowind



Wow, that sleep felt good! The bathing facilities leave something to be desired, but there's a cooking spit right here.

We eat in great haste, as well as with great appetite, and hurry northwards. We need to go to Skaal and talk to the shaman Storn about that secret knowledge. I am going to destroy Bastaard and I won't be stopped by anything... I think.

On our way to Skaal, we're somewhat surprised to see a bandit attacked by two big... dogs. Really? Dogs? Yes, dogs. Two common dogs attacking a human.

Wow. That's something you don't see every month. We choose a good observing position. The first dog is killed quickly, but the second one causes the bandit a lot of trouble.
very big dog on hind legs attacking a man in chitin armor on a low hill with brownish grass on the seashore
I'm not going to shoot, just standing by. Dogs are very fast runners. And they bite.
Yeah, I know – you already knew it, didn't you?  :D

They keep moving back and forth, so we end up having to retreat as well. Finally the dog wins. We kill it (just so it won't attack us too) and then loot the bandit's corpse. The dog looks like a quite common Skyrim dog, albeit larger than usual.

We continue our journey north, towards Skaal. After a while, we arrive at a campsite with a large group of people who seem friendly.

We step closer, say hello and make some small talk. They seem greatly worried about something, but I can't understand what it's all about. Finally I ask them to explain what's going on. We learn that this is a group of Nord warriors led by a woman Bujold who have been chased out of their residence by the Rieklings (those small savages who occasionally attack Skaal like I've told you).
campsite with tents, woman with warpaint on her face talks how they were defeated by the Rieklings
Nice whiskers. Will you purr if I stroke your head?

They are desperate and seem to be very close to falling on their knees before us (or any passersby, for that matter) and begging us to help them conquer their home back. I hurry to move on before it would come to that. Firstly, I have much more urgent business to attend to, and, secondly, this group is essentially a very pathetic version of the Companions. The latter are at least formidable warriors, to say nothing of well organized. These people here are just the definition of "loser". The so-called men beg this Bujold girl for guidance while she is plagued by self-despise and doesn't seem to be able to lead a dog to a sausage. Even if they got their headquarters back (Thirsk, I believe it was called), I wouldn't trust them to be able to do anything apart from sitting around a table and drinking mead. They can just as well drink here without a table.

seashire with some grass, strong wave arriving, a couple of birds fly above a rocky island at some distance
Thinking logically, I know that those big birds aren't just majestically flying above the waves enjoying the view.
I know they lead harsh lives struggling day after day to find enough food to keep themselves and their offspring alive.
Still, I often can't help envying them for their lives' simplicity – as well as, of course, the awe-inspiring grace of their movement.

We arrive in Skaal at half past four in the afternoon. There's a nice winter weather and the view from a nearby mountain to the snowy roofs and the ocean is like in a fairytale. It's a welcome injection of positive energy before the horrifying things I will have to do soon.

We chat with a villager or two until I notice it's getting dark. I realize I can't put off talking to Storn any longer. In that Black Book realm where I'll be going to, there'll be no difference between day and night, but I still have to go there sometime.

Storn is meditating in front of his house and doesn't seem to mind the cold. I tell him about my encounter with Hora, or Herma-Mora as the Skaal call Him. After some philosophical elaborations, Storn agrees with surprising ease that there is no choice but to give Herma-Hora what He wants, because Bastaard has to be destroyed. What I'm most curious about is what are those secrets of the Skaal Hora is so keen on getting that He's willing to sacrifice His lapdog Bastaard.

Storn explains that it would be of no practical value from a modern people's perspective, but Hora wants it simply because to Him any kind of knowledge is valuable in its own right.

Fine. So what are we going to do now?

Storn goes and kneels down in front of the Greathall. Ignoring her daughter Frea's pleas, he establishes connection with Hora. I don't sense anything. I can only see Hora materializing before and above him, and thick black tentacles penetrating Storn's body. After that, Hora tells me He'll give me the dragon shout He promised.

This was very scary. I'm slightly surprised and greatly relieved that Hora actually stood by His word. It means Storn's horrible sacrifice wasn't in vain.

After Hora has disappeared, I cast cautious looks at the people around me. No, they don't seem to hate me, not even Frea who is kneeling and crying next to his father's dead body. On the contrary, she urges me to go and fulfill my mission. Sure, that's what I'm here for. But I need to sleep well first. I will be fighting Bastaard himself and that's no laughing matter. I've got to make damn sure I'm in top shape.

So I go to sleep in the Greathall which has become our temporary residence whenever we're in the village.



next awakening






return to the table of contents








2019-11-13

Always Lost, Always Hopeful (90) Swimming Round in Cubes



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SPOILER INFO
This fanfic novel is based on the events that occurred in an actual game of Skyrim I played. Therefore, it inevitably reveals a lot about the game.
———————————————




previous day






4-201-11-15 03:43
Severin Manor, Ravenrock, Solstheim, Morrowind



In the bath, I ask Jordis if she's looking forward to meeting Hreinn again the next time we visit Morpork.
"Yes, of course. What about it?"
"Nothing. Just curious."
"Why? Do you know something about him?"
"No, Jordis, I don't know anything about him. I was just wondering if you are beginning to get over..."
"I guess I am. Was about time, wasn't it?"
"Yes, it was."
After a moment of silence she says: "Thank you, Laura. For... I don't know, caring."
"You're welcome. So you think you could settle down with Hreinn after our adventures are over?"
"He hasn't said anything to that effect, but I don't see why we couldn't. His parents are a handful, but surely we'll manage somehow."
Jordis is fully aware that they need to get to know each other a lot better first, but at least she's well on her way to leaving the past behind. (Funny I should say such a thing.)

After breakfast, we head south. We need to consult the wizard Neloth in southeastern Solstheim.

before sunrise, pale northern lights and much volcanic smoke in the air, some structures on the left
Good heavens, that's stars shining through northern lights distorted by volcanic smoke!
Amazing! I've never seen anything quite like this.

We run past the short mountain range and then turn east. Not far from our destination Tel Mithryn, we witness a battle between two mages. It looks like small fireworks and one of the mages even conjures a very big atronach. I guess we get too close, because they interrupt their fight and attack us, but we kill them with ease.

We see several netches here and there. They are a familiar sight. But I have difficulties believing my eyes when we're approached by two relatively small (about the size of a fox maybe) spiders who seem to consist entirely of fire.
early morning, brown ground, glowing spider on the right, a burning treetrunk on the left
That's one of them.

Even though they're aggressive, they're amazing to look at.

After a brief trading stop at Silt Strider Port, we reach Tel Mithryn and enter the main building we gave a miss the last time. Having entered through the front door, we see a shaft maybe two meters wide which we apparently are supposed to step into in order to be transported upstairs. It feels very hazardous.

The quarters of Neloth look just about as magical as can possibly be.
cavern with strange honeycomb-patterned walls, magical blue light, a couple of tables with things on them
That's the elevator shaft, the big opening in the floor just beyond the two wooden posts.

odd-shaped room with brown honeycomb-patterned walls, low tables and shelves with various items
The house is actually living. It's a gigantic mushroom.
Such houses are being grown by the local alchemist who is an expert on fungi.

Neloth is moderately condescending, but not unfriendly. More importantly, he's more than willing to share with me his knowledge about the Black Books and Miraak. In fact, he knows which Black Books I'll need if I intend to go against the toerag, and where to find it. It's called "Waking Dreams" and can be found in a nearby Dwemer ruin called Nchardak. Evidently, Neloth is curious to find out what's in the Book, and to have his curiosity satisfied, he's willing to help me in my endeavour against Miraak.

I hope Neloth didn't notice how I flinched when I heard the name "Nchardak". I have dreamed about it and it's a very horrible place.

I drag my feet as we exit the house. Passing by a youngster, evidently Neloth's disciple, I can't help stopping and saying hello. He's a newbie mage practising a spell. He mentions he has difficulties deciphering Neloth's handwriting and asks not to be disturbed. Yeah, in view of his level of skill and sense of responsibility, I have no objections to not continuing to talk to him.

I hurry to catch up with the others. My heart is heavy as we walk northwards. I must be in a really bad state, because Bardslayer connects with me and promises to help me out during this mission. He knows Nchardak is a shithole much too difficult for a common mortal to get through.

The journey doesn't last long. Nchardak lies just off the coast and seems to be partially underwater.

We sneak closer carefully, because the place looks very much like something bandits would like to make their home. Indeed there are quite a few of them. I am so focused on sneaking up on one that I completely miss another one who sees me first. But we still kill them all by the end.

three Dwemer structures almost toppled over, partially under water, Neloth comments on them
To tell you the truth, I've seen better.

Neloth explains that Nchardak has switches for manipulating various doors and mechanisms. The switches are operated by placing a special kind of cube of roughly a human head's size on a waist-high pedestal. He has one such cube on him and uses it to open the main door.

We enter what's called Nchardak Reading Room. The Black Book we want is right here, but we can't get to it.

Neloth says we'll have to go further into the Nchardak interior and find four more activation cubes. With the help of those, we can "restore the steam supply" (as he puts it) to the Reading Room and then he'll be able to open the grating.

I can't imagine what would anyone ever need steam for, but apparently I won't have to worry about anything, because Neloth looks like he knows exactly what needs to be done. And that's a good thing, because what follows is just your usual routine of wandering around stone halls and passages while getting attacked by various weird apparatuses made of dark yellow metal. The additional twist in this particular location is that much of it is flooded. The good news is there are switches for draining places of water rather quickly. The bad news is they're operated with the help of those very activation cubes we need for that "steam supply" thing.
Neloth stands before two pedestals and a thick pipe at the edge of an expanse of water in a large cavern
He means the pumps that can lower the water level here.

In simpler words: we arrive in a huge hall most of which is underwater. We need to put a cube on a switch, which causes the water to flow away, revealing a passage that takes us further. And so on. We find cubes here and there, but some of them we need to leave behind on those pedestals in order to lower the water. If we removed them, the water would come back. We just have to remember where we put the cubes, so we can pick them up on our way back, in case we won't be able to find sufficiently many new ones.

On one of the consoles of unknown purpose, Neloth locates something that looks like a map, and he can somehow read it to learn where we can find more cubes. Me and my girls, we just follow him from one hall to another, from one combat to another.

It's tiring and some of the automatons are really nasty, but we're in good hands.

The only thing that can go wrong here is Neloth getting killed. Then we'd be in deep trouble.

No, I was too hasty saying that. There are other things that can go wrong. When we seem to be about halfway through this ruin, I go after yet another cube and I end up attacked by Dwarven automatons, and the room is quickly filling up with water and I can't find a way out and I can't swim fast in armor and I hate this place. My brain is a complete mess and I'm simply incapable of handling the situation. So I have to beg Bardslayer to get me out of there.

dim cavern, stone floor, thick vertical metal pipe on the left, raised platform further ahead
Oh, YOU are getting tired? We are the ones you keep sending into the water all the time.

Towards the end of our mission, when we need to find just one more cube, even Neloth is at the end of his wits. He tries not to show it, just tells me calmly to go and get the last cube and he'll be waiting for me here. It would be completely hopeless if Bardslayer wouldn't show me the way, but I still have to do the work all alone. That is because my girls aren't too good swimmers, so I prefer to leave them behind in a safe place this time rather than risk them getting stuck in rising water like I did earlier.

I get the cube, we go all the way back, Neloth makes sure we grab all the cubes we left on the switches, and we rush on while the gushing water is re-flooding the areas we just came from. Then we need to find those four switches that operate the aforementioned "steam supply". Finally, Neloth is satisfied that the Dwemer machinery is working like it's supposed to. By that time I don't think I have one dry place left with the possible exception of my vagina. Neloth thanks me for doing the hard work for him, the scoundrel! Although I'm not actually angry with him, because without his knowledge we couldn't have made it. Him being the brain of the operation, it's only fair that me and my followers had to make our hands (and everything else) dirty.

We return to the reading room near the exit.

The unopenable opening in the floor has opened and the pedestal with the book has risen up. Unsurprisingly, Neloth says I deserve the "honor" of reading it first. Yeah, I know. That's what I'm here for. Don't worry girls. I mean, you may worry if you want to, but I know I'll be fine.

Reading the book takes me into one of those nightmare realms with weird gray structures placed in yucky dark green liquid under an eerie poison-green sky. It's called Apocrypha.

I have to operate switches to lower walkways and such, but generally the navigation is quite straightforward. Occasionally there are gigantic tentacles lashing out at me from the so-called water, but they're not too difficult to evade. Every now and then I have to fight two types of monsters – Lurkers, similar to the ones I already know from those shrine-building sites in Solstheim, and Seekers. (Don't ask me what it is they're seeking.) The latter cast some weird and nasty magic, but fortunately they only come one or two at a time, so I'm never in real danger, and after each battle, I'm left alone for long enough to heal myself.

That's a Lurker. It's got very long tentacles.

That's a Seeker. It has its body parts in so abnormal places that looking at it fills me with dread.

Those are just statues:

That's a Seeker hitting me:

All in all, though, this place is nowhere near as horrible as it used to be in my nightmares. And yes, I can confirm now that I prefer this over Ratarseway any time.

I finally reach a large book titled Epistolary Acumen . Through it, Hermaeus Mora Himself speaks to me. Now, Hermaeus Mora is a daedra. The daedras are kind of embodiments of certain essences or principles. They're not living creatures that could be killed. Only when they wish to communicate with us, they manifest themselves in a manner we can discern. Maybe the above was an oversimplification, but I'm not a scholar, okay? Hermaeus Mora is, the best I can understand, an embodiment of knowledge, so that people who want some unusual knowledge in order to gain power over other people, turn to Him and He might help them – for a more or less horrible price.

To me He deigns to appear in the form of a relatively big black frog with a huge mouth and a few short tentacles. Apart from the two more or less normal eyes, He has a couple dozen more eyes floating around. He tells me that Miraak got his power from Him, and if I want to defeat Miraak, I'll need the other two words of the Bend Will  shout – that's the one I used for destroying Miraak's shrine construction sites and freeing the zombified slaves, remember?

Hermaeus Mora (gosh, I need to make up a shorter name for Him; how does Hora sound to you?) gives me the second word. For the third, I'll have to get Him the secret knowledge of the Skaal. How? That's up to me to figure out.

Before parting, I ask Hora is why is He helping me against Miraak who is his servant. He says Miraak has kind of served out his purpose, and he also has become too ambitious. That's why Hora wants to get rid of Miraak and find a new servant.

Fine. We'll see about that servant part, but I'm pretty confident I won't be getting too ambitious. All I want is a quiet life. (Don't laugh. I mean it.)

Wait! If Hora is the daedra of knowledge, can He give me my memory back? Too late, He's gone. I now have the open book in front of me and I can choose one of three special powers – Dragonborn Force, Dragonborn Flame  and Dragonborn Frost . The latter is the only one that seems even potentially useful, so I choose it.

A few moments of blackness follow, and then I'm back in the Reading Room of Nchardak.

Neloth is curious like a blindfolded cat thrown into a fishery. He drowns me in questions.

I tell him I spoke to Hermaeus Mora Himself. Neloth gets very serious and says Hermaeus Mora's help always comes at a price. I say yeah, He wants the secret knowledge of the Skaal. Neloth is rather amused. What can the Skaal possibly know that's so valuable? Some fascinating new ways to skin a horker? He congratulates me on this amazingly beneficial deal and rushes out to continue his research. He has ideas how to find more Black Books, he says. Yeah, good luck if that's what makes you hard, but you can deal me out.


I put the Black Book into my inventory. Having no reason to hang about in this place, we exit after Neloth, only to be greeted by a dragon. We kill him, the five of us. That skeever bastard Miraak (I guess I'll call him Bastaard from now on) steals this soul too. No matter, he'll soon be just a splodge of slime under my boot.

We say farewell to our unconventional friend Neloth and I realize only now that it's broad daylight (or almost broad). We've spent the whole night chasing down those stupid cubes and it's already the next morning. And we're exhausted, and the bandits we killed yesterday have very inviting tents with very cozy-looking sleeping mats on top of these stone ruins.

Since their masters won't return to them anymore, we'll give the sleeping mats an opportunity to make themselves useful.



next awakening






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