Showing posts with label Luma from Beyond. Show all posts
Showing posts with label Luma from Beyond. Show all posts

2021-07-23

Always Lost, Always Hopeful (270) Haunted by Hesitation



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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






4-202-05-16 14:59
a tent, Forelhost, The Rift, Skyrim



snowy slope leads downhill to a citadel, many mountains in the distance, foggy weather
The only way in and out of the Forelhost compound goes through that citadel.

We have so much loot that we have to go to Riften. It's not very far as the crow flies, and by jumping down mountains we reach it pretty soon.

It's two at night by the time I finish my crafting.

During that time, I have a lot of time to think about that metal message. I'm no longer entirely sure I want to go to meet that mysterious questgiver after all. Then again, he did write "Failure to comply will not be tolerated." If he is not from our material plane, he can be very powerful. And since I've already fulfilled my Dragonborn mission, the gods will not necessarily protect me any longer. Although the promise the priests gave to my parents suggests the protection will last until I'm back at home. But that's just my interpretation and to whom can I complain if the gods should interpret it differently?

I'd better go to sleep. Such nutty thoughts won't get me anywhere. I'll ask Jenassa's advice when we're in Hviterun. It's on the route to that island anyway.

I'm not sure if it's right to knock Madesi up this late. Nah, let him sleep. As well as myself [grin]. I'll spend the night in my house.

Jordis and Ghorbash are breathing quietly on their bedmats. I wonder if they made love.

I walk quietly up the stairs into my bedroom, which is empty, of course, because Lydia is with Maul. Before going to bed, I can't help leafing through Barrin's diary one more time.

Barrin evidently tortured someone named Luma on a regular basis. I presume she's a human being, but the only thing I know for certain is she's female and able to speak:

Barrin wrote he's leaving the diary behind to make sure Luma will not remain imprisoned forever, should he die.

It seems to me that if there are "guardians" in Luma's prison, one can presume she will not be left all alone to die of thirst. And I don't have the key to the underwater gate Barrin said would be on his body. We found nothing of the kind in Forelhost and I'm not going back for another search.

I'm torn between compassion for that unknown probably-woman Luma (and her grief-stricken mother) and the reluctance to stick my nose into something potentially ueberrepulsive. So far, everyone involved in this quest has been sickening. The ghosted girl Tyllia brought about her own misery by acting in a way she admits was utterly reproachable. Fellaqui – I wish I could wipe his very existence from my memory. Barrin – you just saw him speak for himself. Do I have any reason to presume Luma is in any way likeable?

You may ask what reason do I have to presume she's not. After all, Bronwen was a perfectly good girl imprisoned by disgusting creeps. Well, I don't know. I just feel instinctive reluctance to pursue this quest any further, and I don't have the heart to wake up my followers to ask their advice.

Guess I'd better get some sleep.



next awakening








2021-07-19

Always Lost, Always Hopeful (269) Warning from Above?



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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 inevitably reveals a lot about the game.
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previous day






4-202-05-15 09:16
Black-Briar Manor, Riften, The Rift, Skyrim



Madesi wants me to suck. Oh well, I knew it would happen sooner or later. Surely it can't be as bad as Khajiit's.

No, it isn't. But it's very unusual and I'm not too eager to do it again anytime soon.

We have a wash together and then I meet up with the girls to do some shopping.

I'm delighted to see my local friends look healthy and joyful. I don't want to waste too much time in Riften today, though. At half past 11, we head west, towards Largashbur, Sunguard City, Ivarsted and Nimalten. Just to see what's new and such. From there, we'll proceed northwards, possibly spend the night in privacy at Valtheim, and then return to Hviterun to re-hire Jenassa as replacement for Ghorbash.

Before we reach Largashbur, I notice a path going south. I've no idea where it would lead, but I feel adventurous and I think we can quickly check it out.

We run across an evil mage fighting a flame atronach. I succeed in getting a close-up of the latter before it's completely burned:

The path turns before reaching the high mountains and takes us slightly uphill to a Crystaldrift Cave. It's relatively small and has a couple of bears and a troll living inside.

We exit and proceed along the path, moving farther away from our original course, into the mountains. We pass by a Dragon Burial Mound I think we've seen before, and reach a narrow valley. In its other end up the mountain is a citadel. The weather has gotten foggy.

We climb higher and reach snowy mountainslopes. We descend again and find the ruins of a burned-down house. That citadel is quite near now. A snowfall begins when we reach it, and then ends almost before it has started. The place is called Stendarr's Beacon and it's occupied by a few virrs.

From here we have a good view across the valley. There's another mountain, higher than this one.

On its top is that ancient Nordic ruin we saw ages ago from that dragon place further west. Today, we'll check it out since we're so near already.

We descend into the valley, climb up the other mountain, then up the outer fortifications and after some looking around (I fall down once, from a walkway a few meters high)
reach a courtyard. There's a tent and a man who introduces himself as Captain Valmir of the Imperial Army. He says he requires our assistance on a mission. He has been sent to retrieve a powerful weapon from this fortress Forelhost which used to be a stronghold of the dragon cult a long time ago, 1st era or so.

Fine, let's take a look.

The entrance is nearby.
man in Imperial Armor stands in front of a metal door, Laura is wearing a gray armor and a black hood
No, I'm not wearing bunny ears. It's the carving on the door. See the next picture.



What? Valmir is not coming in with us? Is he possibly a relative of Captain Adius of Bruma? Well, never mind. I motion my followers to come along and enter by the door.

This is a very classical draugr dungeon. It's got everything – massive stone bridges crossing huge robust stone halls, narrowish passages with mummies on shelves, massive metal grating doors with switches hidden somewhere else, and even a puzzle door. But all that comes later. Briefly after entering, we're having magic cast at us by quite human-looking ghosts.

We find some notes that inform us that the dragon priests under siege here poisoned themselves and their children rather than die fighting or risk imprisonment. (How horrible! The dragon priests had children!!!)

We find a big dormitory. Could we... no, there's a skeleton in almost every bed. Let's move on.

The draugrs are very dangerous and I'm getting the feeling that the more powerful Resist Shock  gear I wear, the less it helps. I'm knocked down like a paper screen in a storm by this pretty good-looking draugr:

That's yours truly, out of the combat for a while:

I wonder if the gods are trying to tell me something.

After lots of ghosts and draugrs and water and great halls, we reach a door that has three disks which have to be in the correct positions for the door to open. Each disk has 3 positions, so there are 27 variations. I get it right on the 11th try. And then we are attacked by a very horrible mage. He brings me close to death while I shoot half a dozen arrows into him that cause no damage whatsoever. I am sick with worry about the girls. After a long and frustrating fight, we manage to kill him after all and all my followers are alive. Even Ghorbash survived this onslaught! The girls tell me later he actually hid behind them all the time. Now that I stop to think about it, I realize I have noticed earlier (but been reluctant to acknowledge) that Ghorbash has been really clumsy with both a bow and a staff. Guess we're not going to have that group sex after all.

The man we killed is called Barrin and he has a ghastly green mask. It's the one we need to bring back to Captain Valmir. I can't believe it could have significant military use for the Imperial Army. It must have some kind of a symbolic or ritual meaning.

Nearby is a journal, apparently written by the same Barrin. It tells about his maniacal passion for a mysterious woman named Luma. It has something to do with that ghost girl Tyllia and the masochist creep Fellaqui. It mentions an underwater gate near the Wreck of the Winter War. Was that the one near Windhelm Lighthouse? Never mind. Let's find a way out of here.

Fortunately, there's a door onto the battlements.
Laura and followers stand on massive stone ramparts, much snow everywhere
The two draugrs behind Jordis I revived earlier to help us fight. It's temporary. They'll die soon for real.

After a little walk, I'm relieved to notice that we are overlooking the same courtyard where we met Valmir. Thanks to out Cushioned  boots, we can jump right down without having to go back the way we came.

Captain Valmir is not noticing how we approach behind his back. He is talking to a man in the Stormcloak armor. Valmir tells him the exact same story he told us:
man in Stormcloak Commander Armor talks to a person in Stormcloak soldier's armor ahead
Note that Valmir has changed into the attire of a Stormcloak officer. He must have seen the soldier approaching from afar.

When Valmis sees us, he says: "Hold on, I can explain."

The overwhelmingly screamingest deceit indicator is, of course, "Trust me," but "I can explain," would, I think, get the second place. I invite Valmir to go ahead and explain all the same, and he tells us quite fluently a story that is obvious bullshit. In the meantime, the Stormcloak has realized Valmir has been sending adventurers after adventurers into that dungeon. He gets so furious that he stabs Valmir to death before I can stop him. I scold him, but there's no way to undo what he did, as I can use the Ritual Stone  power only once in 24 hours. So Valmis can no longer be interrogated. We have to settle for searching him.

Unfortunately, there's not the slightest indication as to the author of that message. Maybe we'll go to Labyrinthian to search for him someday, maybe not.

The, um, blade-happy Stormcloak takes his leave. It's morning already, so we're going to have some sleep in Valmir's tent. I just go quickly through our loot. It's mostly metal junk, but there's also a strange device, basically a rectangular plate made of brown-greenish metal. When I grab it with both hands and look at it closely, I realize it consists of two halves and can be opened like this:

Nirnling? Is that a name? No, the girls tell me, it means an inhabitant of the planet Nirn.

Does that mean that that Cuomac Kvazumh person is not from our planet? Whatever. What does he mean by "Masser"? Fort Masser? Or does it refer to a time? A day where the bigger moon Masser is full?? My followers are as clueless as I am. Too bad Jenassa isn't here. I stare at the words "indicated location", wondering where it could be. When you give someone a categorical order, it's probably important to you, so you should make sure the order is clear. But nothing in the text seems to contain a clue as to the place where I'm ordered to go.

I turn the metal plate over to check out the other side. Now there's suddenly a map there, showing an island north of Dånstar. It disappears when I close the device and reappears when I open it.

Well, whoever Cuomac Kvazumh may be, I don't think he can know when and by whom this thing has been opened. Nevertheless, how could I possibly ignore such assertiveness? I'll have to at least take a look at the giver of that order. In due time. Right now, we have to go to sleep before we fall over.



next awakening






return to the table of contents








2020-05-07

Always Lost, Always Hopeful (160) The Road More Traveled



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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






4-202-01-25 05:38
Uthgerd's House, Hviterun, Whiterun, Skyrim



Lucia is still sleeping. I leave the house on tiptoes. There's time until the shops will open, so I talk to the guards and innkeepers asking them if they know anyone in the city who could be called an artist. I need it for that girl's ghost in that underworld realm Blackreach. They haven't heard anything of the kind. Neither am I having any luck in the temple and in the Hall of the Dead. Frankly, I wasn't expecting much to start with. I rather have the feeling the "artist" is no longer among the living and I ought to search for him in sewers and under bridges and such.


It's still raining cats and dogs. Looks like all the water I missed by not sailing away with that ship in Solitud is now being poured down on me from the sky. That doesn't keep Heimskr from his preaching. I keep him company for a while and let him tell me about his work, and then the shops open. Lucia accompanies me, braving the awful weather.

About noon, the rain ceases. My followers who slept elsewhere have joined me by now. We hear there's a dragon in the eastern suburb. I sternly order Lucia to run up to the palace and stay inside until the danger is over. Me and my followers hurry out the eastern city gate and help the guards kill the beast.

On my way back to the city proper, I run into Mikki and use the opportunity to ask her about the triple murder in Jorrvaskr. She says the Companions are keeping very quiet about it. Mikki hoped to find out something from the old cleaning lady, but she is clearly terrified of the topic. The others are even more tight-lipped, to the extent that Mikki herself became increasingly afraid of bringing the incident up. I suggest her to let it go. If the Companions want us to mind our own business, we will. The last thing I want is for Mikki to get murdered too.

This grim story has totally failed to ruin my mood. It's hard to put it into words how much I enjoy being in Hviterun. Frankly, my reaction to walking from place to place and talking to the people astonishes myself. I feel a connection to this city unlike to any other location in the world. I don't even miss Falskaar anymore. Or maybe I do just a little bit.

Most amazingly, I succeed in making up with my ex-boyfriend Yourg. He agrees to talk to me this time, and I apologize for having broken up with him. Actually I didn't do anything wrong, but apologizing costs nothing and I don't want him to feel bad. His anatomical shortcomings are not his fault. I'm not going to be with him ever again, but now we can at least look each other in the eye and say hello in a civil manner.

But enough of this. Paarthurnax is waiting for me and the Elder Scroll up on top of Mount Nexus. I leave some money with Carlotta. After all, we're practically one family. I mean, we don't sleep together, but she takes care of Lucia, and it's better when she handles the money. Lucia doesn't mind. She realizes it's safer that way.

Just as me and my followers are running south towards the crossing southeast of Hviterun, we see balls of fire flying from the eastern bank of White River in the general direction of the Honningbrew Meadery.

We hurriedly cross the river and find two mages in a fierce fight. Evidently this has nothing to do with the meadery, they are aiming their magic at each other and occasionally it flies somewhere else. They pay no attention to us as we crouch well hidden and observe them.

Our tactic is clear – wait until one mage has killed the other and then kill the survivor. But the combat lasts so long that I get impatient and when I get impatient I start having stupid ideas. I figure I can just as well make use of the time and sneak up the slope, so that by the time one of the mages is killed, I shall have the additional advantage of elevation.

That has the result that both mages notice me and decide to attack us instead of each other. With horrible-looking fire and ice things flying at me and past me, I have to fight them both at the same time. They're not too difficult for the four of us to defeat, but I should have just remained in my perfect shooting position behind that rock on the roadside and waited (or at least shot one of the mages in the back while they were not seeing us).

That's the fire mage:

That's the ice mage:

That's the city:

And that's the road to Riverwood:

Without wasting any more time, we cross that very bridge and head south.

Whenever the weather is good (as it is now), Riverwood is utterly adorable. We do some shopping and say hello to old friends. I wonder if Rudelphine is there. No, the secret room is empty. I guess she went with that old man to reestablish the Blades organization or something. Come to think of it, just because she and I found out some stuff about dragons doesn't mean the thalmors are no longer after her. Considering all that's happened, she can hardly expect to be safe in Riverwood any longer.


I, however, feel I really ought to take a break for a couple of weeks or at least days in this region. I mean, take some time off and enjoy hanging around in the city doing nothing. Be together with my stepdaughter. Maybe take her on a trip to Riverwood or even Blackmoor.

Whatever. It's getting late and we need to hurry. We must at least reach the Falkreath Stormcloak Camp before complete darkness. I know, I have that Circlet of Night Eye, but it only affects my eyesight, not that of my followers, so it's only for emergencies.

The weather is nice and everything on this route is so familiar that I barely pay attention to anything. Not only do we reach that stork camp, we even get through the mountain pass in pretty decent light, so we go and pay a visit to the Rift Imperial Camp as well.

We reach Ivarsted at half past 7 in the evening.

I'm pleasantly surprised to see that Marni's shop is still open. I also bring Temba, the owner of the sawmill, the bear pelts she wanted. She's incredibly haughty. Instead of being grateful, she treats me like a maid who has been good enough to be spared the daily beating today. I should kill Temba, but the village needs her.


After some walking around and gossiping, we retire for the night at the inn.

I can hear my followers falling asleep rather quickly. (As I've told you, Lydia and I sleep in separate beds at inns, to avoid being accidentally seen in an awkward situation.) My thoughts go onto our tomorrow's visit to High Hrothgar, then the soothing peacefulness in the Whiterun Hold and how we must do everything in our power to keep the war away from Skyrim's last stronghold of safety and sanity.

As my thoughts wander backwards along our yesterday's route, past Hviterun to Dragonbridge and Solitud, the ghastly sight of Montaigu's mutilated corpse emerges in my mind's eye, and those executioners with axes one can see walking around in Solitud from time to time. It reminds me of the bloody head of that Stormcloak soldier on the ground in front of me when I was kneeling at a chopping block in Helgen, from which my thoughts jump to the vile murder committed in Amber Creek by Svegard on Agnar's order a week ago. I just can't put it out of my mind. The prisoner said that he was afraid that if he'll tell Agnar where Jalma and Wilhard were taken to, Yngvarr will have him killed. Observe what Agnar replied:

Obviously, "I'll kill you if you don't," implies "I won't kill you if you do." Any sensible person would understand it like that. This means Jarl Agnar shamelessly broke his implied promise. Think about it: would the bandit have given Agnar any information on the hostages' whereabouts if he had known that as soon as he has done so, he'll be stabbed to death? Hardly, unless tortured to the point where he would have wished to die. He did not wish to die at that moment. He was ready to do anything to stay alive. But Jarl Agnar had a man who did him an enormous service killed without a second thought, casually as if smashing a mosquito. He is no better than Yngvarr.

Undeniably, Agnar has committed fewer crimes than Yngvarr, but that's because he is the king of Falskaar and thus can get his way simply by ordering people to do what he wants. Were he in Yngvarr's shoes and vice versa, things wouldn't necessarily be much different.

Wait. In fact, Yngvarr has so far only shown himself ruthless. He has not shown himself dishonorable. Not before my eyes, at any rate. I have only heard horrible things about him. My instinct tells me very strongly his word is to be trusted not a bit more than Agnar's, but I have no hard facts yet.

Stop, Laura, I tell myself. Enough of this crap. You need to get some sleep.

I force my thoughts back onto the sunny marketplace in Hviterun. I imagine how Lucia and Mila are running errands for Carlotta, how Anoriath and Fralia are praising their wares behind their adjacent stalls, how Jon is chatting up young women passing by. Then I imagine Corianna at her cookshop in Riverwood, her husband sitting on the pier, fishing, listening to the birdsong and watching the water in the river flow by... I begin to sink into sleep.



next awakening






return to the table of contents








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.
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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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