Lord of Order

[X] The Prisoner: Trapped in the cells of the imperial city a man of ambition and will lies in wait, waiting for his opportunity.

His negative is something we can work with.
 
[X] The Pauper: Stalking the streets of Alinor, hiding from the flickering lantern lights, a young woman trails after a rich member of a radical group quickly rising in power


Actually fuck the Thalmor, since that's probably who that group is
 
[X] The Pauper: Stalking the streets of Alinor, hiding from the flickering lantern lights, a young woman trails after a rich member of a radical group quickly rising in power.

we need an in with the summerset isles, the rise of the thalmor was one of the predictions we voted to have at the start of the quest lets actually use it.
 
[X] The Pauper: Stalking the streets of Alinor, hiding from the flickering lantern lights, a young woman trails after a rich member of a radical group quickly rising in power.

we need an in with the summerset isles, the rise of the thalmor was one of the predictions we voted to have at the start of the quest lets actually use it.
While I can understand the logic, we're still very early on in the timeline of the 4th Era. The Red Year hasn't even happened yet, and that was only 5 years after the Oblivion Crisis. Ocato isn't assassinated until 4E 10 and the Thalmor don't manage to fully seize power over the Summerset Isles until 4E 22. So we've got some options if we want to get our foot in the Altmer's door.
 
[X] The Pauper: Stalking the streets of Alinor, hiding from the flickering lantern lights, a young woman trails after a rich member of a radical group quickly rising in power.
 
Not sure if that would be a subdomain or a full one but something like "technology" may be a good one once we get the clockwork city.
 
How much Faith is needed for each new domain? And what's the effect of gaining a new domain or subdomain?
It doubles every time. Your first one cost 50, the next one will cost 100. Each one comes with a power boost as well as letting you do actions related to said domains. Taking wisdom made your blessing of the mind more effective, acts of deduction whether academic or investigative will be more effective for yourself and followers from your domain of deduction, etc etc
 
It doubles every time. Your first one cost 50, the next one will cost 100. Each one comes with a power boost as well as letting you do actions related to said domains. Taking wisdom made your blessing of the mind more effective, acts of deduction whether academic or investigative will be more effective for yourself and followers from your domain of deduction, etc etc
Does having relevant domains also make success more likely or is it solely an improvement to the effects IF it succeeds?
 
The Legionnaire
"You know little of me to think a comparison to my so-called "kind" would hold any value. I am Jyggalag, the Lord of Order, whose sphere is stability, logic, and deduction and whose dissimilarity from the other rulers of the Planes caused their powers to unite in opposition. Mundus is already a bastion of Order, leaving me little need to impose my will upon it save to push back the powers of the other Princes, and even if it were not, I am a god of my word. I swore to another that I would combat the Daedra's attempts to claim this world, and I swore it easily, for it is instead Oblivion that requires my discipline."

"Quite a lofty speech, but one that refuses to answer my question of your intentions for the Falmer, and raises far more doubt within me than even silence would. Do you think me a fool, Daedra? How many of you princes have there been who's stated domains hold no capacity for rulership over Nirn yet still they attempt to conquer it? Nocturnal in the second era, despite being prince of shadow and thieves. Vile has had no small amount of plots to conquer despite being the prince of wishes. Even Meridia, god of light and just as ill loved by the rest of the Daedra, had helped her champion Umaril the Unfeathered conquer and enslave Tamriel, only stopped by a man blessed by the divines. What reason do I have to trust a god of order not to betray them, to use my kin as weapons in his wars? And you gave your word? To whom? Though the answer matters little. The hearts of Daedra are fickle things, and all have broken their word before.

If you refuse to share your intentions, then know this. I shall protect my people, by the light of Auri-el or the strength of my sword, whichever proves necessary." He stops his prayers, standing firm and resolute, the light of Auri-el shining just a bit brighter within him as he enters the chantry. Seeing no reason to stick around you depart, letting the elf stew in his own paranoia.

That could have gone better. Your argument didn't address his question of the intent for the Falmer, and what arguments you did have hold little weight.

---

You cast your net wide over Tamriel, seeking and searching for one worthy enough to be your champion. It is not a simple thing. Many heroic individuals either have been claimed already by princes or the myriad lesser gods, don't seem like they would willingly serve you for either your daedric nature or for the ideals you champion, or you simply find them detestable. After much searching over the realms of Tamriel, you manage to find one spark of potential.

In the cells of the imperial city a legionnaire, or former legionnaire, sits and awaits the arrival of the guard. His body aches with the pain of year-old lacerations, caused from the end of a whip, his whole body over. in spite of this, he stands tall, waiting for yet another chance to plead his case before the courts of the empire. From what you can gather most cases of punishment in the empire are usually resolved within a month, usually with the defendant guilty.

The prisoner's name is Kasur Aurenon, from the Elinhir region of Hammerfell, a place where the Redguard and Colovian peoples had merged in blood and culture for millennia. His time as a prisoner has not been kind to him His hair and beard grow long, shameful for a member of the legion, and the wounds from the ships glow an angry red, a sign of infection. Yet still he lives, unwilling to surrender. While he may be in need of some reforging, he shall prove a mighty weapon in your hands.

"Legionnaire of the twenty-ninth, hear my words." While he had been standing steadfast before, awaiting his jailors, he slips into a soldier's stance, feet slightly spread apart, hands balled into fists and held before him for his lack of a weapon. His eyes clear as he looks for the source of your voice, so you decide to give him one. You exert your will upon the back wall of the cell, twisting and turning it so that the lines of mortar form your symbol, and pieces of crystal begin to grow along its edges.

Kasur steps away from it, his back to the bars of the cell. "What manner of devilry is this creature?" he says, defiant but scared. "The kind which may save your life. I am lord Jyggalag, the prince of order, and I wish for you to be my champion." It takes a short moment for him to process what you've said, but his immediate reaction is anger. "Swear myself to a prince? And sully my honor more than I already have? You must be a fool of a Daedra to think I would ever do so." He focuses on his honor, an angle to approach from that may convince him.

"And how, pray tell, have you blemished this honor of yours? I can tell by the scars across your body you've been punished severely, so what you are accused of must be heinous indeed." The anger subsides, though only some, as shame creeps into him. "I am not accused. I did what I did and I will not let anyone claim otherwise, but it had to be done, for the good of the empire." Conviction, an admirable trait. "Tell me then, of this justified crime, and let me judge if you are truly deserving of this fate."

He glares defiantly, before loosening his posture. No need to defend oneself from a mural upon a wall. "I was from the legion post in fort gale-peak. We guarded the border region of Elinhir. I joined because it protected my home. We Guarded the lands, helped its people, we were seen as heroes, especially during the oblivion crisis, protecting them from the forces of your brother prince." He says with some venom creeping into his tone.

"When the saint emperor matin gave his life to banish Dagon, to reforge the veil and light the dragonfires, I thought we would know peace. Instead, the council sits and waits, arguing over who should lead now that the Septim bloodline has ended. For four years now the empire has known no leadership, and those who hunger for power are all to willing to take advantage. Our commander, legate marinus, grew greedy and saw Elinhir as rightfully his.

He started to run the lands as a personal fiefdom, taxing them harder so the extra would go to his coffers, commandeering anything he wanted, be it food, wine, luxuries, anything. He would have anyone who spoke out against this abuse arrested and thrown in deep cells, alone with barely enough food and drink to survive. I couldn't stand and let his abuse continue. I tried to send word to a neighboring legion, to send aid and force him to resign, but fool that I am I didn't realize their commander was a friend to my own.

For that act of betrayal he had me flogged, nine times for my betrayal of the legion, nine times for the empire I betrayed, and nine times for the gods I betrayed. As if my attempts to stop him were treason." His hands clench tightly, cracked nails digging into filthy skin, hate filling his eyes that bore a hole into the wall. "So, when I recovered enough to stand, I did the only thing I could do. I went into the sand strewn lands around the fort. I gathered nightshade and wolfs bane. I'm no alchemist, but I mixed them and coated my dagger with it. I begged audience with the commander, in order to beg his forgiveness. His ego wouldn't let him say no. I went in, dagger strapped to the bottom of my forearm and hidden by my sleeve, and when he was distracted I struck. I could barely get a proper blow in, but all I needed was a single cut for the poison to do its work. His guards captured me, though I didn't put up any resistance. The commander died, the poison taking its effect as his heart slowed and froze.

They dragged me to the imperial city for execution, for the high crime of killing ones officer, but I plead my case, for days and days, eventually earning a stay of execution and the right to a trial. Every month since I've plead and plead and told them of my commanders actions, slowly winning each new jury over, but the imperial judge continues to call for retrial, unwilling to allow me anything short of execution. So here I am, traitor and dead man." His last words are derisive, not defeatist.

"And you would submit yourself still to their judgement, tainted as it is by the judge?" you ask, curious as to what his intention is. "Of course, for my acts were just, are just, and more than that I aim to help put a stop to what allowed that man to rule unrestrained. Any sentence has a maximum of two years to be reached, otherwise it is taken directly to the elder council for judgement, so I just need to survive one more year. The elder council must be forced to make a decision, one they have put on hold too long. Either a new imperial bloodline must be chosen, in spite of a lack of blessed blood, or the empire must evolve, to take a new form.

The council has been locked in their chamber, doing what I couldn't tell you, but from the results of their deliberation it has amounted to nothing. If they do not act, more Marinuses shall try to take power, fracture the lands and drive everything this empire has worked so hard for into the ground." Grand plans for one so insignificant in the grand scheme of things. "And tell me Aurenon, would you crown yourself emperor? Take on the mantle should you force the hand of the council?"

A shake goes up the legionnaires spine. "By the gods no. If the hero could be found I would be the first to cry for them to become our new emperor, but since the crisis there's been little sign of them. If the divines made their will known I would die for their chosen. If the council would take some initiative and start to truly act as leaders I would do whatever they bade. But they won't, so something must be done to push them." "And what is that something? You think a single legionnaire is enough to convince them of anything? One accused of treason? Think clearly. Should you make your way to their hall they would be the first to call for your head, and your death would do nothing." You counter. "Did you come up with this plan when you were already in chains? There are myriad other routes you could have taken, and you chose the one sure to end in defeat."

Frustration flashes over his face "So tell me Prince, what other option would I have? To stand by while everything falls apart? To ignore the needs of my home?" A small smile comes to your face, though he cant see it. "I would grant to you the option to live Kasur. I would give you the means to see your will done. I would give you the chance to become something greater." And with a flex of your will, from the center of your symbol your blade emerges, hilt first, before stopping roughly halfway up the blade, leaving it embedded in the wall. "If you take up this blade and become my champion you shall be able to escape from here, that I promise you."

"And become not just a criminal but a fugitive? Not only for fleeing justice but for consorting with a Daedra? You must think me a fool." He says as he moves to the cell doors. "I would think you a fool if you refused. As you no doubt know there is no justice in this tower, so if you want to fix the ills of this empire you need to escape. Would you truly sacrifice this opportunity for, what, pride? Honor? Are they more important than the people currently living in fear at what the next day may bring?" he stops still, back straight. You can feel him contemplating your words. It takes a moment, but you know you have him. He turns back to your symbol, to the sword. He takes it in his hands.

"Tell me Daedra, how is one sword supposed to help me escape this place?" he says as he begins to pull it free. You let out a chuckle. "Gaze upon its edge and know the whims of time, this will grant you the freedom you seek." With one final pull the blade comes out, nearly as tall as its new wielder. He's unaccustomed to the weapon, likely more comfortable with sword and shield or spear. While testing its weight he eventually adopts a stance where he holds the blade, tip pointed forward and held up beside his head, something more similar to how he would use a spear. Finally, he looks upon its edge, and visions of the past flood his mind as the present pulls away. He sees an old emperor, escorted by his guards, use a passage to escape, followed soon after by a prisoner. He also glimpses the near future, and then rushes to open this passage himself.

"The guards will be here soon, I need to hurry! Remove your symbol, and be quick about it!" he speaks, hurried, worried. You pull your essence back, as the sword now allows you to more easily communicate with Kasur, and the stone begins to shift back to its normal appearance. He barely slips through the hidden passage before the guards arrive, and upon noticing his escape they begin their chase. They chase Kasur through the tunnels and sewers, while he uses the blades magic to evade their every approach, unwilling to harm a fellow soldier of the empire again. Eventually he escapes, unseen, to an exit outside along the coast of lake Rumare. From there he flees south towards Bravil where he hopes to take passage on a ship out of the Niben bay. But now, he is sworn to you, and he shall be useful indeed.

Kasur Aurenon gained as a champion. Champion actions unlocked.

---

"So I see you got yourself a shiny new mortal to play with Jyggy. Gave him a name yet, toys and treats?" Sheogorath says as he materializes besides you, just outside the entrance to the clockwork city. Kasur has cleaned himself up considerably since you helped him escape, had his wounds healed at an abbey, got his hair and beard trimmed, and found himself something better than prisoner rags to wear. He booked passage aboard a trade ship heading into Valenwood, where he served as a guard and adventurer to get some coin, buying himself some armor, brigandine, gauntlets, and thick steel plated boots. Not perfect armor, but the best he could acquire. You gave him a few months to get accustomed to the blade, learning to use it not just as a weapon but as a tool, though you still worry he's too green for what he's soon the head into.

"Did you bring your soldiers?" you ignore his banter and get to the point. You were going to send Kasur in with a handful of your pawns, but they are nearly as green as he is. The giant had outfitted them with simple armor and arms, items claimed from the battlefield or dead dremora. Simple breastplates marked with your symbol over uniforms and spears with shields. The only thing they truly need now is knowledge and experience. Something you cannot easily give. Sheogorath, however, already had experienced soldiers, even if they may prove unruly. He lifts a hand beside his head and with a snap of his fingers two portals emerge in the void, from which a rank of saints and seducers emerge.

"And you, Jyggy? I see your sculptures walking around but where's the mortal?" he says, lazy smile on his lips. "He would not survive the in-betweens of oblivion easily, so I intend to bring him into the clock work city directly." As you had prepared for the entrance had moved in your absence, nearly on the other side of oblivion, close to what can only be Dagons realm by the smell of brimstone. "Your Daedra are to obey Aurenon. I have already told him of his goals and what to expect, and I expect for them to follow his every word." The mad one just gives a lazy wave of his hand, slowly turning towards the assembled Daedra. "Fine, fine, but they wont like it. they barely like following my orders." As he begins to speak to them, an impromptu and flowery thing, you open the hatch once more. The pawns follow you inside, following closely behind you.

You are greeted by a hail of bolts. The two pawns directly behind you rush forward and catch the bolts on their shields, ready themselves, but no follow up comes. You look down towards your feet and notice a pressure plate beneath your boot attached to what looks like some form of war machine, a multi barreled ballista. Interesting, but unimportant. You have the pawns scout the area for more traps while you summon a portal for Kasur. Not long after he comes through, a sack tied to his waist and the sword in a sheath hanging over his right shoulder. He looks around in some awe at the ruins before looking towards you. this is the first time the two of you have met physically.

You stand before him in a somewhat more human form to ease his nerves. Don't want to remind him of how he serves a Daedra now. Your form is the same as you would take in Sheogoraths realm, though instead of a nobleman's attire you are clad head to toe in your armor. "So, this is a dead gods realm?" he asks. "One that would play at being a god. Are you prepared?" he rolls his shoulders and places his hand on the hilt of the blade. "As much as I can be. Where's the group I'm supposed to go with?" a simple flex of your will gives him an answer, but that act alone takes far more effort than it should thanks to that lousy veil. The pawns form up in front of him, and he seems almost overwhelmed.

"I'm supposed to fight alongside Daedra?" he says, looking towards you with surprise on his face. "You are to lead Daedra. These are my pawns, and you are to command them, show them how to fight in formation. They've had only practice before this, but they shall serve you. you are also to go with a contingent of allied Daedra. They have been ordered to follow you as well, though they are now loyal to you or myself." He looks around for these allied soldiers, and you admit to some confusion where they are as well. "Start working with the pawns, teach them what you can. I shall return shortly." Hes about to say something, but notices the pawns looking expectantly towards him, and gives off a sigh shortly before you step back into oblivion.

"-And despite his Annoyingly stubborn alabaster ass being a pain to work with, that is why you are helping him today." He's still going. Of course he is. "Daedra!" you bellow out, stopping Sheogorath right as he's taking a deep breath. "Your leader is prepared in the city. Meet with him and be ready to move on his command." Some of them give you a sneer but follow the command anyway. Sheogorath finally drops the dramatic pose he had been in when you interrupted him. "You know I was just about to get to the part where I complimented you. well I guess that's not going to happen then. So, do we wait here and mull about for a bit, or should we go to my palace and play some Pachisi?"

---

This isn't what you had expected for today. When Jyggalag told you he was going to send you and a group of soldiers into the clockwork city, you had expected a city, not a continent of its own. Much less for you to be leading Daedra. It leaves a sour taste in your mouth, but you don't exactly have the means to return on your own, so onwards you must go. "Captain Aurenon." One of the pawns says. They had wanted to call you champion Aurenon before but the title felt wrong to you. it took some convincing but eventually got them to call you captain, even though that felt wrong as well. You were never more than a legionnaire, and leading these Daedra is a new duty for you.

Thankfully it isn't too different from helping out fresh recruits, but unfortunately it isn't too different from training new recruits. You know how to help with their stance, tell them basic formations they need to make, and thankfully they don't need to actually eat so all the extra provisions you brought are yours and yours alone. You just worry that despite of their strength they may not be able enough should you need to fight something more dangerous than what you already have. In the roughly two weeks you had been here you'd only fought a handful of wild creatures. They aren't animals, they're far too metallic for that, but from how they move and act you cant call them automata like Dwemer constructions.

"The fourth saw something moving through the trees further south, in that swamp. Apparently it was much larger than most of what we've fought so far." They didn't have names, and among themselves they typically only refer to themselves in the order they were 'born'. You had taken to giving them nicknames, though they don't exactly stick. "Have him stick to the main group then, and have the saints pull in closer, archers at the ready. I also want you to gather the rest of the pawns nearer to me, understood Kalan?" he gives a nod and runs off. He was apparently the firstborn of these Daedra, though he wasn't anymore mature or experienced than the rest of them.

You had mostly led the pawns in these fights, with these saints and seducers hanging on the flanks in case something else arrived, so that they might gain some experience, and while you'd hardly call them model soldiers, they can at least hold a formation and fight together somewhat competently. When not fighting off the wildlife you spend much of your time searching the lands, using the blade to find out what happened. Its not a perfect system, a lot of what you see in the past lacks context, but as far as you can tell when the death of their god was discovered the castes of the city began to fight among themselves, eventually culminating in a full scale revolution from the serfs of the city, largely leading it to its current state.

You had first tried to enter the central tower, the axel you've called it as its at the center of a ring of towers far further off, but there doesn't seem to be an entrance from the ground and you never did manage to learn levitation magic before it was outlawed, or any other magic for that matter. Now you search for any means of entering, or any other means of gaining control of the tower. Its not too different from being on patrol in the mountains around Elinhir if you are honest, just a change of scenery.

When Kalan returns with the other they form a marching formation, yourself in the second rank. The sword was useful, but shields would be better in front. Why couldn't the daedra have given you a spear, or a shortsword, something you were more used to? Something like this oversized hunk of metal would be better served in the hands of a Nord or Ork shield breaker. You know the grumbling is pointless, but you do it anyway. Your about to look upon its edge for some sign of where to go when you hear a rumbling coming from the south. "Shieldwall, quick! Archers, ready!" the Daedra are quick to follow the orders, and you take a second to look upon the blades edge before whatever happens, happens.

You look upon its edge and reality peels away from it, like the curtains being drawn on a play. Color is leached from all in these visions, becoming a stark white. You see yourself and the pawns charged by a large monstrosity, a drake of steel and brass on four legs, with a long spiked tail. When it's stalled by the wall of pawns it whips that tail over the edge, striking directly into where Suna's heart would be, cracking her skin like a pick would stone and forcing her to her knees. When you snap back to the present, not even a moment having passed, you give a new order. "After the beasts struck our wall the second rank shall lift their shields to catch its next blow, and the rest shall strike with their spears." They give no response, only tighten the grip on their weapons. The saints have flanked either side, arrows readied.

Just as you had seen it comes charging towards you. its pelted by a handful of arrows, some catching in the seams between metal plates, though its charge isn't slowed. it strikes your wall and just as ordered the second rank raises their shields just in time to catch the downswing of its long tail while you and the first stab towards its maw. You manage to slip the sword into its mouth, catching it on its metallic teeth, before ramming it through the back of its mouth. You swing the sword to the side from there, half decapitating the thing. It sputters a moment as boiling oil seeps out from where you had cut, before falling to the ground. You check over the pawns to see if any are injured, and satisfied that they are fine you have them begin to strip and break up the corpse in front of you.

At this rate you doubt it will be fruitful, but you continue to hope that maybe one of these things will have some clue to help you on your way, but there's been nothing. No clues, no signs, no anything in all the time you've spent there. You feel this expedition is going to take even longer still.

No progress has been made in searching the clockwork city just yet.

---

You sit down, trying to write the next portion of your library covering the beginning of the first era, but there's far too many issues with that. First off, you can't find any first hand sources of that time. No memoirs, no chronicles, no souls still lingering around for you to demand the answers of. As far as you can tell there was no true reason for where the 1st era started. In fact year zero was chosen long after as the starting point for that era. However, without a primary and accurate source for this information, you can't write what you need. you decide to put what progress you've made on hold while you attempt to find anything that could help.

No library progress made.

---

The guards within your cult believe they've made some progress on why the priestess was murdered. According to their findings she was in the midst of a rivalry of sorts with another student of the college for the position of Thulr, a teacher of ancient history within the college. This student, Arwin Lorounge, was a petty bastard, and when he heard that Undriel was going to be given the opportunity on her graduation he decided murder was a better course of action than anything else. It took some investigating on their part but they found their evidence. A copy of the black sacrament, kept in the library of the college and under fairly heavy restrictions had been missing the day before her assassination, and they were able to collect three different witness statements placing him in the graveyard when a grave was disturbed. On their own its circumstantial, but it was enough for the captain of the guard to allow them to begin a full investigation, and within the week Lorounge is thrown into a cell in the chill, a cave out in the sea of ghosts.

While this does give some justice for her death, and promotions for the two guards, there's still the problem of the dark brotherhood perhaps knowing about your cult. The Sithis worshippers are ever a problem, foul followers of the primordial chaos. if they are a presence within Skyrim its one you would excise. You order your followers to keep an eye out, and for the newly made lieutenants to do what they can to seek them out and do what they can to purge them.

---

The Falmer have finally begun building a true settlement. Centered around the lake, where it is somewhat warmer and where crops can more easily grow, it is a small thing. A few communal lodgings here, a storehouse there, huts for their shamans, halfway buried in the earth and covered with simple bricks made from nearby clay. They coat them in a layer of a paste made from crushed chitin and wax, helping keep the snow off and the building intact. Primitive, but it works.

Other than that they've been interacting with the chantry more and more, as Gelebor is now taking a far more proactive approach, teaching them of their old culture, their old stories, and their old faith. You imagine he does this to strengthen their connection to the old ways, so that they feel less reliant upon yourself, but so long as it aids them you won't discourage them from listening. They've been taking on some elements of their old culture, or at least mimicking what they have heard of it. they've even begun talking about choosing a new snow prince, a war leader from their old stories that would typically be the consort of their matriarch. Of course they still need to choose someone, one that both they and the black reach Falmer can hopefully agree on.

---

With the pact with Sheo you can have him do an action for you, still rolling for it of course, or give +25 to a roll

What shall you do in Nirn? Choose one

[] The ghosts of the vale: currently the Falmer live among ruins, the same as they had before your intervention, the only difference being that the ruins belong to their people. While you would love to simply give them the secrets to thrive, that won't work in the long run. They will need to show themselves eventually, but for now they can do it in a limited way. Have them venture down the mountains and seek out teachers. DC80

[] The gifts of man: many artifacts already litter the lands of Skyrim, one needs only look. Of course, looking doesn't mean you would have the artifact for yourself, you would still need to send someone to collect it, but if you could find something you could imbue with your will, spreading your influence would be all the easier. DC80

-the higher the roll the better the item you find.

[] The college: while some among your cult are already members of the college of mages, if you could aid them in advancing further, to take on leading roles as Undriel almost had, they would increase their presence far more. Dc65

[] The guard: in finding the student who had committed the black sacrament your followers within the guard have risen in rank. If they could continue to do so and perhaps recruit others within the guard, you would have far greater influence within the city itself. Dc:75



[] write in. up to qm discretion

---

What shall your champion do?

[] The exploration of the clock work city, Phase one: with your discovery of the clockwork city you have the chance to uncover much. Secrets of the tribunal god, their technology, their artifacts, and potentially the city itself could be yours. Send the champion with what aid you can to do so. Dc 70

[] Hunt down the brotherhood, phase one: while the brotherhood exists all over Tamriel, you want them gone from at least Skyrim. Send your champion to snuff out their presence. Dc60

[/] Hunt for an artifact: Theres many artifacts on Nirn unclaimed by any gods. Were you to discover one, you could send the champion to collect it. Dc55

-Needs an artifact to hunt

[] Investigate the Thalmor: you know that the Thalmor have plans that would cause chaos on Nirn, but their end goals still elude you. send your champion to investigate Alinor and disrupt their plans. Dc65

[] write in

---

What shall you do in oblivion?

[] Conquest. While your power is diminished, it would not be impossible to find some corner of oblivion held by a weaker Daedra for you to take for yourself. So long as you don't make too much noise, none would assume you were there. DC60

[] seek out subjects. Daedra are inherently creatures of chaos, but many value strength over ideals. Convince them of your strength, and they will follow. DC70

[] Seek out the other planes. Many are the planes of oblivion, and many are their occupants. You know enough of your kin to know where to avoid, so you could find allies or a realm ripe for the taking. DC70

-the higher the roll, the better plane you find

[] Find allies. without the might you once had, you need allies so that you might not be blindsided. seek others out so you might make an alliance.
-[]who will you seek an alliance with? different Daedra will have different dcs, and you need to seek specific Daedra

[] diplomatic efforts: friends and allies can be difficult to keep, so better to maintain contact so that relations don't break down.

-[] who will you try to improve your relationship with.

[] Write in. up to qm discretion

---

What shall you do in your realm?

[] Creation. more artifacts are always useful. You could use some of your remaining power to make something of crystal that you could send unto the planet. Dc75

-[] what shall you make, and what shall it do? Up to qm if your idea would be allowed/ if its too strong

[] Rebuild your library. Once your library rivaled that of Hermeus mora, you imagine it's the reason he played a part in your downfall. Now you would rebuild it. Gather what tomes you can find in oblivion, and begin the calculations of the future as you once had. Dc 60

[] The crystalline Host. With but 8 knights remaining in your service, you need more to serve you. while it takes a follower with a soul to create a true knight, you may be able to create something lesser that could still serve your purposes. DC70


[] Write in. up to qm discretion
 
@Pitlord Do champions have any limits on artifacts that could be given to them? Wondering if we could craft something for City exploration.

An alrighty turn. Shame about Gelebor, but as long as it circles down to "Daedra = lying assholes, now for real, plz what is your evil plan?" we can't really convince him of anything.

He is doing what we want regardless, so far. We just shouldn't fall behind on the "Help the Falmer" actions too much lest we might start getting pushed out of cultural focus.
 
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So we sit idle and let the Falmer turn into fanatics of the mainstream gods and discard us when they no longer need us. Excellent plan as reliable as a Swiss watch
 
Champions
Kasur Aurenon, The legionnaire
Born in the city of Elinhir, Kasur lived a simple life as the son of a farmer. when he became a man he joined the legion as a soldier, helping to guard his home. he fought bravely alongside his comrades during the oblivion crisis, but after it was ended with the sacrifice of Martin Septim, the empire found itself leaderless. his commander took advantage of the state of the empire, ruling over Elinhir with an iron fist. Kasur tried to report his actions to a neighboring legion, only for their commander to alert Kasurs of his attempts. he was whipped bloody, but his spirit wasn't broken. He made a crude poison and used it to take the life of his commander. in so doing he was captured and taken to the imperial prison, where he awaited execution until you saved him in exchange for his service.

Charismatic: Kasur has a strong will and personality, and has a certain draw to him among the mortals.
Soldier: Kasur was a talented soldier of the legion, and knows how to fight in formation and has some skill at leading others.
Criminal: Kasur is wanted by the empire for his murder of his commander.
firebrand: Kasur is stalwart in his opinions, and is unlikely to change them, and will fight for any cause he believes in.




Nael, the Rogue
A wood elf born in the summerset isles, abandoned in her youth and left to her own devices, she lived as any street urchin would. Hungry, desperate, but unlike many others she refused to give up, fighting everyday with everything she had. eventually, as a young woman, she took on a job that left her in the clutches of the Thalmor, where she was used as a testing grounds for alchemical concoctions. with your aid she escaped, cutting down her guards and fleeing. now she serves you, so long as you prove worth serving, making sure she doesn't end up as powerless as she once was.

Raw talent: Nael has shown an incredible ability to learn and adapt, picking up new skills as needed. if she puts her mind to it she can become quite talented at many things.
Enduring: Nael is possessed of not only a strong spirit, able to endure all the world throws at her, but a strong body as well, taking any blow and bouncing right back.
Street rat: her origins as an child of the streets has made her into a cunning creature, if one unlikely to work within the confines of the law.
Vengeful: her heart is a vengeful thing. any who do her wrong, she will seek to return the favor tenfold, be it man, organization, or even god.

I don't have a picture for her yet
 
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"You know little of me to think a comparison to my so-called "kind" would hold any value. I am Jyggalag, the Lord of Order, whose sphere is stability, logic, and deduction and whose dissimilarity from the other rulers of the Planes caused their powers to unite in opposition. Mundus is already a bastion of Order, leaving me little need to impose my will upon it save to push back the powers of the other Princes, and even if it were not, I am a god of my word. I swore to another that I would combat the Daedra's attempts to claim this world, and I swore it easily, for it is instead Oblivion that requires my discipline."
Wait a second here. This wasn't part of my plan. I thought that our response to Gelebor was separate, that's why I had it like this "[X] instead of like this "-[X]"
 
So we sit idle and let the Falmer turn into fanatics of the mainstream gods and discard us when they no longer need us. Excellent plan as reliable as a Swiss watch
Mmm while the worship is nice, and helpful. They really cannot, and are not doing much for us personally. They won't for a long while.

Them becoming a force of civilization and order is its own reward for the most part.

As long as we don't start losing worship from them who cares?

Its not like the Aedra are going to step in to help them.
 
Anyway, my kneejerk-annoyance-led preference would be to the Teachers action with a bunch of stuff backing it up for sux chance maximization.

DC80 is annoying, but maybe we can get our champion to help? Or craft a relevant artifact?

IIRC, we also got a bunch of other bonuses, but our info threadmarks are not very informative; I have no idea what is going on with our numbers.

Non-kneejerk... IDK, honestly. We could continue hammering at Clockwork City for consistency, I guess? Perhaps poke Thalmor, given our champion's preferences?
 
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[X] Plan: Aiding Sheo
-[X] The ghosts of the vale: currently the Falmer live among ruins, the same as they had before your intervention, the only difference being that the ruins belong to their people. While you would love to simply give them the secrets to thrive, that won't work in the long run. They will need to show themselves eventually, but for now they can do it in a limited way. Have them venture down the mountains and seek out teachers. DC80
--[X] Sheogoraths aid
-[X] The exploration of the clock work city, Phase one: with your discovery of the clockwork city you have the chance to uncover much. Secrets of the tribunal god, their technology, their artifacts, and potentially the city itself could be yours. Send the champion with what aid you can to do so. Dc 70
-[X] diplomatic efforts: friends and allies can be difficult to keep, so better to maintain contact so that relations don't break down.
--[X] Sheogorath
-[X] The crystalline Host. With but 8 knights remaining in your service, you need more to serve you. while it takes a follower with a soul to create a true knight, you may be able to create something lesser that could still serve your purposes. DC70

Our relations with Sheo are at Tepid, so even if he gets something out of aiding us it clearly isn't meaningful enough to ensure he stays on our side, he is slowly melting down and it has been 4 years since the gray march, we need to shore him up as much as we can. Beyond that the proto knights should bulk up our forces more and the clockwork city seems the most advantagous avenue since it is such a strange thing and should give us the most benefit if we can take advantage of it. Falmer need some help and we might as well have Sheo help with that considering the difficulty of the action.
 
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