[X] Secure the Elder Scroll. Do this before going to sleep.
[X] Wait in the Castle until Vita gets here, making sure it's cleaned and supplied properly.
- [X] Get to know the vampires around the castle. Try to find someone who is interesting.
-- [X] Also try to figure out who might be a halfway decent steward to take care of this place while you're off travelling
 
[X] Secure the Elder Scroll. Do this before going to sleep.
[X] Wait in the Castle until Vita gets here, making sure it's cleaned and supplied properly.
- [X] Get to know the vampires around the castle. Try to find someone who is interesting.
-- [X] Also try to figure out who might be a halfway decent steward to take care of this place while you're off travelling
 
Votes are not locked.
[X] Secure the Elder Scroll. Do this before going to sleep.
[X] Wait in the Castle until Vita gets here, making sure it's cleaned and supplied properly.
- [X] Get to know the vampires around the castle. Try to find someone who is interesting.
-- [X] Also try to figure out who might be a halfway decent steward to take care of this place while you're off travelling
6

[X] Take the Elder Scroll and look for Vita.
- [X] Stop over in Solitude first, for decent art supplies.
3
 
Votes are locked.
[X] Secure the Elder Scroll. Do this before going to sleep.
[X] Wait in the Castle until Vita gets here, making sure it's cleaned and supplied properly.
- [X] Get to know the vampires around the castle. Try to find someone who is interesting.
-- [X] Also try to figure out who might be a halfway decent steward to take care of this place while you're off travelling
6

[X] Take the Elder Scroll and look for Vita.
- [X] Stop over in Solitude first, for decent art supplies.
3
 
Castle Volkihar IV
[X] Secure the Elder Scroll. Do this before going to sleep.
[X] Wait in the Castle until Vita gets here, making sure it's cleaned and supplied properly.
- [X] Get to know the vampires around the castle. Try to find someone who is interesting.
-- [X] Also try to figure out who might be a halfway decent steward to take care of this place while you're off travelling


You sigh again and turn to leave the room. While you don't know where the Elder Scroll is, you know where someone who should know is – or at least, you know where her room is. It's not too far from your new room, and you knock politely on Serana's door. There's a muffled cry of irritation, and after a few moments she throws the door open, glaring furiously until she realizes that it was you who knocked on her door. Her face pales and she gapes for a moment, trying to come up with something to say.

"You have the Elder Scroll, right?" Her shock turns to confusion and she stares blankly at you until she shakes herself and adopts a suspicious expression.

"I … yes, I do still have it. I thought you didn't believe in the prophecy." She stands in the doorway, blocking your way in, and you clear your throat aggressively, gesturing toward the room.

"I don't," you reply as she makes room and you float in, surveying her room. You note with irritation that she has a bed, but you turn toward her when the Scroll doesn't immediately reveal itself. "However, I also don't intend to allow others the chance to abuse it, and so I shall be taking charge of its security." Serana gives you an odd look but moves to the upper level and ducks under the far side of the bed.

"It's not like anyone could read it, but if you'd rather keep track of it, I'm more than happy to oblige." She comes up with a long scroll, rolled up, and gingerly hands it to you. It's oddly heavy, and curious as to what all the fuss is about, you unroll it. Serana gasps in shock and jumps back, but you stare in confusion. There's nothing there. It's not invisible, or even a blank sheet, it's just … nothing. Like the end of existence, or like the space you're looking at doesn't exist, and the scroll is still rolled up. You quickly look at the back of the scroll, just to make sure, and it's normal, and you frown at the front. Thinking that maybe it needs to be 'triggered' in some fashion, you quickly look for the Scroll's Eye, only for a chill to run throughout your spine as the Scroll remains nonexistent. You try to focus on the parts of it that definitely exist, and you feel it start to slip away, fading out of existence until you stop and roll it back up. Unnerved as you are, you are still more disturbed when you find that the Scroll simply won't join the rest of your things, stubbornly remaining in the world. You try to shrug as nonchalantly as you can, and you smile at Serana as she stares at you, a horrified expression on her face.

"Don't worry, I'll take good care of it!" Saluting jauntily with the impossible Scroll, you stride out of the room and return to your own. Of course, with your preferred means of safeguarding it removed, you're forced to resort to more mundane methods, and you eventually punch a hole in one of the walls with Laevateinn, hiding it in the just-big-enough space. Then, with nothing else of importance requiring your immediate attention, you transform into a bat and curl up on top of one of the gargoyle statues mounted on the wall. They may be terrified of you, and you may be more than a match for the entire castle, but you're not stupid enough to give them a free shot just yet.


The next two weeks are simply exhausting, but you manage to whip the castle into shape. Your room is renovated, the torture implements removed and placed near the dungeon, and you arrange for a nice bed from the fort to be brought there. In fact, you arrange for much of the fort to be brought to the castle, with the elves – who happen to be Thalmor – and their prisoners serving as food and, if they're good, as servants. One woman, hard-faced and fairly strong, tries to attack you as you're inspecting the dungeon, only to be dragged down by Dormarth and Sköll. Some of the vampires disapprove of being forced to clean up the castle and do actual physical work, but your own example, as well as your willingness to kill them out of hand, does wonders for getting them to actually work. You do have to travel to Solitude, not for a meal, although you do enjoy yourself, but to get some tea, because there's none in the castle. As if you needed any more indications of barbarism. You also pick up some excellent art supplies, and in the same warehouse you find some decent wine and a selection of silver jewelry; you take the wine but leave the jewelry. Solitude itself almost seems like it would be a nicer place to live; certainly, the architecture is more familiar and higher-quality, and much more comfortable. A shame you're living at Volkihar, really.

While it's being renovated, you interview the other residents, hoping for someone interesting – and, hopefully, someone trustworthy enough to serve as castellan. A few of your new servants have to leave as a result. Feran Sadri takes several, including Fura Bloodmouth, south to Whiterun in search of Babette. You'd shown him the potion she gave you and explained that, while you never used it, she seemed to be claiming that it protected against the sun. Apparently the sun affects their kind far more dangerously than it does you, and even the possibility of a potion to mitigate the effects was enough to send him off, almost hysterically eager. Orthjolf, meanwhile, took another small group out to ensure that the nearby ruins and forts were uninhabited, or inhabited by a group unlikely to disrupt your castle. Vingalmo you don't trust enough to send out – not that Orthjolf is trustworthy, either, but he's more direct, and if he tries anything against you it'll pit his strength against your strength. Few of the vampires are at all interesting, though, at least over the short time you have to get to know them. The thrallmaster is quite uninterested in anything except his charges, but he is quite pleased at your reforms. The forgemistress, too, is quite apolitical, focusing on her duties to the exclusion of all else – especially since those duties now include more than the creation and upkeep of arms and armor. Almost the entirety of the remainder are servants of either Vingalmo or Orthjolf, directly or indirectly, or actively unwilling to involve themselves in higher politics even at the risk of your anger.

The greatest exception, of course, is Serana. As the closest thing to an equal you possess at the moment, she actually has some noble bearing and a bit of the knowledge and charisma needed to run a castle, and she's powerful enough to handle anything short of a full-scale rebellion on her own. She's rather lost at the moment, though, out of her time and still trying to adapt to her surroundings. The other exception, and the natural choice for castellan, is Garan Marethi – he would simply be doing the same thing he's been doing for centuries, only without a direct overseer. He's rather blunt, uncaring for the subtleties of political maneuvering but knowledgeable enough of the plays to hold his own. Rather like yourself, although you aren't sure he can be trusted … well, you don't think any of them can truly be trusted, but Garan is refreshingly direct about only following you because of your overwhelming power.

But as the second week draws to a close, you sit on top of the watchtower under an awning, sketching the castle and thinking about its changes. Your room – Harkon's old room – is livable; the main hall no longer has bones and blood scattered about; the undercroft is being restored to usability, potentially as a secondary holding pen; and access to the other towers is being worked on … although you have already explored parts of them, only to find that not a whole lot has survived the years, and all of it would need to be repaired. Pianos, too, seem unknown, which annoys you to no end. Garan seems to have taken the lead in ensuring your desires are fulfilled – at least with regards to the castle's reclamation – and your position is as secure as your limited time here can make it. As a result, you have some time on your hands, leading to your current location and activity. You sip at the tea, frowning a bit at the unfamiliar taste, and consider the Elder Scroll. You tried observing it at different times of night and day, tried studying it more intently and less, but all results were the same as your initial attempt. You also found that it makes for a decent weapon in extremis, and even striking it fully with Laevateinn failed to so much as crease the material. You came to two conclusions – either the Elder Scroll, and possibly all Elder Scrolls, doesn't exist … or else it's not real in the sense of normal material things. The first you dismiss out of hand; of course it's real, that's self-evident, and the only way to argue otherwise would be to concoct some silly 'reality is a dream' nonsense. You certainly aren't someone else's dream, and you didn't just wander into a dream, either. So the only reasonable explanation is that the Elder Scrolls exist, they just aren't real. Which sounds like nonsense, too, except you know better. The Scroll has a prophecy written on it, and prophecies – accurate or not – are manifestations of Fate. Fate as a force is irresistible and cannot be destroyed, therefore the Scrolls existing as manifestations of Fate explains their inviolability and your inability to see them. That's certainly a much better explanation than your having doomed yourself by looking at it. Harkon looked at it, didn't he, and he went mad. But since you didn't see it, because Remilia protected you, you won't go mad. That's right, it's an aspect of Fate, and your sister protected you from Fate, so you are as sane as you've always been.

Nodding gently to yourself, you turn back to look toward the mainland. The Dawnguard are maybe two hundred meters from the shore, now, and while wandering about in broad daylight isn't normally the best way to get things done covertly, they happen to be invading an island of vampires. You notice some of them looking up, so you poke your head out from under the awning to see if there's something there, but you can't see anything interesting. For a moment, you'd thought Vita was with them, but it looks like the fools came alone. You can't tell if the madman is there, though, due to their helms, but if he is you might just end up killing him on general principles.


What do you do?

[ ] Stay on the tower.
- [ ] Parley when they come ashore.
- - Tone?
- [ ] Kill them.

[ ] Fly out to the boat.
- [ ] Parley.
- - Tone?
- [ ] Kill them.

[ ] Return to the Castle and wait for them to make it to the Gate.
- [ ] Welcome them as guests.
- [ ] Kill them.

[ ] Ignore them and let your minions deal with them however they like.

[ ] Other?


DM Note: I don't think I'm missing anything I planned on including. If you want clarifications on things that happened, particularly over the skip, feel free to ask.
 
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Can Flandre not read the Scroll due to not being a part if the Godhead's dream? Or am I looking too deeply into it?
 
Hmmm. I'm honestly not sure what to choose as long as a "Kill them" wins.

Look Flandre! It's an organisation of Vampire Hunters who want to kill everyone like you and your sister coming to invade your new castle/home and kill you and all your new minions!

Edit- @Sivuel, you do realise that the Dawnguard isn't a job or recognised Army right? It's a group of people who came together on their own to slaughter all the Vampires. Like the Silver Hand did for the werewolves. It's just another group of fanatics.
 
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I was actually pointing towards the idea that its their "job" as humans to fight unnatural beings like vampires, at least from Flandre's perspective, just like it is her "job" to prey on humans
 
[X] Return to the Castle and wait for them to make it to the Gate.
- [X] Welcome them as guests.

We aren't some barbarian, are we? The least we can do is chat with them over a cup of tea before we decide whether or not to butcher them.

Also, they might have news from Vita.
 
Ahh I see, but shouldn't that mean that when they come after her to kill her and her family/kind that it should also be Flandre's "job" to destroy them?

Whether due to survival, to protect other of her kind/ family, to punish them for hubris etc.

I can really think of any reason not to kill them that's not OOC. Flandre's not that kind of girl.

Remilia may be tempted to invite them in then decide to kill the, afterwards. But Flandre's much more upfront about enemies attacking and that kind of thing/ event.
 
I can really think of any reason not to kill them that's not OOC. Flandre's not that kind of girl.
1) To prove that she's not a barbarian, since killing them immediately would be what Harkon might do
2) To preserve friendship with Vita. They're our friend's guild mates, after all.
3) Get information. Flandre's smart, and pretty curious. We were able to hold a conversation with Harkon for a bit just fine, why can't we do that here?
4) Try not to murder everyone as much. Really, she's trying to mature, to prove herself to her sister, that she can be out and about. Which is also...
5) Remi's presumably watching. Flandre really wants to make her sister proud.

Also, keep in mind, the Dawnguard are here to stop Harkon from using the Elder Scroll to block the sun.
We have since resolved the issue for them. There's no reason we need to fight anymore, really.
 
Ahh I see, but shouldn't that mean that when they come after her to kill her and her family/kind that it should also be Flandre's "job" to destroy them?

Whether due to survival, to protect other of her kind/ family, to punish them for hubris etc.

I can really think of any reason not to kill them that's not OOC. Flandre's not that kind of girl.

Remilia may be tempted to invite them in then decide to kill the, afterwards. But Flandre's much more upfront about enemies attacking and that kind of thing/ event.
She's not entirely invested in this though.
I think she would
[X] Stay on the tower.
- [X] Parley when they come ashore.
To hear what they have to say and then do whatever(Tell them to go away/Give whatever/Kill them/etc).
If/when they attacked her first she would kill them.
1) To prove that she's not a barbarian, since killing them immediately would be what Harkon might do
2) To preserve friendship with Vita. They're our friend's guild mates, after all.
3) Get information. Flandre's smart, and pretty curious. We were able to hold a conversation with Harkon for a bit just fine, why can't we do that here?
4) Try not to murder everyone as much. Really, she's trying to mature, to prove herself to her sister, that she can be out and about. Which is also...
5) Remi's presumably watching. Flandre really wants to make her sister proud.

Also, keep in mind, the Dawnguard are here to stop Harkon from using the Elder Scroll to block the sun.
We have since resolved the issue for them. There's no reason we need to fight anymore, really.
Seconded to a large degree. Do we need to keep the Elder Scroll for some reason, or could we just give it to them?
 
... So since they've come to her door with an army to kill her and her kind she should see what they want to appease them? Even though she Alfredo's knows they're fanatics and want to kill her she should try and bribe them away? Sorry but that really doesn't feel like Flandre to me. Especially not the one we've been playing to go for appeasement/ submitting to threats (and an Army is a threat). Especially not from people she never wronged and who come to her door bearing weapons and fire and meaning to use it.

Appeasement/ giving in to threats/ pressure really isn't something I'm interested in playing either. Espcially when we don't have to and if it involves just letting them wave their weapons and arrogance/ pretentiousness in our face. Which knowing the Dawnguard and their members is pretty much guaranteed.

Edit- Meh, I'm happy enough seeing what they want. I'm not happy letting them made demands or threats. An Army is already a threat. Let's just keep that in mind.

We can see what they want then and decide afterwards. But I doubt it'll be good and we could much more easily deal with them when they're in the boats out in the cold freezing ocean I believe. Let's see.
 
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Seconded to a large degree. Do we need to keep the Elder Scroll for some reason, or could we just give it to them?
I'd be hesitant to handing a Talos-damned Elder Scroll over to some humans we don't even know.

Vita, maybe, but she doesn't seem to be present... And the college was kinda iffy.

Maybe we can keep it in the castle, and let Remi take a look at it when we make this our vacation home?


As for where to talk, point. Vita isn't here, no need to break out the tea just yet. Especially since they weren't necessarily invited.

Changing vote
[X] Stay on the tower.
- [X] Parley when they come ashore.
- [X] Politely.
 
Changing vote
[X] Stay on the tower.
- [X] Parley when they come ashore.
- [X] Politely.

How would you feel about;

[]Stay on the tower.
- []Parley when they come ashore.
- []Politely, but firmly. Make sure they know you aren't pleased with a surprise Army at the door.

Edit- or [] Politely, but firmly. Make sure they know you don't appreciate a surprise Army at the door.
 
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... So since they've come to her door with an army to kill her and her kind she should see what they want to appease them? Even though she Alfredo's knows they're fanatics and want to kill her she should try and bribe them away? Sorry but that really doesn't feel like Flandre to me. Especially not the one we've been playing to go for appeasement/ submitting to threats (and an Army is a threat). Especially not from people she never wronged and who come to her door bearing weapons and fire and meaning to use it.

:confused:

You realize Flandre has the whole story, right? She previously spoke to the Dawnguard, when we met Vita above Blackreach.
Flandre knows they're here for Harkon and to stop him. Which we already did.
We have no reason to kill them

They're Vita's guildmates/friends, and Vita is Flandre's friend.
We have a reason to not kill them.

They are literally no threat to Flandre. We don't have to really worry about them hurting us. So, they aren't a threat, either.

So, the least we can do, is talk to them, explain the misunderstanding.

If they GIVE us a reason to kill them, though, I'm not against that. But currently, we don't have any.

Espcially when we don't have to and if it involves just letting them wave their weapons and arrogance/ pretentiousness in our face. Which knowing the Dawnguard and their members is pretty much guaranteed.
If they do that, we could give them a reminder on why that would be a bad idea.
But information first.


Why the hell isn't Vita with them, anyways?


Also, @Entropy Judge , you don't say a number for how many Dawnguard there are. Do we have a rough estimate, at least?
 
Can Flandre not read the Scroll due to not being a part if the Godhead's dream? Or am I looking too deeply into it?
There are a number of reasons, not least of which being I'm not going to screw you guys over for something that's in-character and you wouldn't have reason to expect. If I were writing this as a fanfic, I would've given Flan poor odds at not flipping out over how the Elder Scroll messes with your head; since Flan would have looked at the Scroll unless you specifically voted not to (because she's curious), I wasn't going to have her butcher the castle in a frenzy. Especially since you guys seem to want to keep it.

I can really think of any reason not to kill them that's not OOC. Flandre's not that kind of girl.
Because they aren't a threat is one reason. Like, Flan could send out a clone, let them kill it, then come out and ask them if they thought it was hard, or if they'd like her to demonstrate just how screwed they'd be if she actually wanted them dead. Of course, if they did a poor job or otherwise demonstrated incompetence, she likely would kill them out of hand for wasting her time.

Remilia may be tempted to invite them in then decide to kill the, afterwards.
No, she wouldn't. Hospitality is a big thing, even if it doesn't have any metaphysically binding properties. People who are welcomed or invited in are protected as such unless and until they unwelcome themselves. If they were invited in by Remilia or by Flan, they would walk out alive unless they decided to pick a fight.

They're Vita's guildmates/friends, and Vita is Flandre's friend.
We have a reason to not kill them.
Not friend. Flan's reason for trying to save Vita's life (so far) is based more on the fact that if she doesn't at least make an effort, it'll be problematic when she goes back to Mid-Childa. And that's not enough to not kill the Dawnguard.

Why the hell isn't Vita with them, anyways?
I don't know.Itotallyknow.

Also, @Entropy Judge , you don't say a number for how many Dawnguard there are. Do we have a rough estimate, at least?
... So since they've come to her door with an army to kill her ...
It's more a reconnaissance in force than an army. Less than twenty member that she can see, and while she can tell they're armoured, she can't tell what weapons they're carrying. Two rowboats.
 
My plan didn't preclude killing the Dawnguard if/when negotiations break down, but there's no reason to be rude about it. After all, we're a better breed of vampire.
 
Oh only/less than 20 people in longboats? Wow. My mistake. I was imagining much worse. Silly me. Please disregard my crazed ravings. :p
 
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You also found that it makes for a decent weapon in extremis, and even striking it fully with Laevateinn failed to so much as crease the material.
Sounds like parasol material to me.

[ ] Return to the Castle and wait for them to make it to the Gate.
- [ ] Welcome them as guests.
I'm inclined to reject this option out of pure principal. What's the point of owning a bloody castle if you're just going to open up the door for invading forces?
 
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