Lord of Order

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Free from the curse of Sheogorath, lord Jyggalag must once again take his place among the Daedric Princes.
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Free from chaos
Location
A pit
You feel the hero's sword plunge into your avatar, into where a mortals heart might be, as the staff in their other hand, that wretched thing representing your maddened self, channels Firey magic to burn away your avatar. You feel the power you used to maintain it slipping away. As much as it disgusts you to admit, you are beaten, beaten by this mortal playing at being a god. As injured as they are from your battle they yet stand, panting and bloodied yes yet still alive. How they will learn to regret that they could not die at your hand, cursed as they now are to be turned into that cursed aberration the Daedric lords turned you into. They stand tall, sword and staff readied for what might come next as your avatar fades from existence, but you know there is no point in continuing the fight. You gather some of your power, casting your image before them, and speak.

"Enough! I am beaten. The Greymarch is ended. For millennia this drama has unfolded, and each time, I have conquered this land, only to be transformed back into that gibbering fool, Sheogorath. It was not always so. Once, I ruled this Realm, a world of perfect Order. My dominion expanded across the seas of Oblivion with each passing era. The other Princes, fearful of my power, cursed me with Madness, doomed me to live as Sheogorath, a broken soul reigning in a broken land. Once each era, I was allowed my true form, conquering this world anew. And each time I did, the curse was renewed, damning me to exist as Sheogorath. Now, though, you have ended the cycle. You now hold the mantle of madness, and Jyggalag is free to roam the voids of Oblivion once more. I will take my leave, and you will remain here, mortal. Mortal...? King? God? It seems uncertain. This Realm is yours. Perhaps you will grow to your station. Fare thee well, Sheogorath, Prince of Madness. "

You gather what power you can as you feel yourself dragged out of this realm as it is now fully severed from your being, much like a limb being rent from ones body, giving one last look to this now cursed mortal. Even now, while their physical form is still their own, you can see a flickering visage at their edge, a twisted mirror of yourself. You may never again see this plane, this slice of oblivion that was once your own, that you had been forced to sunder so many times, again. You will have little time, little opportunity to take what vestiges of your power remain here, what few things are still wholly yours in this blighted place.

[] The Librarian, Dyus. You stripped him of his mortality for him to remain your ever faithful servant. With him should still be some few of your many tomes of knowledge, your calculations on the future, and he himself will serve as a valuable emissary in the days to come. (dyus will act as your emissary, you will gain another correct prediction of how the world progressed)

[] The Sword. Your blade lay forgotten in the throne room, disregarded and ignored, perhaps purposefully, perhaps not. While useful for yourself it would serve a greater purpose if you cast it to Nirn to find a champion. (you will gain the blade of Jyggalag as an artifact. Its current enchantment is to allow one who gazes upon its edge to see the past, present, and future of the location they're in.)

[] The grove. Deep within the realm, near its heart, lies one of the oldest and most uncorrupted pieces of your realm, the grove of reflection. the tree is withered, the runestone perhaps the last piece of Mytherias once grand constructions, with this shard of land you may be able to begin more quickly rebuilding a plane of your own. (allows you to begin rebuilding your own Daedric plane more quickly)

You cling to this last shard as you are expunged fully from the shivering isles, left adrift outside the fringes of this new princes realm in oblivion, territory only inhabited by the lesser Daedra. A fitting place for you as you currently are. Much of your strength now lay in the hands of the new god, and unless you act you will not gain new power to fit your title of prince. What you need now is to assess your situation. Much of your knowledge of the ongoings of oblivion, of the other princes, of the affairs of man and mer. With how things have shifted you need to know if any of your predictions still remain true.

Travelling to mundus personally would be a poor idea, a loud proclamation to all that might care to look about your return and intentions, and you would be a fool to paint that target on your back. Creating a Lense, a thin layer in between the realms, is a simple matter in comparison. You stretch thin the veil and gaze upon the realm, near and far, taking in what you can in a short span of time, seeing what is as it should be and what is not. To your vast disappointment, without being able to observe the minor changes the world made from what your calculations predicted and thus your inability to adjust said predications, there is little as it should be. Just a few changes were enough to ripple out and disrupt near everything from their proper course. Your past attempts at prophecy are not proved fruitless however as some few remain on their true course, your knowledge of their events whole.

Choose two events that Jyggalag knows the canon events for, three if you chose Dyus.

Note, Jyggalag can't predict anything that breaks realities rules, such as dragon breaks or Aldiuns return

[] The rise of the Thalmor: currently within the summerset isles an extremist elven political movement gathers power, their goals not only for the ascension of their race as the masters of all other, but something else, something that your calculations couldn't ascertain, and that is worrying enough in itself. Opportunities: can attempt to prevent their attempts to grab power and destabilize the empire

[] The fall of Baar Dau: in the land now called Morrowind a meteor lies trapped in stasis above a city named for a false god. This false god, soon to abandon his city, can no longer hold the meteor with his own power. Your brother Clavicus Vile would offer them a chance to survive, the creation of a machine that would force it to remain in stasis, but that too will fail, causing the desolation of their island and surrounding lands, and further still a cascade of misfortune. Opportunities: may be able to stop the meteor yourself, gaining the worship of some of the dark elves

[] The fate of the Falmer: the pale elves of the north were subject to great cruelties on your time gone, the Dwemer twisting them into horrific monsters, barely more than beasts. Some few remain, though at great expense to themselves. They still hold many secrets, artifacts and more. Opportunities: the collection of various Aurielan and Falmer artifacts, perhaps undo their mutation to gain worshipers

[] The Stormcrown interregnum: with the sacrifice of the last emperor in a successful attempt to defeat your brother Mehrunes Dagon, soon a war shall break out to see who shall rule now, signaled by the death of the empire chancellor. Opportunities: be able to influence the war for the empire

[] The collapse of Winterhold: a century from now the grand city of Winterhold will fall, collapsing into the ghost sea below, sparing but a small portion of the city's outskirts and its grand college of mages. Opportunities: can attempt to stop the collapse, gaining the favor of their wizards

[] The collapse of the dark brotherhood: a wretched order of assassins serving Sithis, it that would cast all into the chaotic void, is collapsing in on itself. If left to its own devices it would destroy itself, and with it the worshipers of that chaos for a time, though it may be better to ensure that destruction occurs. Opportunities: may attempt to hasten the fall of the dark brotherhood and the worshipers of Sithis.

[] The fate of the Nereverine: one of Azuras people has accomplished a great many deeds, and seemingly is the reincarnation of one of the Dunmers false gods. They now find themselves far from the land where they made their name, in the black marshes, having apparently aided their people during Dagons failed invasion. Opportunities: may be able to recruit the Nereverine as a champion

[] write in: suggest something else for jyggalag to have predicted, subject to qm approval

With this basic patchwork of knowledge put together you need to act quickly ere your kin find you unprepared. You need more power so that you may not be snuffed out before you can bring order to this realm, and to get power you need worship, followers to offer unto you prayers and sacrifice, as well as Daedra and servants in oblivion. For now however you would do well to simply begin a cult to gain followers in one of the realms many lands.

[] Cyrodil: the heart of the empire and homeland of the imperials, you can feel the effects of a dragon break even as you look upon it, patches of the land changing between lush forest and think jungle, multiple seemingly incompatible events happening all at once, but more important than that this is the center of civilization and order for the world, though how long it will remain so is uncertain.

[] Morrowind: home to the dark elves and false gods. It is a land of faith and conflict, perfect grounds for one to find followers, especially as they are already accustomed to the worship of Daedra in parts of it.

[] Skyrim: a land of ice and tundra, home to the unruly Nords. The burial grounds of ancient faiths and dwemer ruins can be found here for those willing to look.

[] High Rock: the land of kings and coin, a land where any may be king of his own hill. Perhaps the most orderly of the current realms of men and mer, though it is still wanting.

[] Hammerfell: a land of swords and valor, ancient sand covered ruins hide the secrets and riches of the ancient dead. Their distrust of Daedra is great however.

[] Valenwood: a land flush with both life and death, the wood elves thrive in this untamable land. The chaotic nature of this land is in need of correcting.

[] Elsweyr: a land of warm sands and dense jungle. The Khajit make this land their home from which caravans flow in and out as its lifeblood.

[] Black Marsh: To be honest with yourself, you doubt this would make for a good place to plant roots, as its already overflowing with the roots of the hist. not to mention the native Argonians have a very recent history of invading oblivion, but perhaps they could be convinced to accept your presence

[] The Summer set isles: home to the elven kingdoms and secret plots. They hold great influence for now, but who knows if it will be wielded to bring order or further chaos.

[] Blackreach: as close to a capital as these cursed beings have, the Falmer can be found in great number there. Forsaken by their old gods you might find some lesser but willing servants among them.

[] Pyandonea: a continent to the south of Tamriel, lacking in connections to the outside world and ruled over by the sea elves. Spreading your faith within it would prove simpler, though outside would be challenging.

[] The reach: a contested area inbetween high rock and Skyrim filled with a primitive and hostile people. Its denizens are used to Daedra worship already, but you can't say they would appreciate your goals.

With your starting grounds in mind, now you must find a goal, a task to labor towards. Amassing power and worship is but a means to an end, and you have quite a few in mind. Better to focus on but one for now so you can bring your all for it. whatever the course you choose however, there is but one true goal for you lord Jyggalag, true, perfect order.

[] reclaim the domain of natural order from Peryite: the sniveling serpent of the princes, as you were being cursed by their coalition, made certain that he carved from you lordship over the natural order of the world. Even as the former weakest of the Daedra, he is still a threat to you.

[] reclaim your library from Hermaeus Mora: just as the little dragon had stolen a piece of your domain, mora had stolen vast parts of your library, your accumulated knowledge of the world as it was and your calculations for what it would be, tucked away in the library of apocrypha. You want them back.

[] A realm of your own: to take a piece of oblivion for your own is no easy thing. It is a realm made to obey your whims and will. While it would allow you to greatly increase your influence in oblivion, nothing would make for a brighter beacon of your return.

[] gain an ally among your kin: they will learn of your existence sooner or later. It may do well to gain at least ones confidence in you before they all become aware.

-[] which prince

[] gain a solid foundation on Nirn: you need more than just a few cultists, you need to make something that will last, either by gaining a large enough amount of followers or powerful enough followers
---
Yes hi hello, welcome to this new quest. as you no doubt surmised you will be playing the daedric prince jyggalag, the god of order in the elder scrolls series.
 
Love your stuff, hope this goes well!

I have an idea for this already

[x] Plan for a Solid Foundation
-[x] The Librarian, Dyus. You stripped him of his mortality for him to remain your ever faithful servant. With him should still be some few of your many tomes of knowledge, your calculations on the future, and he himself will serve as a valuable emissary in the days to come. (dyus will act as your emissary, you will gain another correct prediction of how the world progressed)
--[x] The rise of the Thalmor: currently within the summerset isles an extremist elven political movement gathers power, their goals not only for the ascension of their race as the masters of all other, but something else, something that your calculations couldn't ascertain, and that is worrying enough in itself. Opportunities: can attempt to prevent their attempts to grab power and destabilize the empire
---[x] The collapse of Winterhold: a century from now the grand city of Winterhold will fall, collapsing into the ghost sea below, sparing but a small portion of the city's outskirts and its grand college of mages. Opportunities: can attempt to stop the collapse, gaining the favor of their wizards
----[x] The fate of the Falmer: the pale elves of the north were subject to great cruelties on your time gone, the Dwemer twisting them into horrific monsters, barely more than beasts. Some few remain, though at great expense to themselves. They still hold many secrets, artifacts and more. Opportunities: the collection of various Aurielan and Falmer artifacts, perhaps undo their mutation to gain worshipers
----[x] Skyrim: a land of ice and tundra, home to the unruly Nords. The burial grounds of ancient faiths and dwemer ruins can be found here for those willing to look.
-----[x] gain a solid foundation on Nirn: you need more than just a few cultists, you need to make something that will last, either by gaining a large enough amount of followers or powerful enough followers

My Thought Process? Fuck the Thalmor, and if we can restore the Falmer to Snow Elves? That's a Loyal Species of Followers that will follow us in most directions, Saving winterhold? A Good Small Exterion of Power for a small Following of Smart People, plus Winterhold itself.

And as the Hero of Kavatch made it clear, a Potent Mortal is a valuable thing to have in our retinue.
 
[X] The fate of the Falmer

This is prolly gonna be plan-vote, but let me just outline my preferences from the start.
 
[x] Plan for a Solid Foundation
-[x] The Librarian, Dyus. You stripped him of his mortality for him to remain your ever faithful servant. With him should still be some few of your many tomes of knowledge, your calculations on the future, and he himself will serve as a valuable emissary in the days to come. (dyus will act as your emissary, you will gain another correct prediction of how the world progressed)
--[x] The rise of the Thalmor: currently within the summerset isles an extremist elven political movement gathers power, their goals not only for the ascension of their race as the masters of all other, but something else, something that your calculations couldn't ascertain, and that is worrying enough in itself. Opportunities: can attempt to prevent their attempts to grab power and destabilize the empire
---[x] The collapse of Winterhold: a century from now the grand city of Winterhold will fall, collapsing into the ghost sea below, sparing but a small portion of the city's outskirts and its grand college of mages. Opportunities: can attempt to stop the collapse, gaining the favor of their wizards
----[x] The fate of the Falmer: the pale elves of the north were subject to great cruelties on your time gone, the Dwemer twisting them into horrific monsters, barely more than beasts. Some few remain, though at great expense to themselves. They still hold many secrets, artifacts and more. Opportunities: the collection of various Aurielan and Falmer artifacts, perhaps undo their mutation to gain worshipers
----[x] Skyrim: a land of ice and tundra, home to the unruly Nords. The burial grounds of ancient faiths and dwemer ruins can be found here for those willing to look.
-----[x] gain a solid foundation on Nirn: you need more than just a few cultists, you need to make something that will last, either by gaining a large enough amount of followers or powerful enough followers
 
[] write in: suggest something else for jyggalag to have predicted, subject to qm approval
Would this be an acceptable prediction?
[] The sacking of the Imperial City: During the Great War, the Thalmor was able to take control of the Imperial City for a time. With no-one to appose them, they burned, killed, and looted without restraint. Opportunities: may acquire Imperial artifacts, knowledge, and people
 
[x] Plan for a Solid Foundation
-[x] The Librarian, Dyus. You stripped him of his mortality for him to remain your ever faithful servant. With him should still be some few of your many tomes of knowledge, your calculations on the future, and he himself will serve as a valuable emissary in the days to come. (dyus will act as your emissary, you will gain another correct prediction of how the world progressed)
--[x] The rise of the Thalmor: currently within the summerset isles an extremist elven political movement gathers power, their goals not only for the ascension of their race as the masters of all other, but something else, something that your calculations couldn't ascertain, and that is worrying enough in itself. Opportunities: can attempt to prevent their attempts to grab power and destabilize the empire
---[x] The collapse of Winterhold: a century from now the grand city of Winterhold will fall, collapsing into the ghost sea below, sparing but a small portion of the city's outskirts and its grand college of mages. Opportunities: can attempt to stop the collapse, gaining the favor of their wizards
----[x] The fate of the Falmer: the pale elves of the north were subject to great cruelties on your time gone, the Dwemer twisting them into horrific monsters, barely more than beasts. Some few remain, though at great expense to themselves. They still hold many secrets, artifacts and more. Opportunities: the collection of various Aurielan and Falmer artifacts, perhaps undo their mutation to gain worshipers
----[x] Skyrim: a land of ice and tundra, home to the unruly Nords. The burial grounds of ancient faiths and dwemer ruins can be found here for those willing to look.
-----[x] gain a solid foundation on Nirn: you need more than just a few cultists, you need to make something that will last, either by gaining a large enough amount of followers or powerful enough followers
 
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[X] Plan: Kingmaker
-[X] The Sword. Your blade lay forgotten in the throne room, disregarded and ignored, perhaps purposefully, perhaps not. While useful for yourself it would serve a greater purpose if you cast it to Nirn to find a champion. (you will gain the blade of Jyggalag as an artifact. Its current enchantment is to allow one who gazes upon its edge to see the past, present, and future of the location they're in.)
-[X] The rise of the Thalmor: currently within the summerset isles an extremist elven political movement gathers power, their goals not only for the ascension of their race as the masters of all other, but something else, something that your calculations couldn't ascertain, and that is worrying enough in itself. Opportunities: can attempt to prevent their attempts to grab power and destabilize the empire
-[X] The Stormcrown interregnum: with the sacrifice of the last emperor in a successful attempt to defeat your brother Mehrunes Dagon, soon a war shall break out to see who shall rule now, signaled by the death of the empire chancellor. Opportunities: be able to influence the war for the empire
-[X] Cyrodil: the heart of the empire and homeland of the imperials, you can feel the effects of a dragon break even as you look upon it, patches of the land changing between lush forest and think jungle, multiple seemingly incompatible events happening all at once, but more important than that this is the center of civilization and order for the world, though how long it will remain so is uncertain.
-[X] gain a solid foundation on Nirn: you need more than just a few cultists, you need to make something that will last, either by gaining a large enough amount of followers or powerful enough followers

I like the current plan but putting our Champion on the Ruby Throne could be nice too.
 
Would this be an acceptable prediction?
[] The sacking of the Imperial City: During the Great War, the Thalmor was able to take control of the Imperial City for a time. With no-one to appose them, they burned, killed, and looted without restraint. Opportunities: may acquire Imperial artifacts, knowledge, and people
That would probably be included under the rise of the thalmor

Solid foundation wins the vote, you'll be taking your Haskill along with what remains of your library, the falmer, the thalmor, and the fate of winterhold all roughly followed the path you calculated, youre gonna start up your new cult in Skyrim with dyus acting as your face on the mortal plane, and your main focus is just building up an influence in Skyrim for the time being.
 
Goddammit, missed the vote

Out of curiousity; why Winterhold? If you wanted to prevent the rise of the Thalmor then wouldn't it have been better to pick Stormcrown, get the following of one of the warlords that would spawn, and help them build up a strong, orderly Empire to stand against the Dominon?
 
Goddammit, missed the vote

Out of curiousity; why Winterhold? If you wanted to prevent the rise of the Thalmor then wouldn't it have been better to pick Stormcrown, get the following of one of the warlords that would spawn, and help them build up a strong, orderly Empire to stand against the Dominon?
I want to know that the Thalmor are upto something for being able to intuit properly in the future , Winterhold is apart of our foundational set up, since we can do stuff with them and the Falmer in Skyrim.
 
I want to know that the Thalmor are upto something for being able to intuit properly in the future , Winterhold is apart of our foundational set up, since we can do stuff with them and the Falmer in Skyrim.

Yeah, but benefits could the college give us that couldn't also be obtained from influencing, say, the Cyrodillic Mages' Guild?
 
You tell me, all I know is that it was alot bigger
The way I see it? It's a Small Investment to save it, this should allow Winterhold to remain an actual fief rather than at most a dozen houses and the college, if we can have the Jarl and the College low key following us? That's a good little following that shouldn't be too hard to accomplish, A Medium Term Investment if you will, while the Falmer are a long term investment, fix them as a species and we have the species' life long loyalty, the Thalmor I chose less to stop them now and more to be aware that they're upto fucky shit
 
Jyggalag
The Daedric prince of order, formerly the cursed sheogorath, now free

Titles: The grey prince of order

Followers: Dyus, the cult in winterhold, the Falmer, dunmer

Domains: Order

Subdomains: Logical order, deduction, wisdom, civilization

Artifacts: the blade of jyggalag. A greatsword of pure white. Nearly too large for the hands of mortals, if it's wielder gazed upon the edge of this blade they can see the past, present, and future go where they are

The soulscribe: a quill used by you and sheogorath that took on some of your divine spark. One writing with it can only write as their soul intends, and anything written shall reappear within your library.

Umbra: formerly a sword belonging to and housing a piece of Clavicus vile, you have taken this blade and made it your own. the sword saps away at the souls of its targets, and when it slays someone the soul is sent to its patron, yourself.

Traits:
Prophet of the future: once you had a magnificent library within which you kept your calculations for the future of all reality. While it is gone now it can be remade or retaken. As you rebuild your library you will gain extra rolls for the actions you take, taking the higher result.
Current library progress: 19/100%

+5 to actions in oblivion

+5 to actions on nirn

Faith: 25/200

Power: 31
-Your power is on the scale of deities, so even a low number still means you are very powerful
for example the tribunal would be somewhere around 15-20 each

In the ages before man and mer recorded history, jggalag was feared and hated by his fellow princes as his forces of order swept across the Daedric planes, encroaching on their territory. In an act not even he could predict, one that went against the Daedras natures, they banded together to place a curse upon him, forcing him to become that which was most antithetical to his nature. From this curse he became sheogorath, prince of madness.
In an act of unnecessary pettiness the crafters of his curse made it so that at the end of every era the prince of order would return from curses madness, only so that he might destroy what Sheogorath had built over the remains of his own plane.
This time however, there was a difference. Sheogorath had planned and plotted, calling forth a champion, one with proven skill for defying daedra, to prevent the graymarch and end the curse. This plan, however, did not go the way sheogorath had wanted. They were too late to prevent his shift back to the prince of order, but his champion would not give up. Instead they took upon themselves the mantle of the mad god and bested Jyggalag, preventing the destruction of the shivering isles and thereby breaking the curse.
Now the lord of order is free, free to seek vengeance, free to bring order, and free to see his will be done.
 
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First Steps
You find that only a small part of the world went as it should have in your absence, but what went the way they were supposed to go only seems to include those events that would bring the world further into the grips of chaos. The rise of an authoritarian and elven supremacist nation of Alinor, willing to do whatever they can to grasp power for their goals, goals your calculations could never bring a satisfactory answer to. The malediction of the snow elves, their sundering at the hands of the Dwemer, now somehow erased from reality by all accounts, leaving them to further rot and fester as the abominable things they have become. And lastly the collapse of Winterhold, an event that would set back the pursuit of knowledge by centuries, not only through the loss of scholars and hoarded knowledge, but also through the rise of distrust for the magical arts. Without your hand to guide them this world has fallen further and further to chaos and madness. It needs your hand to guide them, to pull them away from their sickening descent.

You decide to start upon the lands of Skyrim, a cold and unwelcoming land. Home to wild lands teeming with all manner of creature, ancient ruins of long dead civilizations filled with the unresting dead, the hircine worshipping tribes of the Reachmen, dark and deep caves infested with the twisted Falmer, and feuding jarls seeking to dominate the political landscape, it is a chaotic place you would not normally deign with your presence except to bring order to it by force. However, as your calculation for this lands future have remained largely accurate, you know it to be your best chance.

"Dyus." You utter, your voice deep, but ever so slightly weak. The result of being truly cut off from the majority of your power. Sheogoraths power now. The fact disgusts you, but there is no purpose to lingering on it. "You will go forth unto these lands, you will gather what followers you can to my will. You are also to gather what information you can on the history of the world since my corruption, every last piece so that I may rebegin my calculations. Take what remains of my library with you, keep it secure and safe." commands, not requests, though you know dyus would obey your every word. "Of course my lord." His voice, ragged and raspy. While you had removed his mortality, without your presence to strengthen him his form has aged considerably, resembling a man in his grave, though as your power grows he should regain some of his lost vigor.

The veil between Oblivion and the realm of Nirn was strengthened, you note, since what the mortals call the merethic era, and recently at that. You doubt you would be able to pierce it yourself as you are now, but as dyus is still of the mortal races, he is easily able to slip through with your aid. Its as simple as summoning one of your knights but in reverse, an exertion of your will to place him where he needs to be. He lands among the eastern region, an area of hot springs and cold fields of rye, a port city to his north. Eastmarch, from what you can gather. From there dyus will move on to where you deem best to restart your faith.

Choose where to send dyus, each area will have its own downsides and benefits.

[] The City of Windhelm. The oldest human settlement on Nirn still in use, the city is the nearest port to the lands of Morrowind and serves as a stronghold to Nordic culture despite the amount of foreign trade it sees.

[] The City of Riften. The major trade city of Skyrim, caravans from throughout the empires lands see this as the only city worth traveling to for trade, leading to a large and diverse population, but also severe corruption and crime.

[] The City of Winterhold. A city of magic and secrets, secrets soon to be lost to the sea of ghosts. It is home to the college of Winterhold, a place feared by the Nords as much as it is respected.

[] The town of Dawnstar. A small port and mining town in perhaps the least developed part of Skyrim. It would be easy to go unnoticed by the world at large here, though something about it fills you with disgust.

[] the town of Morthal. A town hidden in mist and surrounded by fog, it is perhaps the least important of all the lands of Skyrim. What it does have is exotic alchemical reagents and anonymity.

[] The city of solitude. Perhaps the most modernized of Skyrims lands, solitude often serves as the capital for those that rule over all of the province. Beyond that it serves as a major trading port with its neighbors in high rock, the Breton kingdom.

[] The Reach. A contested land, fought over by the Nords and Reachmen, it is home to many Dwemer ruins, its capitol even housed in a Dwemer hold. The Reachmen of this land still worship the Daedra, but favor the likes of Hircine and Mephala.

-[] Will you focus on the Reachmen or the Nords?

[] the City of Whiterun. The city at the center of Skyrim, it sees the most inter-province traffic in Skyrim. The cold plains surrounding it are as home to the nomadic giants as they are to bandits. Old ruins can be found wherever one looks, with perhaps its most impressive one being the labyrinthian. You cant help but notice however the stink of other Daedric lords in the area.

[] the town of Falkreath. A land of death and life. Not only is the land filled with worshipers of Arkay, meaning a harder time for dyus to convert them, but you feel that same rot as you had in Dawnstar.

With your servant sent off you find yourself alone on the unclaimed plains of oblivion. Outside the control of any ruler such as a prince, lesser Daedra, or even those few mortals skilled enough in Magick to claim a piece for themselves, it appears as a desolate plain, vast fields of nothing stretching on and on, pale and lifeless with no will to shape it. lesser Daedra, typically those unassociated with any prince, roam these lands, thought they often seek out a stronger Daedras plane or to escape onto Nirn. Here on the verge of your former home Theres some few scant traces of its flora and fauna, a few of the mushrooms that grow smaller as the distance grows, a few iridescent butterflies, flitting away from the clannfears trying to bite them from the air. Further away you notice slight beads of light, similar to the stars that lead to Aetherius, the telltale sign of other planes within oblivion.

Once you had led your knights of order far and wide, spreading out further and further, giving meaning to these wretched lands, taking them from the hands of unworthy, chaotic beasts, your fellow Daedra. This land had order once, and now look at what its been brought back to, wastes and warlords seeking nothing more than power they would never have, just as it had been, just as the princes wanted it to be. You find yourself looking back on their trap, their trick to curse you, but nothing can be done to change that now. You need to act, both here on oblivion and on Nirn.

You cannot pierce the veil of oblivion, not as you are. You can however summon what knights of order you still can, what few remain loyal to you and whole, to Nirn as you had dyus. How you would use them, however, is up to you. you need not even use them, as making your voice known to the mortals is a trifling matter. The problem, however, is the need to maintain some degree of subtlety. If you found an enemy returned as weak as you are you would crush them where they stand, and you have no doubt the princes would do the same. With that said, keeping your head down would leave you blind, and some risk must be taken, and you have neither the time nor foreknowledge to predict where your future should lie. You must act with wisdom.

What shall you do in nirn? Choose one

[] Send your knights to aid mortals. The lands are dangerous, and to have your knights be their saviors would garner good will towards them, and thus yourself. Even if the act by itself wouldn't draw followers, nobody would assume your followers have ill intentions. DC25

-Higher rolls mean more people saved/more signifigant people are saved

[] Send the knights to the cult. the knights shall attend to dyus, protecting him and serving him as they can. They may be good for little more than combat, incapable of speech, their beings given entirely unto order, but dyus is clever, he'll know how best to use them.

-Dyus will be given control of the knights while he begins to build the cult, though he isn't defenseless without them

[] Establish a relationship with the Falmer. These things cannot be considered truly sentient anymore, even their souls are corrupted by the Dwemers touch. However, you cant fix that without first seeing what you have to work with in depth. It may be difficult, but you've faced greater challenges. DC75

-you will attempt to forge a covenant with the Falmer, so that you might begin fixing them or converting them to your faith.

[] Seek out a champion. There are those among the mortals who realize the need for order. Seek one out to act as your agent, to go and do what dyus cannot. Recruiting them may prove challenging, especially without an artifact to tempt them and offer in exchange. DC60

[] 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.

[] write in. up to qm discretion

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. DC40

[] seek out subjects. Daedra are inherently creatures of chaos, but many value strength over ideals. Convince them of your strength, and they will follow. DC50

[] Creation. With the sword forgotten in the mad ones palace, you are bereft of an artifact to entrust onto a champion. You could use some of your remaining power to make something of crystal that you could send unto the planet. Dc55

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

[] 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

[] A Home of your own. It would take some power of yours to create a new plane, but it would be less dangerous to your anonymity than trying to take one from a different Daedra. You might wish to make some distance between yourself and the fools isles first. DC20

[] Write in. up to qm discretion
 
[X] Plan Winterhold investment
-[X] The City of Winterhold. A city of magic and secrets, secrets soon to be lost to the sea of ghosts. It is home to the college of Winterhold, a place feared by the Nords as much as it is respected.
-[X] Send the knights to the cult. the knights shall attend to dyus, protecting him and serving him as they can. They may be good for little more than combat, incapable of speech, their beings given entirely unto order, but dyus is clever, he'll know how best to use them.
-[X] Home of your own. It would take some power of yours to create a new plane, but it would be less dangerous to your anonymity than trying to take one from a different Daedra. You might wish to make some distance between yourself and the fools isles first. DC20

I've seen one entire Jyggalag quest on the internet, excepting this one.

As for my plan, dealing with Winterhold's collapse is the first thing on our to-do list, since once we get it into our sphere of influence then it will serve as a wonderful starting point for the rest of Skyrim, most importantly the Falmer. There are also mages aplenty to reach out to and make use of, subtly or not. As for Oblivion, let's make ourselves a home base, even if a temporary one.
 
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