Lord of Order

The Cloclwork Grave
Once again you begin to build a blessing for your followers, once again it isn't as simple as one might hope. The problem comes from the need for it to be simple in the first place so that any follower, no matter where or how strongly they believe, can benefit from it. Where the blessing to remake the Falmer was a multilayered array of divine will and Magick, you must now make something a fraction of the scale. If only that equaled an equally simple creation.

You need to be careful with the magic lest you cause an incident similar to the first attempt at a blessing. You need to be precise so that it does as you wish so no erroneous side effects manifest. You need to be patient, but the process of making the blasted thing is wearing that patience thin.

"My lord, might I suggest you take a break?" Dyus says from the center of the room, seated in a chair while you test various forms of the blessing on him. If he were any other mortal you would suspect he says this for his own benefit after the many failed attempts, but you know he says it for yours. You take in a breath, not for the air as that is no necessity for a god, but in the hopes that the taste and smell of the tree in bloom might clear your head.

"One more. One more then we will put this project on pause." You rumble out, disliking the feeling of defeat that comes with the admission. You look at the blessing, examining its every inch, despite how small it is. Where the blessing of the Falmer had been a three dimensional construct when given form, this instead Is barely a line. So why is it so damned difficu-oh wait.

You feel like slapping your head. If the fool were here you know he'd start laughing. While the blessing of the soul is important, it had become the main focus. You had forgotten to make it work smoothly with the brain itself, causing a discrepancy between the two. You etch new designs into this blessing so that the mind and soul together would be blessed the same way, implant it within the meager shrine you had built to test with, and turn back towards Dyus who is still patiently waiting.

"Attune to the shrine, it should work now." With a nod Dyus turns his attention towards the shrine and gives a short prayer. You hear it, both physically as the man is but a short distance from you, but also within yourself, mingled with all the other prayers. They make up a collective noise in the back of your being, the collected prayers of your worshippers in Windhelm and the Falmer, the individual voices all making a kind of choir of prayer. You make sure that only he shall be affected and let the blessing take hold.

"The immediate effects?" you ask, flipping to a new page within the journal you had made for your creation of the blessing and readying a quill. "My mind is still my own. The senses have become keen but none overwhelm. Begin testing." and with his consent you start subjecting his body to various stimuli, lights and sound meant to overwhelm, sensations of pain and pleasure, smells and tastes divine and disturbed. "Capital of the Kothringi peoples?" the questions are random, meant to make Dyus think quickly. His knowledge may be vast but it would still take him time under normal circumstances to sift through what he knows

"Prior to the third era it was the settlement of marsh-shire, or Verutrum in their language, after the Knahaten flu however what few survivors resettled on the coastal town of Makurest along the southern fringe of black marsh, while others fled west towards sunken Yokuda after being denied port in Hammerfell." The response was quick, roughly five seconds faster than your previous historical question. "In the book Chimarvamidium, what is the name of the blacksmith the chimer plotted to kidnap to learn the secrets of blacksmithery." A more precise question, to see if he could recall so inconsequential a detail. "Jnaggo, though Khajit translations call him Bouri instead as the original name is close to a slur for female elves in their language." Again, a quick response.

The testing goes on for an hour as you continue to ask a series of questions on multiple different topics, but by the end you know you were successful. While the effects for a man like Dyus, one who has shed his mortality and had access to what was once the greatest collection of knowledge in reality, are far more pronounced, anyone who follows you will find themselves availed by this blessing. Many in fact do make quick use of it within your Windhelm cult, sometimes needing to be reminded to rest or eat, but otherwise the blessing is a success.

+5 to cult actions. +5 faith.

---

Given how you still know so little of the recent goings on of oblivion, it would do you well to see what planes lie nearby. Not just small petty realms like you had found with the mercenary fortress, now the common area for the Daedra who guard your realm though begrudgingly at times, but for those greater places home to powerful entities, where one might find all manner of useful information, allies, or artifacts one holds.

Its easy to separate the planes from each other. Each one gives off a kind of light. No, that isn't quite right. Energy is a better fit, a pulsing wave let off by each realm. For the lesser ones its nearly unnoticeable, but for the realm of a prince it is as a lighthouse in the darkness, letting one sail the void in-between the various planes with relative ease. You, however, are looking for those more hidden, those that the owners of which don't want found. So you set off, in search of the unknown.

Its boring. It's very boring. The majority of the planes you come to are barely pocket dimensions, little more than a Telvannis broom closet or a Daedroths overly arrogant claim to a title of lord. You know there has to be more than this out there, but despite your best attempts you've spent long weeks out here for nothing. You turn back towards Mytheria and the shivering isles and begin to mo- wait. Out of the corner of your eye you saw something, a glint. You turn towards it, seeing nothing, feeling nothing. Suspicious you turn towards Mytheria again, and once again you see it. Brass shaped into a cylindrical shoe of some kind, it's difficult to tell from what little you can see.

You start to move towards it, keeping it in the corner of your vision. How they were able to almost completely hide this away from your every sense, it should be impossible, yet there it is. You start feeling for the object, and you almost can't feel it under your touch. You slowly explore it with your hands before your hands find an elevated ring of metal, attached to the rest by two metal struts. You think a moment, and following a hunch you try to twist it, first one way and then the other. There's movement. You continue to turn the valve? Handle? Crank? Until, with a hiss, whatever magic concealed what you now see as a hatch seemingly connected to nothing dispels itself and you can enter.

You had expected Dwemer architecture when you entered, but aside from its advanced mechanical nature and hyper fixation on brass, though it pales in comparison in its use compared to the Dwemer, they are nothing alike. The room you find yourself is a long hall, another vault like door at its end. You begin to make your way there when you hear the door you came through closing. It's slow, so it's not some trap, and it has a similar valve on the inner side to open it again, so you don't worry about it. You do worry about the disembodied voice the reverberates through the air.

"Scanning…Scanning…Non mortal lifeform detected. Nature, et'Ada, subspecies Daedroth. Sending automatons to remove it from the vestibule." The voice is monotone, a slight hint of a chimer accent to its voice. You draw your blade, now accessible to you once again thanks to the return of your artifact, and prepare yourself, but these automatons are slow to appear. After some moments holding a defensive stance you begin to move forward, ready for any response but finding none. And you believe you know the answer for why that is.

The brass is slightly oxidized, and all of it is covered in a slight layer of dust. The place is seemingly abandoned aside from the presence of the voice. With no automatons coming to expel you from wherever this is you reach the other door, and opening it the same way as the other you are surprised by what you see. Obsidian towers stretch towards an artificial sky, advanced machinery over nearly every inch, a false sun bathing the world in a flickering light, and nearly all of it's devastated. Signs of battle can be seen, most of it having left the terrain a fallow battlefield littered with the broken pieces of advanced machines and corpses, artificial lifeforms barely clinging to life amidst the ruins, and at the very center a tall tower, the only thing yet untouched.

"Warning, a Daedroth has breached the city. Avoid section O-9 while automata are sent to rectify this issue." The voice says, its words echoing over the ruins. You notice, off in the distance, a handful of mortals, looking your way through a pair of optics. They're dressed in ragged clothing, bits and pieces of ill fitting armor thrown over top or strapped down with rope or strips of fabric. You ignore them to focus on the tower, the likely source of the voice. From everything you learned of the mortals and their mages, this place seems to be the land of Sotha Sil, the clockwork city.

With Sotha Sils death, the miniature world seems to have all but collapsed, the mortals spying on you survivors of whatever happened. A part of you wishes to travel further in, to explore it and see what it has sealed away by one of the mortal gods, but no. You know this place would be hazardous to search, and shouldn't be taken lightly, especially for how weaker the realm makes you feel. While it may be a realm no longer entirely within Nirn you can feel the protection of the veil cast by Akatosh and the Septim bloodline here. Perhaps you could send one of the elves, or a champion, but you have no place here right now.

You exit the way you came, one of the automatons finally here from the voices commands. A small centaur like thing, one of its arms broken and ending in exposed wire and steel, perhaps its formerly dominant hand given its lacking of a weapon. You ignore its attempts to to cast you out, flailing at you with its stump and good arm, and carve a glyph into the inner and outer parts of the bulkhead that led you inside, a means to track the entrance in case it moves. With that done you head back to Mytheria, mind already filling with possibilities.

You found the clockwork city of Sotha Sil. Lucky bastards.

---

Your knights are perfect soldiers, ones that shall follow any order, any command to the letter and to perfection. But that is all they will do. They have no will, no spark, their souls burned up in their rebirth as knights. You need beings that can adapt and think for themselves, that can be more than just soldiers, that live.

Though many of the Daedra are those from the dawn of reality, those who didn't leave with magnus or become the gods, these souls can be reborn though usually lacking much of what made up their previous lives. For those destroyed they might come back through a cynosure in the void, taking on a form of their liking, but that isn't really an option right now. Sometimes a mortal can be remade as a Daedric entity, and that's somewhat similar to what you did with the knights, but you don't have enough devoted followers for that. Keeping that in mind, you'll need to be clever with what you have at your disposal.

There is no one way to create a Daedra. Meridia wove her Aurorans from the light of her realm, Nocturnals crows were made from mortal crows that she bade into her realm, and the Perthans crawled out from the depths of Mephalas web, but since you've never truly done this before, finding Daedra by their nature difficult to work with, it's a learning process. Some futile first attempts are made, forming them of Magick like you had the blessings, carving them from a piece of crystal, and you had thought you were onto something when you tried to form them from clay but that fell apart quickly, little more than a golem. Then you have an idea. Instead of forming them purely by yourself, you would use something else alive, something already attuned to you and your nature, with souls aplenty within to draw upon.

You leave the fortress and move to the base of the tree of shades, now far healthier and much grown for its time in healthier soils, standing roughly five stories tall. While parts of it are still stained a dark, almost rotten black, and perhaps may remain that way for the rest of its existence, the rest of its bark and wood is slowly turning a pure white. You stand before it, placing you hand upon its bark, and exert your will. Slowly, ever so slowly, you draw out a form from it.

Almost mortal in physique, taller than a man but shorter than a Mer, their skin like marble, not just in color but in all properties aside from its ability to move and flex, interlaced with seams of some kind, forming patterns across its skin in myriad colors, from the light crystalline blues of the trees leaves, to deep golds, to flecks of amethyst-like purple and all manner of other colors. It's eyes are cloudy white, without pupils or any real indication if it can see. You notice that each hand, while otherwise unremarkable, is possessed of six fingers upon each.

It's hair, dull white the same as it's skin, falls heavily on its shoulders. Right above the temples on either side of the head two horns of crystal emerge, pointed at a slight angle upwards and forwards. Once fully out of the tree the being stumbles forward on newly made legs, struggling to stay up before managing to get its bearing and stand, even if the stance is shaky. It looks around, towards you, towards the tree, mouth seeming to open and close at random, almost like it wanted to speak but didn't know the words to say. Clueless as child straight out the womb.

"Daedroth of mine, Tell me, do you remember your name?" it looks towards you as you speak, but if it knows what you said it shows no sign. The tree was meant to hold souls of those who broke your laws for eternity, perhaps all that time has stripped them of memory. It looks around, marveling at all it sees, and begins to set off, though it begins to stumble. You catch it and keep it upright, turning it back towards you. "Do you recall anything, can you speak?" you ask. Again, it mouths at words but none come out.

You send for Xorvanis while you try to corral the Daedra. By the time he's gotten to the fort the creature has managed to learn to stay stable on its feat, incredibly quick progress. "Xorvanis, I need you to look after this creation of mine. See that it is clothed and fed. If it begins to speak or there's some other development send for me." He looks at your creation a moment before turning back to you. "Does it have a name?"

[] Name your creation

It's a short time later that Xorvanis calls for you. already the creature has begun speaking in short sentences, and if this pace of progress continues by weeks end it will be as intelligent as any other Daedra, perhaps more-so, after readjusting to existence. It shows no sign of illness, no obvious faults towards its long term health as a result of its creation. You can deem it a success.

Your Daedra have now been born. More shall be made in time from the souls within the tree of shades.

---

When you had tasked Sheogorath with helping rebuild your library, he hadn't been excited by the idea. He said how only three of his thirteen minds had any scholarly training and even then, they were not scribes. Still, you had little time to work on the project yourself so you tasked them with it anyway. They may at least gather the books and materials you need if they cannot calculate fate.

When you come to see their progress after some time they are huddled over in a room of their palace, paper scattered over the floor, the walls, and the ceiling. They are feverishly scribbling, and peeking over their shoulder reveals their words to be nonsense, written in a script you cannot place, the very letters seeming to shift in place when not focused on. You grab them by the shoulder and start to pull them away from their scrawling. "You're done." it takes a minute after you pull them out of the room before they calm down, focus returning to their eyes after a period of blinking, spots like ink leaving their pupils. "I'm done? Oh. That's good. Right?" you just give them a nod before dropping them on their feet in front of Haskill. You return to the room he had been writing in and collect what he had written, but you aren't sure what use they may be.

The ravings of sheogorath (vol 1) collected.

---

With the frantic worship and prayers suddenly coming from Winterhold you can do naught but investigate. When you cast your eyes towards your shrine, you find a scene of panic. Many of your followers are gathered as two bodies lay in the snow, their blood scattered and making a vibrant field of red within the white. One of them is Lirwaen Undriel, the priest who had taken over when Dyus returned to you, a puncture through her heart seeping out blood. Despite the cold and age of the corpse the blood still flows freely out, perhaps the result of some poison or enchantment. The other body is clad in black and red leather, a gaping hole through their stomach and out the back from the knight that had been released by the one who found them in the act, a Dunmer named Oronil.

You speak directly to him to hear what he has to say, but unfortunately its nothing you cannot already gather. "I heard a commotion from outside our sanctum, where those of those who tend to your shrine stay. I grabbed one of the knights crystals just in case, but when I went outside this assassin had already murdered poor lady Undriel. I gave a prayer and threw the crystal at the killer, hit him in the head. When the crystal hit the ground the knight grew from it. That assassin tried to flee but the knight caged him in with a growth of crystals, then impaled him on a spear of crystal. I searched the body then called the others here. We found a writ on the assassin, has all of the priestesses information, her schedule, and where to find her on it."

You command him to read it to you, and sure enough it has more information than anyone outside the cult should have access to, but that isn't a confirmation that someone has betrayed you. You give your thanks to the Dunmer and have him command the guardsmen among the cult to step forth. You command them to use what resources they have available to try and find who ordered this assassination, but more importantly to find out where this follower of Sithis came from. After searching over the assassins body for any other signs it is disposed of, dismembered and buried across the coast, while Undirel is given a proper burial in the graveyard of Winterhold, the blame placed on a bandit attack on her way back to the city from errands.

---

In comparison to the Winterhold cult the Falmer are doing incredibly well for themselves. They still have no true settled home in the vale, as they debate whether to settle on the lake, outside the chantry, or near the initial entrance to the vale they had used, but they've made great progress in finding what crops they can plant and harvest, various berries and root vegetables, while starting to develop their own signs of cultural divergence from their 'Betrayed' selves, a term that The Paladin Gelebor is insistent on, beginning to create proper clothing and fabric from a native nettle plant, with some guidance from you as, well as from the semi bio luminescent hides of the native creatures.

Apparently they've recently made contact with a local clan of frost giants living in some of the cave systems unconnected to the greater blackreach cave network. The giants are hesitant to make contact, the initial meeting ending with weapons drawn until both sides backed away, but there's been no further aggressions from them, and you advise the Falmer not to interact with them for the time being to prevent any potential clash between the two groups. With the Falmers progress mostly going smoothly you decide to leave them be for a time, as they cannot hold your hand through their re-emergence, but then you feel something, not a prayer as it lacks in reverence but more an attempt to speak with you.

It comes from Gelebor, the Paladin, the chosen of Auri-el. He stands within the chantry, on its balcony, one hand to his breast with the other held in a half closed fist in front of his face, eyes closed. The door behind him is locked off, keeping any of the scant few snow elves within from seeing him. As far as you can tell he has had no desire to even acknowledge you before so this is an interesting development. You decide to listen in more intently on what he has to say.

"Lord of those no longer betrayed, I beseech you. I am not my lords arch-curate, but he finds himself further and further withdrawn into the chantry, so I ask in his stead. Tell me your intentions for our people. Be you friend or be you foe, we shall do what is necessary." He holds his stance for a moment, before repeating his words, again and again he does this, until eventually you decide to give him an answer. "My intent is to see them re enter the world at large, worshipper of the suns dawn." To his credit he does not jump at your words, though you can sense heightened emotions, shock and conviction.

"And why? Daedra are creatures of fickle whims, everchanging wants and desires, so why would you commit to them in such a way? How am I to know this is not done for the sake of some grand plot, as your kind are want to do? To gain their trust so they woke to cause their own downfall once more, bringing you unto our world as Mehrunes Dagon, as Molag Bal, as Namira, as Mephala, and all other princes have, seeking to claim it in your name?"

[] What is jyggalags response?

---

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 wont 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

[] 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

+20 to the roll if you offer an artifact

[] 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. 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
 
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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
 
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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The return of the hero
The progress the Falmer have made on their own has been impressive, advancing from their more primitive states underground to something resembling early Merithic civilizations, with simple but sturdy permanent housing, basic agriculture, and basic smithing. Unfortunately, that era was over five millennia ago, and to reveal themselves as a resurgent people now would make them easy prey for their various neighbors. Bretons seeking to form new petty kingdoms, Reachmen for new sacrifices to your brother princes, and the Nords and Redguards to test their prowess. So, you will aid them as you have before.
When the leaders among their small community, shamans and war masters, pray to you, you order them to send some few among them, those clever enough to learn and to lie, out into the surrounding world. They are to dress in cloaks that can hide most of their form, take what goods they can trade for coin, and find their way into the services of anyone with sufficient skills. Blacksmiths within the orcs, tanners and weavers of the Bretons, woodworkers of the nords, masons from the redguards, any possible thing that can aid them in the advancement of their people.
"Aren't you forgetting something though?" There's only one person that can be, but you do not recall inviting them. You turn from where you had been sending your commands to find Sheogorath, lounged on a chair he must have brought with him, a long coat being held in the hands of one of your pawns who also looks somewhat confused. You take in a deep breath before addressing the madman. "And what, pray tell, is this unsolicited opinion of yours? What do I forget now?" With a snap of his fingers and a smirk on his face the chair he is sitting on begins to walk itself on legs now given life towards you.
He plans his hand on the small of your back, and through you you can feel him speak to your followers, using your voice. "Beyond the art of craft and industry, neither must these outriders of ours forget the arts of the arts. Music, painting, winemaking, sculpture, those things which make life worth living, worth savoring, for without them life becomes a mere trudge of solemn duty. Send them wider and further than those who seek the crafts, so they might get a true sense of the world at large and its beauty.
And, so that few question them, don't rely merely on nettle cloaks. While your skin is lighter and less lustrous than those elves of the sea, the Maomer have retreated from Tamriel for long years. If the outriders claimed them as kin few would know to question it for fact. Now go, choose those you think worthy and let them whet themselves upon the world and its trials." And with that he removes his hand from you, and you dispel the connection. "Always you focus on the practical, I begin to see more and more why you hated yourself so much. If they consume themselves with the pursuit of physical progress alone, they will stagnate like water in a puddle. You can thank me later."
And with that the 'outriders' of the snow elves set off to the far corners of the world seeking to bring home what secrets they can find, and they find many. Techniques from some orcish holds in the crags, Breton instruments and tailoring, alchemy of the high elves, they find and make notes of everything they discover and will soon bring it back home to teach and practice their new trades. By the end of the year, they already have a few of their own forges built, mines and quarries gathering materials, and music filling the air, typically wind and string instruments. While none can yet be considered true masters many still continue apprenticeships across the world, merely regarded as Maomer fleeing some political strife. Again, Sheogorath has given you helpful insight as their moods have vastly improved thanks to their introduction.
---
You've been in this city for nearly a year now, Kasur Aurenon. Not a year straight of course, you go back to Tamriel roughly once a month to resupply, sell off what you've found, and catch up on local news. Gods, that travelling to a different plane has become so natural now is a strange feeling. Barely a year ago you were a prisoner, fated for execution or political scandal, before that a simple soldier.
The pawns still travel with you and have grown exceptionally well into their roles as a squadron. The other Daedra however have left, called away by their lord to some other task involving a sudden invasion of daedrats, whatever those are. You knew they weren't subservient to Jyggalag given the way they talked about him, to you, and to the pawns, but you never got the answer of who they served. They claimed it was vital information they couldn't let a lowly mortal know, but you imagine they mostly did it to annoy you, the pricks. Still, you believe you've actually made better progress without them than you did with their aid.
You found a settlement, though it was scarce more than a shanty town, inhabited by the former serfs of the city who claim they were called the tarnished. Now, however, they simply call themselves the rust, the unsightly damage of an abandoned machine. As they find themselves without the aid of a Daedric prince to allow them ease of travel in and out of the ruins they are determined to try and make something livable, if not pleasant, in what remains. For the past month you've been aiding them, clearing out hostile machine lifeforms, finding sources of food and water for them, even handling a few legal and domestic issues for them.
While you enjoy being of help to these people, your main pursuit in aiding them was aid in return as they claimed to know of a way inside the tower. With most of their problems resolved, the ones you could deal with of course, you approached their leader once more. "Sir Branam I once again must implore you, I need to know how to enter the tower. I know you may have your reasons but the aid I have given you must outweigh whatever qualms you may have at this point." You skip formalities, hoping it would add to the urgency and necessity of your request. Branam, an old and wiry Nord, turns towards you, a pipe made from a piece of broken piping in his hand, smoke from some mixture of a native moss mixed with oils rising from both ends.
His face twists into a frown, a bushy moustache hiding his mouth. "I've told you many times now boy, it ain't worth it telling ye. Ye'd just get yourself killed in some vile manner, and then whatever you release would come after us." You make no effort to hide your own frustration. "So you've said, many times, yet haven't I helped your people shore up their defenses? Helped them make spears and spike to defend your home, had them trained. No matter what else, even if you still dislike me, my work is owed something and I demand my answers as payment." The old Nord glares your way before turning away and taking a large puff from his pipe, muttering about your use of the words 'demand' and 'payment'.
You almost expect him to walk away once again, but instead he grabs a piece of parchment from a wall, a poster containing some of the lessons of Vivec, and turns it over, using a piece of charcoal to write and draw on it. He turns back to you and shoves the crumpled paper into your hands. "Follow the map, say the words. It'll open for ye. Hopefully whatever's in there takes ye so we won't have to hear you no more." And with that he spits a glob of stained phlegm at your feet.
You ignore his attempts to prod at you and whistle for the pawns to gather from their wanderings around the town. You had encouraged them to interact with the world and people around them more, hoping it might make them more human, as much as a Daedra can be. It had some results, they began to speak more fluently, less robotically. They had begun to show individual interests, some personal growth, though they still felt alien to you. they gather around, settling into formation.
You hold up the crude map Branam made for you. "Weve found our way in, steel yourselves and prepare. We have no idea what may be lurking inside, so treat every movement, every action, every word you speak with caution. Move out." They silently nod and begin to follow you on the long trek towards the tower.
No matter where you are on this world it dominates the horizon. You had made multiple attempts to gain entry before, but nowhere along tis base could you find anything resembling a door. Either the passageways that were here were destroyed and built over, or the pathways to them were hidden or removed. You hope that the words given to you by the old man work in opening whatever passage this is. Youd been there before, but there had been no passage you could find, merely smooth, polished black stone or metal, you weren't sure which it was.
It takes some days of constant marching to reach the promised entrance. Along the way you faced few threats, a handful of razer toothed fabricants the pawns held off with spear and shield, and a handful of flying creatures based off the extinct cliff racers of Vvardenfell. You could only hope these would follow their warm blooded brethren into that extinction. With only these small if annoying threats to worry about, you and your forces quickly arrive at the towers base, where you decide to pause for the day and give your patron an update.
You refuse to call him your master. The Daedra have time and time again proven themselves an unstable ally at best, and your faith shall only ever be in the divines. For all that fervor, however, you can't deny that without him you likely wouldn't be here today. You plant his sword into the false earth, from which his symbol forms and pale crystal grows. "Jyggalag, I believe I've found our entrance to this tower. I plan to enter in the morning once me and the pawns are rested." He's silent for a moment and you wonder if he's unable to reach you here, but eventually you hear his words though they sound distant.
"Good. I expect updates whenever and if ever you find something you deem worthy of note. If you find anything that may be of use, make sure you use it to its full potential. Wherever the core of this tower is, I believe you will find it close to the towers peak, as I can feel the strongest concentration of power there. Now, unless there's anything else of import I have other matters that demand my attention."
And with that the connection fades. He could have given you better advice, but no matter. You settle to sleep as the pawns keep guard, half of them resting. They didn't need sleep, not like mortals did, but they still needed time to recover from their exertions. You let the world fade away, allowing dreams and slumber to claim you, silent prayers to the divines made to protect you the coming day.
---
The words work. The wall of the tower breaks apart from where once there had been perfectly smooth wall, leading you and your pawns into a maze of brass and heat. A engineer you had known had once told you about the inner workings of the imperial palace they had once worked on, of how it was kept warm by pipes behind the walls filled with boiling water, and how he vowed to never go back inside for the terrible heat that made him feel like the flesh would melt from your bones. You imagine this isn't too different. You can only hope you wouldn't have to fight in this heat.
Beyond its warmth the tower is packed tight with machinery, most of it far beyond your knowledge, some resembling the clockwork the city is named for while the rest seems as much magic as it is machine. You wish you could've brought a scholar who may know more, but you doubt jyggalag would allow such a thing. You wrap a bit of cloth around your head to keep the sweat from your eyes and begin to march forwards followed single file through the cramped corridors as you begin your assent.
---
The lord of madness has been a sullen figure of late. Seemingly fallen into one of his bouts of dementia, muttering to himself day in and out. So, when he bursts into your fortress once again with a smile plastered on his face you immediately know you are about to be pestered for something. "We're going to Nirn!" you stare his way a moment. He says this as if you would be going to a festival of some kind.
"Why." not a question, a demand. "Because I am tired of the ongoings of that blasted court. Day in, day out, oh Sheogorath, we need someone new to lead the court of mania and dementia, we haven't had our masters since you killed them during the Greymarch. Not a one among them is worthy of leading either, none have the right combination of madness and usefulness to take the diadem or that hammer. Well, maybe bighead, but he's destined for greater things."
You put aside the small amalgamation of crystal you were working on and turn to him. "You realize a prince is not supposed to take a vacation, right? Our duties are constant and-" "And we aren't supposed to have any fun, and our rivals will not rest, and blah blah blah. Remember, I have the old mes memories, and that includes what he knew of you. Trust me, a break from whatever that thing is can only do you good. And, if you don't go with me, I'd be on Nirn, completely unsupervised." You close your eyes, trying to suppress the headache you know is going to come. "Where are we going."
---
Not long after the two of you find yourself in the imperial city, disguised as mortals. You notice that your normal form has changed slightly, the ears becoming slightly more pointed like one of the old Bretons, the pupils now pure white. A result of the Falmer worship you assume. Sheogorath still wears the guise of the gentleman with a cane, younger and more full of life. He leads you through the streets, telling you of the many adventures he had in them, from fighting graverobbers, finding and slaying a vampire hiding among its citizens, victories in the arena, and much more.
He takes you to various eateries, to mummer shows, shows you the house he had once owned, now converted into a museum of sorts dedicated to the oblivion crisis. He finds many of his old haunts, to the mages guild and the harbor where he was one the gray fox. You travel to the white gold tower, locked down as always while the council tries to run the empire.
You travel just outside the city and look upon the statue of the hero, something he hadn't been able to see, swept up into the shivering isles as they had been. For the mortals they might see one face, that they know the hero as, but for you and you imagine sheogorath that face shimmers, switching in-between the various lives that had come to be wrapped up in the lord of madness. There is a smile on his face, but you notice how it doesn't reach his eyes.
This little trip is somber afterwards as he leads you to the temple district. You can tell why he leads you there as you see stone wings reaching just above the walls of the city. Once inside you see the dragon at its center. The area has seen drastic reconstruction, tearing down the walls of the broken temple to make a plaza surrounding what remains of their last emperor Martin Septim. Flowers and tributes lay at the dragons feet as a preacher tells the story of the last emperor to onlookers.
The mad prince no longer smiles as he stares on at the dragon. He walks up the steps, past the preacher who begins to yell, and lays his hand on the dragons foot. He closes his eyes, muttering something that isn't yours to hear, before returning to your side. "Let's go. I've shown you what I wanted to and seen what I wanted to." It's with these words that he wanders off towards one of the gates, followed by the ranting preacher, looking to find somewhere he can return to oblivion unseen. You are curious what he came here for, to remember the life he lived, to see the life he could have had, or just to say goodbye, but given his somber nature afterwards you deem it best not to ask.
---
When you return you begin once more on your attempts at creating a lesser being to serve you. It would not be a full Daedra, more akin to a golem or an artificial Atronach. You mold the crystal, shaping it into a bipedal form roughly five ft tall and once more attempt to give it a spark of energy. It takes a moment, but eventually it begins to move, the sound of shifting glass coming from tis every movement. You think you have it for a moment as it seems to master basic movement, but it all falls apart when you order it to try and run towards the other end of the room. Literally as the leg snaps at the knee, sending the creature falling to the ground, the crystal that makes up its body shattering into thousands of tiny pieces. You order one of the pawns to sweep it up as you go back to the writing board.
---
The cult has hit something of a snag with its investigation into the brotherhood. Mostly from running into the legion's own investigation. Once they had heard of a dark brotherhood assassination they launched their own foray into uncovering the murderers as part of their attempt to keep the peace in Winterhold. The problem is that they don't want the guard getting in their way as they do so, blocking them out of any of their discoveries or any other info they stumble on. Needless to say, the guardsmen don't have the authority to breach the walls the legion has put up, putting a pause on their progress.
---
Thanks to the Falmer's recent surge in knowledge they've begun making their small town into something more. It's still no city of course, but their homes are growing beyond holes in the earth and now have the protection of walls around most of their land. The Blackreach Falmer have also been benefiting from their advancements, trading with the surface based cousins ore and gems they manage to dig up or take from old Dwemer mines. The only thing of worry is from the chantry, not because of Gelebors preaching, but because of the sense of power you can feel growing there as more of the reborn Falmer begin to worship their old gods alongside you.
---
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 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. DC65

-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 two: Kasur has found his way into this obsidian tower, now he merely needs to reach its peak in the search of something that would grant you control or something even greater. Dc 65

[] 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: There's 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 DC's, 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 it's 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
---
Sorry for this update being later than I would've liked. In my defense I was playing Baldur's gate
 
The Red Year
To those outside of the college, even those mages belonging to the various guilds scattered across Tamriel and sponsored by the empire, it seems little more than what its name claims. To those within, however, it is as much a political pit of vipers as the Breton halls, the Dunmer houses, or even the imperial city. Mages argue and fight with word and theory, and when that fails none are surprised when an up and coming student or teacher suddenly finds themselves on a trip to some forgotten crypt or ruin by their unkind superiors. So, aiding you servants to rise in influence will not be a simple thing.
You choose from among them an unassuming and unthreatening man, boy really. An orphan of the city with some small talent for alteration and abjuration, young Sigurd is a clever young Nord though his slightly pointed ears betray some elven ancestry. More valuable than this small magical skill however is his talent for words and writing. With your aid he's been able to earn the favor of various high mages, be they alumni or visitors, acting as a scribe and assistant on their various academic works on various topics, arcane or otherwise. You've urged him to make use of these ties, securing himself a spot as assistant to the provost in charge of the logistical and administrative aspects of the school, though still a skilled sorcerer in his own right, and second only to the arch mage himself.
This has earned young Sigurd not only with some power within the structure of the college, he now has access to the schools resources and a list of projects ongoing within the college as well as permission to pursue more restricted subjects thanks to some curried favors. Even now he follows the provost, Alain Mershior, into a meeting with the arch mage where he will make notes of anything that may interest the cult. The meeting place is in the floor just beneath the arch mages chamber, open to the air and providing a full view of the city and surrounding lands but kept warm by magick. He stands behind Mershior, a pad of paper in one hand and a stick of charcoal in the other, as the rest of the arch mages council settles around a wide stone table, formed from magick.
"Friends, councilors, I call you here today both to congratulate those deserving and to alert all to new concerns among winterhold. Given joy and pride are so preferable to worry, we shall start with a recognition of professors-" the arch mage prattles on and on. He is an old man, who uses his staff more as a walking stick than a conduit for magick these days, his back hunched over and eyes turning white as cataracts form, but with a kindly, grandfatherly face. Apparently one of the professors had recently decided it was time to retire, one was soon to have a child, and various other accomplishments, but other than the potential vacancy that would form none are of importance. As for his concerns it was nothing but a new wave of traditionalist and regressionist thought within the people of the city, a fairly common thing for the college to deal with but one that deserves attention either way.
As the meeting draws to a close with the arch mage speaking with each member of his council over anything they have to report, from problems of the students or the magicks, and Sigurd puts away his paper and coal, everyone in the hall pauses. Something, they aren't sure what, has tickled that part in the back of their minds, that primitive piece that yells and screams when somethings wrong. Each rises from their chairs, gripping staffs or wringing their hands and letting magick build, looking for what the source of this may be. Thers a blast of sound, loud enough it even breaches into the realm of oblivion, roars across the city and likely far beyond. Then, looking east, provost Mershior is the first to see it.
A wall of force and ash approaching like a wave that threatens to engulf the world, far on the horizon. Stone and ice are torn from the ground as easily as one might kick away a pile of dirt, becoming but a piece of this all-consuming wave of desolation. Over the time it takes to take a breath, multiple things happen before Sigurds eyes. Half the members of the council, upon seeing and hearing the approaching devastation, use illegal teleportation spells, disappearing to who knows where, leaving their colleagues and assistants behind. The arch mage, meanwhile, begins to weave a magical ward, soon joined by the provost and remaining councilors.
This barrier covers the college as best it can, a half dome clear as glass with faint runes within its form. They struggle to maintain the spell as the argh mage yells to the assistants. "Get below the table and hang on as tight as you can!" Sigurd is the first underneath it, dropping his notes and clinging to the tables leg, hoping that it won't break off. Barely a second later it hits. The world around the tower is replaces by a pitch black wave as it strikes against the barrier, sucking out the air in its path, the sheer force of it pulling one of the assistants that was too slow to get a hold onto anything flying with it, their back cracking against the railing as they fly over the edge. The earth quakes with its passing, shaking the very foundation of the tower, of the city.
The entire time you can feel Sigurd's prayers, and the prayers of your other followers within the city, begging for your protection. You do your best to give them some manner of help, but even on oblivion you find yourself overwhelmed by not just the natural force, but of the magickal and divine force given off by whatever this is. Sigurd buries his head into the crook of his elbow, eyes shut tight as he begs for salvation. It feels like hours to Sigurd that he hangs on for dear life, though it couldn't have lasted longer than two or three minutes. It takes the efforts of the provost to pry him away, to get him to open his eyes once it has passed.
The councilors and arch mage have collapsed, their magick spent, energy ripped from them to fuel the barrier. The provost himself is little different, barely able to crawl for all the energy spent, now leaning on Sigurd for support. They slowly make their way to the edge of the tower and look at the world around them. Thanks to the barrier of the council the college is largely intact, though you know they must send someone the check its foundations below. As for the rest of the city, aside from a small portion behind the tower granted a small bit of protection, it is covered in a blanket of ash, the buildings on the eastern side flattened or broken, and many buildings now tilted with the shifting of stone.
You know now that this is the catastrophe that would one day lead to the collapse of the city, the foundations of the very cliff and ice it is built upon fractured. The only question is, how did this happen?
---
The fall of Baar Dau upon the red mountain has resulted in the red year. The meteor, now bearing not only the touch of the tribunals godhood but also that of Clavicus Vile, and its impact with red mountain, one of the towers of nirn where the heart of Lorkhan rested, has resulted in the desolation of Vvardenfell and much of Morrowind as well as damage to the lands surrounding Morrowind. While the red year is in effect many opportunities will be available.
---
Just two nights back you could feel this tower shake, the lights within flickering, some bursting and going out and leaving naught but sputtering embers. You had called upon Jyggalag many times, seeking answers and getting few, perhaps the only time you've seen the Daedra uncertain. You had set up a camp for your expedition in the bowels of the tower, uncertain where in it you truly were. It's still hot as the blaze within, and the only support you've recently had was a delivery of water and wine from Jyggalags mysterious ally, claiming the two were busy with a recent development on the mortal plane, but even the scamp who brought this delivery had little answers, saying "There was a big boom where all the darkling's live, lotta mortals died, but you all are easy to kill anyway so I'm not sure how bad it really could have been." It ends with a shrug, and you punt it away for its trouble, its stupidity, and its dismissal of mortals.
It's of little help to think on it, lost as you are in this tower, filled with its breaking machines and narrow halls, it does pique your curiosity. Something to look into when you get out of this place. For now, you'll continue to poke and prod and slowly make your way to the towers peak. The tower is hardly made for mortal transversal as you quickly discovered. You had something of an epiphany about the tower while inside it however, not that it may do you much good.
This realm had been made to be a perfect version of nirn, and while you would debate that perfection you can't deny that it resembles home in some ways. The important way, however, is the tower itself. Back in Elinhir the mage assigned to your unit had been something of a scholar, and often told about topics nobody asked for. The one that comes to mind is that of the towers built upon the earth bones. While you can't say you understand it all, you are willing to bet this tower was an attempt to make a new one, stabilizing this realm. It's only a theory, however, but one you find interesting.
---
With the recent wave of magic that ripped across the realms of mortals and Daedra, you delay any war plans you might have had. Not only has your own realm faced some disruption, tears in the borders of the realms caused by the sudden influx of magic, every realm is now on edge. Thankfully the Daedra under your command realize that striking at anyone in this state would be foolish, as not only are they alert to any attack that may come their way, it is far more noticeable by the other realms were you to attack,
If there has been any benefit to this eruption it is that clavicus seems to have caused himself no end of trouble in its wake. Rumors spread of chaos and even conflict within his realm, some even claiming a chunk had been ripped away, now floating freely through the wastes of oblivion. Whatever happened, you can only imagine Clavicus deserved it.
---
Writing does not come easy to you recently. You wish you could blame it all on this spectral ash that creeps and settles into every inch of oblivion, a byproduct of the fall of the meteor. In other realms they hardly notice it amidst the regular ashes, but in Mytheria it stains everything. But no, this inability to write anything of quality comes from yourself.
You are distracted, constantly, by prayers, by your own thoughts, by the minding of your realm, but more than that determining fate is simply not working at this point in time. The crash disrupted much of what you once thought, leaving you to return to older records and revise the calculations you once made or to scrap them entirely. You eventually decide to put your writings on hold to instead focus on fixing your current collection.
---
Winterhold had always been in a state of turmoil, but with the fall of Baar Dau it now is in near complete chaos. The Jarl has taken full command of the legion and now has them patrol the ash stained streets to stamp out any problems. The people now are in a state of panic, especially among the lower classes. Ash covering the sky prevents the suns light from reaching them except in small and rare flashes, keeping the northernmost city even colder than usual. Crops hardly grow, leaving much of the city's food to be imported and fought over. The whalers are ever more vital to the city as the need for whale oil rises. Overall, things aren't great but at least they're only Morrowinds neighbor and not morrowind itself.
As one of morrowinds closest neighbors, however, the city has seen a mass flood of dunmer, Ashlanders and members of the houses, stream into the city. They are packed into ships of all makes and sizes till they nearly burst, desperate family's and lone survivors who grabbed anything nearby and ran from the calamity. They face most of the legions wrath, forced to leave the city and find somewhere else to live if they can survive the roads of Skyrim, or to live in shoddily made shanty towns in the lower districts or outside the city walls.
Much of the rest of Skyrim and eastern Cyrodil now face this wave of desperate elves, barely any with the resources or land for them all. Winterhold, Windhelm, Riften, and Cheydinhal find themselves the main targets of the diaspora, as even the southern most parts of morrowind have found themselves torn apart by the crash, and none dare risk begging the Argonians of black marsh for help.
Your cult has done its best to pool their resources so that each member survives, Sigurd seeing that some of the colleges supplies get lost and found by the cult on their way to the college. You do what you can to grant them aid, keeping them healthy despite the smoke they inhale, but even then, things are dire.
---
When the ash finally crept its way to the Craglorn mountain range it didn't come as the roaring tide that threatened to destroy all in its wake. Instead, it slowly crept across the sky, like a poison spreading across the veins of the heavens. With it they felt the aftershocks of the devastation, some minor shaking compared to winterhold, though it was still enough to rattle the nerves of your followers. So, they do something unexpected.
They send couriers off to black reach, and from there to the other pockets of the reformed Falmer. They send their leaders to the doors of the chantry and request audience, requesting that a representative of theirs to gather in their town by the end of the month. When all are gathered, finally they speak their mind. They declare the need to choose a new snow prince. In gelebors teachings of their old ways, it seems this idea caught the attention of their people.
The snow prince was one hand of their leadership, with whoever chosen ending up married to the current empress of the Falmer. While the empress dealt with matters of politics and the internal affairs of the kingdom, the prince would deal with matters of war. However, as the bloodline of the empress ended ages ago at the hands of the dwemer, and with none willing to step forward as a new empress, the prince would be given total control.
It wouldn't be exactly like that obviously, there is no empire to rule and the many groups of Falmer still value their freedom, but somebody is needed to help direct their people in these crucial times. The Falmer of the vale ask that each group send someone they believe worthy of the crown and spear, though both are long lost, so someone worthy may be chosen.
---
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 ice prince: While the prince is chosen by the Falmer and not the gods, that doesn't mean you can't influence and aid who you would consider the best choice. DC35
[] The dunmer gods: the dunmer are currently without home or sanctuary, abandoned by the tribunal and the empire. Were you to aid them, you may gain many followers among them. Only available while the red year is active. Dc:45
[] the invasion of the argonians: With their ancient enemies weakened by the eruption of red mountain the argonians of black marsh have declared a war of vengeance upon the dunmer, bringing their full fury upon whoever remains in morrowind. Aid the dunmer, and you would not only help preserve morrowind, but to earn the favor of the dunmer. Only available while the red year is active. DC 55

[] 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. DC65

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

[] 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 two: Kasur has found his way into this obsidian tower, now he merely needs to reach its peak in the search of something that would grant you control or something even greater. Dc 65

[] 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: There's 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
[] Let him pursue his own goals: Kasur has goals of his own. Let him pursue them and perhaps grow stronger from the effort. There is no dc, just a roll to see how things went for your champion.

[] 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 DC's, 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 it's 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
 
Two Lost Gods
From the far flung Druadach mountains to the deep shattered pits below morrowind, the Falmer send their best and their brightest to the dark city of blackreach. Within their cracked and dusty halls, they vie for favor and work to win approval among their fellows as they each seek to take the title of snow prince. Many, too many for your liking, see it as nothing but a great honor, a title claiming them as the greatest of the snow elves in their resurgent glory, but it is far, far more than that.
Whoever is crowned prince and bestowed with the crown and spear will inevitably shape Falmer society as their decrees and demands shape the backbone of what they are to become. Their words and deeds be remembered and set a precedent for everything that shall come. You need to ensure that whoever is chosen is one that shall lead the Falmer on a path you deem suitable. You spend some short time inspecting each of the many candidates, weeding out those you deem worthless or a hinderance, from there weighing the pros and cons of every would be princeling.
In the end you find four candidates you believe have a true chance of leading the Falmer to something greater. They may not be the grandest among them, throwing around silver and jewels to every passerby to gain favor, nor do they have great feats behind them to propel them forward, but their will, their wisdom, and their ideas shall drive them to new heights if only they had the means to do so.
Idheyor Agtan, a warrior of the Falmer tribes settled around the grey pools of the Marich caves, is one of these candidates. She and her tribe perhaps retain the most aspects of their betrayed culture, having little opportunity to make use of their undegraded minds. Agtan, despite their more primitive upbringing, has perhaps the greatest mind for war and battle among the Falmer, and has proved herself competent in matters of leadership beyond the battlefield. Her plans for the Falmer involve the creation of new clans among the Falmer and having them spread across the mountains and create conclaves, similar to the orcish strongholds. She plans for the speed of this migration to outpace the response of the locals, keeping them from forming a coordinated response. It would be a blatant and explosive return, but that may be the fastest way for them to become an accepted part of the world.
Sibor Caerlen, the self proclaimed scholar of blackreach, perhaps has the opposite plan for the Falmer. Rather than such an explosive return, he would have them expand what they already have, and take what's been abandoned. He would have them follow the path the dwemer took, building their civilization belowground thanks to the aid of technology. Of course his immediate plans are more to take advantage of what the dwemer left behind, migrating to their old cities and studying their machines. It's a controversial plan, for obvious reasons. The hatred of the dwemer has imprinted itself onto the very souls of the Falmer, but if they would make the dwemers legacy theirs who knows what they could accomplish.
Then there is Redhmor, a witch, a sage, and an arrogant bastard. He would have the Falmer delve into the magical arts, to seek a mastery of the ice and wind as they had in ages long past. With the powers and secrets of magic at their beck and call they could rise in power quickly, as the telvaani and bretons had. He claims that mere strength and technology have failed men and mer and beast far more than magic ever has. It cannot break as a sword, it cannot rupture as a pipe, and it has so many more possibilities than either.
Lastly is the priest Syryic of the vale. While he isn't allowed in the chantry, as all the remade Falmer aren't, he finds himself before its doors daily, praying so that all the falmers gods, yourself included, may hear him. He calls for the Falmer to embrace their gods with a full heart, to seek them for the guidance that was lost to them long ago. He preaches for the Falmer to hear, asking of them to seek the blessings of deities long thought lost, to rebuild their temples and mend their shrines. It would perhaps give them the favor of the aedra, and empower yourself as well, but that may prove a risk as the aedra may turn their eyes towards you, and their faith act as a beacon to attract the daedra.
You make your decision, whispering in the ear of the one you choose and their followers and detractors, influencing them enough to elect your chosen.
[] The warrior Agtan
[] The scholar Caerlen
[] the Witch Redhmor
[] the Priest Syryic
---
Kasur Aurenon, you find yourself writing with your back to the warm metal wall of the towers interior, a draft of air washing over you from the damaged exterior wall. It seems in the fighting before you arrived someone had managed to fire upon the tower, breaching it and leaving the large ball made of some dark metal in the other side of the rooms wall. At least the hole gives you some reprieve from the heat and shows you the progress you've made, now close to its peak.
Jyggalags ally continues to provide some support, mostly material as you've no need for warriors currently. Water, food, and a handful of tools being used by the pawns. He had also sent you a strange ring, one side of it made from a bright amber and the other a dark, almost green metal. A letter attached says it would help you against any Daedric influence, though given its source you can't say you trust it. For now you've simply pocketed it.
The pawns are hammering away at a sealed hatch with picks, axes, and hammers as they try to breach it. The damage caused to this room apparently caused the hatch to seal, and you've found no other way to progress. A small handful of the pawns are seeking other methods of opening it, finding a key in the lower parts of the tower or finding a way around it. Two even try to find a way up from the hole in the room, building some simple scaffolding and trying to build a way upwards.
The pawns requested, quite convincingly, that you sit and rest. They aren't affected by the towers heat and can more easily do this harder work, and you didn't have the energy to or desire to argue. You find yourself writing in your journal, sweat dripping from your head onto the pages, about everything you've seen so far. You write some letters to friends and allies on nirn, as well as a letter to a smith to see if they would happen to want a large ball of unknown metal, but otherwise merely write to keep yourself focused.
You pray to the divines that you may find the path to the towers peak soon, and from there a long reprieve from the Daedra's work, though something tells you that it's unlikely. These prayers are interrupted as the pawns suddenly start a short round of cheer, something new as far as your aware. You look up as one approaches you and excitedly points to the corner of the door where it's been peeled away. The pawns are using their picks and whatever they can grab to pry it further and further. You rise as they work at the opening, eventually making it large enough for one person to enter at a time.
The pawns look at you expectantly, waiting for you to give an order or do something. "One of you, get the pawns from the scaffolding and send them to the lower levels to collect those still searching. The rest will follow me. We haven't met any enemies yet but keep your hands close to your weapons."
They follow you as you pass through the crack, finding a familiar web of pipes and metal, but just above there is a mesh of metal that you easily remove. You climb up, helped by a pawn, and you are struck by the sudden change in temperature. Where once there was sweltering heat there's now an almost freezing chill. This level of the tower is almost empty, aside from some machinery at its center and old, spent candles littering the floor. You wait for the pawns to gather around you before approaching it, weapons drawn.
You wish sometimes you were more learned, knew more of the world around you, but you doubt any knowledge from nirn would help you understand what you see before you. Compared to the rest of the tower it seems like it is designed to be interacted with, various knobs and buttons on the machines surrounding a metal dome, slits in which steam or mist rises. You are drawn to the machines, seeking to see what the various buttons, levers, and dials do, but the moment your hand touches the metal, that voice that rang out across the city speaks out. "Human male, followed by two dozen uncatalogued Daedra. Likely a Daedra worshiper or chosen. Intent unknown."
With some surprise you realize the voice didn't sound out from the Aether as it seemed to do before, but rather it came from underneath that metal dome. The pawns surround it with spears raised, ready in case whatever's in there is dangerous. You turn back to the machines buttons, beginning to randomly press buttons, hoping for something that can reveal what this thing is for. Eventually one of the buttons has an effect, the dome splitting down the middle, each half receding into the floor. A veil of mist rises where it splits, and you ready yourself with the pawns as it begins to thin.
When that cold mist is gone, you find a corpse. A mummified dunmer, half of its head encased of some kind of ceremonial headpiece, wearing a kind of ceremonial robe. Its lower half is gone, various bits of tubing going into its lower half, with wires and smaller tubes going into various other parts of its body. You look closer at its mask, hoping to see if something there could tell you who this is, though you have your suspicions. That's when you see it. The eye of the mask, looking directly at you, following your movements.
"You are not one of my followers, and you have not been granted permission to enter my core. State your purpose or leave, before I set a host of automata to remove you." it says, mouth unmoving. There's only one person, one god this could be. You breathe in and prepare yourself. "I am a representative of jyggalag, Lord Sotha Sil. I was sent here to explore this tower, and now I've found the Secret he wanted." The gods mechanical eye stares at you a moment before looking upwards. "All you have found is a corpse. A man turned into the engine of this world by his followers. I doubt your lord would have much interest in that."
The corpse god continues to stare into nothing, before his eye slowly drifts back towards you. "Go then. Find your lord and tell him he will be allowed to enter and that I wish to speak with the grey prince. Either he will come as friend or foe, and I have neither the power nor desire to fight him." The machines near him hum louder with power, and you see a platform extend from the ground. An exit of some sort. With your mission complete you and the pawns are free to leave, and you are more than happy to leave this place.
What shall jyggalag do with this discovery?
[] Meet with the clockwork god. You hadn't expected him to still live, even in this debased form. What he has to say could be useful, or at the very least interesting enough the hear.
[] with his invitation into the realm it would be easy to simply snuff out what little light he has left and take over.
[] write in
---
Once again you step out into the wastes of oblivion, seeking out something that may prove a boon to your efforts. The difference this time is that you have something specific you want to find, this lost piece of clavicus's realm, the Fields of Regret. Vile has his own forces out searching like packs of hunting dogs, Barbas leading the search. It makes your own search more complicated as you'll need to evade their hunting parties, but if they're anything like their master you have little to worry about in terms of their competence.
Your search begins simple enough, searching near the fields for any sign of where it may have gone. You can't risk going into the fields, clavicus would find you and know who you are almost immediately, but the surrounding area gives you just enough to go off of. Shattered pieces of the fields litter the surrounding hell scape. Patches of grass and grain, shattered glass and metal, when this piece of the realm broke off it did not do so smoothly or peacefully, it tore itself away like an animal desperately escaping a cage, not caring what it lost in the process. While the pieces lay everywhere, you notice they lead in a northernly direction, towards the remnants of the red towers presence on oblivion, possibly seeking to lose their pursuers in the midst.
Whoever controls this wayward land knows how clavicus would react. One of his Daedra? One of his many spurned champions? It's hard to say at this point, but it gives you an idea of where they would go, where they know clavicus wouldn't poke his nose. Since a certain betrayal at the hands of nocturnal in the second era clavicus has held onto a grudge against her. A petty one, as betrayal between the princes is as common as anything else, but clavicus is nothing if not petty. So, if you were trying to hide from him, her doorstep is exactly where you would go.
So you travel to the edges of the evergloam, where shadow hangs like a fog over all, and reach out to see if you can feel where this floating island may be. Sight means nothing here, so close to the evergloam, so every other sight must be used. Listen for the creaking of Viles glass towers, smell the lavender and rosemary that covers over the scent of rot and brimstone. Feel the slight thrum of divine power, distinct from that of Nocturnals that permeates the area. It shines as a dim candle within this dark expanse, a beacon for you to follow.
You approach it, slowly. With sight limited as it is you have no wish for your first interaction with the island and its denizens to be ramming into its side. Your slow drift towards is eventuallt rewarded with the feeling of dead foiliage brushing against your outsretched hands. Beneath this layer of decaying plant life you feel hard stone, an edge of this island. You will yourself to rise along its side, searching for a ledge for you to stand on so that you may properly enter this sliver of a realm and meet its owner.
Soon your feet find purchase on a small outcropping of cobbled stone, a road or path torn apart with the islands seperation. You look forward, tracking the small flickering hint of divinity, close to the center of the island. With nothing else to serve as a waypoint in this shadowed city you continue your approach. These streets once held far more life, both plant and daedra, both laying dead along its path. The plant life makes sense, the lands beyond the planes hardly a suitable place for non native life though some strange trees still stand defiant, but for the skaafin their end was far more bloody.
Many have had limbs sliced off, gaping holes as a result of impalement, a few even seem to have died as a result of blunt trauma. If there was an invasion force it doesn't seem any of them died. If it was a single individual who did this then your guard must remain up. Eventually you find yourself able to see the outline of a large building, not ornate to be a palace, more like a manufactory or workshop. Just outside you see a daedra speaking with two dunmer.
The daedra, the source of that divine spark, is unlike any you've seen before. It is in the shape of a man, one made of roiling darkness. The dunmer seem to be desperately listening to his words, worry on their faces, being coerced by the shadowy daedra if you had to guess. They are the first to notice your presence, their eyes drifting towards you as the daedra speaks. "-nium must be perfect, unless you want clavicus to return to us and wreak a bloody vengeance. Well, more likely Barbas doing the actual wreaking. Now, why do you stand slack jawed when you should be working.?" it says before noticing where they were looking and turning to face you, drawing their blade, a black and silver claymore,
"It seems i hadnt killed all of viles peons. Though you resemble no skaafin I had seen before, some freak he swayed to his gardens perhaps?" he begins to slowly walk around you counter clockwise, sword pointed your direction, straight towards your heart. His eyes, though theyre more like deep pits into an abyss. "I am no follower of the prince of wishes. I pity any who would believe doing so Is a good idea. Now let me ask you. Who are you that carries a spark of princedom, who steals a shard of viles realm?"
A smile creeps onto his face. "I am the one and only Umbra. A greater being than vile ever was, more worthy of his divinity and his realm than he could ever hope to be. And trust me, i shall take it from him. Now, I am a merciful being, so if you swear yourself to me you may just gain a piece of that power for your-" its at that point you flex your divinity in front him, releasing just enough power so that he can feel just how eclipsed he is by you.
His words are caught in his throat, the expression of confidence leaving his face, though to his credit he at least keeps his sword pointed at your heart. "...Ah. I see. So, you are a prince. Okay. That changes things." He stands still now, the two dunmer looking between the two of you then slowly stepping back into the warehouse and closing the doors behind him.
This creature is ornery, arrogant, and needs to be reminded of their place before talking to you. "I am Jyggalag, lord of order and gray prince. I sought you out to sake my curiosity and I admit I did not anticipate finding something like you, a shard of power, similar to Viles own but too similar to be a coincidence. I expect you to tell me what you are now before I show you what a true prince can do."
It glares at you with the abysses it has for eyes, but eventually looks away after a few moments. "I am Umbra. Clavicus, ever the fool, once sought to make a sword that would send the souls of its slain to him. Of course he can never do anything for himself, so he sought out the witch Naenra. She made him the blade he sought, but to make it work right, to bring him souls and to have the power to do so, it needed a piece of his being.
I am that piece. I've sought my freedom from that bumbling fool since my creation, and only recently have I been able to free myself thanks to yet another of his failures. Had the dunmer sacrificing souls to him to keep that meteor of his in the sky, but he never thought to keep anything from getting out either. When the meteor fell I took my chance, stealing away so he could no longer control me, taking a chunk of the realm I was more deserving of, even stole the elves he used to keep the rock aloft." He says, only just now noting the absence of the elves, giving only a brief scan of the area for where they went.
Hmm. You had never foreseen vile doing something so foolish, though he's done similar in the past when he split of half his power and conscience within Barbas. This umbra does possess a piece of princedom to him, that is undeniable, and he carries that stench of Viles with him, so his story holds enough weight for you to believe it. "So, mister mysterious prince I haven't heard of, are you going to leave, or do you expect some kind of tour?" He's reclaimed some of his backbone, or at least is pretending to do so. But he does raise a point. What shall you do with this princeling?
[] kill him and take that piece, and this realm, for your own.
[] a proto Daedric prince you could lord your power over could be useful. Let him live but force him to be your subordinate.
[] if his power could be cultivated, if he could gain power and domains of his own, he could make for a great ally, a member of this pact you have with sheogorath.
[] write in.
---
Despite the many ongoings of the planes, you've found yourself with enough time to write more volumes of your library. You move from the founding of the first empire to the last recorded migration of the Atmorans, the original continent of man. Little is known about the land, and no matter how many tomes and scrolls on the topic that Dyus can retrieve for you, none truly tell of what happened.
For centuries these ancestors to the nords and imperials raided the northern continent. They took anything and everything they could and often would take the very land, settling over the graves of their enemies and even becoming the targets of Atmoran raids themselves. However, these raids both increased in severity of how much they took but also decreased in their frequency up until the year E1 68.
The reason for this change in raids came with their last "invasion". Two ships packed with the dead and dying beached themselves on the cold coasts, desperately pleading for sanctuary from the ever growing frost and winter. Later archeological expeditions proved this, finding a land of ice without any sign of life, past or present. That doesn't, however, answer what happened to cause this deluge of ice.
There shouldn't have been any ecological calamity like that according to your old calculations, and you can find little natural reason for such a thing to happen. Were the atmorans targeted, did more than that last ship survive, perhaps seeking out the other continents? Its more and more for you to write, to account for in your calculations, but slowly, ever so slowly, your library grows as you research and deduce what has and should happen.
---
The college, winterhold, and much of Skyrim now finds itself in a state of severe unrest after the destruction of Red Mountain. The dunmer even now flood into the continent as those who thought to survive in the blighted land now find themselves invaded by the argonians. Some flee to the imperial city, seeking to beg them for help, to have them send the legions to stop the argonians and preserve the houses, but the council can do little but request of the argonians leadership to halt their attacks, a request easily ignored.
Without a home to return to these dunmer create shanty towns where they can, and in winterhold it is little different. Little caldera as its been called has seen no end to its strife, as the less neighborly nords place the blame for the red year on them, blaming them for the failure of the crops, for the ash in the air, for any problem that comes their way. Your followers, meanwhile, have seen this as an opportunity. They help the dunmer as best they can, in the name of an organization they called the House of Alms.
They provide the refugees food and aid, work where its available, in the name of helping these poor fellows, but it's true purpose is twofold. One, it is an organization they can all be part of so their continued interaction with the other members of the cult is seen with less suspicion, as well as granting themselves some clout within the city. Two, it allows your followers to scout for new members of the church. They plant the ideas in their minds that their old gods failed them, and perhaps they should seek more benevolent deities, with just the slightest hints towards you as that new god to follow.
It's a slow and passive thing, but already they've been approached by representatives of the jarl to act as intermediaries for him in certain situations. Hopefully, even once this is over, the House of Alms might have some purpose.
---
With the debates over who should be crowned and armed the snow prince, little has gotten done in the vale lately. The local leaders have made some attempts to speak with the ice giants, but they prove surprisingly hard to find for creatures of their size. More and more of the apprentices flow in and out of the vale, bringing what talents they can back to be taught to the others, and overall it goes well, though they lack some of the material to make use of this knowledge. No rivers that power a mill nor the resources to create one that can sustain the winds. One day, perhaps, they could train the chaurus to act as pact animals, though they fare poorly out in the cold of the vale. Still, progress is progress and theirs is still respectable.
---
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 red year is active for two more turns
[] The dunmer gods: the dunmer are currently without home or sanctuary, abandoned by the tribunal and the empire. Were you to aid them, you may gain many followers among them. Only available while the red year is active. Dc:45

[] the invasion of the argonians: With their ancient enemies weakened by the eruption of red mountain the argonians of black marsh have declared a war of vengeance upon the dunmer, bringing their full fury upon whoever remains in morrowind. Aid the dunmer, and you would not only help preserve morrowind, but to earn the favor of the dunmer. Only available while the red year is active. DC 55

[] 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. DC65

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

[] 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?


[] 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: There's 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
[] Let him pursue his own goals: Kasur has goals of his own. Let him pursue them and perhaps grow stronger from the effort. There is no dc, just a roll to see how things went for your champion.

[] 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 DC's, 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 it's 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
---
Congratulations, you've found two pseudo gods. Sorry for the update being late, writers block is a bitch and a half
 
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The Argonian Invasion
The city of blackreach has seen much change in the past few years. With the Falmer being cleansed of their corruption, as well as an increase in the city's importance as their most central city, the city has expanded and risen in importance. However, they still do not make full use of the city, aside from a single Falmer. In a workshop surrounded by broken machines, automata, and towers of books your chosen soon to be prince of the Falmer, Caerlen of Blackreach, writes and writes.

His quill, made from a piece of hand carved chitin, is nearly broken and worn away from all the writing he's done just today. The papyrus is of his own creation, made from the pulped red nirnroot that grows underground. His current project is in attempting to make a translation book for the common imperial language that most scholarly texts are written in these days to Falmeri. It's no easy task, modern Falmeri is far different from that of the past, having taken up many Dwemer and Nord loan words as well as elements of their speech, not to mention its degradation during their cursed years.

As for the elf himself, he's of a smaller build, short and lean. He wears simple clothing, nettle clothes with leather patches, stained with oily ink. White hair is brushed behind his ears and loosely bound together at its end near the nape of his neck. His eyes are reddened, with deep dark bags underneath, a symptom of both a lack of sleep as well as the toxins he exposes himself to in his research of dwemer machines and the creation of his paper and inks. A dedication strong enough to look beyond himself and towards the future of the Falmer.

He stops his writing, one of his ears perking slightly in your direction. Good senses or just luck? He doesn't look towards where you gaze upon the mortal realm, but he's now aware of your presence. His left hand drifts to the side, acting like he's reaching for an inkwell though you notice how he actually reaches for a dwemer crossbow sticking out from among his piles of dwemer detritus. As soon as his hands reach it, he rips it free and aims it in your direction, finding naught but air though he doesn't let his guard down.

"Show yourself! Are you a thief? Some agent of one of the other princely candidates? You won't find me some writhing welp to be trifled with!" he says with conviction, despite the shaking in his hand. His pale eyes look everywhere in his workshop, towards every entrance and exit, though they keep drifting to where you look on. You suppose you should reveal yourself before he causes himself any harm. With a flex of your will to stone bricks beneath him begin to shift and twist, forming your symbol as small crystalline growths grow along its edges. The elf scrambles on top of his work bench, bolt now aiming downwards as he looks upon your emblem.

"Be at peace, Caerlen of blackreach, I mean you no harm. I have sought you out to offer my aid in your pursuit of leadership among the resurgent Falmer." He stares in shock for but a moment before getting a hold of himself. "And why would the Restorer wish to speak with me? Few have treated me as a serious candidate for the crown and spear and now one of our gods approaches me? I'm sorry but I find it hard to believe."

"Save your suspicions engineer. I am not your people, and I see what they cannot. They hate and fear the dwemer and their legacy, but you and I can both see the benefit in taking up their old tools, and neither of us would have your people throw them away. I seek to aid you so that the Falmer may replicate, if not surpass the Dwemers accomplishments, but if you refuse my aid then know that your technology will be nothing but trinkets and baubles, if not a hated reminder of your past."

He finally lowers that crossbow as he looks at his workshop, at his half assembled machines, at his life's work these past few years. He holds on tightly to the stock of the crossbow before turning back to you. "Then let us begin, lord jyggalag, on this political campaign of mine."
The coming months you provide him the information and guidance he needs, leading him to his enemies secrets or to technology that can sway the more moderate members of the Falmer towards his point of view. In the end it is a close race between himself and the priest, but the odds sway just enough in his favor. He is the first of the betrayed Falmer allowed into the temple of Auriel for his coronation. The ancient crown and spear are long lost, either in a musty tomb or a dusty museum, so a new crown and spear is made for him, forged of blue malachite, silver, and ever frozen ice.

The arch curate Vyrthur shows himself for the first time since the Falmers return as he leads Caerlen to shrines to each of the gods so he might be blessed by each, even taking him out to your shrine in the vale so that you may bless him as well despite protests among the priests. Once finally blessed and crowned, as well as a feast in the village of the vale, Caerlen returns to blackreach, ready to get to work.
---
When you step into the cloackwork city once more you notice that the force restraining you, weakening you, is nearly gone. It still lingers, like an outstreched hand ready to clamp down on your throat, but it holds itself back, a nor so subtle threat towards you should you act in bad faith towards the clockwork god. Your approach to the tower is unhindered, your ascent to its peak simple compared to your champions as the dead elf rolls out the red carpet. His shell is peeled away revealing his corpse as his machine eye glares at you.

"Welcome, God of order, to my chamber. I apologize for the lack of preparation for your visit, many of my followers find myself to busy trying to follow my will to listen to it." "It does not bother me, I'd rather skip the pleasantries and get to business regardless." a small pause in the machine gods response as he thinks on what to say. You know that, while a genius with science nd magic, Sotha Sil was never known for a silver tongue, especially in comparison to Vivec and Almalexia. "To business then.

As you can plainly see I am but a husk of what I once was, slain by my friend Almalexia as I had foresaw, I had laid out the means for my followers to revive me in metal. They, however, failed me irreconcilably. They fought and argued over what to do, some claiming it a disservice to bring me back in such a meager form, while others wisely sought to do as I intended. This difference of opinion eventually resulted in a war between the two factions of my faith.

Those who followed my will began the process of remaking me in this tower, making it a part of me. The others, who saw this as a sacrilegious and inferior act, assaulted this tower to recover my cadaver. As you and that mortal of yours no doubt saw, they caused immense damage during my revival, leaving my capabilities and influence on my city crippled, though not removed." He pauses once more, trying to craft his words, though you interrupt.

"And why is this of concern to me, corpse god. As you have admitted you are but a cripple with divine power. Do you expect me to feel some sympathy or pity for your condition?" A flash of annoyance rips through the air as you take away his momentum. "It is of concern, gray prince, because I have an offer for you. I am weakened, yes, but were I to regain strength and divinity with your aid I could be a great ally. One not tied to your Daedric brothers, one not beholden to their whims, will, or influence.

I know how you were betrayed by them, how even know I can only imagine how they fear your return. Could they not band together once again, to debase you into a gibbering fool once more? You would need allies in the face of their combined forces, and I would gladly be one should you help restore my tower and restore me from this shackled corpse. You would gain my divine intellect and magics with little lost in the process."

The Dunmers arrogance seems the only thing he hasn't lost in his flawed resurrection, though there is some truth to his words. His knowledge of machines and their interaction with magic is only surpassed by all the dwemer at their apex, and he has created many artifacts that even now are fought over by the wealthy and powerful, be they mortal or Daedra. Neither is he wrong in how you lack allies in the face of the rest of the Daedra. However, the dunmer tribunal have ever been a two faced group, all too willing to betray their sworn allies as shown with their slaughter of Nerevar and Almalexias murder of Sotha Sil.

Were you to aid in his recreation, he will be added to your alliance with sheogorath, though be more of a junior partner.
[] aid the machine god. Gain Sotha Sil as an ally. He can aid in creating artifacts or make them for you, share his vast knowledge of machines and magic, and provide something of an intellectual equal.

[] refuse to aid him. You will have no part in this cripples plans.

[] kill him and take his power. WARNING, he will fight back and has the potential to permenantly wound jyggalag.
---
Umbras resistance roll: 4
You give this wayward spark of power no chance to react. Your hand grabs him by the neck, crushing it in your grasp and lifting him to eye level with you. He struggles against your grasp fruitlessly, pounding away with his fists, attempting to stab you with his blade but you are easily able to grab his wrist before the swing connects. You apply force, twisiting his wrist, bending it, and then breaking it with a bloody crack, the sword falling to the ground as his attempts to scream in pain are thwarted by your hand around his neck.

His legs kick and his remaining hand tries to scratch at your face or lessen your grip, but both are fruitless. Your grip tightens and tightens as you begin to draw his power into yourself. His fighting grows weaker and weaker, as the stars in his eyes blink out one by one. His face twists between hate, fear, and desperation, until he hasn't even the strength to emote. And then, within his eyes the last star blinks out, his power gone and now within you. His body loses form, beginning to fray at the edges as tendrils of shadow flicker off. You toss the useless husk to the ground, instead picking up the sword he dropped, umbra.

You can feeel it as the power becoems your own, everything becoming lighter, your every move more sure. You exert this newfound power over the floating city, bending it to your will. It obeys willingly as you begin to steer it back to Mytheria, and you begin to examine the place, now devoid of clinging shadows. As with all things of clavicus, while its exterior may be wonderful, with towers of glass and golden fields, underneath it all there is a rot. A stench of undeath from the souls umbra used to tend to his false paradise, one you swiftly excise. So many uses for a soul, and he burns them out to maintain his vanity.

You find yourself in the warehouse the two dunmer had fled to, where they still hide. You ignore them and instead inspect their work, this ingenium. Only halfway completed, but you can see how its supposed to work, harvesting souls and using them as fuel for grand magics. It still bears some remnants in its design from its original purpose of putting the meteor in stasis, though you imagine, should the design be changed, it could be used for a great many things. Umbra seemed to be stuck between either using it to keep his island hidden or raiding undead constructs, indecisive as his progenitor.

That leaves the question of its engineers. What should you do with these elves. They obviously aren't here of their own will with how the princeling had treated them, and while they are skilled you are uncertain of whether unwilling artificers would be worth their potential betrayel.

[] release the elves to mundus.

[] keep them as engineers for the ingenium.

You have taken the power of umbra, denying it to vile and empowering yourself.
+5 power
The domain of wishes is now available the next time you choose a new domain.
You now have the artifact umbra. Any slain by its blade will have their soul sent to you.
You now have the ingenium, a soul engine that can power grand magic
Mytheria has expanded, adding the city of Umbriel
---
The argonians march on the shattered crags of morrowind, the earth itself cracks open and swallows those unfortunate enough to be caught in its grasp, and rampant magics cause havoc as the dunmer flee the many threats to their lives. Their shattered governments, their tribal coalitions, their theocratic ministers, all scramble to recover and come to a response to these problems, finding ways for the argonians to be halted or to find means to return the land to as it once was, and all come short.

They need a divine hand to aid them, to grant some manner of protection, and you can do just that, with some help admittedly. You and sheogorath first send handfuls of your respective daedra into the marshland that once was the Argonian borderlands of morrowind, finally letting those you conquered have their share of blood and glory. They are to stay in that land, attacking any and all argonians as a method to slow their march. Neither of your forces, even combined, would be enough to stop the argonians in their tracts, especially with their veterans of their invasion of Dagons realm.

Next, the two of you begin to grant boons to the dunmer refugees in their flight to either the relatively safe parts of morrowind, eastern Skyrim and Solstheim, or to the imperial capital. Many times you or sheogorath bless them with invisibility against the argonians, with food and water springing from the ground or rapidly growing around them, or myriad other miracles, all with your symbols and elements of your worship left behind, crystalline pillars for yourself and the growth of exotic plants and luminous butterflies for Sheogroath.

Lastly is the aid you provide to the houses that remain to defend morrowind, House Redoran and house telvaani. House Dres, largely made of planation owners who's fields were ravaged and their indentured servants dead or fled, is in a state of financial ruin at the moment. House Hlaalu's main strength, its ties to the empire, prove useless as the legions once stationed in morrowind were withdrawn for the oblivion crisis and still have yet to return, leaving them with nothing to help with during the crisis. With the loss of the tribunal house Indoril finds itself within a second crisis, one of faith, as the religion they had devoted themselves to finds itself loss with the destruction of their holy lands and the loss of their gods, not to mention how it is largely their lands now under the argonians threat.

House Redoran has managed to field an army made up of a mixture of their own remaining warriors and mercenary support, paid with no small amount of coin. The telvaani meanwhile bring out their full magickal wrath, raining hellfire and acid rains upon Argonian hordes. Upon them you and sheogorath give blessings of protection, warding off blows or keeping wounds from festering, or granting their mages greater reserves of magic. Even with divine endurance, it is exhausting work to weave your blessings over an entire army. Magic of this scale was always more the expertise of the Aedra than the Daedra.

Sheogorath, through all this, is not the inexperienced fool, though that may have been an improvement over his current disposition. There is a wrath in him at the work you do, unfocused and waiting to be unleashed on any. He takes a bloody joy in the madness of the battlefield, at seeing their suffering. A sadistic mania, a demented rage. Whether it's simply the effects of the fighting on him or something else, you are uncertain. Now, however, is not the time to spend discovering what has caused this rage.

In the end, many among the dunmer begin praying to the both of you, even if many do not know your name. While none have the time or means to build you shrines or offer much more than a few burnt prayers or small offerings, it has still done something great for your power as well as granting some legitimacy on nirn to your faith. Only two problems now exist, one you expected, one you did not.

The first is that it will be nearly impossible to hide your return after this, though you may not need to. You would certainly have enough power to at least hold your own for the time being should any try to act against you, but you should expect to soon be dragged into the plots of your siblings. The second is the argonians response. They have begun spreading some propaganda both within the black marsh but also within the imperial city, decrying the dunmer as Daedra worshipers thanks to your blessings and Daedra. They aren't wrong, but this turns the war from one of invasion in the eyes of many into one meant to purge Daedra worshippers, a conflict they're more ready to let proceed as it will rather than seek a means to stop.

+75 faith, gained the dunmer refugees and dunmer remnants as worshippers.
Sheogorath has also gained new worshippers, though not as many due to his past in dunmer history.
---
Kasur aurenon, your arms ache, your feet dredge through muddy water, and your body feels the aches and pains of dozens of small injuries, but you feel better than you have in a long time. Finally, you have the chance to do something useful, something the imperial council refuses to do, in aiding the dunmer. You can fight, bleed, and spill blood for what you know is right, protecting civilians from Argonian retribution.

You fight now with a small force, having joined this fight as a mercenary. You fight alongside a ragtag group of other mercenaries, dunmer militia, Ordinator's, and buoyant armigers. You've become something of an unofficial leader for the group, thanks to the use of your blades ability and the death of the former commander at the hands of Argonian traps.

They are a vicious enemy to face. They fight nothing like any legion nor Daedra, focusing on subterfuge and ambushes, traps and poisons, though that isn't to say they are slouches in direct combat. Many veterans of their invasion of the deadlands fight with amazing skill and weapons, spoils from the Daedra they defeated. Still, that skill of theirs is what makes it all the more exhilarating for you to lead these men into success after success.

You worry, however, about what the next course of action should be. You cannot merely repel the argonians forever, it will not break their will to fight, to take bloody vengeance for their years of persecution and slavery. Something more decisive, more daring needed to be done that convinced them they must stop.

An attack directly into the black marsh wouldn't work. The argonians wouldn't even need to lift a finger to slaughter from what you've read, their homelands diseases and flora and fauna is a better defense than any grand bastion or magical barrier. If it must take military might to stop the argonians it must be done must be done on dunmer land and must be quick and brutal.
You will see what the blade and your own military acumen can show you, and once you have something to act on you will. For now however, you will take pleasure in your role as a commander.
---
With your partners recent moods and near tantrums when working to protect the dunmer, you deem it a good idea to see what has bothered him this way. When you find him in his city, strolling through an expansion he's making to the city. With the city's future being stable for the time being with no greymarch to worry about he deemed it time to expand, hoping to encourage more artists or butchers or whatever else might be attracted.

He even dresses the part of an architect, fine clothing with a frilly neck, a steel helmet with a cloth hat over top to protect from falling debris, and round spectacles perched on the tip of his nose though he has no need for them. He could merely flex his will and power to have the district spring forth, though he either lacks the energy what with his recent exertions or he may simply find some pleasure in the craft.

His mood is certainly different here, as bombastic as can be as he orders his Daedra to work harder on threat of unusual punishment, though whether he's shrugged off his foul mood or merely buried it under a fools guise you will only be able to tell when you speak with him. You make your way towards him, his Daedra no longer as shocked by your presence though they do give you strange nervous looks when they see you.
Eventually you are behind the fool, waiting for him to acknowledge you, though wrapped up as he is in his architects mummery he still doesn't notice. "Sheogorath." You can't see his reaction though it takes him a few moments to turn towards you, a wide smile plastered on his face that quickly turns to a frown. "Jyggy, my friend, my very nearly brother, what fool worker of mine let you in here without a hat?!" he yells. You stare at him a moment, making sure you heard right, and unfortunately you had. "I have no need of a ha-" you manage to say before he interrupts.

"Of course you need a hat! Don't you see all the construction we're doing? Should some layabout knock a brick down and it fell upon your poor egg of a head, I wouldn't know what to do with myself. Maybe a fine for unsafe working conditions, or try to bury the body before anybody suspects something and tries to close down our work, any suggestions for that?" You take in a breath as he continues to jabber on. "I came to speak with you about how you acted when we were aiding the dunmer. You were irritable, almost rabid, unlike your normal madness."

He looks at you as if you've said something disgusting or disturbing. "How I act is none of your business jyggalag. You act like you've something nasty and barbed shoved up you every day and do you see me questioning you over it?" He acknowledges it at least. "I would rather not have to deal with this in the future, at least tell me so I know what to expect." He gives a shake of his head before turning to one of his workers who had walked by, snatching the helmet from their head and attempting to shove it onto your own, a difficult thing due to the height difference.

"Nope. Ive got no interest in talking about it, so you can either get gone or help with the construction. No other options." he says, turning away from you to bark out orders once more, ignoring your attempts to talk with him, acting like a petulant child. You remove the helmet from your head and toss it at the nearest Daedra before leaving this inane plane.
---
Writing goes about as well as it usually does, as the sources you collect end up all having conflicting data, the inspiration to write never quite hits you, and your newfound popularity with the dunmer means you often find yourself hearing prayers in the background, a horrible thing when tryng to concentrate. Eventually you shelve the bare scraps of work you were able to write for now and move your focus elsewhere.
---
It seems the new high king of Skyrim, Signi Gray-Versed, has a response to the dunmer refugee crisis in the works. The young man came personally to Winterhold and gave a proclamation, that for so long as the dunmer find themselves refugees they shall be given support and housing as a series of construction efforts are started on the western side of Skyrim to create almshouses. The kicker, however, to appease the conservative elements, is that while patrons of these almshouses and charitable donations, the dunmer refugees may not seek citizen ship, preventing them from purchasing houses or being part of any political factions, as well as a variety of other restrictions on their rights.

He doesn't do this out of any compassion, as its merely a part of a political play, to have his detractors in the western half of Skyrim shoulder this burden. He makes western Skyrim seem a beacon for the dunmer, keeping them from the east and laying their needs at the western holds feet. Of course he has had other charitable organizations move in as well, though many see it as a further expansion of his influence. It isn't a permenant solution, not by any means, but its granted winterhold some breathing room.
---
With Caerlens recent appointment as prince there have been growing pains among the Falmer as he seeks to form a proper system of government rather than this crude coalition of clans. He appoints one of his former rivals for princedom, Idheyor Agtan, as general, seeking to form a dedicated force to protect and fight for all Falmer interests. He assigns governors for the major territory of the Falmer, largely black reach, the vale, as well as a few of the old dwemer holds that are inhabited by the Falmer, though none supersede the local rulers will, acting more as a representative of Caerlens will.

He also has a proper school built in blackreach. Well, less built and more renovated a few floors of the tower to accommodate one. Then there's his efforts to expand the Falmer who go out into the surrounding world into something more organized, hoping to make these wayfarers more effective and more lucrative. He may be overreaching, going beyond his capabilities and taking things too fast, but you cant deny hes getting most of the results he wanted.
---
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 red year is active for one more turn
[] A new champion: with the artifacts at your disposal it may be a good idea to seek another champion. Seek out those you had once found as well as new blood who may be worthy of your boons. Dc 45
-[] What artifact will you grant them?

[] the invasion of the argonians: With their ancient enemies weakened by the eruption of red mountain the argonians of black marsh have declared a war of vengeance upon the dunmer, bringing their full fury upon whoever remains in morrowind. Aid the dunmer, and you would not only help preserve morrowind, but to earn the favor of the dunmer. Only available while the red year is active. DC 55

[] 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. DC65

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

[] 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?


[] 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: There's 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
[] Let him pursue his own goals: Kasur has goals of his own. Let him pursue them and perhaps grow stronger from the effort. There is no dc, just a roll to see how things went for your champion.

[] 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 DC's, 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.
[] Reveal yourself to the princes. With the spread of your worship and your acts on nirn the other Daedra may well suspect you have come back. If you were to reveal yourself now, purposefully, it may be better than if you continued to attempt to hide. No DC, but I will roll for each princes reaction. You will not see these rolls.

[] Write in. up to qm discretion

---

What shall you do in your realm?
[] reforge: Umbra has been weakened after your absorption of its piece of divine spark. You may be able to remake it, but for what? Dc 65
-[] what will you have the new umbra do and be.

[] 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 it's 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
 
The remade God
A gift of power is granted to the machine god, just enough for him to rekindle some of what he's lost. From these few motes he retakes control of the clockwork city, but most importantly his tower. Lights flicker on as machines whirr to life, sparks flying from broken machinery as they're forced to reanimate. As the machines begin to come alive around him, various tools and hatches containing materials popping open in the area, the machine god speaks. "I would stand back, jyggalag. My machines have little care where they take their resources from." only a moment later his words prove true as machine lifeforms begin to flood into the room carrying enough metal and magical artifice, carrying them towards Sothas Sil's resting place, his soon to be operating table.

Long mechanical arms and tendrils drop from the ceiling and begin to cut away at the corpse of the god, removing anything, and almost everything, of his mortal body that could not be used again. The heart, lungs, many vital organs, you suspect little is left by the end other than the flesh, bone, and brain. Mechanical replacements are quickly made and implanted, slowly but surely. You notice however that no heart is placed within. In fact, it seems that much of the chest has been left empty. It makes some sense you suppose, he'd have little need for a spleen or intestinal tract or many of the other mortal necessities. But then you feel something, a wave of almost familiar strength.

You look towards where this font comes from, seeing a large mechanical heart, wires and tubing coming off of it like veins. It already pumps, each beat of the heart igniting some light within that shines through its tubing and through the chambers of the heart. Followed by the heart, carried by more spiderlike machine lifeforms, are three items, a knife, gauntlet, and hammer. While the heart is put into place the knife and hammer are disassembled, their parts being installed into the cavities surrounding the heart, while the gauntlet is installed into the mechanical hand. "It is a machine based off of Lorkhans heart, if you must know." the cadaver being operated on says, lips moving as a semblance of life is brought back to flesh. The voice is pained but keeps its composure through the operation.

"The true heart is gone, whereto I could only guess at, but this approximation shall do. It was meant to keep the city alive in my absence, but I believe I can make better use of it as a true heart now." The operation continues as the body is put together. Sotha makes some idle chatter, a distraction as new nerve endings are made and he begins to feel more and more pain. More than a few times these small spider machines try to grab at you to use as materials only to be crushed under your heel. Eventually it comes to an end, though you still wouldn't call it complete. The heart is exposed, the chest not fully encasing it, perhaps so it might be further worked on? And various spots have exposed internals as well, leaving wire and joints in view. But it seems to be enough for the machine god as he pulls himself off his operating table, using one of the operating hands to keep himself stable.

"It will take some time to become accustomed to this new body, I think, but for a quick patch job it is acceptable." the half dead god says, his voice shaky. He walks over to and leans against a pillar within the room, snaps his finger, and suddenly more of his servant machines arrive bearing a staff that he takes and uses as a walking stick. "Give me some time to recover Jyggalag, but I promise you my aid so long as you deserve it. For now though I must rest and acclimate to my new body, find where it needs improvement." he says as he begins to shuffle off, a portal forming next to you, a portal out of the city.

In the coming months you find that a hatch has appeared within Mytheria, an entrance to the city should you need to communicate with the elven god.

Sotha Sil has been gained as an ally.
---
The fighting is as near an end as it possibly can be between the dunmer and argonians. It is only near an end as neither side has officially signed any peace agreements, given any tribute, or otherwise committed any action to signal the wars end. Both sides have merely stopped sending their forces to fight as the effects of the red year end. The earth stops shaking, storms of ash no longer wreak havoc, and all the many effects of the crash no longer ruin the lands of Morrowind further, leaving the Argonians with a less advantageous environment and the dunmer can now bring their full force against them.

Still, for what skirmishes there are you provide your aid, the same as before. Sheogorath takes little further part in providing aid, disliking the effect these dunmer have on him, but what he's done has already had enough effect for some of them to at least burn offerings to him and yourself. The Argonians attacks have changed as well as the war winds down, with a handful of theories as to the purpose, from training for the hatchlings to entertainment to myriad other possibilities, the argonians havent really announced why they do many of these things.

In fact, the only thing they have announced recently is their complete secession from the empire. They announced it on the anniversary of the red year, and it slowly spread out from there, letting many and more hear about this loss of an imperial province. Its Kasur's worst fear as it proves everything he feared would happen, triggering a wave of secessionist thought. The imperial council at least tries to order the legions to march on the black marsh, but all refuse, citing what it took to capture the swamps the first time around, the Argonians willingly joining the empire after multiple failed attempts at conquest.

The argonians actually inspire the dunmer to follow in their stead in leaving the empire, again causing your champion distress. They at least did it somewhat more officially, drafting a declaration of severance from the empire on the grounds of their failure to keep up their promise of aid and protection for the dunmer people, especially as it came from another of their provinces. Once more no legion marches on Morrowind, and any of the imperial citizenry left is given a choice of renouncing the empire and joining Morrowind as citizens or being exiled.

Your champion currently finds himself in the new capital of the Dunmer people, blacklight. While no official proclamation has been made, all know that house Redoran has taken the reigns of leadership from house Hlaalu, many even suspecting that they aim to excise the old ruling house of morrowind from the great houses, and for good reason. Their utter failure to provide even the barest piece of aid during the argonians invasion has caused them to become hated among their former people. But, while fragile, morrowind still stands, already beginning to rebuild as best they can.
---
You knew this would come Kasur, you knew and you had hoped and prayed it wouldn't happen but it has. The fracturing of the empire has started as the argonians and now dunmer seek to split away. You wish you didn't understand why they were doing this, so that you could simply call them cowards or fiends or any number of other things, but their complaints are true. Still, you cannot merely let things go the way they are without trying something.

A fractured empire will only mean greater suffering in the long run, as conflict erupts between the provinces or their states. It will mean that should a threat similar to Mehrunes Dagon arise then there would be no organized response. It will mean so very many things that would cause once thriving communities to be destroyed by the throngs of war or desolation from a loss of resources that the empire could provide. One merely needs to look towards the second eras wars for precedence, an argument you seek to use soon.

Jyggylag has tried to make you his priest, to have you waste your time trying to further his goals of self gratification, but you ignore his words in your ear as you approach General King Felsimar Redoran. Not two days ago he proclaimed himself the new ruler of the dunmer, saying that house Hlaalu has no place in Morrowind for its failure to protect its people. You had cheered and drunk to him and your victories that night, only for the very next day to hear him declare Morrowinds independence. It felt like a blow to the head, everything losing focus, you hadn't even thought to say anything at the time, and even now you have no idea what to say to change his mind, but if you do not speak now you will have wasted the chance.

He stands now amongst other leaders of the houses, making plans for something or other. You approach them openly so that his guards don't think you're a threat, though they still cross their spears to keep you from getting too close. "King Felsimer, please, I must speak with you!" you yell towards him. Many of the house members give you little more than a sneer, and even the king seems to be ready to ignore you, but he gives you a second look before signaling to his guardsmen. They stall for a moment, unsure of the decision, but eventually they let you pass.

"You are Aurenon, correct? My soldiers have talked about you and that blade of yours, claiming you could predict the flow of any battle and did so many times in defense of my people for nothing but a pocket of coin. You have my thanks." he says with a small smile, nearly hidden underneath a long beard of red and white. His hair is equally long, kept out of his eyes by the simple band of iron he's called his crown. He reminds you of many old generals, weathered with crows feet and laughlines but eyes still sharp as a spear.

"My thanks Lord Redoran, but I cannot claim I came for just that coin. I was directed here by a patron of mine, but I fought for the people of morrowind. To let them suffer under their neighbors aggressions wouldn't have been just." This gets a small laugh from the king. "And so moral as well, you must give this patron of yours my thanks for sending such a champion to us. What brings you to me today friend of the Dunmer?" He says, words honest and warm.

He asks, and the words tumble out of you. "It is a mistake to split off from the empire sir. You still have time to turn the messengers back and I implore you to do so." it could have been said better, something more persuasive or convincing, but you've said what you've said, and the kings reaction isn't anger like you had feared or agreement like you might have hoped, but instead he looks at you with a mix of confusion and something close to pity. "And what is it that makes you believe my decision such a poor one?"

You prepared for this, at least somewhat. "Look to the past, to the second era. When the empire fell in their time the nations erupted into war, countless dead and buried, from more causes than I could list. The Daedra took this instability to make mundus their playground. If the empire falls now we may face the same or worse dangers, especially in the wake of Dagon. Should some other calamity come for us we need to be unified, and the only power with a chance to do so is the empire." The king gives you another look, staring into your eyes like you were a fresh recruit in need of a lesson.

"it is good that you have faith, but I fear you misplace it. The empires time has come, and what remains is merely its corpse being puppeted by an inept council, powerless without a dragonborn to lead them. Look to house Hlaalu. They relied on the empire to reign in those damnable lizards, to aid us in the face of catastrophe, and what did they send? A scrap of parchment, signed by the council, apologizing that they couldn't aid us more than a handful of grain carts and leagions that would never come. When the lizards invaded once more was parchment their answer, filled with lies to us and empty threats to our foes. And now, when we exile their puppets in Hlaalu, what do they send? Nothing. Not even their damned parchment.

We fought this war with what little we had left, ancestral swords taken from cracked open tombs, rotted grain and eggs, and the mercy and blessings of those gods who would grant it. And all the while, the empire gave nothing, expected to be given tribute for their failures, and shown their true colors. To remain a puppet of theirs would be the acceptance of dying with them, a mere salve to a life ending wound. You are a good man, and hopefully a smart one, so heed my advice. Find something other than this corpse empire to believe in. Now go, enjoy our victories among friends, drink strong spirits, and praise what gods you follow."

You try to protest further, but one of the guards places a hand on your shoulder and begins to pull you away, saying that the king Is a busy man and that he's already given you enough of his time. Despite your attempt to convince him he says he has no good reason to stay with the empire. You hate that he's right.
---
Once more you journey out into the untamed wastes of oblivion in search of anything that might catch your interest. Though that's not quite true, you suppose. More than anything you had hoped this might help clear your head. Dealing with your champion, with sheogorath, with Sotha Sil, with your many new followers both among the dunmer and even some mercenaries, it's enough to make anyone tire. While you wouldn't turn away from the discovery of something of interest to you, more than anything you just need a clear head.

Through the wastes you move, not quite walking, not quite drifting, trusting in your senses to point out anything of interest. Sadly, it seems that the wastes have little and less for you today. A handful of scamps fighting over less than a cubic foot of space, some wisps of light and energy drifting wayward in the direction of Meridias beacon. You may have used up that luck of yours finding both the clockwork city and Viles wayward spark.

"Get you a drink stranger?" The unexpected voice causes you to snap around towards it, sword readied. There, where you had just walked, stands Sanguine, a bottle of some exotic liquor in one hand and a glass in the other. He looks at you, a smile on his face, entertainment in his eye, and behind that smile you can feel a sneer. "What's with the sword, friend? It's just a drink. It might not be my best vintage but it's hardly insulting." he says, swirling his drink.

You keep your sword pointed his direction, glaring at him. "How did you find me sanguine?" some of the smile drops from his face. He takes a drink from the bottle before saying "Straight to business is it? Millenia trapped as sheogorath and still can't allow me or yourself to have a little fun?" you give him nothing but a glare in response. "You haven't exactly been quiet lately. Just needed to keep an ear out for some miserly grumbling and lo, there you are. You'd done a decent enough job keeping quiet until now, and keeping this new Sheogroath quiet as well, you really must tell me how you managed that."

He meets your glare with a grin, enjoying himself. "You are too relaxed for you to have just come to this realization. How long have you known I was no longer cursed?" You demand of him. He puts on a thoughtful expression, more of a theater actors parody than a true reaction, a mummers farce. "I knew nothing till just a moment ago. Of course, I had suspected something was off when Sheo, this new Sheo that is, wasn't so full of rage when I came to visit. Usually he's in a fury that those oafs Boethiah and Dagon couldn't even hope to match after you come out, but he was so calm this time around. I had hoped he was merely in a good mood but it seems that was too good to be true."

"And now that I have returned, do you intend to curse me once more, to cripple me so I would once again be a mockery of myself?" you say, tightening the grip on your sword. "Hmm. I had thought of it, about telling the others, but no. The same trick never works twice you see, and all the others are even worse about getting along than they were the first time. If we tried it again I'm pretty certain you'd have a much better shot." He says while lazily circling you. "Then why come here at all, hedonist?" you say tiring further of his attitude.

"I came to offer a neighbor a drink, just as I offered earlier, but you never were one to actually let themselves enjoy the good parts of reality, were you? But I can see that I'm unwanted here, and so I shall depart. But before I leave, let me give you some advice, Jyggy. I'm not the only one who saw what you did for the dunmer. Sooner or later the other princes will know you've returned. I hope that when you meet with them it will be entertaining." He says this last part with an ever growing grin before disappearing in a cloud of shadows and thorns, leaving nothing but the smell of roses and a bottle of wine behind. You leave it there as you decide to return to Mytheria, your jaunt through the wastes spoiled.

Sanguine is no fool. Just like Sheogorath while he may seem a worthless lout, and at times he is, it is a persona he carefully crafts. What could he have come to you for? To gauge your reaction, to see if you would attack? Or merely to check on your strength, see if you were still crippled despite your freedom from madness? It worries you, but without marching on his coalition of planes there's little you can do.
---
You command Dyus to take care of the everyday ruling of your realm as you shut yourself in the library. You resolve yourself to stay locked in here until you've written something of worth. Your records have been slow growing of late, and you demand of yourself some progress. Instead of mere historical fact, as you would usually write, you turn your quill instead towards the other gods. The Aedric, the Daedric, and those who cannot be considered truly either. Sanguine had unfortunately been right, and soon your return shall be common knowledge among the other divines. It would be best to have a profile on each of them, how they might have changed or new vulnerabilities they may possess.

The divines have been as reclusive as usual, having given up much of their presence on nirn to become almost a part of it. While Kynareth may not be able to send scouring winds upon all who defy her, she is in every gust that one might find. Where Arkay might not be able to smite any who profane against the cycle of life and death, he is felt by all who pass on, a mostly welcoming host to those who's souls are still their own. There has been one significant change however. There's a new one. Talos, the god of men, the great emperor who your champion has to thank for the empire he's so found of, achieved the impossible with apotheosis upon his death.

Not impossible, you suppose, just as rare as a spark of wit from Dagon. Other mortals have done so before, such as Baan Dar, though Talos is unique in how he has joined himself to the Tedra through seemingly pure will. The new sheogorath had only done something similar by taking upon himself the empty mantle, and even then they had aid through the former sheogorath and his allies. Perhaps it was his soul as dragonborn that let him ascend? Or could sheer will and great acts be enough? Ascension has always been a tricky thing that neither you nor Hermaeus Mora had learned, not that he would reveal such a discovery.

For the Daedra there's been little change. Alliances had shifted, broken down, power was gained or lost, but otherwise they are the same as those who had betrayed you long ago, barring its new arrivals. Malacath, lord of the orcs, once TYrinimac before Boethiah had corrupted him. By all accounts, little and limited as they are, he seems the same as before in many respects. A warrior of unparalleled strength, a being with a misplaced sense of honor, and a guardian for those he considers his people. The greatest change is the deep level of bitterness and hate that stains his being. Perhaps he could prove an ally, as he had not taken part in your own corruption, but he may find you as contemptible as he deems all the other princes.

The minor gods are just that. Minor and largely unimportant in the goings on of the world beyond the few hovels they claim dominion over, but you write of them just the same. Baan Dar, the first and greatest Bandit, Morihaus the breath of man, the Archmage Syrabane, and many more spirits and essences that litter Nirn or the planes. With your writing done, with space left should new gods make themselves known, you place your compendium of divinity within your library, weeks having passed in your time writing.
---
Thanks to tales of your efforts on the battlefields of southern morrowind, of the crystalline fields forming where your blessed had thought, some Falmer more devoted to you have begun a pilgrimage there. They still maintain some secrecy, more for their nature as Falmer than as your followers, but they seem to have made a temple and even a few simple shrines near these sights. The Dunmer allow it, some even holding communions for the fallen of the battlefield, barring the lizards of course.

They've been granted a Building within blacklight to serve as their home and a place of worship, formerly a small estate for a Hlaalu merchant now exiled. Already they pray to you, even inviting those curious to take part in their worship, but now they even proselytize to their new neighbors. What shall they do with unofficial endorsement of your worship, you wonder?
---
With the war and disasters within morrowind at an end, the ghettos of winterhold soon empty as many people return home. Just as many however remain, unwilling to give up what they've gained for a chance to take back what they once had. As one might expect, this upsets the more traditional nords. What doesn't. Again, the high king does what he can to quell these unruly folk, even doing a tour of eastern Skyrim backed by his full honor guard. Once again they tire themselves out while muttering into their cups.

Their presence thankfully means that your cult has found many new converts among them, lost without their old homes and gods. Is it somewhat predatory? Yes. Do you approve? Of course. The size of the cult is nearly doubled in the city, leaving you more than satisfied for once.
---
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
Sotha Sil will aid you should You try to Create, Improve, or Destroy an artifact.

What shall you do in Nirn? Choose one

[] A new champion: with the artifacts at your disposal it may be a good idea to seek another champion. Seek out those you had once found as well as new blood who may be worthy of your boons. Dc 45
-[] What artifact will you grant them?


[] 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. DC65

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

[] 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
[] No longer just a cult: with your all but official worship among the Dunmer it would be a simple thing to make it official. Send one of the Falmer as your emissary to the new king and request your worship be made fully legal in Morrowind. Dc30

[] write in. up to qm discretion

---

What shall your champion do?


[] 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: There's 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
[] Let him pursue his own goals: Kasur has goals of his own. Let him pursue them and perhaps grow stronger from the effort. There is no dc, just a roll to see how things went for your champion.

[] 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 DC's, 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.

[] Reveal yourself to the princes. With the spread of your worship and your acts on nirn the other Daedra may well suspect you have come back. If you were to reveal yourself now, purposefully, it may be better than if you continued to attempt to hide. No DC, but I will roll for each princes reaction. You will not see these rolls.

[] Write in. up to qm discretion

---

What shall you do in your realm?
[] reforge: Umbra has been weakened after your absorption of its piece of divine spark. You may be able to remake it, but for what? Dc 65
-[] what will you have the new umbra do and be.

[] 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 it's 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
 
A new religion
The modern structure of the guard can largely be attributed to reforms made by Emperor Uriel septim I in the year 3E 57. Where before many cities relied on civilian organizations supported by local burghers to keep the peace Uriel made a city's guard an extension of the nobility's power so that they may be better regulated and less susceptible to merchants coin, funding them based off a tariff on merchants goods traveling in and out of the city. There's been many changes to the structure over the years and every city has its own quirks, but its largely the same. Winterhold is no different, being subservient to the Jarl while also having ties into the college.

You had hoped that sheogorath would make good use of this information when you requested his aid in advancing your own followers within the city. Perhaps he could have arranged for the proper situations to happen for them to show their skill, perhaps he may have slipped in approvals for promotion. Instead, he caused a fire in the frozen city. Whale fat that burned to keep the city from freezing over had been misplaced by some merchants houses, merchants that the wardens for the college district and slums had been trying to deal with for some time for evidence of smuggling and forgery of imperial trade edicts.

Nobody had died from these fires, no one important at least, but the merchants themselves had suffered no small number of damages, personal and financial, and in their anger, they happened to accuse the current captains of their respective districts. Of course, sheo was pulling their strings to make them think this way, but with that seed of discontent between the two, he was able to work wonders on their minds. The commander of the watch just so happened to choose your guardsmen within the cult, Ahti Laakkonen and Ludiv Burres, in charge of investigating these claims, sheo leading them through an entire melodrama of his own concoction. He has the entire thing scripted out as he's more than happy to show you, making you watch the events unfold along with him acting as narrator.

In the end, after your guards have resolved an all too convoluted mystery thrown together haphazardly by Sheogorath, one that he has littered the script for on various shelves in a moment of jest and what he thinks is humorous. Still, in the end and with the early retirements of these captains the commander of the guard has placed them in the vacant roles as reward. Now they hold key positions within the city to help secure and keep safe your interests in the city.
---
King Felsimar stands in the forum outside the reclaimed imperial fortress within the city that had become his impromptu seat of government. He had left the running of the estate to one of his sons to allow himself to focus on his new work as king, as well as to provide at least a semblance of separation between his work as leader of the dunmer and the business of one of the high houses. Before him stand large crowds of Dunmer, from the citizens of his city, representatives of the houses, various members of the ashlanders, and even the cloaked preachers pf Jyggalag.

He had announced this address to the kingdom some time ago, but he had not anticipated such a large gathering. He had the guard doubled, even placing some members of the soon to be new house within the crowd, in the case of any of these members being displeased by his proclamations or if they had been sent by his rivals. Normally he would trust in his arms and armor, but one of his advisors convinced him to dress more formally, replacing his cuirass with silks and fur though he kept a mace at his hip.

"Good people of Morrowind, I thank you for granting me your time today when so many are still rebuilding. I can only hope that these hard times shall pass over us, but mere hope is not enough. We must act if we are to dig ourselves out from the grave we had been abandoned to by the empire, and I aim to reward those who have been paving the path towards so as well as issue proclamations that may further our progress.
First, I declare that house Sadras shall be granted the status of a new great house to take the place of Hlaalu, a reward for their great service in our war with the argonians." With those words, as well as the signing of a document on a podium in front of you, cheers erupt from the newly raised nobles of house Sadras. The service that had earned them this position had been their efforts as scouts and spies against the argonians, as well as their loyalty to house Redoran. The king extolls their Deeds for some time, of their efforts to sabotage the lizard armies and the lives they had saved through their scouting, avoiding their less scrupulous deeds.

"Secondly, I would issue an offer of citizenship to both those mercenaries who had fought alongside us as well as to the ashlanders who had been displaced by the devastation of Vvardenfell." it is unlikely many of either would accept, mercenaries being a wandering lot and the bad blood the ashlanders seem to have with everyone, but Morrowind needs new blood with so much already spilled by war and cataclysm. He has greater hopes for the ashlanders to join seeing as their former lands are covered in a thick layer of obsidian and ash, inhospitable to say the least. The ashlanders grumble among themselves in the crowd, possibly debating whether to take up the kings offer, and leave once they think the king has nothing more relating to them to say.

"Thirdly I would legalize the worship of those gods that helped us where others would not. I would have Prince Jyggalag added to the good Daedra for the aid he provided, as well as granting his followers the right to establish new temples in his name, to proselytize, and to freely worship him within Morrowind. For Sheogorath I would renounce his former wrongs, though he shall not leave the house of troubles. His worship shall be allowed, however his followers shall not be granted leave to establish new temples, instead being granted permission to make use of old temples that litter Morrowind."

The matter of faith had become complicated in Morrowind recently. The final disappearance of the tribunal as vivec left morrowind and the other gods found their deaths, the crash of Baar Dau, and their failure to aid their people from the invading lizardmen left the dunmer even more bitter than their abandonment by the empire. Some wanted to forget the tribunal, others even wished to punish those that still followed the "traitor gods". Many more even find themselves turning towards the old gods, the "house of reclamations" as they now call it as they take back their place of worship. When the cloaked priests of Jyggalag came to him asking for full rights of worship within Morrowind, Felsimar saw a means to hitch himself to the resurgent faith and empower it.

There was the unfortunate matter of Sheogorath however. None could deny he had worked alongside Jyggalag in aiding Morrowinds warriors, though he is still a member of the house of troubles. Few trust him, and many still believe he is the cause of Baar Daus fall, though his followers claim that a lie spread by the tribunal. The king would not acknowledge him at all if given the choice, but some among his kingdom might question the legitimacy of Jyggalags worship if he wasn't acknowledged as well, so he gave a more limited legality to the mad one.

"Fourth, for all those who lost their lands to the red year or those who become new citizens, I offer land. House Dres and Indoril both lost much of their plantations and factories, even full towns and villages, and so I purchased it from them, now to freely give it to any who promise to work these fields and sustain them. There shall be limited taxes upon these homesteads for the first......."

+10 power, +30 faith
You have enough faith to claim a new subdomain

[] Law.

[] Civilization.

[] Wishes

[] crystals

[] The Moon

[] write in
---
This is where you stop listening, lord jyggalag. Your priests have done their job wonderfully in making your worship legal among the dunmer, and you care little for this mortal kings current political maneuvers and administration. Instead you turn your eye towards your willful champion. You granted him a period of freedom. Freedom to pursue his own goals and desires however he saw fit.

These desires have led him halfway across Cyrodil, using your swords true power though not for its true purpose. He seeks to track down the elusive blades, using the sword to follow their past from their now abandoned sanctum of cloud ruler temple to wherever they have hid, which he believes is the slowly rebuilding city of Kvatch. Clever of them, you will admit, as it would be easy to be lost within the reconstruction and new life flowing into the ruins. Your champion has some spark of hope that they will be able to show him some prospective new emperor to take hold of the reins of the empire from Potentate Ocato, though you suspect he will be sorely disappointed.
---
You find yourself wandering through the half-built streets of Kvatch, passing between gaps in the scaffolding and cranes or around walls that have been built in the time since your quarry had passed through here, Kasur Aurenon. The pale blade rests at your hip, rather than over your shoulder, so that you may glance upon its edge as you so slightly remove it from its sheath, trusting in the visions it has granted you. The sun just now begins to break over the horizon, painting these dark construction yards in warmth and golden light that pierces the cold fog. You would enjoy it if you werent relying on the shade for some measure of secrecy.

No matter. Be it dark or light you must find the blade you have been tracking. Dark haired, on the short side, hair crawling halfway back on his head, he looks like any other bureaucrat, but you've seen in the past what he's capable of. Twice now you have followed these shades of the past, twice now you have failed to find your query, one sailed off to who knows where and the other assassinated by some elf. You can only hope this one still lives.

It is then that you notice this blade enter one of the temporary buildings made for the architects in charge of the reconstruction, a short and squat building made from brick and wood. An unusual place for your query, but you trust in the blades visions. You go to its door, carved with a symbol of the imperial architects, and knock. You were raised with some manners after all. The current owner, however, apparently has not.

You knock again, this time calling out "Good architect, may we speak? I believe you may be aquainted with a man I seek." this time you hear the shuffling of feet inside, the sound of something being picked up inside, perhaps a lantern or, if you were to be paranoid, a weapon. you wait patiently as he shuffles to the door, only to find something sharp poking into your back as the door opens, an arm grabbing you from behind. You can see the architect, at least who you think is the architect, holding a claw hammer in front of you as the door fully opens.

"We may speak inside, now move before there's an unfortunate accident." the man pressing presumably a dagger into your back says, prodding you forwards into the shack and closing the door behind you. He takes the pale blade from your side and tosses it to the architect who places it on a nearby counter. "Get the chair and some rope Cassio." the short one, likely the blade, says. "That really isn't necessary. I assure you I only wish to talk. You've already disarmed me so I hold no threat to you." you try to reason with them only to be shoved into the chair as the architect, Cassio, begins to bind your hands behind the back of the chair."

"What makes you think you were a threat with your oversized sword?" the blade says, finally entering your field of vision. It's definitely the same man you had been following, now dressed like a simple laborer, a loose white tunic and brown cloth breeches paired with a belt and sturdy boots. He places is dagger into one of these boots and moves to the other side of the architects shack, pulling out a long curved blade of foreign design from behind a curtain.

He steps towards you, keeping the sheathed sword at his hip, ready to be drawn. "Your name, if you'd be so kind." He says, voice dripping with venom and sarcasm. "Kasue Aurenon, former legionnaire of the empire in Elinhir, I came here to-" in a moment the sword is out of its sheath and at your neck. "I only asked for your name. If I want to know anything else, I will ask it. Now, what led you here? Were you sent by someone?" you are starting to dislike the man. "I came following your trail, and I came here of my own volition."

"Hmph. My trail or my past?" You try to hide the surprise on your face, but his own expression tells you it doesn't quite work out. "What? You think knowledge of a new Daedric champion running across nirn wouldn't reach us? The only question is why your god sent you here." You glare his way but that only gets the sword pressed further into your neck. "He is not my god. He Is a patron who has provided me support in exchange for service. That is as much as I care to deal with the Daedra. As I said I came here of my own volition, seeking you out as you are the only ones who I feel can help me."

He withdraws the sword, though not without leaving a trickle of blood dripping down your neck. "And what makes you think the blades would wish to help you, some failed legionnaire whose become pawn to a resurgent Daedra?" while you've been talking with the blade the architect has been nervously pacing, hammer still in hand, looking to you, the blade, the door, and the window. He isn't made for this sort of thing. "Because we want the same thing you and I. We both want an emperor seated on the ruby throne. If anyone were to know how to find a new emperor would it not be his guardians?" You say, trying to convince him, only to be answered by a scoff.

"You didn't pay near enough attention to history as a lad, did you? The blades are not the guardians and servants of the emperor. We are the guardians and servants of the dragon born. While we may have served it as an extension of the dragonborn, we hold no loyalty to the empire." you let his treasonous words slip past you as you begin to speak. "But if there were another dragonborn, would they be the next in line to be emperor, to lay claim to the blood of Alessia? Surely you would wish for them to take their place?" Your words remove the smug grin from his face, leaving only anger hidden under a face of calm.

"If that were their wish, we would do anything in our power to see it come to fruition. But there's one important piece of information you miss lad. There is no dragonborn. Not anymore." the words hit you hard. Too hard. You refuse to believe them without proof, without evidence. "How can there be no dragonborn? Aren't they blessed by Akatosh? What reason would he have to turn his back on us now and leave us without a worthy emperor?"

"Do you think we have anymore answers than you have? That we know why Akatosh acts this way? We have sought out the greybeards, the moth priests, cults great and small, and none can give us any answer. So if you truly seek an emperor, you shall find none who bear a dragons soul and blood." he glares at you, but you can tell he isn't lying, or that he at least believes in what he says. Damnit, Damn it all. You didn't come all this way to leave with nothing. "There must be something, someone then. To hell with dragons blood, someone must be seated on the throne and the blades should know of worthy candidates, if not from your members across the continent then at least from your time in the imperial palace!"

He glares at you once more, though it quickly leaves his face as he shakes his head. "Cassio, cut him free. He's too much of a fool to be anyone's agent." he says, tossing the nervous architect his dagger as he grabs the pale blade from where it rested. As soon as your cut free he shoves it into your arms than shoves you through the door. You try to protest, but he still has his sword ready to be drawn. Once you are out the door you turn to argue with him, to demand some kind of answer, but he speaks first.

"Last we heard the imperial council seeks to elevate a nibenese witchblade to the throne. He's influential among the nobles and wealthy and they seek to make him a puppet. A Colovian warlord and bandit by the name of Titus Mede makes connections now to see if he can take it by force. Eddar Olin, a general of the legion responsible for elsewyr, also makes claims that he could steer the empire right. The Voclain family of daggerfall have not thrown out any claims of yet, but they did marry a non inheriting daughter of the Septim bloodline in exchange for offering emperor pelagius the second vast stores of coin. Theres likely others who could throw their hat in the ring but I don't care for this squabbling over a throne. Do with this information what you will and forget I was ever here. And don't worry, the gods made all fools lucky so you may just have a shot."

It's with these words that he closes the door on you, leaving you standing outside as the sun begins to rise, slightly obscured by growing storm clouds spreading from, the east over the imperial city. While this isn't what you had hoped for, it's something to investigate. Hopefuly one of these leads will turn into a good emperor. You look towards the rising sun and draw your sword fully from its sheath and gaze upon its blade in the light. You see this city burning once more, in the midst of a siege while still in the midst of reconstruction. If you do not act this will be not only this citys fate, but that of the rest of cyrodil if not nirn. You sheath the blade and throw it over your shoulder and march off, mentally preparing yourself for what you must do.
---
With your return all but proclaimed, there's no need for restraint, no need for caution, and no need for subtlety. You won't have to slowly spread out, stealing away slivers of oblivion. No, instead you can finally, fully unleash your daedra onto the surrounding planes, barring those held by sheogorath of course. You split your forces three ways, one group held by yourself, another by the giant, and another under the command of one of your pawns, and all three march off, enforcing your will upon the land until it obeys.

If any Daedra objects, it is slain or beaten, left to rot, run off, or fall in line. Any who surrender are allowed to remain while swearing fealty to yourself and no others. There's a few small obstacles to your expansion, groups gathered against you, others even try to entreat the other princes, but no aid comes to them, either a sign that your fellow princes care little for them, for you, or still wish to observe. Regardless, quite some territory is taken, leaving yourself and your Daedra satisfied.
---
Once more you take up the quill, once again you put the worlds history to paper. You write of the many actions on nirn that your fellow daedra have taken, from molag and mehrunes faield attempts at conquest, to mephala and namiras corruptions, and too azuras and meridias attempts to impose their wills on the mortals. Its all the harder for them now with this firmament of akatoshs creation, borne of the septim bloodlines sacrifice. Harder, but not impossible.

You've heard how boethiah whispers in the ears of men, to throw off the chains of the empire, of their local rulers, of any and all authority in these strange times. Malacath urges the orcs to build up the defenses of Orsimar, feeling deep in his bones an impending war, yet another in the unending foul luck that seems to infect his chosen people. Whether they will succeed in defending themselves this time, who can say. That sniveling lizard Peryite crafts plague and infestation, feeling the approaching chaos and ready for his sickness to spread like wildfire in the battlefields of Nirn.

They itch for conflict, not just the princes but the mortals. It wasn't merely a solitary clash between the lizards and elves, that was merely a prelude for what is to come, and it shall come soon.

You have reached the first tier of your library and gained more power. What form that takes is up to you.

[] A new prediction on the future of nirn

[] Some of the tomes you have written hold power, send one to nirn as an artifact.

[] you may roll twice for an action each turn, taking the better result
---
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

[] A new champion: with the artifacts at your disposal it may be a good idea to seek another champion. Seek out those you had once found as well as new blood who may be worthy of your boons. Dc 45
-[] What artifact will you grant them?

[] the snow elves return: King Felsimar has made good use out of the Jyggylags faith in morrowind so far, especially with your priests. Perhaps he might officially recognize and support the return of the Falmer on Nirn? DC 80

[] Wherever the wind blows: a common practice among Daedric princes with their artifacts is to toss them upon nirn and see where they end up, letting a champion be naturally attracted to it. That or to cause chaos depending on the inclinations of the daedra in question. You might do the same. No dc but there will be a roll to see what happens with the artifact

[] 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. DC65

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

[] write in. up to qm discretion

---

What shall your champion do?


[] 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: There's 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

[] Let him pursue his own goals: Kasur has goals of his own. Let him pursue them and perhaps grow stronger from the effort. There is no dc, just a roll to see how things went for your champion.

[] 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 DC's, 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.

[] Reveal yourself to the princes. With the spread of your worship and your acts on nirn the other Daedra may well suspect you have come back. If you were to reveal yourself now, purposefully, it may be better than if you continued to attempt to hide. No DC, but I will roll for each princes reaction. You will not see these rolls.

[] Write in. up to qm discretion

---

What shall you do in your realm?
[] reforge: Umbra has been weakened after your absorption of its piece of divine spark. You may be able to remake it, but for what? Dc 65
-[] what will you have the new umbra do and be.

[] 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 it's 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
 
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A meeting of blades
You've noticed something. Another change within yourself, unbidden. You only notice the change after some time and reflection, the beliefs and prayers of your followers affecting your core being. Youi now feel a small piece of yourself within the cities and settlements your followers inhabit. You feel the faint societal web they find themselves a part of, faint lines connecting people, whether they be from societal obligations, social contracts, or a sense of unity. Their language, their history, their beliefs, you feel yourself tied to them, more so with the Falmer. It's an honestly strange feeling, like a new sense on Nirn, faint as it is.

You find that Youd begun nudging them towards what will strengthen this web without even thinking about it when they pray to you. It isn't a negative thing, you suppose. A strong society does keep a form of order in place, if not what you originally desired. You let this burgeoning aspect take root, seeing it as something worth cultivating.

The subdomain of civilization is claimed.
---
While your library is still a fraction of what it once was, it now begins to show its fruits. At first it was merely a thread you were following, but you felt what you haven't in three eons, the spark of realization as you realize a new event that would come to Nirn and oblivion. You set quill to paper and wrote, locking yourself away as you weighed the odds, judged those who would be a part of it, and narrowed down the course the world is most likely to follow until you had the first new prophecy.

What have you discovered?

[] The Thalmor's rise: you had noticed them when you spied upon that pauper, an elf supremacist faction in the summerset isles. What you didn't expect was their meteoric rise. They would go on to overthrow the imperial government of the isles and establish a new Kingdom of elves. From there they would continue to expand, taking Valenwood and making vassals of the Khajiit. From there they would declare war on the empire itself, crippling it and causing chaos everywhere they could for a purpose you cannot see.

[] the brotherhoods collapse: The hands of fate shall not be kind to the dark brotherhood, and you can only smile at the thought. Internal and external forces shall see them rot from within, slowly collapsing with only a small chance of recovery. You could guarantee their destruction and take from them all they possess.

[] The Nereverines path: the Nereverine still is missing, or rather avoiding the world. You, however, have found them. They could become a great ally, or a great foe if provoked.

[] The deep ones: in villages all across Nirn, deep below them in the crags of the planets crust and digging into the mantle lay something horrific. It stirs and rumbles, feasting on the sacrifices of its subjects.

[] The Dark Sun rises: in Skyrim there lies a castle filled with blood and corpses, some of which don't know they're dead. These children of Molag Bal follow their vampire king as he waits and plots, awaiting the return of his daughter, waiting for his own prophecy to be fulfilled.

[] The sack of Orsinium. The orcs are not allowed peace it seems. Soon the Bretons and Redguards shall band together to take their lands, forcing the orcs to flee east into the Craglorn and the reach of Skyrim.

[] The necromancers moon: Manimarco. A pitiful little worm, once vassal and plaything to Molag Bal, impersonator of emperors, and now the god of undeath. He has basked in his own power and self-importance for a long while, now beginning to feel his inadequacy. He intends to empower himself with some mortal plot.

[] Write in
---
As you've granted your champion a leave of absence to pursue his own goals and, hopefully, grow stronger from them, you began to once more seek out worthy champions to act in your name. You figured it would be a simple matter, especially with a wider range of possible candidates through your worshippers among the elves but look as you might you found none with the will, the strength, or the "Adventurous and heroic spirit" as Sheogorath called it. You cast your eyes further, to the guilds and collectives, the knights and brotherhoods, but none resonate with you enough to deem them worthy of your time or patronage.

Neither were you able to find the two other candidates you had before. Well, you can find the prince, though sheogorath had now claimed him as his own champion, granting onto them one of the many artifacts they hold claim to. The pauper, meanwhile, has vanished. As far as you can tell she hadn't perished, though any trace of her has been erased in the past few years. A shame, they could have been useful in your plans.
---
Once more you leave Aurenon to his own devices. Perhaps a mistake as mortals can get up to no end of trouble when free to act as they please, but you have little you immediately need him to do. And you must admit some curiosity as to if he can make any progress in his own goals without your aid. With no orders from you he finds himself travelling north across the border, towards his old home, perhaps looking to recover among the familiar sights and sounds, perhaps not.
---
You've almost grown suspicious of your patrons lack of tasks for you, but you will take advantage of this free time. You have made your way north towards Elinhir, and despite how you wish you could simply relax, you need information. Information you hope some old friends could give. According to the blades there are four candidates for a new emperor, some vying for the position, others not. None would be easy to find, and you needed to know if they could succeed before you supported them.

You wander into an old haunt, a tavern set into the side of a hill overlooking much of the city. The view served two purposes. One, to let you see the people of your home go about their lives. Two, to have a good view of the gates and training yard in case of trouble. Now though you only went there because of its other clientele. Veteran legionnaires, merchants, even a few mages who still saw Elinhir as a place of magical tradition. People with a wide breadth of knowledge and experience for you to pull from. The merchants would likely know of the Voclains if they were richer than the gods like the blades made them out to be, the veterans would be able to tell you about the southern general and bandit leader, and the mages might know of this Nibenese witch king.

"I'm sorry, who the hell are you talking about?" "Was he the one with the pegleg?" "The one with the mudcrab monopoly, right? No?" "I think he owes me money, don't know where he is though." "Sorry I swore off nobles long ago." and so on and so on. A pretty Septim had been spent on libations to loosen their tongue and most of them were worst than nothing at all. With nothing but a wound wallet and frustration as his reward, You made your way outside, only to be stopped by a stranger. And strange he was.

"Hold up a moment kiddo. Hear you're looking for the Voclains, did I hear that right?" you turn towards the source of the voice, and the man was dressed like a Breton noble on hard times. Slight stains on a threadbare white silk shirt, a red jerkin overtop with what looked like a stab wound in the abdomen, whether there was any blood you couldn't tell. The man himself seemed jovial though, with slightly grayed blond hair with a long goatee, laugh lines etched across his face. Something seemed familiar about him, though you couldn't tell what.

"You heard right old one. I'd say something about eavesdropping, but I wasn't exactly being subtle." The older man pushed a seat out towards you, inviting you to sit, saying. "Bah, subtly is for thieves and cowards. You're better off without it. Now sit if you want to hear anything about the Voclain family." something felt off about the man, but lacking any other leads you couldn't be picky. Once you take a seat the man snaps his fingers and has some food and drink brought over, cheese and wine of Breton origin.

"So, how is it that you know the Voclain family Sir...?" you trail off, fishing for the mans name and relation to the family. "Theodor Gorlash, feel free to call me Theo though." he says before taking a bite of the cheese. With his mouth still full he says "As for how I know them, I mostly know the young heir of the house. I'm a patron to the young man you see, support him and his interests in what little ways I can." he swallows down the food and you take that as your chance to speak. "And what interests might those be Theo?"

"Swordsmanship! Adventuring! Violence in general really. His father generally hates his excursions but I'm able to convince him he's merely travelling with me as a merchant, gaining experience on the open road just not in what he thinks." Perfect. "Might you introduce me to them? I need to meet them for a personal matter." You aren't sure what this kindly patron may think of you considering the family for the next dynasty of emperors, so you would rather avoid the question.

"Of course! I was just about to start heading that way and company makes any journey quick. Hope you pack light though, my wagons little enough room for myself with my wares in the back." with some progress made you let yourself relax. Even if the Voclains prove a poor match for the throne you'll at least be able to narrow down your options, and a free ride is always a blessing. You let the merchant finish his meal while you ask him questions of the family. Eventually you come to his wagon, a large thing pulled by two red draft horses. The wagon is loaded down with all kinds of strange and foreign wares, caged birds, glowing stones, and plants that seem to follow you.

You manage to squeeze your belongings into the back and take a seat next to the merchant, where you continue to ask him questions. "So, what made you take on the princeling in the first place? Doesn't seem profitable to patronize an adventurer like this." He cracks the reins and the wagon starts rolling. "Bah. I spit on this miserable thing you call profit. What's a handful of coin worth compared to legends that will be told for millennia?" the older man says, something akin to nostalgia in his voice. "Though admittedly I do take some of the treasure, the things the prince doesn't want you see."

The mild rumbling of the wheels underneath, a warm breeze blowing. You were feeling relaxed around the man, despite him being a stranger. "So, Theo, what are the Voclains like?" If you were to meet them, its best to know what to expect of them. It seems that at least half of the topic is of interest to the old man. "Well I can assure you that there's no one more entertaining than the prince. The stuff he gets up to, could write a book of it and half the yokels who could read would add it to their library's. Hells, perhaps the ones who can't as well if the pictures are accurate enough." He sings the princes praises.

"And his father? What would you say about him?" at that the smile drifts away from his face. "I would say nothing at all if given the option, but since you're asking, know that he's nothing if not a serpan-Nope, a toad. Not going to insult snakes like that. A boring power grubbing toad so self assured of its own importance when all he's had the good sense to do was be born into the right family." the unexpected snap from the merchant surprised you, lifting the daze you felt yourself falling into. You decided to shift the conversation away from his distaste of the elder Voclain and instead trying to ask something else, only for a yawn to cut off your words.

"Get some rest lad. Seems you need it. Ill wake you up when we get there, don't you worry." You wanted to say you'll be awake again well before you make it into Daggerfall, but you can't find it in yourself to argue. Instead you take his advice and lean back in your seat, back resting against a crate of something strangely warm, and let the sweet sleep of oblivion take you.
---
You feel a cool wind against your face. Sea air by the scent. It coaxes you from your rest, though you wish it wouldn't. Your eyes crack open, seeing an unexpected sight. A well sized manor, blending imperial and Breton designs into something quite beautiful, with wide pointed arches with stained glass windows underneath, though what the showed you couldn't tell. You were more curious where it came from. "Hey You! You're finally awake." Theo excitedly says from where he stands, feeding some carrots to the horses. You look to the sky, and if you had to guess little more than an hour could have passed while you were snoozing, and this certainly looked like nowhere you had seen in elinhir before.

"Gorlash, where are we?" you skip any formality out of sheer confusion, half mumbling your words as you are still waking up. That question caused a similar confusion in the merchant. "Huh? The Voclain manor of course, or has your sleepy head forgotten the entire reason you came with me?" What? That makes no sense. "That makes no sense!" you call out, voicing your thoughts. "I only laid my head back a short while, we couldn't have possibly traveled that far, and we must be in Daggerfall, somewhere coastal. I couldn't have slept through all that!" the confusion was turning to fear.

"Calm yourself my boy. You didn't sleep just the once, but many and more times. Must have been truly exhausted. Too many nights spent running around if you ask my opinion." You had been somewhat tired, but not that much. You start to question the kindly, though now very suspicious, merchant but he takes the initiative by beginning to walk towards the manors entrance. "Come now Kasur, we can't be leaving them waiting, noble types hate being treated as important as they really are." he says with a gesture, beckoning you to follow him. With how unsure you are right now, however, you ensure you grab the pale blade, hanging it and its sheath on your back. You make sure to take a quick glance at its edge, towards this places future, before you go.

You see a darkened sky, not from cloud or knight but from smoke, as the manor and fields around it burn. The manor is half caved in, stained glass shattered and letting more air be sucked in to fuel the flames. Through collapsed walls you can make out smokey outlines, one man standing, the other kneeling, though this is no blessing. The one standing grabs the hair of the kneeling man and pulls him up, planting a sword against his neck, and with a flash of steel the vision ends.

"Kasur! Stop acting the fool and get over here." There was actual annoyance in the merchants voice now. You shake your head to clear that last sight from it and rush to his side. "Good. Now, if were lucky my protégé will be the only one here. If not-" it's at these words his face scrunches up in a grimace, looking towards the doors, now open. Standing there is what can only be the lord of the manor, an older man, with a square face and frame and the gut of a retired soldier who didn't stop eating like one. Or rather, a knight in this case.

"Gorlash. I can only hope by the presence of that Redguard you've found a new boy to be fascinated with." oh you already shared Gorlashs opinion of this man. The way he looked at the both of you, like he was looking at farm animals that dared to cross his path. "I'm afraid not Arnaught. I like the boy well enough but he already has a patron. I believe he actually came here to see you, isn't that right, Legionnaire Aurenon?" He uses your old rank not to make this old knight respect you, for you doubt that would work, but it would let him know you were trained in a fight. He didn't need to know you were technically discharged. But how did Gorlash know this? Had you mentioned it during this travel you forgot through sleep?

"Partially, though I think I would like to meet with the young prince." you would prefer anything to this waste of a man. While petty kings were common in Daggerfall, lording over hardly a few hills or dales, this one must be the least impressive, and the most petty. "Tch. Fine, if it will keep you out of my hair. Just take your filthy boots off before you enter my hall, I wouldn't have you drag your filth in here." The filth of peasants, you have no doubt is what he speaks of. "You will find him in the dining hall, or what's left of it. He's torn the room apart in that rabid style he calls swordplay." With that he stops barring the doorway, instead making for a stairwell leading to the second and only other floor, other than perhaps a cellar.

"Welp, what a gracious invitation. You first my boy." Gorlash says with an exaggerated wave of his hand. Inside you find the place abandoned but for the petty king going upstairs and the sound of exertion coming from a room to the left. There's no servants or guards here, and it shows. Dust clings to this place barring a few paths cut by its sole occupants, the only scent being that of smoke from a fireplace and, surprisingly, many herbs and alchemical reagents, the smell something you recognize from your time in the legion though you couldn't say what exactly you smelled.

Whether it be a sign of fallen fortunes or an understandable distaste for the lord of the manor you couldn't tell. That man was unfit to be emperor. Unfit for much of anything. Hopefully his son might prove a better candidate. He isn't hard to find, you merely need to follow the sound steel on steel. Gorlash continues to urge you on, saying little but with an excited smile on his face, as if he were unveiling some great art. You lead the way forward, and inside you find a monster.

The petty-prince stands a good head and a half taller than yourself, taller than even the tallest of orcs or nords you had met in your years of service. He wears a maroon arming jacket of Breton style, made to make the heavy armor their knights and battlemages not quite so uncomfortable. In his hands there is a saber, one typically used by cavalry men once their lances were broken or useless, though the design of this one is unlike anything you had seen. It's a long arc of steel, beautifully engraved and set with gemstones in almost swirling patterns. Its large enough that normal men would need to use both hands for it, though this prince only needed one, leaving the other free for a shield, or in this case a handful of fire.

You might have called him handsome were it not for his eyes. An unhealthy blue, downturned and with shadows beneath them either from a lack of sleep or some sort of war paint, filled with bloodlust, nearly ecstasy as he tears into the armor in front of him, seemingly enchanted to act as a training dummy, though its arms have been ripped off, the metal shorn clean in half. The eyes jump towards you as if sensing new prey, his new excitement cut short as he saw your travelling companion behind you. The feral look disappeared and was replaced with one of disappointment. Hair, light brown and slick with sweat, clings to his face as he speaks to the two of you.

"What do you drag before me now?" Nope. Neither of the Voclains are going to become emperor. That voice is evil, pure and simple. That voice, its tone, he sounds barely a moment away from attacking you, especially when he sees the blade on your back. "A friend of mine, little prince. Hopefully one of yours as well, as I see the two of you working closely in the future." You're tempted to look at the merchants and deny any chance of you working with this thing, but that would involve turning your eyes away from it, and you won't risk that.

"I merely needed to satisfy my curiosity. Now that that's done I believe I shall make my exit. May the both of you walk in the arms of the Nine." you take a step back, only to be blocked by Gorlash's arm around your shoulder. "You've barely got here and you already want to leave? Thought they put some better manners into you legion boys. At least stay for a meal, I insist."
---
You've never regretted your decisions more than you have now. With the dining hall scored by deep slashes and magical embers this dinner is held outside in a garden overlooking the small parcel of land they call themselves the rulers of. The merchant prepared a meal of roast venison, or rather had the meal prepared as you never saw him enter the kitchen, though you knew this place had no servants. You didn't question it, as your time was better spent trying to find an opportunity to leave.

At the head of the table this prince sits, silently cutting into the flesh before him. You realize you had never actually asked his name. "Gorlash, I don't believe you've actually introduced me to the young prince, or vice versa." the merchant, though you knew now he was likely something more. Theodor raises a hand to his mouth in surprise, or merely to hide the food he was chewing on. "My god, you're right. You'll have to forgive me for that, I got all swept up in the meeting of minds that I forgot it entirely." He quickly swallows his food and stands, some blood from the chunk of meat lingering at the corner of his mouth.

"Kasur Aurenon, May I introduce you to Alaric Voclain, first and only child of Arnaught Voclain, the red crescent, the burning brand, the crimson knight." He says with as much pomp and grandeur as he can muster. Then, in a stage whisper towards you he says "What do you think of the titles? Been working on them for a while and I want one that really wows people." you give him no answer, only a wave of your hand for him to continue. A dark shadow of annoyance creeps across his face but is quickly gone. He turns to his protégé and says "Alaric Voclain, May I introduce you to Kasur Aurenon, the loyal legionnaire, prisoner 24974, the pale blade, and the champion of Jyggalag."

That last announcement comes as a shock, one that makes your hand twitch towards the sword on your back, but you restrain yourself. There's few people who would know of your arrangement with the Daedra, but you think you understand what you're dealing with now. This Theodor is a Daedra, a prince most likely if he's going about disguised like this, and the prince is his champion. This only reinforces your earlier observation that the Voclain family should never sit upon the throne.

The prince, Alaric, is the first to speak. "So, you are another champion. I take it the sword at your back is your artifact? I would like to see how you wield it." His voice has taken on a more interested tone, a tone you aren't interested in. There's an excitement and bloodlust that tells you everything you need to know about how he wants to see it used. "I'm afraid I have no desire for combat at the moment. Perhaps next time we could set out to same cave of beasts so you might see it in action." You can only hope the chance to follow through on that suggestion never comes.

The rest of the meal is tense, with you only picking away at the meal in front of you, your appetite lost. The Daedra continues to talk as if everything were okay, but neither of the champions at the table find themselves talking much, keeping an eye on each other. Eventually you believe that enough time has passed to be polite and excuse yourself, saying "This has been an interesting experience, sir Voclain, but I've tasks of great importance to get back to. I hope the rest of the day finds you well." you stand too quickly from the chair, which causes the Voclains hand to twitch, though otherwise do nothing.

You rush towards the wagon you came in on and grabbed your items, throwing them over your other shoulder and marching down the road hoping to find a town from which you can ask directions from. You got what you came for, and narrowed down potential imperial candidates to three, now you must find the next to be judged, hopefully as far from here as possible. You can't help but feel eyes on your back until you are miles from the Voclain manor.
---
Your attempts to meet with Malacath go as poorly as they could. You had tried approaching his plane, the ashpit, but its defenses may be the greatest of any plane. Should you enter the plane, you would be met with only scouring ash threatening to eject from the plane or strip the skin from your form. You called out for him to meet you, but you were met with only the rumbling of thunder from within Stormclouds. It seems this prince has no desire to speak with you in his plane. Still, you won't leave with nothing.

You yell into the swirling sea of ash, inviting him to your own plane should his mood change and he wish to speak with you. It could be interpreted as a challenge, and that's all the more reason for him to come to you. He would never ignore a challenge once issued from what you can tell of the youngest of the princes.
---
Once more, in your library, away from the going on's of oblivion, with nothing but quill, ink, and paper to keep you company. Your subject for this addition to your library is the origins of the empire. Structurally it has much in common with empire that came before it, the one ruled by the Ayleid elves. Other than that they share little in common. The common faith, culture, and even racial demographics of the nation had changed almost completely. The Ayleids split into the Altmer and Bosmer, the Alessian rebellions led to the fall of Daedric dominance in the realm, and so many and more changes it fills an entire book of its own that you mark for future reference. You bet that the other princes wish they had your aid back then.

The saint queen was granted the Dragonfires and Chim-el Adabal, the amulet of kings, as symbols and tools of her and her following emperors rule. Mortal records of these first rulers are spotty and incomplete, though you can fill in many of the cracks. These early emperors were strange, as the lack of precedence meant truly anything could happen, such as the rule of Alessias child Belharza the Manbull, her child with the holy minotaur Morihaus. Later generations would streamline what they could and bury any inconvenient truths thanks to the rise of the Alessian faith. If only souls as strong as these could be found again, your champion might not need to wear himself down in a fruitless search.

+2% library progress
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With your faith now legal in Morrowind, your followers within Winterhold have begun testing the waters to see how your worship was treated in Winterhold. The answer? Not very well. The few dunmer who preached your name in the slums soon found themselves imprisoned for disorderly conduct. Despite how it seems however, this is a good sign. The punishment for Daedric worship in Skyrim is often execution, and the fact that he merely got charged as lightly as he did means that either the jarl can't be bothered with it or that he believes there's too many of these new worshippers to punish realistically.

Something more surprising, however, has begun. The creation of a shrine. Not within the city of course, some miles away and nestled within the mountains. Apparently two of these shrines are being made, one too yourself and the other to Azura. They're being made in thanks for their survival from the destruction of red mountain and the Argonian invasion. You feel it's too blatant, something that could get them easily persecuted, but there's no stopping them and their Fervor it seems.
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Thanks to the new snow prince of the Falmer, the vale has seen quite a bit of expansion. The land is being used as a testing ground for new excavation machines as there's no risk of a cave in above ground, as well as new construction techniques. What was once a town could now be called a small city, a city now called Nchandfell, the radiant city. The name uses their bastardized amalgamation of dwemeris and their original snow elf tongue, though it has little in common with a dwarvern city. They've gone to great pains to make a style their own, with domed roofs and cover overtop streets and alleys to keep out wind and snow.

Its mostly utilitarian while still looking good, so you approve, though it still needs to expand more for it to be worth much, though at the pace Caerlen and his apprentices have been discovering and adapting dwemer technology you dare to say it may not take too long.
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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

[] A new champion: with the artifacts at your disposal it may be a good idea to seek another champion. Seek out those you had once found as well as new blood who may be worthy of your boons. Dc 45
-[] What artifact will you grant them?

[] the snow elves return: King Felsimar has made good use out of the Jyggylags faith in Morrowind so far, especially with your priests. Perhaps he might officially recognize and support the return of the Falmer on Nirn? DC 80

[] Wherever the wind blows: a common practice among Daedric princes with their artifacts is to toss them upon Nirn and see where they end up, letting a champion be naturally attracted to it. That or to cause chaos depending on the inclinations of the Daedra in question. You might do the same. No dc but there will be a roll to see what happens with the artifact

[] 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. DC65

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

[] write in. up to qm discretion

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What shall your champion do?


[] 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: There's 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

[] Let him pursue his own goals: Kasur has goals of his own. Let him pursue them and perhaps grow stronger from the effort. There is no dc, just a roll to see how things went for your champion.

[] 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 The summerset isles and disrupt their plans. Dc65

[] write in
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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 DC's, 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.

[] Reveal yourself to the princes. With the spread of your worship and your acts on nirn the other Daedra may well suspect you have come back. If you were to reveal yourself now, purposefully, it may be better than if you continued to attempt to hide. No DC, but I will roll for each princes reaction. You will not see these rolls.

[] Write in. up to qm discretion

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What shall you do in your realm?
[] reforge: Umbra has been weakened after your absorption of its piece of divine spark. You may be able to remake it, but for what? Dc 65
-[] what will you have the new umbra do and be.

[] 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 it's 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
 
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