Lord of Order

The conquest of giants
To communicate with those on Nirn is not a simple thing. If they already pray to and worship you, that's different, they are allowing you direct access to them, allowed to speak directly into their ear much as you do with Dyus. Otherwise you might use a medium, a shrine or artifact of yours, but neither is an option either. Without that tie, that link, you need more indirect methods to contact the Falmer.

Deep in their caverns you scry for any thing you might use to channel your thoughts, some crystal similar to your own or something else perhaps. In the end, after many weeks of searching, you find something, a growth of quartz hanging on a low ceiling, with one of the Falmer close at hand. Seeing them up close now, you feel disgust for just how horrific they've become. This ones eyes, pure white, are recessed far back into its head, lids nearly covering them over completely. The ears have taken over as the primary observational organ, using a form of echolocation in place of their ruined sight. The body is hunched over to better move through their tunnels, its body almost emaciated from a diet of chaurus and mushrooms with the rare traveler thrown in. If ever there was a creature deserving of as much pity as it has revulsion, these would be it.

You direct your thoughts at the creature, channeled through the crystal. "Hear me, Falmer, and obey. Your people have been corrupted, betrayed by the Dwemer that offered you shelter from the war with man. While I cannot give you back your lost empire, I can undo what has been forced onto you." It does not hear the words you use, as you imagine it has forgotten the common tongue of Nirn, but rather it understands the meaning of them. Understanding, however, does not mean trusting.

As your words come to it it raises its spear in a defensive hold, giving out a screech followed by the low chittering language they have adopted, a mix of the original Falmeri and Dwemeri, now butchered and twisted, but the meaning is obvious. "Invader! Specter! Ghost whisperer, Banish it!" It seeks out the source of your words, the crystal, and once it is found they give a second screech. Not long after half a dozen other Falmer, accompanied by one of their shamans, have entered the cavern. Even with your divine wisdom, making out their words is difficult, but you understand enough.

"Evil specter! Foul dwemack! Flee! Leave! Haunt us no more!" the shaman shouts. Hmm, Dwemack is new, perhaps a word for an enemy given the similarities to Dwemer? Better spoken than the lesser one you initially spoke to, though not by much. "I mean to offer you salvation Mer. To bring an order that has been stripped from your lives back." You put more power into your voice, to show this shaman that you will not fear it, as well as to convince it of your strength. It also seems to think on what you said, if only for a moment, but it seems to have little trust in your words. Fitting, for how they were betrayed once, you suppose. "No! Words are wind. Dwemack or Daidri, all lie! Brothers! Break the stone so it may speak no more!" and with the order the Falmer begin attacking the quartz with their spears. They chip away at it, causing cracks to form, already weakening your connection here. Frustration takes hold but you compose yourself.

"If you will not listen now, then so be it. I will return, however, and bring the offer again. Whether it be to your clan or one far away, one of you will see the wisdom in my aid. And when that time comes the Falmer shall become unbroken, saved from the fate of remaining the twisted things I see before me. You merely delay it." and with those last words one the Falmer strike true, cracking off the crystal from where it hung, sending it to where it shatters on the ground, severing your connection and causing you a minor headache.

You find yourself in the central chancel of your alabaster keep at the center of Mytheria, hand placed upon the crystal at its heart. The pain in your head quickly fades, but not the frustration. If you had your former strength you wouldn't need to convince them through words but enforce your will through the might of your crystalline order. That isn't an option, you must remind yourself, so next time you shall be more convincing. The anger still lingers however.

Thankfully your plans gave you the perfect outlet for that emotion. You would march on your neighbors, demanding their fealty. If they would not accept than you would bring your might upon them. While you couldn't yet manifest that strength on Nirn, you are yet a prince of oblivion despite your kins best attempts. To conquer simple lesser Daedra would be childs play. You needn't even a weapon, though you admit you would feel better, more complete, with sword or spear in hand. No matter.

---

The nearest realm to your own, though not near enough for the borders of your realms to meet, is one of fire and magic. Similar to one a fire elemental might call home, but from your observations you know it to be home to a Havrocel, a giant of a Daedra, blind as a Falmer. Once conquered and made subservient to your will you will be able to freely shape its land, add it that of Mytheria, and make its denizens obey you. You march forth from the gates of Mytheria, stepping back out onto the in-between lands of oblivion, towards the light of the giants realm.

Crossing the threshold you feel a wave of heat as you step into a volcanic land, most of its land made of barely cooled magma, obsidian spires scratching at the sky, with a fortress of unmolten stone at its center, various smaller buildings surrounding it, seemingly modeled after a mortal mercenary enclave. Fitting for the Havrocel, as they often serve as mercenaries for whichever prince can offer the most tempting of rewards. You march forth towards the doors of hot, glowing steel, ready to issue your demands.

You push open the doors, finding yourself in a grand hall, Dremora stopped in the midst of revelry or combat, now paused to stare at the pale intruder. "Listen well." You call out for all to hear. "I have come to demand this land from the Daedra who calls himself its lord. Let him reveal himself to me, or I shall seek him out." You stand there a moment, awaiting their response. The first is laughter. A Herne, a satyr like Daedra with long curling horns, stands from a long table with spear in hand and begins to strut towards you.

"Quite the mighty claim for such a sorry looking creature. Are you even Daedra? You look like some Overgrown, old mortal. Are you perhaps the latest to come here to serve as our jester? In that case you've done well to make us laugh, but the insult to Xorvanis cannot go unanswered I'm afraid. If you can survive your beating mayhaps you'll be forgiven and allowed –" he is close to you now, spear nearly poking your chest. While the Xerne is talking you grab the weapon, pulling him towards you and off balance. With your other hand you grab for his horn, and use it as a handle as you pull him to the ground. You smash his head into the obsidian floor, cracking it and breaking the horn off in your hand, and when the Xerne doesn't try to get up, moaning in pain on the floor, you look back up towards the now staring crowd.

"I will not repeat myself. Show me to your lord before I make my way to him." More force now put into your voice, leaving it to echo off the walls. You handle the spear in your hands while awaiting their response. Its small in your hands, more of a shortspear, made of wood from Hircines plane. A simple thing for a simple Daedra. You toss it aside as you hear approaching footsteps, loud and heavy. Stepping out from behind a curtain at the far end of the hall is the giant Havrocel.

"I hear I've been challenged, and that some fool tried fighting my battles for me. I would have my challengers name before this bout." The giant has long, dark hair reaching to his shoulders, a silver visor covering his sightless eyes. Dark tattoos snake their way across his body, a long robe hanging from his shoulders and tied around his waste, a short sword for his size at his waist. "I am Jyggalag, the prince of order." From the reactions of those around you, none recognize the name. the giant lets out a deep breath.

"Then you may call me Xorvanis. If you would fight me without arms than I shall meet the challenge. Clear the floor!" his last words an order to the other Daedra. They scurry away, pushing tables and weapon stands to the far edges of the hall. the giant steps towards its center, exerting his will to create a circle, a ring for you to fight in. he grabs the sword from his side and tosses it aside, stepping inside his quickly made arena. "Come, Jyggalag, and test youre might."

Though the giant is still of greater size than you, among Daedra size is less important for their total strength. It does, however, mean he is longer limbed and thus harder to effectively attack. But You are a Daedric prince still. his first blow you evade to the side, grabbing the arm as it flew past you. you bring your other arm around to smash your forearm against his elbow in an attempt to crack it, but the giant moves with your pull, turning to drive his fist into your chest. You release your hold, moving behind him and pushing the giant forward. With his back to you and following his inertia forward, you have a perfect opportunity to strike. You charge forward and leap, bringing your fists together to smash down on his back. The blow lands straight between his shoulder blades onto his spine, causing a crack to be heard. A fatal wound for a mortal, a painful but survivable one for Daedra.

The giant drops to his knee, still not down. You move up along his side, going for his head, only to have a handful of ash and dust thrown in your face. A cheap trick, but enough to buy him time to get back to his feet, the expression on his face one of frustration and worry.no matter, he's merely bought himself time. The facture in his back slows him, makes his legs more shaky, a good target. You rush forward, once again ducking below his blow, you use your other hand to push him by the arm, twisting him to the side slightly, then you bring up you foot then stomp down at the side of his knee, once again driving him to the ground. From there you rush for his head, hooking your arms around his throat in a hold, crushing it and nearly ripping the giants head off.

"Yield!" you call out, tightening your hold. "Yield and you may live as my subject!" you demand of him. the giant tries to hold out, struggling against you, swiping at you or swinging his head back trying to hit you, but you stay strong. Eventually he starts to still, his hand tapping at your arm. You release him and he falls to his hands and knees, coughing and sputtering. With him on the ground you notice the crowd around you now. They had gathered around the fight, watching how it went, and now that its over they glare your way. Curiosity and hate in equal measure. Time to tell them their place.

"As the victor of this fight, I claim this land as my own. If you dislike this than leave, but this is my land and it shall obey only my will from now on." Its more than just words as well, you can already feel the place as one of your own, feel it shifting towards and merging with Mytheria. At those words a handful of the crowd back away, leaving by foot or teleportation. Others back away, keeping their eyes on you but trying to return to what they had been doing before. Others still seem ready to pick a fight.

"Back away now. He would tear you apart and the only mark of your existence left would be the stains on the floor." The giants voice is hoarse, scratchy do to the damage you dealt to his throat, but he is slowly getting back to his feet. At his words the rest of the crowd disperses. He 'looks' towards you with his eyeless visage. "So, you are lord of this land now. Hopefully you wont waste it, otherwise I might try and take it back." He says, before walking off towards one of the tables, sitting on the ground near it as he calls for a Dremora to tend his injuries.

Enforcing your will on the new shard of your realm you grow within it a crystal at its center, just as you had for your own. It is smaller than the original, but it shall also grow, just as your original does. Stepping outside the giants former hall you can see your fortress, the realms merged for the most part. with this conquest done, you return to your capital, for something hopefully more relaxed.

+5 to power

Mytheria has grown, and with it your power in oblivion. The greater you power, the more likely you are to succeed at oblivion actions and can catch up to the other daedric princes. You also get a +5 to oblivion rolls.

---

You feel more and more hate for Hermaeus moras theft of your library as you begin your work on rebuilding your library. Multiple shelves are made, divided into their various topics and subdivided by authors. The problem however is that you have few books to place in these shelves. You gave them largely to Dyus in the hopes he could make use of them, which he has, but it means you have to find new books. Your conquest of the new parts of Mytheria could have given you new material, but you've found nothing within. Not a single scrap of knowledge worth anything. Xorvanis at least has the excuse of not having the eyes needed to read, but none of the mercenary Daedra seemed to have anything either.

Without anything to fill your library, you must begin creating your own writings once more. You begin with writing down your history from where you had left off, from a battle with Boethia in what you can now see was a diversion for the princes trap. You fill the pages with everything you can recollect from that event, from its beginning to end. Its enough to fill a tome of its own. From there you begin to write of your time free from Sheogorath, the events of the greymarches, what little fragments you can remember from when you were trapped within his mind. As for the events from your release from the curse, there's too little to write about just yet. So for your grand library there's currently only two tomes. A great start.

---

While you've been toiling away in your attempts to sway the Falmer and to bring your newly conquered realm to your standards, Dyus has been making leaps and bounds in his work on building your cult. He's now a fairly well established figure in Winterhold, primarily for the college and those on the portside district of Winterhold. Many now seek him for his wisdom and insight, but more importantly, some now come to him for yours. It's a small thing, with but a few members consisting of college members and some sailors, but you can feel their prayers, their faith slowly growing.

They worship you in the hopes of gaining intelligence, wisdom, or for some form of order to take hold of Tamriel. They meet once a month on an islet to the east where a stone carved with the symbol of the serpent lies. There he tells them of your tales, your lessons, and how to worship you properly. They offer you their prayers, their service, and while it may be little yet, it is the first brick from which a bastion of order might arise.

+5 faith

-Faith is the resource used to expand jyggalags domains, affect the mortal plane, or to do other great divine acts. +5 to rolls in nirn

---

What shall you do in Nirn? Choose one

[] Establish a relationship with the Falmer. These things cannot be considered truly sentient anymore, even their souls are corrupted by the Dwemers touch. However, you can't fix that without first seeing what you have to work with in depth. It may be difficult, but you've faced greater challenges. DC70

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

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

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

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

[] A Gods Blessing. The mortals are an ever predictable lot. While some will follow you for your ideals, others need a nudge of incentive. Craft a blessing that Dyus might weave into a shrine to you to attract followers. DC45

-[] what shall your blessing do?

[] 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. DC50

[] 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

[] Write in. up to qm discretion

What shall you do in your realm?

[] Creation. With the sword forgotten in the mad ones palace, you are bereft of an artifact to entrust onto a champion. You could use some of your remaining power to make something of crystal that you could send unto the planet. Dc50

-[] 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 calulations of the future as you once had. Dc 65

[] 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
 
[X] Plan: Cult & Oblivion Expansion
-[X] A Gods Blessing. The mortals are an ever predictable lot. While some will follow you for your ideals, others need a nudge of incentive. Craft a blessing that Dyus might weave into a shrine to you to attract followers. DC45
--[X] Intelligence Enhancement
-[X] Seek out subjects. Daedra are inherently creatures of chaos, but many value strength over ideals. Convince them of your strength, and they will follow. DC50
-[X] Creation. With the sword forgotten in the mad ones palace, you are bereft of an artifact to entrust onto a champion. You could use some of your remaining power to make something of crystal that you could send unto the planet. Dc50
--[X] Diadem of Crystaline Persuasion / Enhance the charisma of its wearer

Like last turn's proposal, non-risky stuff building up our influence in both oblivion and nirn.
 
No real point to doing a tally here, cult and oblivion expansion wins, time to roll
okay well the dice don't like you right now
Pitlord threw 1 100-faced dice. Reason: Blessing Total: 9
9 9
Pitlord threw 1 100-faced dice. Reason: Subjects Total: 70
70 70
Pitlord threw 1 100-faced dice. Reason: Diadem Total: 3
3 3
Pitlord threw 1 100-faced dice. Reason: Dyus Total: 2
2 2
 
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I'm willing to give you a reroll on one of the actions, cause man the dice wanted blood
Pitlord threw 1 100-faced dice. Reason: Dyus reroll Total: 86
86 86
 
Forging a Covenant
The crafting of a blessing is not a simple thing, for you especially. For it to take effect one must not only attune themselves to you through one of your shrines, you must alter the nature of that connection. They offer onto you their faith, their worship, and in return you intended to offer clarity of the mind, to allow them to think clear without the intrusion of unrelated thoughts. What you got however, wasn't quite that.

One of your followers, an ork whaler that had joined early on in Dyus's attempts to form the cult, was the first to accept the blessing. Instead of giving him the clarity of thought you had intended, you instead gave him all of the thoughts. Multiple trains of thoughts started going off in his mind, one on the migration patterns of the whales they'd be hunting on his next trip, on whether the guards might grow suspicious of his recent trips to the shadow stone, on how he might impress the barmaid at the tavern he liked, and very many more things all at the same time. You stopped it quickly so he might not overwhelm himself, but he walked away with a raging headache.

Dyus was able to salvage the situation, saying that a surge of magic near the stone had caused a disruption in the connection to you, but it doesn't resolve your need to form a blessing. The problem comes from needing to find the right measure of your influence to send their way, not to mention simply shaping that influence correctly. Once that's figured out it would be simple to maintain it no matter the amount of followers you might have. If only the figuring out would be as easy. You take a break from the attempts at shaping the blessing for the time, wishing to use your time for something more efficient.

---

You need subjects in oblivion. Your fortress is empty aside from yourself. The land you took is technically inhabited but the Daedra that remain there don't truly serve you. some pay lip service while others don't even do that, using the lands as they had before, a resting place until they found new employment. The giant, Xorvanis, at least gives you some respect, but that respect isn't reciprocated by the other mercenary Daedra. Time to change that.

You march toward the new part of your realm, already shifting towards the rest of your realm. Obsidian walls slowly turning to pale stone, volcanic crags closing and growing over with patches of crystal. An obelisk of order forms at the top of the volcano, now dead and dormant, barely peaking out from the volcanic maw, though eventually it shall stand high and imposing for all to see. They should realize your dominion over this place already just by looking around, but you suppose you shall need to make them know their place.

You enter their citadel, your citadel, and find them much the same as you had before. At your entrance they stare your way a moment, skepticism, fear, loathing on their face. They are rowdy, bored, trying to fill their time with whatever they might imagine while waiting for the next Daedra to whip them into shape. It's a good thing you are here. They would never make for priests, and a Daedra would never give its soul to become a knight, but you will make do.

"The lord of these lands comes into this hall and you yet sit idle. Tell me, have all Daedra become as indolent as you have or are you merely lacking in the drive to act on your own." You bellow out, voice echoing off the halls. That certainly gets their attention. The Herne, the satyr like Daedra whos horn you had broken, apparently still remains here, and is just as mouthy as before, not having learned his lesson the first time. "All that has come into this hall is some Daedroth pretending to be a prince. You claim to be Jyygalag, even though he was killed by the others ages ago, and if you follow in his footsteps I don't want to be caught in the true princes sights when they come to reenact history."

You narrow your eyes at this fool, who has tasted your strength first hand yet still refuses it. "Should I break off the other horn so as proof of my divinity, you lowly goat, or must I destroy you for that lesson to set in? I am no pretender to the title of order, I am no wormling using a name greater than my own to rise beyond my station, I am as true a prince as every other." You say as you slowly walk to the center of the hall so that all may hear, and none could ignore you. "I aim to carve out a new Mytheria, one equal to the realms of Coldharbor, of the Deadlands, of the Hunting Grounds, and yet greater still beyond that, and I offer you the chance to be a part of that, but should you deny that offer I shall not fear to crush you in my wake."

Your words end with a wave of silence, none offering any retort or insult. Stunned or appraising your words you know not which it is. Then, after the silence grows deafening, it is broken by a familiar voice. "We are mercenaries, lord Jyggalag." Xorvanis, the giant who you had taken the realm from in the first place, speaks with a rumbling voice, like that of a volcano ready to unleash devastation. "We fight for wealth, we fight for power, we fight to claim the souls of mortals. Me, I couldn't give a fuck. I fight because I enjoy it. but if you want us to fight under your banner, your creed, or whatever else it might be, than offer us what we want, and we are yours."

Theres rumbling amongst the assembled Daedra, most of it reluctantly agreeing with the giant. Very well, if that's what gains their loyalty. "I have little desire for wealth or souls not freely offered unto me, so if that is what you seek you may have them. My aim is far beyond this corner of oblivion, so you shall have blood and riches aplenty. In return you shall give me your loyalty, your fealty, and swear yourselves to my will. That is my offer, and if any of you would refuse it than leave this place, never to return."

You emphasize this with a crack of your hands, an unsaid threat. You'd would prefer to fight with a weapon, a real one, not something that only exists by your will, but your bare hands are enough to follow through with the threat. Some few spit and leave, cursing you out, but the rest are willing enough to follow you, if only for the benefits. It is a small start, a spattering of Daedra of many varieties, but it is a start still. You can still have more however.

You make your way to Xorvanis, seated at the end of one of the long tables on a piece of broken stone. He sharpens the same shortsword he had tossed aside for your bout before, though even in your hands it would be more of a longsword or even greatsword and impossible to wield for the common Dremora or men. He does not look towards you when you approach, though given his sightlessness its not a sign of disrespect. "The Daedra here respect you giant. More than they do myself."

He places the stone and rag he's using aside and sheaths his sword before speaking. "they respected me because I was the boss around here for a long time, and in that time I never made a demand. Didn't want to, didn't even want to be in charge, but the last guy who ran this place, some ornery Perthan that I never caught the name of, started demanding a cut of whatever someone brought in. Crushed them like the bug they were, got made the new boss until you came around, and in all that time they were free to do as they pleased." He says nonchalantly.

"And now? Will they try to kill me for making a demand of them?" you ask of the giant. He gives it thought for a moment, before shaking his head. "Nah. Least not for demanding they serve you, not so long as you arent making them give their treasures unto you. Maybe Loquern, that Herne whose horn you broke, but that's more a matter of attempting to regain his pride than any direct hate for your leadership. I imagine that most simply see it as they would any normal contract, only instead of direct payment they gain a stable place to squat and anything they can take in their battles."

The havocrel is clever. He knows the other Daedra well, their desires and hatreds. "I would give you an offer Xorvanis. Serve as my right hand within oblivion, and keep the Daedra in line. Recruit more if the opportunity arises and quell any attempts at disobedience. In exchange not only will you have my ear but I can assure you that you shall want for nothing." He waves his hand in the air, not cutting you off but stopping you from talking further. "As I said before, my heart does not beat for worthless trinkets of gold or magic, not for false praise or mortal souls either. It b eats for the thrill of combat, for the splitting of skull and breaking of bones. Guarantee me that and I will make sure these Daedra fall in line." With an offer like that, what can you do but say yes.

From there it's a simple matter. Well, simple for you, it takes some corralling by Xorvanis to gather the rest of the Daedra, to gather their names and abilities, to find where they'd be most effective by your judgement. Xorvanis also makes some efforts to recruit other Daedra to your slowly growing banner. It's a slow process, and you still would rather have Daedra of your creation, knights, or even mortals to fight for you, but these are the soldiers you have, so you shall make do.

+5 power in oblivion.

---

Damnable thing. Worthless trinket. This diadem sparks as much rancor within you as the thought of your fellow princes. Your attempts to create something innocuous as an artifact to send to the mortal realm has not progressed at all. if anything, what inspiration you might have had has been crushed by your failed attempts at creating a diadem. You had wanted to send it to Nirn, in the hopes of it being an enticing reward for servitude or a tool for Dyus to use, but creation was never your strong suit. Even this thing is not an original idea as it is nearly a parody of the masque of Clavicus Vile.

You are the grey prince, a term used to mock you but one you find accurate. You do not plot or devise tools to solver your problems, you take the straightforward path. Uncreative. Dull. Unoriginal. Boring. Boring! BORING!

You stop those intrusive thoughts there. A pang of something unfamiliar striking into your being. Fear? You compose yourself. You are not that thing any longer. You toss aside the pathetic string of crystals, tossing it into a portal to who knows where, so long as it is out of your sight it will be enough.

---

Dyus's attempts to build up the cult have continued smoothly. Smooth enough that he believes his presence among them shall soon be unneeded to keep it running. It now sports a good three dozen members from among the people of Winterhold, from many walks of life. Some even are among the guardians of the city, seeking your protection to keep order in the city. Perhaps not the same as your perfect order, but acceptable. Others are collegiates, sailors, scholars, or even beggars. Among them Dyus has some ideas on who should replace him as the leader of the group, taking on his place as not only your representative but also taking over the shop where Dyus had bound books and kept your library.

His replacement is to be a wood elf from the college, Lirwaen Undriel. She has little skill for the casting of spells but has an aptitude for the scholarly arts. She isn't satisfied merely being a scholar of the college however, with ambitions beyond it that she entered your cult in search of. While you wouldn't personally choose someone to lead who wasn't utterly devoted to you, Dyus believes that ambition will help the cult grow beyond what he can make of it. She still needs time to adapt to her new position however, and dyus will give her what advice he can before he returns to your side.

+5 faith.

---

What shall you do in Nirn? Choose one

[] Establish a relationship with the Falmer. These things cannot be considered truly sentient anymore, even their souls are corrupted by the Dwemers touch. However, you can't fix that without first seeing what you have to work with in depth. It may be difficult, but you've faced greater challenges. DC70

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

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

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

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

[] A Gods Blessing. The mortals are an ever predictable lot. While some will follow you for your ideals, others need a nudge of incentive. Craft a blessing that Dyus might weave into a shrine to you to attract followers. DC55

-[] what shall your blessing do?

[] 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

[] Write in. up to qm discretion

---

What shall you do in your realm?

[] Creation. With the sword forgotten in the mad ones palace, you are bereft of an artifact to entrust onto a champion. You could use some of your remaining power to make something of crystal that you could send unto the planet. 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 calulations 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
 
[X] Plan Thule
-[X] Establish a relationship with the Falmer. These things cannot be considered truly sentient anymore, even their souls are corrupted by the Dwemers touch. However, you can't fix that without first seeing what you have to work with in depth. It may be difficult, but you've faced greater challenges. DC70
-[X] 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
-[X] 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 calulations of the future as you once had. Dc 60

Do want to get those Falmer on our side, they have no god, so we will have the whole race in do time
 
Damnable thing. Worthless trinket. This diadem sparks as much rancor within you as the thought of your fellow princes. Your attempts to create something innocuous as an artifact to send to the mortal realm has not progressed at all. if anything, what inspiration you might have had has been crushed by your failed attempts at creating a diadem. You had wanted to send it to Nirn, in the hopes of it being an enticing reward for servitude or a tool for Dyus to use, but creation was never your strong suit. Even this thing is not an original idea as it is nearly a parody of the masque of Clavicus Vile.

You are the grey prince, a term used to mock you but one you find accurate. You do not plot or devise tools to solver your problems, you take the straightforward path. Uncreative. Dull. Unoriginal. Boring. Boring! BORING!

You stop those intrusive thoughts there. A pang of something unfamiliar striking into your being. Fear? You compose yourself. You are not that thing any longer. You toss aside the pathetic string of crystals, tossing it into a portal to who knows where, so long as it is out of your sight it will be enough.
This has, appropriately, inspired me


[X] Plan Seeking Creative Spark
-[X] Establish a relationship with the Falmer. These things cannot be considered truly sentient anymore, even their souls are corrupted by the Dwemers touch. However, you can't fix that without first seeing what you have to work with in depth. It may be difficult, but you've faced greater challenges. DC70
-[X] 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.
--[X] The Hero. The one that now may be known as Sheogorath. As much as their existence is a grim reminder of what you once were, it was by your defeat that you were ultimately freed from the curse of the Greymarch. Perhaps there is still enough of the mortal they once were for them to aid you yet again, though in a hopefully less painful manner.
-[X] 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 calulations of the future as you once had. Dc 60

Jyggalag having a moment of emotional outburst at his lack of creativity may be a sign of something more significant. That's why I want to return to the Shivering Isles. To seize on this unique situation.
 
Adhoc vote count started by Pitlord on Jul 21, 2023 at 9:15 AM, finished with 7 posts and 7 votes.

  • [X] Plan Seeking Creative Spark
    -[X] Establish a relationship with the Falmer. These things cannot be considered truly sentient anymore, even their souls are corrupted by the Dwemers touch. However, you can't fix that without first seeing what you have to work with in depth. It may be difficult, but you've faced greater challenges. DC70
    -[X] 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.
    --[X] The Hero. The one that now may be known as Sheogorath. As much as their existence is a grim reminder of what you once were, it was by your defeat that you were ultimately freed from the curse of the Greymarch. Perhaps there is still enough of the mortal they once were for them to aid you yet again, though in a hopefully less painful manner.
    -[X] 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 calulations of the future as you once had. Dc 60
    [X] Plan Thule
    -[X] Establish a relationship with the Falmer. These things cannot be considered truly sentient anymore, even their souls are corrupted by the Dwemers touch. However, you can't fix that without first seeing what you have to work with in depth. It may be difficult, but you've faced greater challenges. DC70
    -[X] 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
    -[X] 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 calulations of the future as you once had. Dc 60

Okiedokie, pushing the sheo button wins by one vote, time for some fun
Huh. Dice approve of boldness for once
Pitlord threw 1 100-faced dice. Reason: Falmer Total: 81
81 81
Pitlord threw 1 100-faced dice. Reason: Sheo Total: 97
97 97
Pitlord threw 1 100-faced dice. Reason: Library Total: 61
61 61
Pitlord threw 1 100-faced dice. Reason: The cult Total: 87
87 87
 
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So all the actions have passed, the Falmer are gonna be the best gain, as they have no gods, so our MC will be there only one. And it seems that our cult is growing, that is good to
 
Honestly. Jyggalag unbending enough to seek help from the embodiment of madness and chaos is.

Already pretty unnatural.

That he is apparently also rewarded for this is...?
 
If we can all of the Falmer race under our control, then the underground of the world would ours
 
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