Miraclestone's Dusty Bookshelf

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Miraclestone
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Miraclestone's Dusty Bookshelf

Post by Miraclestone » Sun Oct 22, 2017 7:58 am

I'll be posting my crappy TES fanfics here I guess ;)

Miraclestone
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Post by Miraclestone » Sun Oct 22, 2017 7:59 am

The True Life of Ormax Woodborne. Volume 1
By Faric Hearthcroft, Scholar of the Wayrest Society of Literature and History
Commissioned by Lord Tristyn Gane of the Court of Wayrest
Treasonous, Ruthless, Cunning: the traitor who almost became King.
E3 418

One of High Rock's greatest villains has come from our very own city, the traitorous former lord known as Ormax Woodborne of Wayrest. Many of the events that unfolded during the Warp of the West are clouded in mystery but what is clear are Woodborne's treacherous actions against Wayrest and the Empire which undermined the fragile peace of the Illiac. When Ormax was revealed Wayrest sent its finest agent to bring the Emperor's Justice, resulting in his due death within his hold. House Woodborne was stripped of its honors, wealth, titles and land which were rightfully returned to the crown. It is lucky that our great Queen Elysana, who was betrothed to this scoundrel during the time period, discovered his evil heart before the marriage took place. While mention of Woodborne may have ceased in polite conversation, let us not forget who Ormax was so we can better understand how someone like him could tarnish our kingdom's good name.

Ormax's parent's were from different classes, though both were little better than commoners based on accounts of their actions and poise. His mother was from a lesser Glenpoint House, her name was Faralda Woodborne. The Woodbornes were a rural House residing outside of Glenpoint in their own hold, which was situated in the murky waters of Glenumbra. They are not true Bretons due to intermingling with Bosmer settlers during the second era. Faralda was the fifth daughter of the lord of the house and supposedly angered her father resulting in a disownment. She traveled to Wayrest where she met the Imperial merchant Aliem Marcius, a swindler who preyed on the unfortunates of the south district for illegal profit. Aliem allowed Faralda the level of comfort which she was accustomed to and so they married at the Temple of Tosh, a disgrace to the Divine's glory which saved Ormax from the fitting title of Bastard. A short time later Faralda gave birth to Ormax Marcius, which resulted in her death due to her weakness in pregnancy.

Ormax had an undisciplined and corrupt childhood, following his father's path of dishonest work. Rather than participate in a formal education or trade, Ormax followed Aliem's example and learned how to manipulate others at an early age. He and his friends would often sell fake magical trinkets said to bless the wearer with luck, spreading false hope to the citizens of our city. One may wonder if only Aliem had taken his duties as a father responsibly if High Rock could have been spared of his son's crimes. Justice caught up with Aliem in the end, resulting in his imprisonment in the darkest depths of the Wayrest dungeons. Without a parent to support him Ormax should have perished in the harsh streets which would have saved the Illiac from his monstrous actions but fate gave him a second chance.

The great hero and champion, Knight-Commander Lord Ernand Darkworth, showed his favor on Ormax and decided to take him on as a squire. Whether because he saw something in Ormax or because he didnt want to see a child of noble blood abandoned to the world, he took him in. The kind Lord Ernand could not have predicted the damage this boy would cause in the future. Ormax excelled at his role as a squire, making quick friends with Darkworth's many sons and becoming almost like a member of the family. He learned and caught up with his noble peers, becoming an excellent duelist and gathering prodigious knowledge of the histories as well as schools of magic. Ormax's best skill continued to be his guile and manipulation, however. Ormax may has grown to be an honorable servant of Wayrest if things had continued in this more humble life. That would not be, however, for Wayrest would soon be in one of its most violent wars of the third era, the War of Totambu Aggression.

Lord Darkworth, his sons and Ormax were all called to defend Wayrest against the vile Redguard extremists from across the river. Lainlyn and its southern allies sought to take the trade rites of the Bjoulsae for themselves, the life blood of Wayrest. Only of fifteen years at the time, Ormax was barely a man and was only brought along to help squire for the Darkworths. As the war waged on, however, the number of men needed increased forcing Lord Darkworth to rely on Ormax in combat. The war waged for three years, during which all of Darkworth's sons died. Ernand himself later confessed that he thought Ormax may have taken his son's deaths harder than even he did in fact. Regardless, Ormax used this opportunity to get closer to Darkworth in his grief, solidifying his rise in station. Once the war was over, Wayrest was able to beat back the Redguards and even secure fortifications to the south of the Bjoulsae Delta. Soon after Lainlyn's dynasty fell to a coupe carried out by the ruthless Baron Shrike Barovar. When Ormax returned to Wayrest, he was a much colder individual with much more prestige and political potential than when he left.
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Post by Miraclestone » Sun Oct 22, 2017 8:00 am

The True Life of Ormax Woodborne. Volume 2
By Faric Hearthcroft, Scholar of the Wayrest Society of Literature and History
Commissioned by Lord Tristyn Gane of the Court of Wayrest
Treasonous, Ruthless, Cunning: the traitor who almost became King.
E3 418

Upon his homecoming Ernand Darkworth was granted the station of Knight-Commander of the Knights of the Rose and Marshal of Wayrest for his extensive service. With Darkworth's encouragement his surrogate son, Ormax, was proclaimed a hero as well. Darkworth used his station to anoint Woodborne as a full fledged noble in the eyes of the court. This is when Ormax officially revoked his father's sire name in favor of his mother's, a bid for legitimizing his aristocratic worth by associating with his noble ties. Woodborne was given an opportunity that most can only dream of but he couldn't help but return to his dastardly roots by using his new privileges for selfish gain. There are many accounts of him cheating honorable lords and ladies out of their rites and wealth through trickery and blackmail, a wrong which our gracious Queen has righted by returning that which was stolen back to the Houses.

Once Ormax had gained enough power, he began to erase his past so that none could discover his true origins. Accounts claim that during Woodborne's rise to power his father mysterious disappeared from his cell in the dungeons only to wash up on the shores of the Bjoulsae, butchered and mangled. This is how Woodborne rewards those that who teach him wrongs, by using those heinous skills against his own flesh and blood just to save his own. Ormax continued his parricidial schemes by sending assassins to murder the entire Glenpoint line of Woodbornes. In a dark twisted sense of poetry Ormax was able to claim the inheritance of the Woodbornes, creating an even larger boon to his status and wealth.

This was only the start of Woodborne's achivalrous plots, he would exploit much more out of the people of High Rock before his judgment came. By now the talk of the court was all about this rags to riches story of Lord Darkworth's squire turned impressive eligible lord, everyone ignorant to his true nature. He was able to play the Lords of Wayrest against the Orcs of the Wrothgarians to remove his enemies and gain favor with the Orc tribes. He conspired with the vile Daggerfall Houses against Wayrest and then turned on their King Lysandius when it suited him. He even disgraced Lord Bowyn by engineering the duel he had with Gortwog, now King of the Orcs, over the lands of Orsinium. This removed a key opponent for him within the court and allowed him to claim Bowyn's lake side hold which he renamed to Woodborne Hall. He even worked against the Hlaalu of Morrowind during his time in court, setting the stage for the eventual conflict between them and our Queen. All of these actions did nothing but make the tensions of the bay far worse, leading the powers closer to inevitable war.

Woodborne was finally rewarded for his grievous crimes when the old King Eadwyre began to consider him as a serious candidate for his daughter's hand in marriage. He was not the only suiter, however, having to compete with the good Lord Ulrich Castiellian the Third, Wayrest's Master of Coin at the time. With Ulrich out of the way there would be nothing between him and the crown of Wayrest. I am sure, dear reader, you will not have a hard time guessing what Ormax did next. Ulrich died in his home when a robe was delivered to him as a gift, reportedly summoning Daedra that tore the poor nobleman apart. The fact that Ormax went so low as to consort with Daedra worshipers in order to assassinate his competition shows the shallow ethics he lived by in life. This action would be his undoing, however, for the robe was evidence enough. With the great kingdom's of the Illiac bay preparing for war, it looked like no one would have time to investigate the assassination but our great Queen decided to find out what happened to her loyal lord and admirer. With the help of the Blades, she was able to discover that Lord Woodborne was behind the murder. At her request Wayrest's greatest knight went to Woodborne Hall to bring Ormax to justice. Ormax abandoned his honor and tried to flee, forcing the agent to kill him in his retreat.

So ends the story of Ormax Woodborne the treasonous, ruthless, cunning man who almost became the king of Wayrest. He ruined many lives for his own gain and dishonored the court in which he was so amicably welcomed into. He let down Lord Darkworth, who retired from the Knights of the Rose shortly after Woodborne's transgressions were known. He almost defiled our Queen, who had the foresight to see the danger before it was too late. Ormax Woodborne is a villain our great kingdom and city will not soon forget, born to its very streets only to try and undue what makes our realm great from the inside. Men and Mer like Ormax don't win in the end, for the Divines are on the side of chivalrous character, fair ethics and lawful citizens. Those who use others and lie to get what they want are not welcome in our city any longer, we are prepared for the next person that betrays our city because we remember who Woodborne was.
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Post by Miraclestone » Tue Oct 24, 2017 6:43 am

King Emeric and the Disastrous Wayrest Bargain
By Aronius Didatus, Scholar of Kvatch
A historical narrative of a failed alliance in the Illiac Bay
E3 148

During the long Interregum of the Second Era, Tamriel was full of strife, ambition and conquest. In no place was this better exemplified than the court of the Illiac Bay, where the millennia old rival kingdoms continued their dance of words and swords to an intensity unmatched even to this day. There are stories of kings and kingdoms spouting up within a matter of months and then being undone just as quickly. Alliances were common in this time of insecurity, for without an Imperial authority there was little to protect one's kingdom from invaders. One such alliance is still the talk of rulers and scholars alike, an abomination of contradicting treaties and broken promises which collapsed in on itself catastrophically. It is none other than the infamous 'Wayrest Bargain', King Emeric Cumberland the Second's attempt at creating a unified Illiac Bay for his own ridiculous aspirations.

It all started in the sixth century of the second era. Wayrest was suffering in the years of the Interregum due to a divided Tamriel, the trade drying up as kingdoms turned inward. King Emeric could do little to bring in the gold needed to maintain his much need military and rightfully worried for his land's safety. At the time the Kingdom of Daggerfall, Wayrest's historic rival, was crippled by repeated raids from land and sea. Emeric, to his credit, saw this as an opportunity to increase his prestige and demanded tribute from Daggerfall. With a new steady income of gold from his former enemy, Emeric received a massive boost to his ego which helped to drive him into even riskier ventures. Using intimidation and assurances, he was able to unite the neighboring lands of Menevia, Gavaudon and Alcaire under him in the Wayrest Bargain. This was a complicated treaty that dealt with a variety of issues such as trade rights and taxation but it's main purpose was to require any member of the bargain to defend another member if attacked. He went to war with Kambria and Koegria in order to bring them into the Bargain, growing his alliance even further.

With Evermore reeling from a horde of barbaric Reachmen and Lainlyn halted by an infestation of harpy, Emeric kept his attention to the North and West. The Orc tribes still called the Wrothgarian Mountains their home but had not had a true settlement for hundreds of years, repeated exterminated and driven out by the Breton nations. Shornhelm was allied with its sister Norman kingdoms and was at war with Camlorn. The Skeffington nations of Dwynnen, Ykalon and Phrygias feuded over the woods for territory. Daggerfall remained impotent as it recovered. Emeric saw these nations for the picking and fancied himself an emperor. Rather than picking a side, he instead played the diplomat and promised them each what they wanted. To the Skeffington nations he promised land, much of the land that he did promise was promised to all three. To Camlorn and Shornhelm he promised an ally who would join their side in war if they were attacked or even if they attacked someone else. He additionally promised Camlorn a sizable donation of mercenaries and to Shornhelm he promised to marry the daughter of their King. With the list of nations within the Wayrest Bargain growing, Emeric felt invincible.

Emeric revised the Wayrest Bargain on nearly a weekly basis, sweetening the deal for Wayrest while defaulting on many of his promises. He proclaimed himself High King, curbing the rights of the members of the treaty in order to enhance his own power. He reportedly would rant deep into the night to the court of Wayrest about his divine purpose. Claiming he was the reincarnation of Reman Cyrodiil, he announced that the real purpose of the Wayrest Bargain was not for protection but instead was to establish a third empire of man under the Cumberland dynasty. Even as other members of the Bargain tried to point out the absurd nature of this plan, Emeric was convinced the armies of High Rock would be able to conquer their way to the Imperial City and hold it. At this point many of the members of the Bargain had begun to default on their tributes, noticing the cracks in the facade beginning to show. Emeric Cumberland may have been able to retain his status for alittle while longer if it werent for his grievous mistake.

Seeing an opportunity to expand his alliance even further, Emeric made the inane decision to spurn the King of Shornhelm by agreeing to marry the Princess of Sentinel instead of his promised betrothed. This infuriated the King of Shornhelm, who had had enough of this deceit and declared war on Wayrest along side his other Norman allies. Emeric expected the members of the Bargain to protect his kingdom but only Gavaudon honored the treaty. The nations of the Skeffington had broken into a bloody war as a result of failed diplomacy of Emeric, none of which would come to save Wayrest. Camlorn kept the mercenaries which were donated for themselves, far more than Emeric could afford to lose. The lands he bullied and conquered broke free, returning to their normal bickering. Sentinel canceled the marriage arrangement with Emeric, refusing to provide aid to the now significantly weaker Wayrest. Emeric sunk so low as to plead for assistance from the Orc tribes, promising to help them regain the lands of Orsinium and that he would recognize their nation once he became Emperor. The Orc tribes characteristically instead took the opportunity to raid Cumberland's lands as the Norman army pushed through them. The King of Shornhelm quickly capture Wayrest and Emeric was forced to surrender. The King showed mercy to Emeric and allowed his house to continue ruling Wayrest in return for a sizable tribute as well as the formal disbandment of the Wayrest Bargain.

And with that the Wayrest Bargain was no more, an alliance that lasted less than two years which once encompassed over half of High Rock and nearly all of Greater Bretony. Emeric was only able to achieve this feat through lies, unable to resolve the inherent conflicts of the region with any true commitments. The Cumberlands continued to rule for many more generations but Wayrest's power was never what it once was under them. By the time Tiber Septim came to High Rock with his legion, Cumberlands had been replaced by the Horley Dynasty, a house which had inherited many of its predecessor's flaws. Tiber wisely choose to replace them with a council made up of the local Merchant Princes upon conquering Wayrest. Any attempt to unite the Illiac Bay from within has been a failure since the time of the Direnni. The kingdoms of High Rock have never gotten along and lack the will required to unify as Emeric had envisioned. It is wise to remember that the greatest peace the region has ever known has been under the stable guidance and law of Imperial rule.
Last edited by Miraclestone on Wed Jan 01, 2020 2:33 am, edited 4 times in total.

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Post by Miraclestone » Wed Aug 22, 2018 4:18 am

The Basics of Daedric Summoning
Original dictated by Siril of the Great Academy of Firsthold, 3E 110

Fore warning, this text is the property of the Mage's Guild and its contents are dangerous for inexperienced casters. Rouge elements who do no heed this cautionary may be destroyed in the process or worse enslaved by fearsome and powerful Daedra. Even a lesser Daedra can pose a great threat if proper rituals are not met. Any non-Guild sanctioned attempts at the summonings within this tome will be treated as a serious crime and the Imperial Authority will take action against offenders. Please refer to your local guild for summoning services.

Temporary Summonings can be achieved with a spell, scroll or enchanted object but for a true Physical Summoning, one can only achieve it through rituals. For a brief review of the basics of summonings, refer to the step by step process outlined onwards.

First establish a field of use, most guilds in the west will have a room specifically for summoning or even a prepared altar. Confer with your branch's Conjuration expert on the proper circumference and characters in order to create a proper portal (as well as a proper barrier against the Daedra once it is summoned). Place a bowl in the closest edge of the outermost circumference. It is important to have it be of good material and condition, as to act as a proper catalyst and to not offend the entity you will be summoning. Place 8 candles around the edge of the outer circumference, placed evenly. It is especially important that the two candles closest to you and the bowl are not to far apart. Have a superior of the Guild check on the quality of your work and give you final permission to commence the summoning. It is a requirement for you to have at least one guild member with you as you perform the ritual of equal or superior rank. Now you may procede:

Below are a list of reagents and procedures to summon different types of Daedra. Place them in the bowl and if you have done it correctly the bowl will catch fire summoning the Daedra in the inner circle. Failing the summoning will lead to a variety of negative effects, ranging from a loose Daedra to a curse to even death. Be careful that the ingredients are exact and that the modifiers such as the time of day, your own condition and the weather are taking into account.

Scamp :
Reagent A: Scamp Skin 1x
Reagent B : Muck 2x
Modifier : None
Risk when failed : Summoners report feeling slightly tired after failing to summon a Scamp.
Description : Summoning Scamps is an easy way to practice your craft with little risk. The Scamps often react
extremely negatively to being trapped, showing fear and anger. Empty bargaining and threats are common followed
by crude humor. On the rare occasion Scamps have been know to bring a gift with them from Oblivion. Most
summoners choose to dispose of the cretin rather than release it so they may replace the Scamp Skin used in the
ritual.

Clannfear :
Reagent A : Common Food x2
Reagent B : Red Lichen x1
Modifier : You must have a fresh wound to preform this ritual.
Risk when failed : You will begin to bleed violently, requiring immediate healing.
Description : Clannfears are the lowest of intelligence among known Daedra and are often only summoned to test
spells and to harvest hearts. Heal yourself with restoration spells and then engage the Daedra from as far back as you
can with destruction spells. Your associate can assist you in killing the beast.

Atronach :
Reagent A : Salts of the Atronach you Wish to Summon x2
Reagent B : Greater Soulgem or Higher x1
Modifier : Flame Atronachs can only be summoned during the day and Frost only at night. Storm only when it is cloudy,
foggy, rainy, overcast or thundering.
Risk when failed : A destructive explosion of its respective element occurs at the summoning field. It is enough to kill if
you do not take the proper steps to protect yourself with magical resistances.
Description : Atronachs are a common summon for guilds looking to harvest souls for enchantments. They are not
very intelligent but some come speaking words which are easily ignored. Cast elemental resistances on yourself before
summoning, soultrap it and then dispose of it for a favorable quality soul.

Dremora :
Reagent A : Rare Gem or Pearl x1
Reagent B : Daedra Heart x1
Reagent C : Twenty-Five or more Gold Septims
Modifier : Must have trained in mind and body or else the Dremora will be able to resist your summons.
Risk when failed : Failing to summon a Dremora is rather dangerous, almost certainly resulting in a hostile Dremora
attacking you. Summoners also report being incapable to speach, leaving them unable to defend themselves with
spells.
Description : Dremora are certainly the most diverse of summons one can attempt. They are often direct and reserved,
though they are unable to hold back their contempt for you. They fear death as we do so in their powerless state
they will be cooperative. This is also an opportunity for them to strike a deal so some may even be excited at the
opportunity. Keep your wits and consult your guild on any deals the Daedra offers, even if it is as simple as a trade of
goods. Summoners usually either release the Dremora or accept a contract with it, not willing to risk harvesting
ingredients from the potentially deadly threat.

Even the most gifted of conjurers can fail a summons so it is important to perform all of the elements you have under your control EXACTLY as these instructions state. Performing a summons with the wrong reagents will result in a much wider and more dangerous range of effects than any of the risks stated previously. Whole settlements have been wiped away from careless summonings in the past. It is our job as Guild Members to responsibly study and control the forces of magic, which includes the dangerous school of Conjuration. Once done with your summoning, report back to you Guild Master and return this book to its proper secure library case. For more advance summonings, please refer directly to your Conjuration expert for tutorage.
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Post by Miraclestone » Sat Aug 25, 2018 7:17 pm

Witch Rites: Contacting the Princes
First Edition
By Seif-ij Hidja

Summoning a Daedric Prince is very similar to the act of summoning a lesser Daedra, at least in execution. The results, however, are wildly different. The covenant that keeps the Princes out of Mundus stops them from being physically summoned, though one would have great hubris to think they would be able to regardless. Instead the ritual acts as a beacon; if done correctly the Prince will draw you to a pocket realm of their own creation to meet with you. One will appear standing suspended in a void of spinning stars and flowing energy, with the Prince themselves parallel. Each Daedra responded with a command or request, often a task they need a mortal to perform for them in Mundus. I dare not deny their requests, a small price to pay for the valuable information I gathered from the opportunity. Through my research I was able to collect detailed findings on the requirements for contacting each of the Princes by the High Rock traditions of the witches I met with.

Sheogorath is the Prince I had the most contact with and know the most about. The Fold of Aberration, who worship Sheo in the Western Reach, did not have the state of mind to hold information from me and readily blabbered the exact rituals needed for the summoning. His summoning day is the Second of Sun's Dawn but he has been know to answer any attempt to summon a Prince regardless of day or offering on a whim. Another alternative is to try summoning him during a Thunderstorm, which was the cult's preferred method. His offering consists of one piece of cheese, one piece of fashionable clothing and seemingly one random item the caster chooses on an impulse. Sheogorath always answered my offerings and even if he has no request of me would often engage in maddening banter.

Mehrunes Dagon is worshiped primarily by The Beldama near Alcaire and was difficult to learn about. It seemed hopeless until I lied, mentioning I was interested in summoning Mehrunes for the power to defeat my master. They immediately explained to me how to summon their lord, revealing to me the summoning day of the Twentieth of Sun's Dusk. They also mentioned on days where someone improves beyond their limits, he may answer your summons on respect. His offering includes a scroll of destructive magic, a high quality dagger and a crown. Be prepared for combat if you contact Dagon, he will try and test you through his minions.

Molag Bal is known best by the Daughters of Wroth in the Wrothgarian Mountains. The sisters insisted I show my dominance through a duel before revealing their rites, which was easy enough for a mage of my experience. His summoning day is the Twentieth of Evening Star. The witches claim that he will reveal himself to one of excessive titles, to assert his control over the overachiever. His offering consists of a Daedra Skin, one Fire Petal and an object made of stone. Molag Bal will project his control once you are in his pocket realm, demanding tribute in the form of a task. Refusal may prove deadly to any who dare to.

The Witches of Easttale Estate, a cult within Wayrest's borders which is tolerated by the city, is known for their affinity towards Sanguine. After participating in a night of debauchery and sin, I bore witness to the summoning. Sanguine's day is the Sixteenth of Sun's Dawn but the cult proclaimed he would appear to any who are willing to revel in excess. His offering is one portion of any drug, one bottle of fine liquor and one piece of literary fiction or musical instrument. I would like to record what meeting Sanguine was like but unfortunately I do not remember due to heavy inebriation.

Vaermina is a well known Daedra in High Rock, since the Breton are such a superstitious people who take great stock in omens. The Sisters of the Bluff south of Daggerfall said they were expecting me when I arrived and allowed me to witness their ceremonies. Her summoning day is the Tenth of Sun's Height. The head figure in the ritual had slept for many days leading to this summoning, trying to commune with her mistress through the world of dreams. Offerings include one Fly Amanita, one bloom of Nightshade, and a Skull from any of the races of man or mer. Vaermina seemed interested in my project to catalogue the information on each Prince's summoning and gave me a lead to the next coven.

On the north coast of Norcambria, I searched for the Crones of the Flats to act as mediators to Namira. The witches shunned me for many weeks, only after giving in to the filth did they accept me. Namira's summoning day is the Ninth of Second Seed. Namira is the patron of the ugly and decrepit, answering their calls of need. When offering to Namira one should burn a Ghoul Heart, a piece of Rat Meat, and a portion of Bonemeal. Namira congratulated me for the steps I took to decay myself to her standards, even if it was only a means to an end.

The final coven I visited was the Klatch of Woodlands in Gedalan, servants to Hermaeus Mora. The circle is known for sending new comers into the forest alone to test them, if they return Hermaeus has showed favor on them. Hermaeus' day is the Fifth of First Seed and has been known to accept the summons of those who are intelligent for they may hold unique knowledge for him to collect. The Klatch offered Mora three rare books, a difficult yet flexible tribute to obtain. I was excited to meet with Hermaeus Mora since I believed he would be able to tell me the techniques required to summon the remaining Daedric Princes but he greedily held back the Information.

As of this edition of Witch Rites, I was only able to compile information on seven of the summonings. I will continue my research at Gwylim University until the year E3 433 when I will return back the Cyrodiil to continue work on the realms of Oblivion with my master. Any information on these summoning rituals that can be provided before this date will be added to future editions of the book and handsomely rewarded. You will most likely find me, Seif-ij Hidja, in the Conjuration department.
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Post by Miraclestone » Thu Sep 06, 2018 4:16 am

This text will be rewritten and submitted at a later date, archiving old version here
SpoilerShow
Antiquities of the Direnni
Peryrick Rane of Dunlain, E3 297

With the fall of the Direnni Hegemony many of its secrets and accomplishments were squandered to time, even amongst the living Altmer of Balfiera. The long abandoned ruins of the Reach are the graves to these achievements, holding them jealously from civilization but perhaps preserving as well. Since the first era, the Ostern kingdoms have dedicated some of their brightest in the pursuit of restoring what was mislaid by their forefathers. In this venture High Rock was once again witness to the wonders from the past, many of which if deconstructed could prove revolutionary in modern application.

The Direnni were no novices in the arts of magic and like any contemporary military bolstered a field of Altmer battlemages ready to level opposing settlements in times of war. They did dabble greatly in engineering, however, producing advanced compound machinary like none seen since. Technicians have long since know how to construct catapults and the like, but the Direnni designs are clearly of a different caliber. Direnni slings could reported fire from Daggerfall all the way to the Throat of the World. It is hypothesized that the Direnni did not actually use these machines for siege purposes since there are no recorded mention of such during the long reign of the Hegemony.

One of the most thrilling of discovers were the dockyards of Athelyond. The Direnni were not building vessels for the sea here, however, but ones for the air. Flying ships are not unknown in our world but none knew they were built this early in Altmer history and with such great success. Direnni corsairs could travel up to the vale of stars itself and pluck their essence for research purposes. Schematics for these ships are sparse and only go into vague detail about the designs, which makes them nearly impossible to reconstruct. What scribes were able to discover has still help improve our understanding of the science of aerocrafts.

The ruins of Gondorerethe held another discovery which had been speculated on for many ages. The Direnni had built a large underground network of tunnels which connected their many holds together. It is theorized that the Direnni blocked off these tunnels during the years of the fall but Gondorerethe seemingly never had the opportunity. Enchanted platforms, long having lost their magic potency, were employed to swiftly guide travelers to their destinations with the Hegemony. Many expeditions have be sent into the maze of tunnels under Gondorerethe but most return with very little if they return at all, leaving patrons weary of funding additional trips.

Direnni are known for their command of Alchemy, those of whom are still alive being considered unparalleled in the craft. Through out the ages many different Direnni recipes and drafts have been discovered while adventures search ruins, many of which have already been reincorporated into collective knowledge of the alchemic society. Some few have stayed forbidden for their chaotic and nonrestrictive natures. A branch of transformation potions are among the best known of these, which are able to change many aspects of the drinker's fashion and figure. Considering the dangerous implications of this mixture and a series of deadly failures due to issues preforming the complex methodologies required, the Mages Guild proclaimed a permanent ban on much of the Direnni's more experimental catalog of elixirs. Organizations like the Order of the Tower still continue research in this practice despite this.

Few beside the Dwemer have been as inventive and productive as the Direnni in Tamriel's history. As the world continues to uncover their triumphs, so to do they relearn many of the lessons original discovered by those who's shoulders they stand on. Expect many more surprises from researchers who study the Hegemony in the future, since for whatever else they were the Direnni surely weren't short on fascinating conceptions.
Last edited by Miraclestone on Sat Dec 28, 2019 1:39 am, edited 2 times in total.

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Post by roerich » Thu Sep 06, 2018 12:24 pm

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Antiquities of the Direnni
Peryrick Rane of Dunlain, E3 297

With the fall of the Direnni Hegemony many of its secrets and accomplishments were squandered to time, even amongst the living Altmer of Balfiera.
I think it’s important to stress how the Direnni didn’t suffer a cataclysmic event like other extinct Elven cultures. Rather, they were outmaneuvered at their own game by various Breton powers over time. I know that’s not what you’re implying here, but it could stand to be mentioned in some way. Perhaps something about how it’s no secret that Bretonnic culture stands upon the shoulders of their Altmeri predecessors (edit: which you mention at the end). The Bretons are proud of their Elven ancestry, and the current Direnni are prized counsellors in many courts.
The long abandoned ruins of the Reach are the graves to these achievements, holding them jealously from civilization but perhaps preserving as well.
Perhaps make some mention of how these fortifications were under Elven dominion for the longest, and that they met a violent demise, besieged and subsequently abandoned. Whereas a lot of Direnni holdings in the rest of High Rock to the contrary often were rebuilt or altered throughout the ages to such an extent, that even some scholars today would have a hard time pointing out the Elven origins.
Since the first era, the Ostern kingdoms have dedicated some of their brightest in the pursuit of restoring what was mislaid by their forefathers. In this venture High Rock was once again witness to the wonders from the past, many of which if deconstructed could prove revolutionary in modern application.
Again, the Direnni Hegemony didn’t just disappear overnight. Most of their scientific advancements were in some way adapted by the Bretons, as they were assimilated into a Breton-dominated society rather than an Altmer-dominated one. Of course a fair deal of their inventions were lost in this region, perhaps especially war instruments. I also prefer "Kingdoms of the Western Reach" to "Ostern kingdoms" personally.
The Direnni were no novices in the arts of magic and like any contemporary military bolstered a field of Altmer battlemages ready to level opposing settlements in times of war.
Nitpicking, but “battlemages” in a TES context always reminds me of the Nibenese kind. You could also mention how the Direnni generals commandeered Nedic warbands, but combinated with their affinity for destruction magic made them a deathly force on the battlefield. You could also mention how the Direnni preferred to conquer their enemies through diplomacy, trade and playing enemies out towards one another, rather than open warfare and conquest.
They did dabble greatly in engineering, however, producing advanced compound machinary like none seen since. Technicians have long since know how to construct catapults and the like, but the Direnni designs are clearly of a different caliber. Direnni slings could reported fire from Daggerfall all the way to the Throat of the World. It is hypothesized that the Direnni did not actually use these machines for siege purposes since there are no recorded mention of such during the long reign of the Hegemony.
“could reported” -> “could reportedly”. Also, this claim is a bit too unbelievable, even for a myth.
One of the most thrilling of discovers were the dockyards of Athelyond. The Direnni were not building vessels for the sea here, however, but ones for the air. Flying ships are not unknown in our world but none knew they were built this early in Altmer history and with such great success. Direnni corsairs could travel up to the vale of stars itself and pluck their essence for research purposes. Schematics for these ships are sparse and only go into vague detail about the designs, which makes them nearly impossible to reconstruct. What scribes were able to discover has still help improve our understanding of the science of aerocrafts.
I like the alluding to experimental aircraft, but this star travelling doesn’t strike me as particularly Direnni-like. More of a Summerset Altmer thing, in my opinion. Their materialism and willingness to immerse themselves in the world of Men is a defining characteristic of the Direnni Hegemony and the Altmer families under that umbrella.
The ruins of Gondorerethe held another discovery which had been speculated on for many ages. The Direnni had built a large underground network of tunnels which connected their many holds together. It is theorized that the Direnni blocked off these tunnels during the years of the fall but Gondorerethe seemingly never had the opportunity. Enchanted platforms, long having lost their magic potency, were employed to swiftly guide travelers to their destinations with the Hegemony. Many expeditions have be sent into the maze of tunnels under Gondorerethe but most return with very little if they return at all, leaving patrons weary of funding additional trips.
I mentioned my issue with the LOTR-reference in using the Gondor- prefix on Discord already. This whole paragraph also feels a bit too gamey to me, without being able to put my finger on what specifically. I like the whole “sponsored expeditions not returning” and the idea of the tunnel system itself. Although I personally would prefer if locations like these were kept more secret and for the player to find. IMO the book could hint at the existence of these, but not outright confirm them.
Direnni are known for their command of Alchemy, those of whom are still alive being considered unparalleled in the craft. Through out the ages many different Direnni recipes and drafts have been discovered while adventures search ruins, many of which have already been reincorporated into collective knowledge of the alchemic society. Some few have stayed forbidden for their chaotic and nonrestrictive natures. A branch of transformation potions are among the best known of these, which are able to change many aspects of the drinker's fashion and figure. Considering the dangerous implications of this mixture and a series of deadly failures due to issues preforming the complex methodologies required, the Mages Guild proclaimed a permanent ban on much of the Direnni's more experimental catalog of elixirs. Organizations like the Order of the Tower still continue research in this practice despite this.
“Still alive” sounds like the current Direnni were living in the days of the Hegemony. The Direnni never disappeared, they just lost influence. They are not only present on the isle of Balfiera, but should hold court positions in many places.

Through out -> Throughout.

This paragraph likewise feels a bit gamey to me. Alchemy is of course more simple and forward ingame, than how it should be described in books IMO. Direnni alchemy especially, should be a complicated affair, which your average scholar wouldn’t know much about.
Few beside the Dwemer have been as inventive and productive as the Direnni in Tamriel's history. As the world continues to uncover their triumphs, so to do they relearn many of the lessons original discovered by those who's shoulders they stand on. Expect many more surprises from researchers who study the Hegemony in the future, since for whatever else they were the Direnni surely weren't short on fascinating conceptions.
Who’s -> whose. There’s also something about Dwemer being common knowledge for some scholar in Dunlain that irks me. At least the casual mentioning of them. Of course the existence of Dwemer isn’t obscure lore to the average scholar, but I would say that their achievements and inventions are generally unknown, even by those living close to them. How about “Perhaps rivaled only by the mysterious Dwarves of Morrowind and Hammerfell, few cultures have been as inventive and productive, as the Altmer of the Direnni Hegemony.

These are my suggestions. It’s a great book addition to begin with, though, and a good way to characterize the Direnni through their inventions. It could be fun to be more specific about a single invention or two, include some concept drawings and such. I also think books on the Direnni should emphasize that the Direnni themselves were only one family in the Direnni Hegemony (the most powerful and rich clan of course). Books like these could explore some of the other Altmer families under the Direnni Hegemony umbrella, as well as their human retainers.

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Post by ThomasRuz » Mon Jul 22, 2019 6:50 am

For Woodborne Vol. 1 I have made some corrections for the text (under the spoilers), look if they make sense, where they don't make sense keep the original, when the book is ready, add it to the HR Literature with [Book] <book title>
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One of High Rock's greatest villains came from our very own city, the traitorous former lord known as Ormax Woodborne of Wayrest. Many of the events that unfolded during the Warp of the West are clouded in mystery, but what remains clear are Woodborne's treacherous actions against Wayrest, and the Empire, which undermined the fragile peace of the Illiac. When Ormax was revealed, Wayrest sent its finest agent to bring the Emperor's Justice, resulting in his due death within his own hold. House Woodborne was stripped of its honors, wealth, titles and land which were rightfully returned to the crown. It is lucky that our great Queen Elysana, who was betrothed to this scoundrel during the time period, discovered his evil heart before the marriage took place. While mention of Woodborne may have ceased in polite conversation, let us not forget who Ormax was. So we can better understand how someone like him, could tarnish our kingdom's good name.

Ormax's parents were from different classes, though both were little better than commoners based on accounts of their actions and poise. His mother was from a lesser Glenpoint House, her name was Faralda Woodborne. The Woodbornes were a rural House residing outside of Glenpoint in their own hold, which was situated in the murky waters of Glenumbra. They are not true Bretons due to intermingling with Bosmer settlers during the second era. Faralda was the fifth daughter of the lord of the house and supposedly angered her father resulting in a disownment. She traveled to Wayrest where she met the Imperial merchant Aliem Marcius, a swindler who preyed on the unfortunates of the south district for illegal profit. Aliem allowed Faralda the level of comfort which she was accustomed to and so they married at the Temple of Tosh, a disgrace to the Divine's glory which saved Ormax from the fitting title of Bastard. A short time later Faralda gave birth to Ormax Marcius, which resulted in her death due to her weakness in pregnancy.

Ormax had an undisciplined and corrupt childhood, following his father's path of dishonest work. Rather than participate in a formal education or trade, Ormax followed Aliem's example and learned how to manipulate others at an early age. He and his friends would often sell fake magical trinkets said to bless the wearer with luck, spreading false hope to the citizens of our city. One may wonder if only Aliem had taken his duties as a father responsibly, High Rock could have been spared of his son's crimes. Justice caught up with Aliem in the end, resulting in his imprisonment in the darkest depths of the Wayrest dungeons. Without a parent to support him, Ormax should have perished in the harsh streets, but fate gave him a second chance.

The great hero and champion Knight-Commander Lord Ernand Darkworth showed his favor on Ormax and decided to take him on as a squire. Whether because he saw something in Ormax, or because he didnt want to see a child of noble blood abandoned to the world, he took him in. The kind Lord Ernand could not have predicted the damage this boy would cause in the future. Ormax excelled at his role as a squire, making quick friends with Darkworth's many sons and becoming almost like a member of the family. He learned and caught up with his noble peers, becoming an excellent duelist and gathering prodigious knowledge of the histories as well as schools of magic. Ormax's best skill continued to be his guile and manipulation, however. Ormax may have grown to be an honorable servant of Wayrest if he had continued this humble lifestyle. That would not be, however, for Wayrest would soon be plunged in one of its most violent wars of the third era, the War of Totambu Aggression.

Lord Darkworth, his sons and Ormax were all called to defend Wayrest against the vile Redguard extremists from across the river. Lainlyn and its southern allies sought to take the trade rites of the Bjoulsae for themselves, the life blood of Wayrest. Only of fifteen years at the time, Ormax was barely a man and was only brought along to help squire for the Darkworths. As the war waged on, however, the number of men needed increased forcing Lord Darkworth to rely on Ormax in combat. The war waged for three years, during which all of Darkworth's sons died. Ernand himself later confessed that he thought Ormax may have taken his son's deaths harder than even he did. Even so, Ormax used this opportunity to get closer to Darkworth in his grief, solidifying his rise in station. Once the war was over, Wayrest was able to beat back the Redguards and even secure fortifications to the south of the Bjoulsae Delta. Soon after Lainlyn's dynasty fell to a coupe, carried out by the ruthless Baron Shrike Barovar. When Ormax returned to Wayrest, he was a much colder individual with much more prestige and political potential than when he left.
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Post by ThomasRuz » Mon Jul 22, 2019 7:10 am

Minor corrections for Woodborne Vol. 2
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Upon his homecoming, Ernand Darkworth was granted the station of Knight-Commander of the Knights of the Rose, and Marshal of Wayrest for his extensive service. With Darkworth's encouragement his surrogate son, Ormax, was proclaimed a hero as well. Darkworth used his station to anoint Woodborne as a fully-fledged noble in the eyes of the court. This is when Ormax officially revoked his father's sire name in favor of his mother's, a bid for legitimizing his aristocratic worth by associating with his noble ties. Woodborne was given an opportunity that most can only dream of, but he couldn't help but return to his dastardly roots by using his new privileges for selfish gain. There are many accounts of him cheating honorable lords and ladies out of their rites and wealth through trickery and blackmail, a wrong which our gracious Queen has righted by returning that which was stolen back to the Houses. Once Ormax had gained enough power, he began to erase his past so that none could discover his true origins. Accounts claim that during Woodborne's rise to power his father mysterious disappeared from his cell in the dungeons only to wash up on the shores of the Bjoulsae, butchered and mangled. This is how Woodborne rewarded those who teached him wrongdoing, by using those heinous skills against his own flesh and blood just to save his own. Ormax continued his parricidal schemes by sending assassins to murder the entire Glenpoint line of Woodbornes. In a dark twisted sense of fate, Ormax was able to claim the inheritance of the Woodbornes, creating an even larger boon to his status and wealth.

This was only the start of Woodborne's achivalrous plots, he would exploit much more out of the people of High Rock before his judgment came. By now, the talk of the court was all about this rags to riches story of Lord Darkworth's squire turned impressive eligible lord, everyone ignorant to his true nature. He was able to play the Lords of Wayrest against the Orcs of the Wrothgarians to remove his enemies and gain favor with the Orc tribes. He conspired with the vile Daggerfall Houses against Wayrest and then turned on their King Lysandius when it suited him. He even disgraced Lord Bowyn, by engineering the duel he had with Gortwog, now King of the Orcs, over the lands of Orsinium. This removed a key opponent for him within the court and allowed him to claim Bowyn's lake side hold which he renamed to Woodborne Hall. He even worked against the Hlaalu of Morrowind during his time in court, setting the stage for the eventual conflict between them and our Queen. All of these actions did nothing but make the tensions of the bay far worse, leading the powers closer to inevitable war.

Woodborne was finally rewarded for his grievous crimes when the old King Eadwyre began to consider him as a serious candidate for his daughter's hand in marriage. He was not the only suiter, however, having to compete with the good Lord Ulrich Castiellian the Third, Wayrest's master of coin at the time. With Ulrich out of the way there would be nothing between him and the crown of Wayrest, what Ormax did next shouldn’t come as a surprise. Ulrich died in his home when a robe was delivered to him as a gift, reportedly summoning a Daedra that tore the poor nobleman apart. The fact that Ormax went so low as to consort with Daedra worshipers in order to assassinate his amorous competitior, shows the shallow ethics he lived by in life. This action would be his undoing, however, for the robe was evidence enough. With the great kingdoms of the Illiac bay preparing for war, it looked like no one would have time to investigate the assassination. But our great Queen decided to find out what happened to her loyal lord and admirer. With the help of the Blades, she was able to discover that Lord Woodborne was behind the murder. At her request Wayrest's greatest knight went to Woodborne hall to bring Ormax to justice. Ormax abandoned his honor and tried to flee, forcing the agent to kill him in his retreat.

So ends the story of Ormax Woodborne the treasonous, ruthless, cunning man who almost became the king of Wayrest. He ruined many lives for his own gain and dishonored the court in which he was so amicably welcomed into. He let down Lord Darkworth, who retired from the Knights of the Rose shortly after Woodborne's transgressions were known. And he almost defiled our Queen, who had the foresight to see the danger before it was too late. Ormax Woodborne is a villain our great kingdom and city will not soon forget, born to its very streets. And attempted to undue what makes our nation great from the inside. Men and Mer like Ormax don't win in the end, for the Divines are on the side chivalrous character, fair ethics and lawful citizens. Those who use deceit and manipulation to get what they want are not welcome in our city any longer, we are prepared for the next person that will betray our city. We remember Woodborne.
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Post by ThomasRuz » Mon Jul 22, 2019 7:22 am

Minor corrections The Wayrest Bargain
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During the long Interregum of the Second Era, Tamriel was full of strife, ambition and conquest. In no place was this better exemplified than the court of the Illiac Bay, where the millennia old rival kingdoms continued their dance of words and swords to an intensity unmatched even to this day. There are stories of kings and kingdoms spouting up within a matter of months and then being undone just as quickly. Alliances were common in this time of insecurity, for without an Imperial authority there was little to protect one's kingdom from invaders. One such alliance is still the talk of rulers and scholars alike, an abomination of contradicting treaties and broken promises which collapsed in on itself catastrophically. It is none other than the infamous 'Wayrest Bargain', King Emeric Cumberland the Second's attempt at creating a unified Illiac Bay for his own ridiculous aspirations.

It all started in the sixth century of the second era. Wayrest was suffering in the years of the Interregum due to a divided Tamriel, the trade drying up as kingdoms turned inward. King Emeric could do little to bring in the gold needed to maintain his much need military and rightfully worried for his land's safety. At the time the Kingdom of Daggerfall, Wayrest's historical nemesis, was crippled by repeated raids from land and sea. Emeric, to his credit, saw this as an opportunity to increase his prestige and demanded tribute from Daggerfall. With a new steady income of gold from his former enemy, Emeric received a massive boost to his ego which helped to drive him into even riskier ventures. Using intimidation and assurances, he was able to unite the neighboring lands of Menevia, Gavaudon and Alcaire under him in the Wayrest Bargain. This was a complicated treaty that dealt with a variety of issues such as trade rights and taxation but its main purpose was a defensive pact: To require any member of the bargain to defend another member if attacked. He went to war with Kambria and Koegria in order to bring them into the Bargain, growing his alliance even further.

With Evermore reeling from a horde of barbaric Reachmen and Lainlyn halted by an infestation of harpies, Emeric kept his attention to the North and West. The Orc tribes still called Wrothgarian Mountains their home, but had not had a true settlement for hundreds of years, after repeated attempts by the Breton nations to quell a new Orsinium. Shornhelm was allied with its sister city Wrothgaria and was at war with Camlorn. The Skeffington nations of Dwynnen, Ykalon and Phrygias feuded over the woods for territory. Daggerfall remained impotent as it recovered. Emeric saw these nations for the picking and fancied himself an emperor. Rather than picking a side, he instead played the diplomat and promised them each what they wanted. To the Skeffington nations he promised land, much of the land that he did promise was promised to all three. To Camlorn and Shornhelm he promised an ally who would join their side in war if they were attacked or even if they attacked someone else. He additionally promised Camlorn a sizable donation of mercenaries and to Shornhelm he promised to marry the daughter of their King. With the list of nations within the Wayrest Bargain growing, Emeric felt invincible.

Emeric revised the Wayrest Bargain on nearly a weekly basis, sweetening the deal for Wayrest while defaulting on many of his promises. He proclaimed himself High King, curbing the rights of the members of the treaty in order to enhance his own power. He reportedly would rant deep into the night to the court of Wayrest about his divine purpose. Claiming he was the reincarnation of Reman Cyrodiil, he announced that the real purpose of the Wayrest Bargain was not for protection but instead was to establish a third empire of man under the Cumberland dynasty. Even as other members of the Bargain tried to point out the absurd nature of this plan, Emeric was convinced the armies of High Rock would be able to conquer their way to the Imperial City and hold it. At this point many of the members of the Bargain had begun to default on their tributes, noticing the cracks in the facade beginning to show. Emeric Cumberland may have been able to retain his status for a little while longer, if it weren’t for his grievous mistake.

Seeing an opportunity to expand his alliance even further, Emeric made the inane decision to spurn the King of Shornhelm by agreeing to marry the Princess of Sentinel instead of his promised betrothed. This infuriated the King of Shornhelm, who had had enough of this deceit and declared war on Wayrest alongside his other Norman allies. Emeric expected the members of the Bargain to protect his kingdom but only Gavaudon honored the treaty. The nations of the Skeffington had broken into a bloody war as a result of failed diplomacy of Emeric, none of which would come to save Wayrest. Camlorn kept the mercenaries which were donated for themselves, far more than Emeric could afford to lose. The lands he bullied and conquered broke free, returning to their normal bickering. Sentinel canceled the marriage arrangement with Emeric, refusing to provide aid to the now significantly weaker Wayrest. Emeric sunk so low as to plead for assistance from the Orc tribes, promising to help them regain the lands of Orsinium and that he would recognize their nation once he became Emperor. The Orc tribes characteristically instead took the opportunity to raid Cumberland's lands as the Norman army pushed through them. The King of Shornhelm quickly captured Wayrest, Emeric was forced to surrender. The King showed mercy to Emeric and allowed his house to continue ruling Wayrest, in return for a sizable tribute as well as the formal disbandment of the Wayrest Bargain.

And with that the Wayrest Bargain was no more, an alliance that lasted less than two years which once encompassed over half of High Rock and nearly all of Greater Bretony. Emeric was only able to achieve this feat through lies, unable to resolve the inherent conflicts of the region with any true commitments. The Cumberlands continued to rule for many more generations, but Wayrest's power was never what it once was under them. By the time Tiber Septim came to High Rock with his legion, Cumberlands had been replaced by the Horley Dynasty, a house which had inherited many of its predecessor's flaws. Tiber wisely choose to replace them with a council made up of the local merchant princes upon conquering Wayrest. Any attempt to unite the Illiac Bay from within has been a failure since the time of the Direnni. The kingdoms of High Rock have never gotten along and still lack the will required to unify as Emeric had envisioned. It is wise to remember that the greatest peace the region has ever known has been under the stable guidance and law of Imperial rule.
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Post by Miraclestone » Sun Dec 08, 2019 7:56 pm

Chronicles of Reymond, the Book of Rule
{skillbook Illusion}

The Star of the East, which shone down on the Reach, lit its children in divine light and purpose. The land was redeemed and ready to be reformed, in culture and structure. The virtues of the Ostern had driven them over mountain and river, to reclaim the destiny of their ancestors.

Magnon's champion, Reymond, spoke with authority, “Our lord has granted you the bounty of this land, to exploit in order to flourish and prosper.” He gestured at the running rivers, sloping hills and niched valleys. “Strike out and lay claim, those of you with the Will of Purpose. Find the stones of old and found a house upon them. Make the foundation deep so that your children and their children's children may rule from here onwards.”

And so his people departed to each corner of his realm, finding the stones of old and founding houses upon them. Reymond departed as well, seeking out the oldest stone in order to establish the seat of his Kingdom. The Star of the East lit his way, over valley and hill and over sea itself. When he found the oldest stone, his ancestors welcomed him for he came with divine purpose and destiny. The light of the star continued to shine, its brightness expanding until it set ablaze all that could be could be seen.

Reymond understood, using his sorcery to bellow from his seat so that his voice would carry over the water to every rock and tree, “Those who hear take heed, this land is mine by divine right and the rights of my ancestors. Those who live under me may keep their fiefs if they submit and obey the laws of my Lord.” So began the laws of the Ebon King, meant to protect and unite the land as it once had been before.

“By my bidding, follow the Law of Rule. The bloodlines of your lands can indicate right to rule but are not a substitute for ability and strength. So be it that those who have the Will of Purpose are meant to rule in place of those who only have titles and claims.”

“By my bidding, follow the Law of Purity. Do not mix with those of lesser orders, the Goblinkin and Reachman. These are agents of Malaque and meant to be ruled over. Their blood is poison to the stability of our people.”

“By my bidding, follow the Law of Vassalage. Know your place and do your duty. Submit to more powerful rulers in order to unify our people. Respect your vassal's rights, for tyranny can lead to righteous rebellion and fragment our Kingdom. Understand you are always a vassal under Magnon.”

“By my bidding, follow the Law of Piety. Scourge the land of heresy where ever it takes root. Shal's seeds grow quickly and his slaves work to corrupt our people. Worship the Divines as our ancestors did. Respect Magnon, Meredie, Fynnastre, Jalius, Mara, Archen. Recognize Arel, Dibeau, Esten, Yeffre, Cynarete, Sennitor. Repel Shal and Malaque.”

"By my bidding, follow the Law of Witchcraft. Those who tamper with the laws of our world are to be destroyed to maintain order. Those who deal with daemons are to be executed to keep the Wild Kings at bay. Only those who wield these powers in the service of our Lord will be free from retribution."

“By my bidding, follow the Law of Chivalry. I here by Knight all Manmeri in the service of our Divine Lords, from now and here after. A knight should live as a reflection of their lord for their actions reflect back onto them as well. Enforce the laws of your Lord onto yourself and others. Answer the call to defend your Lord's Kingdom when levies are raised.”

“These are the laws of the land, follow them or face retribution.” The people among the rocks and trees heard Reymond and understood his message. Arel's children in the west accepted his message, bowing to the Ebon King and following his laws. Cynarete's children to the north rebelled, as is their nature as once touched by Shal. Reymond called on the people of his Kingdom to journey into the mountains and quell the rebellion.

So was it that Reymond's Kingdom under Magnon was established and the laws were given.
Last edited by Miraclestone on Tue Jan 07, 2020 8:05 pm, edited 6 times in total.

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Post by Miraclestone » Tue Dec 10, 2019 10:38 pm

Chronicles of Reymond, the Book of Life
{skillbook Restoration}

In the Middle, the waters of life flowed east through the great Bjoulsae. Darkness of thought continued to plague the Kingdom, as it had since the start. Only the Firmament remembered, the Star of the East and the Cloud of the West and all their servants in their vigilance. The lights of the night sky guided those with the wisdom to heed them.

Reymond often found comfort in the warmth of the Star of the East, after a morn's toil. Again and again, he would down a strong oak and roll the bone-timber into the rapids. In spite of his old wounds, Reymond cut with the strength of two men with his good arm. The task was strenuous and dangerous, the bleeding trees attracting wild beasts. Reymond fought off many a foe to keep the prize of his labor, tempering his body and fighting spirit.

Reymond had lived on the banks of the Bjoulsae for most of his life, trading his lumber with denizens along the river. Evermore would receive most of his service perched on the near hill, while the Horsemen and hamlets downriver receive the rest. Reymond would deliver the wood himself, something no other cutter would do, riding top the white waters.

On a day of fate Reymond glanced up at the Many Pointed Star and lost his footing, dragged under the curtain of logs. He battled the waters for a chance at Cynarete's mercy but she denied it to him in that moment. The Bjoulsae claimed Reymond for her own, ushering his body to the deeper waters of the Illiac.

Reymond awoke to the kiss of life, granted by a child of Vilgryl. The bay folk looked upon him with black eyes, reflecting back his own visage. “Awaken, Ebon King, for your pains are not over. The responsibility of kings is ever lasting toward those they rule.” A priestess of regal stature approached him, laying her hands upon him. The priestess anointed him with mud from the Bjoulsae, a sign of his role as a divine arbiter.

Reymond remained in the Bay Kingdom, a realm unknown to the kingdom of land, taking on six fish-wives in his stay. He joined their court and had many children. Reymond lived there among them and was content but this could not last. Meredie came before him, bidding him to answer his Lord's will by service in the light of the stars once again. Reymond sadly agreed, for he did not belong in the waters as it was his destiny to exert Magnon's justice in the Kingdom above.

Reymond returned to his wives and told them what Meredie had bade of him. His wives told him to neither worry for them or to tarry in his return, each presenting Reymond with a piece of ebony armor. They said, “Don the blood of the earth, husband. Let it protect you in your struggles. Your descendants will rule the depths in your stead, until you may unite the Kingdoms of Water and Ebon as one.” The priestess spoke as well, “Our Liege's Liege brought you here in order to receive this gift and message. Journey to the surface and lead your people, who have been led astray. Reaffirm your Lord's laws and mediate the Kingdom's conflicts. Let the blessing of the Divines mentor your Will of Purpose.”

Reymond departed for the land, his heavy ebony carried upwards by the tides of Vilgryl. On shore he found his golden mare dutifully waiting for him. Mounting his steed, the Ebon King charged forward in the service of Magnon yet again.
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Post by Miraclestone » Fri Dec 13, 2019 4:23 am

Chronicles of Reymond, the Book of Death
{skillbook Mysticism}

The peace of the Kingdom was challenged by the people of the south, the warriors of where the hammer fell. They had their own Gods and Will of Purpose, driven forward to ever conquest. Their ferocity was unmatched and their invasion unjust for they were not of the Kingdom. This did not stop their commanders from raising their combatants and positioning on the border.

The Ebon Kingdom's best generals rallied to her defense, gathering the most capable knights from every side of Wrothgar. With the Kingdom's seat impregnable on the waters of the Illiac, the generals decided it was best to strike the foe's capital to decapitate the threat before they could breach the realm. Like a spear, they pierced through the invaders in virtuous direction. The attackers were able to secure their flank, however, trapping them to the south of the tail of the mountains. The gallants held the enemy at bay from all directions, the sand entombing those who died as thousands fell.

As the army started to lose hope, luminescence washed over the water and soil. The battle stopped, as both sides witnessed the Ebon King himself approaching them from over the bay. His horse, War Master, galloped atop the waves. As he came to a stop, the armies of the Kingdom began to rally in his presence but his booming voice commanded, “Stop this bloodshed! Trivial conflict is not needed between our peoples! Allow your leader before me so we may end this war before any more unwarranted death!”

Each kingdom's army stepped aside so that the Doyen could approach Reymond. It was the deadland's god HoonDing, deity of Red Tides and unrelenting determination. A being of matching Will of Purpose, HoonDing stood before the Ebon King in shining golden plate as a stark contrast to his own armor. The god wielded a curved sword in one hand and an axe in the other, both covered in Manmeri blood. Reymond dismounted and readied his weapon to defend himself.

“This can only be settled in blood, king. Your people have defiled our lands, yours are now forfeit in recompense.” With that HoonDing lunged forward, locking edge against edged metal. Both King and God dueled as the mortal armies silently watched, as day turned to night and then to day again. As the king tired, his opponent did not and continued the assault. HoonDing would eventually parry Reymond and cut his blade arm in two. Stepping back the God prepared to accept Reymond's defeat but instead was met with the broad side of his aegis. Stunned and surprised, HoonDing quickly blocked Reymond's onslaught of bashes with his shield. The battle continued for days more, until the darkness before the sixth morn. HoonDing brought his axe down as hard as possible onto the rose shelter. Reymond blocked but the force shattered his bulwark and carried through, dealing a fatal blow.

Reymond collapsed, his blood soaking the desert. HoonDing looked upon him with sorrow, understanding he had just killed an honorable rival who died for his subjects. As he drew his last breath, Reymond's blood bloomed into roses around him in the new light of the Many Pointed Star. HoonDing collected his corpse and moved towards the people of the Kingdom. “Take your king and bury him according to your customs. By his actions there is peace between our people and by his name I promise we will not set foot beyond the Bjoulsae.” There after the people of the south recognized and paid respect to Reymond, calling him Ebonarm and worshiping him in their own way.

The armies of the Kingdom were allowed to return home, mourning the death of their king. Without their liege, the Kingdom fell into despair and disorder. His most devoted brought his body to the highest peaks of Wrothgar, as close as he could be brought to the stars, intending to burn him. There Meredie and Arel appeared before them out of the misty glow of night. Meredie embraced him, pressing herself close and dragging his essence from his body. Free from his mortal carcass, Reymond bowed before the gods.

“Do not bow, Ebon King, for you are now among us. Your afterlife will be one of divine purpose, for our Lord Magnon still requires you to rule in his absence.” Arel came before him, “As the Middle comes to an end, your work will be undone as the Kingdom falls to broken states. By my power your Kingdom as it is will be folded upon itself, existing amidst the seconds in a time between times. Those who follow your Lord's laws will find a place there after death.”

Reymond looked upon his people, addressing them in his state between man and god, “Fear not, for I will continue watching over you. Those of you with Will of Purpose will lead you, as agents of my own will. I am always your King and once my people unite again I will return to rule. The Kingdom and the Inbetween Kingdom will come together as one, uniting permanently until the end of days.” Meredie and Arel escorted him upwards, into the stars and out of the sight of mortals.

Reymond kept his word and continued to watch over his subjects, sometimes walking among them in ebon plate on a golden stead. When his people came to strife with one another, Reymond may appear and appeal for peace as he did with HoonDing. The Ebon King would continue to roam throughout the Middle, where after he ruled from the Inbetween Kingdom as Arel had promised.
Last edited by Miraclestone on Tue Jan 07, 2020 6:36 pm, edited 2 times in total.

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Post by Miraclestone » Tue Dec 17, 2019 5:29 pm

Chronicles of Reymond, the Book of Rebellion
{skillbook Destruction}

The Kingdom was scattered as the squabble for petty climbs went ever onward, as is the nature of things without proper rule. The leaders of the west were self consumed, fighting over just a small part of their inheritance and forgetting their duty. They lacked Will of Purpose, as did those of the north, resolute in their isolation and comfortable in their holds of excess.

Reymond traveled amongst his people, to the mouth of the Bjoulsae. There the city of Wayrest coldly greeted him, only focused on the gold and spices she eagerly devoured from the river's waters. It's poor covered the alleys, begging for salvation that never came. Smog covered the sky, blocking out the light of the stars from cleansing the streets.

Reymond witnessed an attendance of nobles and merchants on their way to the docks to examine the latest shipment of goods. One noticed Reymond and exclaimed, “Mercenary! Your armor is of master craftsmanship! Allow me a chance to buy it for your weight in gold so I may add it to my collection.” Reymond responded he was not willing to separate with his armor for it was a gift, to which another noble said, “It is for the best. Considering who is presently wearing it, the armor surely smells of dung. Come, I know a smith from the Order who crafts the finest Alesian white steel plate.” The group laughed in departure, paying no more attention to the Ebon King.

His people had been lead astray, corrupted by foreign influence. Reymond came before the temple of the false god and spoke, “My brethren hear me! Your city is filthy, debased by the very same who have caused the crisis of our age. They listen to the whispers of he who covers the sky twice over. We should honor the divines as our ancestors did, not as heretic aliens. Follow me to exodus and freedom, let go of your greed for a chance to execute our people's destiny!”

As he finished his preaching, the smog opened above him revealing the Many Pointed Star. Rays of radiance fell upon him, making his ebony mail shimmer like stars on the night sky. Rich and poor, commoner and noble, each saw his divinity and heard his words. A cortege formed and backed Reymond as he led them out of the city. More continued to join him until they reached the gates. The city garrison had been deployed, blocking his way out. Reymond's cold steal eyes looked upon them, displaying his Will of Purpose. The guards knew their city held no authority over the desire of the Divines and they saw holy intent before them. Their line broke, many choosing to pursue Reymond instead of returning to their masters. The Ebon King and his subjects left the dishonored city and returned into the greater Kingdom.

Cynarete came before Reymond, “You did well leading your people in uprising against those who misrule them and pervert their faith. Your army is small and more of your kin require your spark for rebellion. Two kingdoms on the flats, two kingdoms in the forest and two kingdoms of the bay. Journey to each and establish a following among its people so you may drive them forward to inevitability.”

And so Reymond traveled to each of the lesser kingdoms, speaking to his people and leading them away from misrule. Upon the devoted moving from the settlements Reymond would set the wood and stone ablaze with magic, burning both the feeble kings and their holds to the ground to ensure their bloodlines would not return. From the nobles of the flat who joined him, the Ebon King received a golden charger of the finest breed. “Let this mare, War Master, carry you to victory and triumph, trampling down your enemy.” The nobles of the forest gave Reymond two ravens, “Take these hunting birds, my lord. Let Justice watch from the sky for you and let Nemesis feast on the bodies of unbelievers.”

As the army of the Ebon Kingdom began to march, they came upon the Wayrest cavalry flying a white flag. The Queen of Wayrest met Reymond and bowed, “My king, when I heard of your holy words and mission I realized the fault of my kingdom. The Merchant Princes have taken my city from me and cast me out for speaking true of you, but I care not for I am now pure. Take the symbol of my kingdom as a show of my loyalty and love.” The Queen handed him a rose which he accepted sincerely.

King and Queen feel in love and were wed on the isle of Alcaire under the lights of Heaven. Reymond vowed before his Kingdom, Queen and Gods that his descendants would sit upon the rose throne and the city would be finally purged.
Last edited by Miraclestone on Tue Jan 07, 2020 6:36 pm, edited 3 times in total.

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Post by Miraclestone » Mon Dec 23, 2019 5:38 pm

Chronicles of Reymond, Book of Trials
{skillbook Alteration}

Reymond continued his trek of the Kingdom, spreading his Lord’s words and laws to all who would hear it. His Will of Purpose had faltered, however, finding a loss of direction. The Heavens noticed this and sent a holy man to confront Reymond’s lack of faith. At the last light of day, the prophet came before the Ebon King and spoke.

“Your lack of Will of Purpose has been noticed by the gods, servant of Magnon. You most prove yourself worthy of your Lord’s blessing by completing six trials. Your trials begin by following the Blue Star, the Questing Knight, She once too strayed from her path and was redeemed for her service. Finish your Lord’s command before the light of the next day or doom your people to Shal’s chaos.”

Reymond and the prophet followed the Blue Star, over rivers, valleys and hills until he reached the mountains. There the Blue Star stayed, as a beacon over the highest peak. He understood his second trial was to scale up to her and began with haste. The climb was treacherous, even more difficult for the one armed man. He persisted however, ascending ever upward. The prophet warned, “There is a trial ahead, our enemies have sent their own champions to stop your mission. Defeat them and continue onward, the power of two can not compete with the infinite lights of heaven.”

As the prophet had said, a Nord and an Orc were waiting for Reymond. Both in traditional armor of their dark gods, they stood between the Ebon King and his destiny. No words were needed as each drew their weapons and attacked. Reymond was able to hold off both opponents eventually striking down the orc. The Champion of Shal bent down and took up the orc’s weapon, smiring its blood on his face. With a savage roar the Nord went into a beseark of flurries. Reymond patiently waiting for an opening and then struck, killing him with a single blow.

The prophet had watched on and calmly continued the climb when the battle was done, leaving the Ebon King no time to rest. On they went until they reach the tallest peak. Lady Meredie waited before a giant black pillar as dark as the void. “Welcome, Ebon King. I have been hoping to see you for some time. Let us begin without pause, there is much to do.”

The prophet walked up beside her, “You who is born under the stars of war lack the true blessing of Magnon. Accept this gift so that you may lead the Manmeri in all ways.” Blinding light radiated from the two, overwhelming Reymond. He dare not looked away and endured the flame. Just as quickly as it was there, it was gone. Reymond felt the same warmth radiating from within him now, as though the Many Pointed Star was in his breast.

“Apply your gift to the black stone for this trial, change its nature down to its liquid essence.” Reymond had faith in his Lord and lay his hands upon the stone. Lightning struck down on the slab and it melted before him, turning from a hard metal to a pool of molten ebony. Meredie smiled warmly “You truly are the champion of our Lord, taking to his gift so naturally. You show unmatched faith in your Lord but your next trials will test that faith. Stick your lame hand into the pool, prove your Will of Purpose is strong again.”

Reymond hesitated, looking into the bubbling pool. His will proved true as he quickly plunged his hand into the metal. Pain unlike anything he had ever felt permitted him, replacing the warmth he had felt before. His flesh burned and caught fire, flames traveling up his arm. The prophet commanded, “Jump from the peak, champion of Magnon. Fall from Wrothgar as your last show of devotion.” Reymond ran and plummeted from the mountain, like a shooting star of fire through the sky. He feared not for he believed in his Lord and knew that his trials were over. As he reached the ground, he landed in a deep pool of water. The ebony on his arm was cast, cooling into a fine sword point.

As Reymond surfaced, the prophet was waiting for him at the water’s edge. “You have passed your trials and remain in your Lord’s grace. The Kingdom continues its internal conflicts as your people’s legacy rots. The children of cloud, star and wind need your divine rule and guidance if the Kingdom is to remain whole.” As the prophet said this, the Eastern Star rose. The prophet dispersed like a shadow in the light of the new day, leaving the Ebon King with no doubt for his direction.
Last edited by Miraclestone on Tue Jan 07, 2020 6:37 pm, edited 11 times in total.

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Post by Miraclestone » Mon Dec 23, 2019 5:45 pm

Chronicles of Reymond, the Book of Conquest
{skillbook Conjuration}

The fall of the previous Kingdom had left the realm under the rule of pretenders. Agents of Shal and Malaque, the witchman and the heretic, following the paths of false prophets. The decadents of the Kingdom rally in order to return the East to just law, marching under the same banner.

The coalition came upon the witch army, intent on carrying out their crusade. The enemy had claimed a hill north of the Bjoulsae to fortify, denying access to the Reach. The witchmen were heavily outnumbered but employed a legion of daemons and desecrated dead as there frontline.

As the united kingdoms began to encircle the hill preparing for an assault, two ravens flew overhead. In awe, the soldiers bore witness to the fowl and the holy mountain, recognizing the Ebon King's approach. He walked on steps of starlight, carrying him straight to the united Kings. “I stand with you in this battle, Kings. You must strike swiftly and with courage for the enemy will grew stronger as they add our dead to their numbers. Defeat their leader and the rest will disperse.”

With a rallying cry Reymond began the charge, launching up the rocky slope. The ghouls descended upon him, clawing at his rose shield. His resolved each with precision, soon covered in blood as red as his beard. The vanguard followed him, covering his flank so Reymond couldn't be surrounded. In defiance of how many enemies fell, they were not downed swiftly enough. For every undead dispatched, another would take its place while the fallen would be raised again. Reymond soon saw his men dying around him, adding to the ranks of the dead as he had warned.

Many would have thought the battle lost then but the Ebon King knew they were destined to win. The stars began to the shine bright through the pink sky, the Blue Star the brightest of all. Reymond dropped his shield and reached up in faith, drawing the Sword of the Dawn from the lady's hands.

The host of evil cowered before Reymond as he raised the sword. With a brandish and fling, holy rays turning the hateful away, compelling them to run from their masters. Routed and confused, the witchmen provided little resistance. Reymond cut his way to the leader, the throne witch Mithman. He was a being of considerable Will of Purpose and one of the last of his kind. The witch had ruled since long before the Middle but his age was over and life would end here. He snarled and lashed out at Reymond but there was little he could do. Mithman was decapitated and his body turned to char by the light of Heaven.

As the battle came to an end Reymond yelled, “Capture the witchmen tribe and place them atop the bodies on the hill. Burn them both, they have disrespected the laws of Archen and we will never suffer the likes of their army again.” The soldiers did as he said, wiping the tribe from the realm with righteous flame. The witchmen screamed and begged but the gods had judged them long ago. When it was done the Ebon King spoke again, “Use the ash of their body as the sand for your glass, use the bones of their corpse to make your walls and roofs. Found a city on this hill to reclaim the land of our people, now and forever more.” So the city of Evermore, holy capital of the East, was established.

The army continued to conquer through the Reach, putting the witchmen under law and foot along the way. Reymond eventually reached the coast, looking into the Sea of Ghosts. Their crusade was over and their task was done, the mists of the sea cleared to reveal the Many Pointed Star to the children of the East.
Last edited by Miraclestone on Tue Jan 07, 2020 6:37 pm, edited 2 times in total.

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Post by Miraclestone » Fri Dec 27, 2019 5:04 pm

Incident at Duncreigh Bridge

War had been raging between the kingdoms of Reich Gradkeep and Senford ever since the dragon broke in the first era, centering on the Duncreigh Bridge situated between their territories. No one remembered how long it had been since the fighting began, whether an hour or a thousand years. A minor dispute none could articulate which had lead to the many deaths of tens of thousands. The Black Knight had been to the battlefield many times to kill and to make peace, having been a futile effort thus far. He returned again in an attempt to end the conflict, meeting with the King of Senford before heading over the bridge to the other side.

The night was dark and windy, the vicious storm and thunder creating a temporary ceasefire. The Black Knight reached the middle of the bridge as the rain began, soon becoming a downpour. His breaths hung in the air as his ebony armor began to drip within moments. Out of the gloom appeared a shadowy figure, hunched over and looking towards him. The man seemed to be a noble, elaborate tailoring on his vest and clothing as well as a finely managed bread and mane. He was quite out of place on the battlefield, carrying no weapons and only a cane.

The stranger spoke in a meek voice, “E-excuse me sir? I appear to be lost. My escort was meant to bring me to Dwynnen but they robbed me and left me here. Would you please help an old man cross the bridge to Senford so that I can hire new guides?”

The Black Knight looked down on the man, his blue eyes narrowing in disgust through his great horned helmet, “I have no time for timid men. Out of my way at once or be cut down, I must speak with Reich Gradkeep's Marshal so this bloodshed can finally end.”

The man looked up at the Black Knight in confusion, “Why would you do that? It wouldn't solve anything, the lords will be back at eachother in no time. They are like children, better let them continue until they get it out of there system.”

With an annoyed huff, the Black Knight made an effort to push past the man but was knocked off balanced. In that moment, a crack of lightning illuminated the meeting. The stranger's face was clearly visible, twisted and eyes a pool of dark green with a faint glow. The Black Knight recovered his footing and aimed his ebony spike at the creature with a lunge, missing as the stranger flipped away with the grace of an acrobat. Landing on the stone railing of the bridge, he laughed and twirled his cane.

“Who are you … what are you?” the Black Knight said tentatively, raising his shield to defend himself.

The stranger laughed again, “I go by Sheogorath, master of madness. As for what I am … that's a little more complicated. Some people call me a Prince, others a King, more even a Duke. A few even call me Princess? It can get rather confusing sometimes.” Sheogorath bowed to the knight, showing no fear in willingly taking a compromised position.

“A Wild King? Begone, demon. You have no place here, it is my duty to arbitrate the wars, not you!”

“That's where you are wrong my friend”, Sheogorath said, taking a seat on the railing. He mused for a moment, tapping his cane against the stone. The storm begins to subside and the air clears, revealing the camps over the river's edges. Scouts can be heard shouting and the levies are roused from their tents. “Who in their right mind would willingly wake in the middle of the night and rain to go and die over a small piece of land. Seems rather silly to me.”

The armies begin to mobilize, cavalry mount and archers restring their bows. The sounds of thousands of men marching can be heard to each side of the Black Knight and Sheogorath, as the two continued to stare at each other. “Let us not forget you, Darkhand. How many times have you been here, trying to end this war?”

The Black Knight stayed silent, remaining in his defensive stance. “How many times have you been on any sort of battlefield? How many times have your efforts actually helped anyone?”

The Black Knight slowly lowered his shield. Each army begins to march onto the bridge, closing in on the two at the center. Sheogorath continues, “Even when you succeed, you fail. For every war you stop, two more begin. For every man you kill, a family is left without a provider. Too bad for you, the fates can be so cruel sometimes. Leaving you to carry out such a pointless and crazed existence.”

With that the Black Knight yelled with rage, dropping his shield and wildly charging the Daedra. As the armies began to engage among them, Sheogorath and the knight dueled on the bridge. The laughing god fought with little effort, deflecting each blow before it landed with his cane. Hundreds of men died around them, the sounds of agony and hysteria permeating the area. A man lumbered up to the Black Knight, begging to be healed as his organs dripped from his stomach wound. The knight pushed him away but Sheogorath used that moment to trip the knight with his cane.

Sheogorath stepped on the knight's helmet as he hit the ground, keeping him sprawled on the bridge. The god's eyes twitched and his mouth had stretched from ear to ear in an unnatural smile. “War is collective madness, you see. Only someone blessed by my perspective would participate in this insanity. As the keeper of war and a veteran of countless battles, that means you exist under my blessing too.” He emphasized the word 'under' by grinding his foot into the knight's head. “Juggling war and peace with your split personality ... you would fit right in at my court, trust me. Come visit me when you have the chance, we can have tea and talk about the weather. I hear we both enjoy thunderstorms.”

The Black Knight felt the weight of Sheogorath's foot lift from his helm. Looking up he saw the Daedra had vanished, leaving the knight alone amidst the warring Bretons. Blood ran along the stones, collecting along side his boots in a puddle. He couldn't think, feeling lost in the commotion and red mist. The knight held his knees to his chest and lowered his head, waiting for the fighting to stop.
Last edited by Miraclestone on Mon Jan 13, 2020 5:42 pm, edited 2 times in total.

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Post by Miraclestone » Sun Dec 29, 2019 3:24 am

Antiquities of the Direnni
Peryrick Rane of Dunlain, E3 297

The fall of the Direnni Hegemony was a long and horrible process, leading to a dark age High Rock has never truly recovered from. As the holds of the Reach fell one by one the Direnni clan retreated to the Isle of Balfiera, taking a majority of their secrets along with them. Perhaps even they lost some of their inventions in the chaos, buried under thousands of years of stone and mystery. The Reach has always been the foremost area to study the Hegemony, often financed by Evermore and without a lack of ruins to examine. Many promising artifacts have been uncovered in the first centuries of the new third era, leading to numerous theories on their exact utility and renewing interest in ancient Direnni craft.

One of the most famous examples of Hegemony innovation is the so called 'Direnni Catapult', a piece of engineering still the topic of heated debate among scholars. Many theorize that the catapult, as to its name, was a machine of war and used to siege settlements. Early Breton accounts reference the Direnni Catapult in use, claiming that the Direnni would arrange themselves in a ritualistic manner around the back end of the apparatus. Channeling their magicka together, the catapult would fling the combined energies as one and decimate anything it came in contact with. This account is met with much doubt, however, since the pieces which have been collected over the millennia do not support this function. Plenty of prominent Direnni experts have disputed the siege idea, siting evidence that points towards the catapult being used for another still unknown purpose. The last fully intact Direnni Catapult was found during the middle of the second era, later brought into battle by Durcorach the Black Drake. The Reachmen tried to use the catapult but it remained inanimate and was destroyed by the Colovian army when Durcorach's flank was overrun.

Within the ruins of Gohtwylle, Evermore researchers found a room in immaculate condition deep inside the riverbed crust on 3E 102. Treasures and armor of the finest quality were confiscated for preservation purposes, but the most impressive find was the platform built into the floor. These platforms, sometimes called 'Direnni Stone Tomes', appear like pedestals a priest might use for sermon. Instead of holding books, however, they display lights and symbols along the solid stone surface. While most Direnni ruins have these Stone Tomes, Gohtwylle is the only location which has one in animation thus far. Experts theorize that the platforms are meant to be interacted with by a user, perhaps to control aspects of the tower hold from afar. Attempts to operate the Stone Tome have failed as of the date of publication, leading experts to further speculate that Gohtwylle is lacking a power source used to fuel the designed reaction.

One of the most thrilling of discovers were at the dockyards of Athelyond in the year 3E 268. The Direnni were not building vessels for the sea here, as first thought, but ones for the air. Flying ships are not unknown in our world but none knew they were built this early in Altmer history and with such great success. There are tales of Direnni corsairs could travel up to the vale of stars itself and pluck their essence for research purposes. These findings confirm that these stories are atleast based in truth, though the star plucking is likely an embellishment. Schematics for these ships are sparse and only go into vague detail about the designs, which makes them nearly impossible to reconstruct. What scribes were able to discover, however, has still helped improve the Empire's understanding of the science of aerocrafts.

The recently discovered hold of Gilfarca held another revolutionary discovered in the field of Direnni studies. On the exterior of the tower ruins there was a strange stone obelisk distinct from the rest of the stonework. An orc tribe had come to call the area home, worshiping the obelisk as a religious totem. In 3E 281 Mercenaries were hired to remove the orcs, who put up a vicious fight trying to protect their icon. Once the barbarians were dead or had fled, research onto the obelisk began to reveal much within just a few hours. It became evident that whatever the Obelisk's was meant to do, it was still active. Researchers and guards reported feeling as though they were unable to think freely, resulting in short shifts being established to minimize the Obelisk's emanating power. Solinar, a clan member of the Direnni, came to see the strange pillar to examine it himself. He said his people had no memory or record of this object, theorizing they were once wide spread in each Direnni hold. As a piece of arcanoarchitecture, its purpose would be one of social control in order to quell any rebellions among the Manmeri before they started. He further speculated that the reason an Obelisk had never been found before was likely because the vast bulk were destroyed by the Manmeri during the rebellions against the Hegemony.

The Direnni still hold many secrets, both the living and the death. As the Reach continues to be uncovered, more ancient technologies will resurface. A resurgence of Direnni knowledge is underway, promising that the third era will be an age of marked improvement on what we know about the Hegemony and our broader insight into the arts once lost to the Dragon.

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Post by Miraclestone » Wed Jan 01, 2020 3:41 am

The Dreugh King and the Sea Knight of Camlorn

Oh Sir Sylvain, we remember yee
Because of your courage, the land is safe for we
A man of adventure, but his home was not forlorn
Let me tell you the tale of the Sea Knight of Camlorn

In the second era's early fifth century
Many years since the kingdom first came to be
In a city of stained glass, flower of the flat
Someone would be born, a Lord with a tin hat

Sylvain was his name, his House was plain
His father was just a mere master of grain
He dreamed of more, to travel far away
But now for his duties, remain did he stay

Time passed and there seemed no escape
Until one day came a figure of a strange shape
A fairy flew to Sylvain, right to his room
Waking him to warn him of a coming doom

From under the waves would an enemy invade
Only through Sylvain could the tide be swayed
She tasked him in defense of the kingdom
Placing a grand gem into his open palm

At morn's first light, Sylvain left the estate
Going out into the world, leaving his course to fate
Lost and alone, he called for help from the fairy
There was no answer, the burden his to carry

Just then, a cheerful voice greeted him
It was a colorful bosmer bard named Corim
He said Sylvain could join him on his journey
Both agreeing to head to the local tourney

With no gold for expenses, he joined the contest
The winnings being treasure held in a large chest
The King of Camlorn was present, to watch and judge
Towards the most skilled knight did he hold a grudge

Before he could compete, Sylvain needed armor
Without any they would think him a dirty farmer
Lacking in coin, he couldn't afford fine metal craft
Stuck in a tin bucket helm, with an iron poker shaft

Sylvain did well considering, for a grain master's son
He dueled many skilled opponents, all of which he won
Soon it was only the best knight left, challenging a joust
Without any mount, from the tourney he would be oust

The King made an exception, one they couldn't refuse
Any of the royal stable's stallions Sylvain could choose
So they charged and charged and charged again
Lance to the neck, the rival knight was finally slain

Departing quickly as the crowd drew in, Corim carrying the prize
The King was left to wonder about the knight in the strange guise
Who was this young unknown lord, whom he would like to chat
To best his finest knights with nothing but a poker and tin hat

Seasons came and went as the two traveled together
Sylvain continuing to listen to the bard's usual blether
He had won many tournaments in this time
Proving he truly was a champion in his prime

Suddenly the fairy returned with a puff, telling grave news
The enemy had just arrived and Camlorn was going to lose
Sylvain rushed back to his home, prepared to defend it
To his destiny as a protector he was ready to commit

As the fairy had said, the enemy came from under the waves
A dreugh army ready to raid, capturing citizens to sell as slaves
Leading was a terrifying king, a creature named Homaricles
Carapace as hard as Adamantium, first warrior of the West Seas

To combat this enemy, a mount he would need
Corim sang a song, summoning a dolphin stead
Riding to meet the enemy, with a pack of porpoise in toe
Sylvain with his tin hat and poker charged straight at the foe

The battle was long and bloody, the waters turning red
The Sea Knight would not stop until they were all dead
Finally Homaricles appeared in his spiky blue shell
A defense so strong it would deflect any spell

Sylvain tried as he might but could not defeat the King
All hope seemed lost until he remembered one thing
The gem he was given by the fairy, the one he still carried
He took it out and the dreugh King became visibly worried

The gem activated, its purpose now realized
Sylvain witnessed as he too was surprised
Homaricles was sucked into the gem, body and all
Who knew he could fit into something that small

He returned to shore and celebrated his victory much
The kingdom was saved, even if they do not know as such
I know it was true though, for I was there
The bard Corim am I, his tale do I share

He may have went home or continued to join contests to fight
Could be he returned to the King and joined the court as a knight
I like to believe he was rewarded, for saving the realm
Maybe someone gave him the gift of a real sword and helm
Last edited by Miraclestone on Tue Jan 07, 2020 6:34 pm, edited 1 time in total.

Miraclestone
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Post by Miraclestone » Sat Jan 04, 2020 6:59 pm

The War of Bend'r-mahk, Recounts of Dunkarn Fork
3E 401

[The Battle of Dunkarn Fork is now accepted by historians as the turning point which stemmed the tide of Nord conquest into High Rock, leading Evermore into its role as the prominent breton power in the Reach. While this battle is recognized for its importance, little was known about the exact chain of events which transpired and lead to the Nord's defeat. Three different veterans of the war have given their testimonies on what transpired in the pursuit of creating a proper narrative for historical record.]

You may know me by Kjeld the Fox, nothing beyond that to boast. Just a simple man trying to live a simple life, still lucky enough to have all my teeth and fingers. That's more than can be said for those I marched with in the Reach, that is for certain. Not to say I don't have my fair share of scars. (vocal laughter)

The river whispered of my name, Macanax, great chieftain to the Kladikapal people. I am a great warrior among the tribes and respected for my wisdom, a natural leader of all tribes when the hill wizards tasked us to ride for them again. The Bjoulsae Condotta had joined in service of the wizards many times under my ancestors, it was truly an honor to fight as my grandfather had for the Evermores.

Oh, introductions I see? Very well, my name is Olivia Mesmen. A pleasure.

Battle of Dunkarn Fork? Is that what they are calling it? We don't name 'battles' like that where I come from, there needs to be honor for it to have a name. Our leaders were cowards and the enemy used their witchcraft to command their horse beasts. Had High King Thain been there, the elfling city would even now still be burning.

My people had a great victory that day, a true test of bravery. We will sing songs and tell tales of the sacrifices our riders made to stop the blue and purple army for many generations. The enemy's numbers were much larger than our own but they do not know this land as we do and they do not often fight such skilled horsemen. Our people will always fight their hardest in the presence of the great Bjoulsae, knowing their souls will find peace as the waters carry them away to the Everlasting Spring. Snow melts as it travels down from the river's source, so to will the snow-nords melt if they attack our people again.

Yes, I was there. Along with at least three other agents I know of. The counsil instructed me to keep an eye on the Bjoulsae guarding the route to Evermore from the Reach. We weren't expecting Haafingar to divide their forces as they did, so I took the opportunity to encourage an engagement between the horsemen and the nords.

I may be the only Nord left alive who witnessed the first charge that started it all. We had our own horsetribes-men, you see, seemly betrayers to their people and cowards as well. Anyone that close to horses ain't right by me. Our commander, Sedge Firecloak, had taken a liking to their Chief so we had to play nice with them. A group of us, lead by Ante Ice-Wolf and Ereld Short-Spear, were meant to keep an eye the horsemen as they scouted the area. We didn't have many mounts for the Haafingar troops to keep up with tribals so they only sent a few of us. We knew the enemy tribals was camped near the river town and had captured two of their scouts so we didn't think they knew we were coming.

The wizards asked us to defend their settlement, their wooden yurts. We happily accepted, to honor our friendship and for the gold promised. I was elected to command the united tribes with encouragement from our patrons. Where ever our warriors go, our people follow, so the whole of our tribes were camped just south of Dun-Karn where the Bjoulsae splits. Each tribe had their own camp separate from the others, my people's being the closest to one of the Bjoulsae's children on the east. The beginning of that day was like any other day, men hunting and children playing. You would not have know it but thousands of bodies would be piled not far from there by sunset.

Dunkarn Haven was no man's land, but we knew the Nords intended to take the town. This is why the counsil ordered the Bjoulsae to that spot near the fork, where the tribes would have the maximum effect in familiar territory. Our Ra'ga allies were stuck fighting a losing battle in Dragonstar and Thane's army was preoccupied fighting to a stalemate with Farrun, so defeating this army on this third front was an important step to forcing a truce. I was spending my time monitoring the situation from a nearby inn when I heard from the locals that Haafingar soldiers were on the move south towards the Bjoulsae camp.

A true warrior isn't meant to ride and my thighs were aching by the end of it, the smell of the horses making me sick. The horsemen's leader was guiding us to the enemy camp, discussing things out of earshot with Ante and Ereld. Soon we found them, a mess of hobbled tents and dirty people. Naked children in the river and the women laundering cloth. These weren't warriors and Ante made that clear with distaste, arguing with the Chief. Ereld had begun to order a few our men to report back to Commander Sedge when the crazed Chief started to charge straight into the camp. His tribesmen followed their leader, committing to the attack while Ante rode after ordering them to stop. We didn't know what was going on until it was too late.

I was spending the morning in the company of my family, my wives and many children, an opportunity I take pleasure in every day. We all crowded in my spacious yurt and prayed to the spirits. It is the Bjoulsae way to honor the Watermanes in the presence of your blood, the seeds which grew by the water's grace. This time is sacred among my people, so when we were interrupted by a young kin of the Jodathraz tribe I knew it must have been -… what is the word … ah- urgent.

I moved swiftly and unseen to find Haafingar's army but found instead their allied horsetribe scouting ahead. The group appeared distracted, hiding in the brush having gone unnoticed by the Bjoulsae camp. The camp would be unlikely to engage the enemy even if they noticed them, instead staying at their defensive position on their side of the east fork river to protect their families. It was advantageous to eliminate the scouting cavalry now before the main army had time to march here so I took the initiative and created a catalyst for the desired effect. I am not overly familiar with equine but I do know even the most tame of stallions can be hard to handle during certain seasons. Identifying the chief's mount, I manipulated its senses so it would become overwhelmed with the smell of a mare in estrus in the direction of the camp. That was enough to create a false charge, a genius trick if I do say so myself.

We knew we were in for a fight then, so we readied our weapons. Ereld had called on us to use bows and support the horsemen in the charge, directing our arrows at the tethered horses in the camp. The women and children in the water began to scream and shout as the charge came at them, alerting the camp. We were able to loose a volley before the riders reached the shallow river, killing many of the horses. It felt like a small victory at the time but the charge had been a fool's idea, the Chief getting bucked from his horse and landing in the river. The tribals where coming out of their tents and rushing to river's banks, carrying swords and shields, chanting witchcraft. By the forth volley of arrows, the crazed Chief was dead in the water and his men were riding back towards us in retreat.

I came out to find the camp under attack by the Epogennos tribe, those who chose to ride for the nords. As our young warriors escorted my people to safety, I ran to the river's edge to lead the defense of the camp. Getting up from the water before me was their Chief, Sgianax “Pale Rider”, a man I once called brother. We had grown up together, hunted and trained together, but bad blood had come to fester between us and our tribes. Our rivalry would be realized when we both became chiefs, this encounter had been destined to occur. It was clear he dishonored his tribe, pledging his support for a foreign invader for a chance at revenge against me and charging at the innocent children of my tribe. I dropped my axe and tackled Pichoqrax, wrestling him in the steady flow. Hand to hand combat is how disputes are handled by my people, a respect I still paid to him. I was able to pin him and hold him under the stream, filling his lungs with the Bjoulsae's swell. Once his thrashing came to a stop I stood up and saw his tribe fleeing east back across the river.

My gambit worked wonderfully, the enemy horsemen were routed without a leader after their unfortunate accident and my Bjoulsae allies would give chase. The whole of Haafingar's force was still over twice as large, however, so continued intervention was required to tip the scales. One of the Nord captains began to call a retreat, quite untidy since he would leave many of his men behind in the chaos. I commandeered one of the horses abandoned by the nords and rode as fast as I could towards the Haafingar encampment to the north in order to prepare for the Bjoulsae's retaliation.

We could barely see, the horses had kicked up a cloud of dust when then ran by with their tails tucked. No one knew where Ante was and no one could see a foot ahead of them, making our bows useless. Ereld had lost his nerve and his horn, so when he called for a retreat only those near him heard it. I grabbed the craven and told him to stand his ground until everyone got to the treeline but he fled. I could hear the yells of dying nords through the dust and knew if I went in there I would have died too. Just then one of the animals came out of the veil straight at me. I cleaved the weakling and mounting his stead. I knew I had to make it back to the main camp to bring reinforcements.

The other chiefs in the Condetta, Blaichax and Cloisa and Glaistigax, my allies in war, came as quickly as they could to help. A few of the yurts had fallen down and over thirty horses were dead, including my own stead. Four warriors died in defense of the camp, one as young as sixteen, who will find a place of prestige in the gardened burial mounds of our ancestors. The attack could have been much worse if it weren't for the bravery these heroes, the damage the enemy had done was more to our minds. To disrespect this time of day and to aim for our helpless had everyone shouting for blood. I had lost myself in righteous anger and yelled that I would pay gold for every nord head delivered to me by sundown. Mounting a loan horse, I directed my horde of two thousand strong north after the Epogennos, knowing they would lead us to the foreigners.

The Haafingar encampment seemed blissfully unaware of what was happening a few miles away. They had chosen a poor location to defend, in a shallow valley between the hills, but they likely did not expect to be attacked and the terrain was ill suited for an army their size. Seemingly no scouts had survived or made it back yet, to my fortune. Waiting a short time produced a lone scout on a spotted horse who cut through the camp straight towards the largest tent flying the wolf charge. The Bjoulsae tribe would be right behind the scout so I quickly channeled my magicka, waiting. As I saw the horsemen clear hill and ride down towards the nords, I released my spell and watched my work unfold.

Riding to the scalp of a hill over looking our camp, it was clear I was the only one alive who had returned. The soldiers lazed about, disorganized and waiting for the scouts to return. Cursing, I rode straight through the camp towards the commander's tent, knocking over many on my way. Firecloak was drinking a morning pint and looking over a map when I rushed in, dragging the guards who had tried to hold me back behind me. I told him of what had happened and the coming tribal attack. Sedge ran outside, shirtless and panicked, yelling for a defense to be raised. Pikes were handed out and a formation of spearmen lined up for what we thought was the coming charge. Sure enough, the tribals cleared the hill and began to gallop down to the camp. All I could hear was their warcries and feral shrieks, enough to unnerve a common warrior. The cavalry saw the spearwall and tried to stop but the steads slipped and created an avalanche of men and horse alike who came tumbling down, skewering on the front of spikes. Nords jumped into the fray over the dead horses, coming down on the yellow bellies like the breath of Ysmir. It was chaos but it was clear we were winning, slaughtering the river folk with ease. Something had felt wrong though, I could feel it in the air. It was when I saw the butchered body of Ante Ice-Wolf, her throat slashed as she faintly tried to blow her horn that I realized our folly.

Our tribes followed the Epogennos north along the river's child, though they were beyond our eyes. Their dust were easy to track, so we followed on in pursuit of justice. I only wish we had caught up with them for they would befall a terrible fate by hospitality of their foreign 'allies'. Coming upon an open valley, I was shocked and sickened to see my cousins betrayed by the nords. They had seemly turned on them when they came to them for help, perhaps since they failed to kill our families when they charged through the shallows. If any were to be saved, we had to act quickly so I asked Blaichax and Glaistigax to take their horsemen to valleys sides to flank the brutes. Our lancers were prepared to charge and by my command, we rushed down the hill towards the nords. They seemed unprepared for us and had no line to defend so the charge carried through. We raced around the camp, setting tents a fire and encircling the army. Without a backline of bowmen or vanguard to protect them, they become a cluttered mess of bodies piled like the small hills surrounding the valley. We took out time circling the packed army, using our bows to pick them off one by one. Any time they gave chase, we retreated, drawing them away and then charged the stragglers. It took many hours but soon their army was nothing but broken bodies. When the white flag was flown, I gave the order for the attack to stop, ending the battle.

It is always satisfying to see an army be turned on itself, your enemy's troops becoming allies in a war against themselves... at least for a moment. In this case it was quite easy, only a small trick was required due the nord's natural distrust and unfamiliarity with their Bjoulsae allies. By muting any sounds which would signal a friendly approach and replacing them with sounds I thought the nords would associate with a Bjoulsae charge, it was easy to convince Haafingar the approaching cavalry were enemies. By the time they were done killing their allies their line would be disorganized and broken, an easy target for an actual charge from a much larger horde under Evermore's employ. The Condetta was able to thoroughly deal with the nord army, an army twice their size mind you, with minimal casualties. Let this be another example in your long history books that tactics will always be more important than raw numbers and no one has better tactics than an agent of the Evermore council.

Looking up at the hills surrounding us, I could see the savage horsemen looking down on us. We were killing the tribe allied to us, the cowards who had fled. Ante seemed to have rallied them back to defend the camp but we had thought them enemies ... Damn it! How could that have happened! I could have done something more, told them Ante was out there with the scouts but it slipped my mind ... Maybe they decided to turn on us and had killed Ante before all the trouble. Come what may, it was clear we were in bad shape. Sedge was no where to be seen and the horsemen began to ride down at us from all directions. With no clear leadership, our men routed and fled into the heart of the camp, providing no bulwark to the coming charge. The last thing I remembered was being knocked out by one them horse-lovers with a large club as he passed. By the time I came to, I had been dragged out of the valley in retreat. Sedge had surrendered, a decision he would come to regret. When we arrived in Jehanna, High King Thain had Firecloak executed for fleeing and his meek leadership. No one knows what happened to Ereld, probably dead or deserted. Me? I'm living as a mercenary, like most of us from the Bend'r-mank are. I mostly do guard jobs though, I've had enough of wars. My hearts still with Haafingar though, maybe I'll join up again if they need me ... Thinking on it, I don't think you paid me enough to get my whole life's story so I'll be taking my leave.

We allowed the nords to collect their wounded but there were too many dead for them to carry. I met with their commander, Seedge Firecloak, and came to the agreement my people would handle the dead. Not a single Epogennos warrior was left live, slaughtered in the middle of the Condetta and nords. He told me where the Epogennos' people where, camped not far from here. Without their riders, these old and youth and women that bare would be helpless. So was it that the tribe came to an end and it's members were divided among the other tribes. A tragic end to a noble legacy. We divided the dead, bring our kinsmen back to the river to traditional burials to our customs. The day had been a bloody and vile day, in an effort to heal I gave the foreigners glory in death. Upon the mound of nord bodies was built a gardened burial ground, an honorable way not often bestowed on one not of the tribes. Since that day, our tribes renown has grown. My tribe has been hired for many battles, requesting my leadership has part of the tribute. Our people have never been closer together in peace or richer in gold, a comfort afforded to us by the many dead of that valley.

A truce came shortly after the Battle of Dunkarn Fork. Haafingar's forces were spread thin and with the loss of that army their hold on much of the Reach fell. Evermore was able to secure many of the holds they lost, a strong buffer between the city and Haafingar if Thain chooses to wage war again. Our kingdom came out on top in this war without raising a single levy or giving battle to our foes, for we learned something a long time ago that others still have not. Why fight your own battles when you can get others to do it for you, often times without even realizing for whom they fought for?
Last edited by Miraclestone on Thu Jan 09, 2020 7:40 pm, edited 29 times in total.

Miraclestone
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Post by Miraclestone » Tue Jan 07, 2020 6:23 pm

A Lamp Never Lit
The Dark Truth of The Order of the Lamp
Written by Maraud “The Mad Raven”, Court Wizard of Shornhelm
Dated 3E 187

It has not been without suspicion that the Mages Guild first opened their doors in High Rock. Their halls are filled with only those with a questionable enough past or low enough status that they can not fill the role of the Court Wizards, the true noble calling of those touched by magicka. They teach those of lower birth to wield powers they aren’t capable of controlling, and have produced countless rogue sorcerers and apostates over the course of their history. These dregs of the magical world have long been allowed to weave their plots and schemes in our lands, only opposed when they come to light in the eyes of our righteous nobles who can bring them to justice. My friends, we must always be vigilant against the plots of the foreign mage, and those loyal to a guild from a foreign province, but I ask you still; What of those who protect this intruder? What of their loyal knights in plate that guard their halls, and allow these foul sorceries be conjured in our lands.

I speak of course of the Order of the Lamp. Those supposedly altruistic errants who protect the mages guild as it conducts its business. Even Breton children recant tales of the order, playing knights and mages and emulating their every move. Most think this order is just, some even view it as an aspiration, allowing landless nobles and even lowly villagers an avenue to martial training and knightly glory. The people think this is the order for those with a strong arm and righteous heart to find glory, riches and access to magical power, but few could answer you if you asked about the specific rites and traditions of this order. So I ask you again, my friends; What do we really know about the Order of the Lamp?

I beg of you now, dear reader, to hold the Order of the Lamp in the same suspicion you view the mages of the Guild. Their order is not what you once thought, and I aim to prove to you today, that these supposedly noble knights are nothing of the sort. First I shall ask you: Why does a group of supposedly powerful magic users need to be guarded by men with steel when they already have access to the destructive power of magic? The guild would have you believe this because their low numbers must be protected as they take on contracts throughout our province. I, however, have taken note that the Order very rarely sends it’s own men out on these contracts, instead opting to guard the guild halls while the Guild hires mercenaries and local strongmen to accompany them out to the rural lands. Now, if the danger was truly out on these missions and not back at their halls as they say, why would the guild opt to have it’s stalwart and trust worthy knights stay at the halls and trust the safety of their mages to mere soldiers of fortune? This is because the Order is not guarding the mages, but instead it is guarding their dark secrets. It is in the secrecy of their guild halls that the Mages Guild practice their darkest magic, practicing necromancy and worshiping Daedra, and it is the Order of the Lamp who can be trusted with guarding them from the monsters they summon… and from the people they hide their secrets from.

Any true countryman should be disgusted by this realization, how can this Order be allowing these foul deeds to be performed in our lands? But that is not all of the Order’s sins. Next, I shall ask you; Where does the Order recruit it’s members from? The Mages Guild would have you believe that any worthy fighter in good standing with the Guild can join their ranks, enticing men with marshall backgrounds to permanently serve in return for magical power and prestige. This, however, is. flowery myth meant to engender the Guild to the lower classes, acting like they are champions of opportunity and will allow any man too join their order no matter what the status of their birth. The truth is far darker, and hurts those very people they aim to win over. In the years since the Mages Guild first opened their doors in my city, there has been a dramatic increase in the disappearance of children in the kingdom's remote towns and farms. Usually this is written off as merely Orcs taking them as merchandise in their foul slave trade, but the truth is these children were never taken from our lands, at least on this plane. They were taken to the guild halls, where mages brought them through dark portals to alien lands. In those eldrich places, the children are trained and hardened. Most do not survive, but those who do emerge as fierce and loyal warriors, bound by blood and magic to the mages who gave them this power.

Next I ask you; Who commands the dubious Order of the Lamp? According to the Mages Guild the Order has it’s own ranks, mirroring the ranks of the Guild itself, yet unlike the Guild there is no public facing leader. I tell you my friends, you know this leader yet. This leader died in the year one hundred and fifty three, the insane Emperor who was interred on the isle of Bretony in the Temple of Kyne. That is right, I speak of Emperor Pelagius III. After his passing a secret order in service to the emperors prepared a secret procession to bring his body back to Cyrodiil where it would be laid to rest among the other emperors. The Mages Guild could not let such a prestigious corpse with the blood of emperors escape their grasp however, so with the help of the Order of the Lamp, the mages tricked the agents of the empire into transporting a conjured illusion of the emperors body back to Cyrodiil, making away with the real body of Pelagius III. In their darkest secret places, the rite was performed, fusing the body of Emperor Pelagius III with that of a strong man of Hammerfell, creating a monstrous and towering giant to lead the Order with the blood of the emperors filling its still heart. This creation does not leave the guild halls for fear of the attention it would draw, but from the bowels of the Wayrest guild hall this demented creature commands the order, and guards their darkest secrets from any who may enter their sanctum.

I know my friends, these truths are beyond imagination, but I swear to you I have seen this all with my own raven’s eyes and this is not their final crime. To this day, when a member of their order falls, mages are dispatched to retrieve the body and bring it back to their halls, but not for cremation or burial. Much like poor Emperor Pelagius III, they are pressed into eternal service, fused with all manor of man and beast, and forced to continue their dark duties even through death. Tell me this friends; Have you ever been close enough to a Knight of the Order of the Lamp to smell their breath under their steel helm? I doubt many have been close enough to these illusive knights to know of what I speak but I will reveal their musk to you today. It is the stink of death. Many men of the Order have been long dead, and yet still roam our streets, guarding their sinister masters and searching for more children to force into their same cursed fate. I tell you, my friends, do not trust the stench of death.

We must always be wary, we must always protect our social order and the way of things in High Rock. The stink of death taints our land and only with a righteous nose can we sniff out the evil among us. Trust not the low born mage, trust not the landless knight with no house crest. Trust no one but your betters, my fellow countrymen, and smell everyone.

Miraclestone
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Post by Miraclestone » Sat Jan 11, 2020 7:23 am

Imperial Census Adventurer Questionnaire, Volume 1

[This questionnaire is to be administered by the proper census authorities on location]
SpoilerShow
Q1) One night after Tales and Tallows, you look at the horde of treats you have collected and find lots of sweat rolls, a treat you particularly enjoy. You notice that your younger cousin was given none despite the fact that they are her favorite treat. Do you:

a) Give her half of your sweat rolls? [Combat]
b) Trade some of your sweat rolls for something she does not really like but you do? [Magic]
c) Insist that the sweat rolls were given to you and she will need to give up something really good if she wants some. [Stealth]


Q2) A Boat you are in is suddenly caught in a tremendous whirlpool. As the current reaches an impossible velocity, the little boat begins springing leaks and starts to sink under the vortex. You can see no way out that does not promise death, so you:

a) Pick up a bucket and begin bailing furiously, hoping to keep the boat afloat just a few more seconds.
(Stealth)
b) Sit back and accept your fate, choosing to die with a sense of decorum and nobility, not as a commoner who fears the unknown. (Magic)
c) Dive into the churning current. You may only be hastening your own death, but at least you are doing something. (Combat)


Q3) Your Armsmaster during a lesson on strategy remarks, 'The best victory is to completely and totally humiliate your opponent'. He then turns to you and asks you if you agree with him. You know the Armsmaster has been in numerous life and death conflicts and has the experience of a seasoned warrior. Do you:

a) Agree with his remark, knowing that at this moment your experience is not enough to justify any stance but total agreement with whatever your Armsmaster says, a man who has dedicated his life to strategy? (Combat)
b) Disagree with his remark, reasoning that it must be some type of test, and that the truth will only come from opposition with his opinion, and not sheep-like agreement? (Stealth)
c) Refuse to answer the question, choosing to withhold an opinion until you have more experience and can converse on the subject in an intelligent manner with him? (Magic)


Q4) Practicing alone, you develop a new fighting style you are very excited about. When you mention it to your Armsmaster, he tells you it would never work in practical combat. Do you:

a) Use the new style in the middle of a class spar. When it works, he will be forced to admit its practicality or give a reason for not accepting it. (Stealth)
b) Keep asking him questions about it, focusing on details of the form to find his objection. Eventually he will have to give a more specific criticism. (Magic)
c) Accept his word without question. Your Armmaster has been fighting since your grandfather's day. He knows a flawed style when he sees it, and it is better not to waste his or your time asking why. (Combat)


Q5) You are told that a young man has been caught by the village guards and accused of murder. Apparently, his brother was killed by a group of four ruffians in a local tavern, and in his grief, the young man tracked each of them down and murdered them. Upon reflection, you believe that:

a) The young man acted honorably in avenging his brother's death. The village lord should let him go free. (Combat)
b) Even as you sympathize with the young man, violation of the law cannot be tolerated if there is to be peace. (Magic)
c) The young man's only mistake was getting caught while exacting vengeance. For that, he now must accept whatever fate has in store for him. (Stealth)


Q6) You're hunting in the King's Hunt, a contest in which the best hunter will win riches enough to live comfortably for the rest of his or her life. You track a white stag many of you had shot at earlier. You are alone as you examine the stag and recognize the arrow as one fired from your friend's bow. As you retrieve the arrow for closer examination you hear your friends arrive. Do you:

a) Claim to have fired the arrow that hit the stag, thus gaining the honor for the kill? (Stealth)
b) Show the others the arrow and proclaim your friend the archer of the day? (Combat)
c) Suggest dividing the prize, reasoning that although your friend's arrow brought down that hart, all of you were instrumental in the tracking and the kill? (Magic)


Q7) While throwing a ball to you your friend breaks a window on his house. His father rushes out and demands to know who broke the window. You know that your friend's father is a strict disciplinarian and will punish your friend severely if he takes the blame. You on the other hand, not being his son, could get away virtually unscathed. Do you:

a) Raise your hand and take the blame before your friend can answer? (Combat)
b) Remain silent and not get involved? (Magic)
c) Point at your friend, knowing that anything else would probably delay the inevitable and make things just that much worse for him? (Stealth)


Q8) A friend has on several occasions made remarks about how much he likes a particular gold ring of yours. One day you discover that this ring is missing and after making a thorough search, find it in a coat your friend had left in your pantry. Are you most inclined to:

a) Ask your friend how he came about the ring and that it is highly probable that he found it and meant to return it to you. (Combat)
b) Confront him with his theft. You know that there is no way the ring just fell into his pocket by accident, and therefore he is nothing but a common thief who would betray you for material gain. (Stealth)
c) Say nothing, deciding instead to wait and see what your friend does. If he is innocent or guilty, you will know by whatever actions he takes. At that time. You can confront him with the truth. (Magic)


Q9) The town has a lottery in which the winning chit is called. You look in shock as the winning chit number matches your own! Before you can say anything another family walks forward. You have seen them before and know that they are extremely poor. Your family on the other hand could do without the 100 gold piece prize. Do you:

a) Say nothing and allow the other family to claim the prize? (Combat)
b) Stand and show your chit, knowing that the prize is rightfully yours? (Stealth)
c) Stand and show your chit, and offer to split the prize in half with the other family? (Magic)


Q10) A good friend of yours is in love with a girl from a neighboring village, a girl who barely knows him. He is extremely shy and inexperienced, and he pleads for your help. Would you suggest he:

a) Go to her immediately and declare his love. If the relationship is to be, he needs to be honest from the start. You offer to accompany him to the village for support. (Combat)
b) Find out more about this girl using any contact he can find in her village. He will not be so shy if he knows something about her, and may even find out she is not the right girl for him. (Magic)
c) Let you help him write anonymous love letters and poems to see her reaction without needing to face her directly. If the reaction is favorable, he can talk to her friends in the village and arrange an “accidental” meeting. (Stealth)
Last edited by Miraclestone on Thu Jan 16, 2020 6:10 pm, edited 1 time in total.

Miraclestone
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Posts: 58
Joined: Fri Jun 09, 2017 4:29 am

Post by Miraclestone » Sat Jan 11, 2020 7:25 am

SpoilerShow
Q1) One night, walking home, you are attacked by a young man you know from class. You defend yourself ably and knock him unconscious. While he is out, you:

a) Tie him up, intending to interrogate him later when he wakes up. You want to know why he attacked you. You can then turn him into the Armsmaster at your leisure. (Magic)
b) Slit his throat, You know him from class, and think he would have done the same had your positions been reversed. (Stealth)
c) Leave him with a visible scar and the knowledge of his defeat at your hands is punishment enough for one who has resorted to such dishonorable tactics. (Combat)


Q2) You have a great aunt and a great uncle living in two different nearby villages, both of whom have asked your father to allow you to live with them for a few weeks. Your father knows where he plans to send you, but he is curious about your opinion. Given the choice, would you rather:

a) Live with your great aunt – a wise old woman of considerable wealth. Living in luxury for a few weeks could not only be enlightening, it could also be very interesting. (Stealth)
b) Live with your great uncle – a sick old man who has always been something of a stranger to you. A few weeks with him may be arduous, but he is in more need of your help than your great aunt. (Combat)
c) Think of a way to divide your time between your great aunt and great uncle. Perhaps you will not be able to spend as much time with either as much as you would like, but neither would be left out. (Magic)


Q3) Because you expressed interest, your Armsmaster told you a few hints about recognizing magical weaponry. Later you are practicing archery with a few friends. One boy who was never a strong archer has become something of a sharpshooter. You suddenly realize that he is using magical arrows. What do you do?:

a) Tell the others about the arrows. In a friendly archery match, using magical arrows is cheating. (Combat)
b) Tell your friend you noticed that he was using magical arrows, and if he doesn't get you some, you will tell the Armsmaster and the others the reason behind his improvement. (Stealth)
c) Say nothing. If you have a need for magical arrows you can always mention something to him later. After all, magic is not really a cheat, it is a different skill. (Magic)


Q4) Your father tells you one night the story of his battle at Borim Valley, where his men had routed the enemy. They would have captured them all if not for the brave sacrifice of a young sergeant on the opposing side, who held a pass long enough for his men to retreat to safety. He had done so knowing that it would cost him his life. If you had been that man would you have:

a) Fled, rationalizing that your experience with battle tactics was too valuable to be wasted and could make the difference later? (Stealth)
b) Held the pass also, so that the men under your command could flee, though it meant your life? (Combat)
c) Searched for some means to distract the enemy so that your men might have the possibility of escaping, but not at the cost of your own life? (Magic)


Q5) Your village has a long standing tradition of holding a mock battle in celebration of a historic victory. As one of the 'generals', you are to assign your soldiers to their positions. One of your soldiers is a small, awkward boy named Tys who does not seem to have any natural talent at all. You decide to:

a) Put Tys at the front line with the other fighters, rationalizing that in any realistic battle, he would probably be a casualty anyway, and that there must be some sacrifices. (Stealth)
b) Use Tys as a scout, rationalizing that because of his small size he would probably be good at sneaking in and gathering information on the enemy. (Magic)
c)Assisgn Tys to several posts during the course of the battle, staying near and helping him so he can gain valuable experience and improve. (Combat)


Q6) Your mother is terribly ill and you have been sent with a few gold pieces to buy some rare, medicinal herbs for her. As you reach the door to the apothecary's, you realize there is a hole in your purse and all the gold has fallen out. Do you:

a) Enter the store, tell the apothecary your dilemma, and promise on your honor to pay him back for the herbs your mother so desperately needs. (Magic)
b) Attempt to steal the herbs from the apothecary's. You know the old man who works in the store will not be able to catch you, and your mother lies sick. (Stealth)
c) Run back home and admit the loss, hoping that your father will have more gold. You know you'll be punished, but you will neither be in debt to the apothecary, nor will you be a thief. (Combat)


Q7) While exploring the woods with two other adventures, you come across a small abandoned hut that seems to have once belonged to a spellcaster. Looking through the window, you see the remains of a laboratory, many potions and scrolls stills on the shelves. The first adventure, who thinks you a cowardly sort, suggests breaking into the shack and exploring. The other adventure suggests going to town find out more information. You advise:

a) Going into town. They are more familiar with the area and may have important information about this hut and the surrounding area. (Magic)
b) Breaking into the shack, but leaving one person on the outside in case something goes wrong. You should investigate new things, not run away from them. (Combat)
c) Daring the first adventure to go in first. If there is a trap she can trip it, then you can go in and explore at your leisure. (Stealth)


Q8) A company of 100 men is attempting to flee from the enemy. There are two paths out of the broken stronghold. One path will kill half the men under the officers command, but the other half would survive. The other path has a fifty percent chance that everyone would die, but also a fifty percent chance that everyone would survive. As the commanding officer, would you:

a) Choose the path that would guarantee half your men would survive? (Combat)
b) Choose the path that has a fifty percent chance that all would survive, and a fifty percent chance that all would perish? (Magic)
c) Turn the choice over to the men and let them decide by majority vote which path they should commit themselves to? (Stealth)


Q9) While fishing one sunny afternoon you find that the boots which you discarded are now full of ants who are busily making their way from a piece of bread you dropped to their anthill. Do you:

a) Pick up the boots wash all the ants off now, even though you are not leaving until dusk? (Combat)
b) Watch the ants, curious as to how they work so efficiently, and content to live and let live? (Magic)
c) Make boats out of leaves and then send each ant down the stream to pass the time until a fish bites? (Stealth)


Q10) An old man stops you on the way to market, claiming to have been robbed. He is lying on the trail and seems gravely injured. He asks you to run to own and get the constable. You give him your word that you will go directly to town and bring the constable back. As you make your way back you notice a suspicious man creeping along another trail. He doesn't seem to notice you yet. Do you:

a) Follow the man, reasoning that if this man is the robber you could lead the constable directly to him and safeguard other travelers, although it would mean breaking your word? (Stealth)
b) Take note of him but continue on, reasoning that the man on the trail is hurt too badly to stop, regardless of any other consideration? (Magic)
c) Take note of him but continue on, reasoning that your word is your bond and that it takes precedence over anything else? (Combat)
Last edited by Miraclestone on Thu Jan 16, 2020 6:10 pm, edited 1 time in total.

Miraclestone
PT Modder
Posts: 58
Joined: Fri Jun 09, 2017 4:29 am

Post by Miraclestone » Sat Jan 11, 2020 7:27 am

SpoilerShow
Q1) You hear the Armsmaster remark during weapons class, 'The intent of your opponent can be seen in his blade'. Many of the students scoff at this, though not openly. Do you:

a) Feel that the disrespect the students show at this points is something which they do not understand, and therefore causes you to focus your efforts on understanding it all the more? (Magic)
b) Feel that he means the way the opponent attacks and moves shows you how he feels? (Stealth)
c) Realize that Armsmaster Festil should not be the object of scorn, but rather respect, for he has lived a full life and survived things none of the students could imagine? (Combat)


Q2) It is a particularly grueling class. Your Armsmaster has been unreasonably demanding on everyone including you. His criticisms border on abuse, and it seems he has no positive comments to make. He turns to berate you at the end of class, and behind his shoulder you see some classmates put an aggressive but non-poisonous snake in his hand sack. You would:

a) Do nothing. The great Armsmaster needs a dose of humility and this might be a good way of paying him back for all the misery he has put you through today.
b) Tell him you saw a snake creep into his hand sack, but do not tell him what your classmates did. Non reason to get anyone in even further trouble. (
c) Immediately tell him what the classmates did. There is no excuse for treating a seasoned figher like him with disrespect, regardless of his treatment to you that particular day. (Combat)


Q3) You are at weapons practice. Your Armsmaster is very old now, but takes his teaching very seriously, You have heard him say it is all he has left in life. Today he has ceaselessly taunted you at every mistake. Finally he asks you to attack him with the same technique you just did, in an effort to show you the proper execution. Do you:

a) Do the technique just fast enough so that he can block it, knowing that it is more important to allow the master to retain dignity, regardless of your personal feelings? (Combat)
b) Attack him at full speed, knowing that you could probably score the hit and justify his unfair treatment of you by showing the class that you were actually doing it right? (Stealth)
c) Refuse and leave practice, unable to compromise your anger with his dignity, and realizing that whatever course you choose would cause you to lose respect for either him or for yourself? (Magic)


Q4) You and your best friend buy your first daggers together, a matched pair. You loan him the amount since he doesn't have enough gold, and he agrees to pay you back later. After leaving the shop you and he sit down to marvel at your new weapons. To your dismay you notice that there is a small notch on the blade of the dagger you select. Your friend asks you to please watch his weapon for him while he runs an errand. Do you:

a) Wait for your friend's return then point out the flaw in your dagger and return to the weapons shop to remand a refund. (Combat
b) Switch the daggers, rationalizing that since you paid for them you should get the first choice, and that if your friend ever notices the notch, you could always take him back to the weapon shop and get a refund? (Stealth)
c) Keep his dagger safe until his return, then switch the daggers with your best friend's knowledge, and then offer to accompany him back to the weapons shop? (Magic)


Q5) Your father delights in telling you stories of his travels in his youth. In one memorable tale, he tells you about a primitive island he visited where a young child was sacrificed once a year to appease Arius, the God of Fire. Whenever the natives neglected the sacrifice, the island volcano would erupt, killing hundreds of villagers. You tell your father

a) You do not believe in any such Volcano God. Civilized men should intervene, find the natural cause behind the eruptions and stop the sacrifices. (Magic)
b) The God Arius must be evil to demand child sacrifice. The villages should find some way to combat this God, instead of just giving in to his demands. (Combat)
c) It is tragic, but the death of one small child is preferable to that of many villagers. If it works, they should keep the tradition. Gods are not to be toyed with. (Stealth)


Q6) You and your father are returning from the town market when you see a small boy running from a store. In his hands he clutches a loaf of bread. Behind him races the baker with a cleaver in his hands. You know that the boy must be hungry, but the town is suffering from a drought, which has made food valuable. Do you:

a) Side with justice and urge your father to stop the boy? (Combat)
b) Help the poor waif by running into the baker's way? (Stealth)
c) Stand out of the way and wait to see what your father decides, trusting his experience? (Magic)


Q7) The senior student in your weapons class has trounced you unmercifully for the past several years. Today is the Tournament of Students and you find with dismay that you are paired against him for your first match. As you prepare your friend approaches and offers to tell you of an injury the senior student suffered in yesterday's sparring class, which you you missed. Do you:

a) Accept the offer, knowing that it would allow you to concentrate on the injured area and greatly increase your chances of beating him? (Stealth)
b) Refuse the offer, knowing that win or lose you would rather do it through your own skill and not some extra knowledge in what should be a fair and honorable fight? (Combat)
c) Accept the offer, reasoning that it is better to have the knowledge in case you need it, and realizing that having the knowledge does not necessarily mean using it? (Magic)


Q8) Your parents are having a party for several relatives. While helping around the house, you see your cousin slip into a darkened room. Curious, you follow and discover him slipping a silver candlestick into his jacket. He is an honorable boy, but you know his family has suffered some recent financial hardship. He has not seen you yet. Do you:

a) Clear your throat and tell him to put the candlestick back, reassuring him that your parents can help him if his family is in trouble, but he should not resort to stealing. (Magic)
b) Close the door behind you and say nothing. Your family can live without the candlestick, but your cousin's family obviously cannot. (Combat)
c) Treat him like any other burgler. Lock him in the room and call for your father. If he chooses to be merciful because of your cousin's poverty, that is his decision. It is your father's candlestick, after all. (Stealth)


Q9) Othisa, a friend, has been beaten by a boy several years older than either you or her. She asks for your help. Are you more inclined to:

a) Gather a bunch of friends together and ambush the boy, teaching him a lesson about bullying. (Stealth)
b) Tell Othisa to avoid the bully – no reason to make things worse than they are. (Magic)
c) Challenge the older boy, knowing that you will probably take a beating, but confident that if you do it enough times, he will move on to pick on someone who is an easier threat. (Combat)


Q10) You are the monarch of a grand kingdom and your chief engineer announces the invention of a wondrous balloon of such size, it could transport dozens of people through the air to distant lands with ease. As king it is your job to chose how to best utilize this amazing opportunity for your people. Would you:

a) Explore uncharted and dangerous regions from the air in the hopes of discovering new ideas, people and resources. (Magic)
b) Have the engineer outfit these flying machines for war, giving your kingdom the edge it needs to triumph over its enemies. (Combat)
c) Create an elaborate trade network using the balloons, cutting travel time and earning great wealth for the kingdom. (Stealth)
Last edited by Miraclestone on Thu Jan 16, 2020 6:09 pm, edited 1 time in total.

Miraclestone
PT Modder
Posts: 58
Joined: Fri Jun 09, 2017 4:29 am

Post by Miraclestone » Sat Jan 11, 2020 7:29 am

SpoilerShow
Q1) On a clear day you chance upon a strange animal, its leg trapped in a hunter's clawsnare. Judging by the bleeding it will not survive long. What do you do:

a) Draw your dagger, mercifully ending its life with a single thrust. (Combat)
b) Use herbs from your pack to put it to sleep. (Stealth)
c) Do not interfere in the natural evolution of events, but rather take the opportunity to learn more about this strange animal you have never seen before. (Magic)


Q2) One summer afternoon your father gives you a choice of chores. Which would you choose:

a) Work in the forge with him casting iron for a new plow. (Combat)
b) Gather herbs for your mother who is preparing dinner. (Magic)
c) Go catch fish at the stream using a net and line. (Stealth)


Q3) Your cousin has given you a very embarrassing nickname and even worse calls it to you in front of your friends. You've asked him to stop, but he finds it very amusing to watch you blush. What do you do?

a) Beat up your cousin, then tell him that if he ever calls you that nickname again, you will bloody him worse than this time. (Combat)
b) Make up a story that makes your nickname a badge of honor instead of something humiliating. (Magic)
c) Make up an even more embarrassing nickname for him and use it constantly until he learns his lesson. (Stealth)


Q4) There is a lot of heated discussion at the local tavern over a group of people called 'Telepaths'. They have been hired by certain City-State kings. Rumor has it these Telepaths read a person's mind and tell their lord whether a follower is telling the truth or not.

a) This is a terrible practice. A person's thoughts are his own and no one, not even a king, has the right to make such an invasion into another human's mind. (Combat)
b) Loyal followers to the king have nothing to fear from a Telepath. It is important to have a method of finding assassin and spies before it is too late. (Magic)
c) In these times, it is a necessary evil. Although you do not necessarily like the idea, a Telepath could have certain advantages during a time of war or in finding someone innocent of a crime. (Stealth)


Q5) Your mother sends you to the market with a list of goods to buy. After you finish you find that by mistake a shopkeeper has given you too much money back in exchange for one of the items.

a) Return to the store and give the shopkeeper his hand-earned money, explaining to him the mistake. (Combat)
b) Decide to put the extra money to good use and purchase items that would help your family. (Magic)
c) Pocket the extra money, knowing that shopkeepers in general tend to overcharge customers anyways.
(Stealth)


Q6) While in the market place you witness a thief cut a purse from a noble. Even as he does so, the noble notices and calls for the city guards. In his haste to get away, the thief drops the purse near you. Surprisingly no one seems to notice the bag of coins at your feet.

a) Pick up the bag and signal to the guard, knowing that the only honorable thing to do is return the money to its rightful owner. (Combat)
b) Leave the bag there, knowing that it is better not to get involved. (Magic)
c) Pick up the bag and pocket it, knowing that the extra windfall will help your family in times of trouble. (Stealth)


Q7) Your father sends you on a task which you loathe, cleaning the stables. On the way there, pitchfork in hand, you run into your friend from the homestead near your own. He offers to do it for you, in return for a future favor of his choosing.

a) Decline his offer, knowing that your father expects you to do the work and it is better not to be in debt. (Combat)
b) Ask him to help, knowing that two people can do the job faster than one and agree to help him with one task of his choosing to in the future. (Magic)
c) Accept his offer, reasoning the as long as the stables are cleaned it matters not who does the cleaning. (Stealth)


Q8) Your mother asks you to help fix the stove. While you are working, a very hot pipe slips its mooring and falls towards her.

a) Position yourself between the pipe and your mother. (Combat)
b) Grab the hot pipe and try to push it away. (Magic)
c) Push your mother out of the way. (Stealth)


Q9) While in town the baker gives you a sweetroll. Delighted, you take it into an alley to enjoy only to be intercepted by a gang of three other kids your age. The leader demands the sweetroll, or else he and his friends will beat you and take it.

a) Drop the sweetroll and step on it, then get ready for the fight. (Combat)
b) Give him the sweetroll now without argument, knowing that later this afternoon you will have all your friends with you and can come and take whatever he owes you. (Magic)
c) Act like you're going to give him the sweetroll, but at the last minute throw it in the air hoping that they'll pay attention to it long enough for you to get a shot in on the leader. (Stealth)


Q10) Entering town you find that you are witness to a very well-dressed man running from a crowd. He screams to you for help. The crowd behind him seem very angry.

a) Rush to the town's aid immediately, despite your lack of knowledge of the circumstances. (Stealth)
b) Stand aside and allow the man and the mob to pass, realizing it is probably best not to get involved. (Magic)
c) Rush to the man's aid immediately, despite your lack of knowledge of the circumstances. (Combat)
Last edited by Miraclestone on Thu Jan 16, 2020 6:34 pm, edited 2 times in total.

Miraclestone
PT Modder
Posts: 58
Joined: Fri Jun 09, 2017 4:29 am

Post by Miraclestone » Sat Jan 11, 2020 7:31 am

SpoilerShow
Q1) Tamriel is at war and you do what any good citizen of the Empire would do by volunteering to fight. Your legion is deep within enemy territory and has set siege to one of the foes' great cities. Supplies in the city are running dangerously low making it impossible for the enemy to hold out any longer. You meet with your general and as one of his trusted lieutenants he asks your opinion about what strategy should be employed in order to take the city. You think that:

a) Diplomacy is the correct option, negotiating with the local governance is the best way of taking the city with as little chance of chaos as possible while also showing both sides of the war that peace can be achieved. (Magic)
b) Sabotage is the clear choice, disabling the enemy before the battle could weaken the defenders severely and open up an opportunity to eliminate their leaders before the conflict even begins. (Stealth)
c) Battle is the right decision, honorable military action against our opponents is the only way to show our power effectively and will dissuade them from continuing the hostilities. (Combat)


Q2) The countess of your city has called upon you to confine in you a terrible secret, that there is a killer preying upon the streets. She is certain that her loyal servants will solve the mystery and expose this monster but she is at a loss for what to do in the mean time. You advice to:

a) Warn the citizens and increase the guard significantly, the public's safety is top priority and they deserve to know the truth about this threat. (Combat)
b) Keep the knowledge a secret, the killer must not know how close the guard is to uncovering their identity and disclosure could allow them to escape. (Stealth)
c) Bait out the killer, have the guard use what they know about the murderer to stage a trap in hopes of removing the culprit as quickly as possible. (Magic)


Q3) As a youth you attended an academy to help distinguish you from the common peasantry and teach you a trade. During your time there you were involved in a fight with some of the other students and disciplined severely. A meeting is held to determine whether you are worthy of continuing to study there or if you should be expelled. What did you say:

a) Remain silent and trust in the wisdom of the instructors to deal with you justly. If the situation calls for your expulsion than that will be your fate. (Magic)
b) Claim innocence and shift blame onto the other students. The whole academy knows that those kids are nothing but bullies and got what was coming to them. (Stealth)
c) Make an honorable pledge to change and accept your guilt. Any mistakes can be redeemed with enough time and effort, all the instructors need to do is give you a second chance. (Combat)


Q4) As a judicial clerk of one the main Imperial City districts, it is your job to sentence citizens guilty of crimes fairly. More often than not you choose to give petty criminals an alternative rather than going to prison when they cant afford the fine, which includes:

a) Joining the Imperial Legion, so long as the crime was not severe the individual can help repay his debt to society through martial service. The Legion is always in need of more recruits and the discipline conducted within could help reform these criminals. (Combat)
b) Forced Colonization, there are many frontiers that still need to be explored and settled within the Empire's sphere. Punishing those who do wrong by removing them from society while still letting them keep their relative freedom within a productive colony is the best use of such types. (Magic)
c) Becoming an Informant, reports are just as valuable as gold in most situations and turning your criminals into disguised watchmen will deter crime in the future. If the Informant gets caught and killed, they knew the risks for keeping themselves out of prison. (Stealth)


Q5) While adventuring through a ruin you stumble across a hidden sanctum. Upon an altar lies an object of unknown origin which seems to contain a mysterious power. You grasp it only to be filled with a feeling of dread and discomfort. What do you do with the object:

a) Destroy the object, who knows what kind of dangers and evils could be present within it. Best to dispose of it rather than risk anyone falling prey to it. (Combat)
b) Sell the object, it makes you uneasy but it could be worth a lot of gold and be useful to someone else. You should find a buyer soon though because holding onto it may prove unwise. (Stealth)
c) Preserve the object, you've never seen anything of the like and can safely assume it must be rare. Studying the object would likely yield new knowledge that could be enlightening. (Magic)


Q6) A fiend has been menacing your village, an ogre of abnormally large size and strength. Some have attempted to stand up to this monster but all have failed, leaving your home and people at its mercy. One night it comes to victimize the village once again and you, along with some friends, decide to take action. One of your friends volunteers to distract the ogre while you incapacitate it. You must decide how best to disable the savage so you can dispatch it safely. How do you do this:

a) Go for the eyes, removing its vision from the equation will give you a serious advantage and reduce the ogre to a bumbling clod. (Magic)
b) Go for the legs, tripping the ogre will place it in a position of weakness and allow for a short opening to deal significant injuries. (Stealth)
c) Go for the weapon, disarming the ogre will still leave you with a massive angry oaf but without its weapon it will be far less deadly. (Combat)


Q7) A recent trend in the arms community involves enchanted weapons that help guide swings towards the opponent with magic. The edge naturally gravitates towards the target allowing untrained and inexperienced wielders to cut with precision. The magic can be finicky at times, however, resulting in a lose of control and accuracy. With some practice and luck anyone can defend themselves effectively with a weapon enchanted this way, a fact that many critics warn may have dangerous and untested implications. What do you think:

a) These enchanted weapons are nothing more than a crutch for those who don't know how to take advantage of their own reflexes and skill. People who use them deny themselves the ability to improve and ruin the proper experience of battle. (Combat)
b) Having the option to use these enchantments does not force one to take part in this new trend. Individuals concerned with the sanctity of battle should realize that chivalry can not be preserved if its values can not adapt to the changing times and society's beliefs. (Magic)
c) Enchanted arms such as these are the future of combat and those resistant to the change are only concerned with retaining their superiority. Commoners will be able to wield one of these weapons with impunity without training, allowing normal people to protect themselves against the dangers of the world. (Stealth)


Q8) A prominent wizard from the Niben has devised an ingenious method to allow an individual to remain in the world of the living far beyond the limits of one's mortal body. Through a special method of enchanting she places a person's soul into a magical item while preserving their consciousness. By using certain spells of the Mysticism school one can then commune with the soul within. While some question the legitimacy of the method others find the idea controversial itself. What do you think:

a) This practice is a disgrace to what it means to be alive, each person no matter how great must still bow to the ultimate fate which awaits us all. For without death, life would have no meaning. (Combat)
b) It would be a blessing and a curse, time is the most precious resource in the world and many would do anything to be granted more. One must consider, however, if more time is worth the cost of ones body and freedom. (Stealth)
c) Such a technique would be a revolution, individuals cheated of time due to disease and age can live on to pursue their passions and goals in a different form. Our most brilliant minds can be saved in order to continue their work and help educate future generations. (Magic)


Q9) You have the privilege of being a citizen of the Third Empire of Man, the great nation founded by Tiber Septim himself hundreds of years ago. Your current ruler is the gracious and just Uriel of the dynasty Septim, seventh of his name, son of Pelagius the third, twenty-first Emperor of Tamriel. How do you honor your Emperor properly when asked?

a) All hail Uriel VII, may his legions be many and his line strong! (Combat)
b) All hail Uriel VII, may his lands flourish and his subjects be loyal! (Stealth)
c) All hail Uriel VII, may his life be long and his council be wise! (Magic)


Q10) The Circus is in town again and your father has allowed you to purchase one of the animals brought long by the breeders. You can only afford one and would prefer:

a) A cat, mischievous and curious. Your barn has been full of vermin as of late, perhaps a feline will be able to sneak around and catch the rodents.
b) A dog, loyal and brave. A mutt will always keep you company and will help defend the home against wild animals or worse.
c) A bird, exotic and intelligent. Fowl are very interesting fauna to study and can be trained to do a myriad of useful tasks such as delivering messages.
Last edited by Miraclestone on Thu Jan 16, 2020 6:09 pm, edited 1 time in total.

Miraclestone
PT Modder
Posts: 58
Joined: Fri Jun 09, 2017 4:29 am

Post by Miraclestone » Sun Jan 12, 2020 4:25 pm

Chasing the Serpent

The stars of night appear to have pierced the blanket of the void at random as the Magna Ge fled the world when it was coming to form. These groups of holes are anything but random, however, deliberate patterns emerge to those who have the vision or education to see them. Constellations can be gleamed when connecting the lights, something the ancients saw long before the rise of the Camoran Dynasty. Principal out of these were the Ayleids, who put much emphasis on the importance of the stars. They believed that the constellations were the Magna Ge's way of using the power of Aetherius to effect the realm of mortals. The Birthsigns are their prime basis for achieving this, the Guardians and their Charges taking turns watching over Nirn each month through the course of a year's time. Those born under the signs are affected by them, in both talent and personality. Some claim Birthsigns to be among the most important influences on one's potential in life, deterministic even. One sign does not follow the origin or rules of the others, however, traveling the firmament in an erratic fashion and made of false heavenly bodies conjured by the void itself.

The Serpent Sign, the cursed sign, is the thirteenth Birthsign and enemy of all the others. Those said to be born under this collection of fraudulent stars lead drastically different lives from eachother with no typical archetype, in the spirit of their tameless celestial. Some grow to be important figures in history while other lead a poor existence unknown to the wider world. The only common trait being a lack of stability in their lives, leading many to great fortune and misery. Receivers of the sign's blessing are often distrusted and shunned, whether this is part of the curse or based on superstition is yet to be determined.

The Serpent lacks a home to rest, instead stealing a month from another Birthsign by devouring it whole. There is speculation that whichever sign the Serpent devours influences its affects on those born under it, imprinting residue characteristics onto the individual expected of those born under the absorbed celestial. Through a twist of fate the Serpent is the most likely sign for one to be born under in theory and often practice. This is due to it being guaranteed to displace another sign while the rest my fall victim it, reducing their chances to above seven and nine tenths over one-hundred on average rather than the simple one over twelve afforded to the Serpent.
INSERT PICTURE OF EQUATION HERE
There has been much debate and investigation into the nature of the Serpent and its movements through the sky. In the aim of establishing a pattern out of the tumultion, astrologers have collected documents of each year's star map since the beginning of the practice together. Promising correlations have appeared, hinting at an unknown order guiding the Serpent in its hunger. Taking a medium from millenia of records, astrologists can conclusively say that the chance for the Serpent to devour the same sign two years in a row is lower than not, well outside the margin of error. At a chance of one over nineteen, it is safe to say the Serpent prefers new prey each cycle. This extends to those associated to the same Guardian sign, the Serpent only has a one over fifteen chance to consume a sign within the same group as its last prey.

Less convincing theories have become popular in the less stringent areas of astrology, though they may still have merit. It has been claimed that the Serpent prefers certain prey over others beyond the noticeable tend towards variety already discussed. The Serpent supposedly targets the Thief and its Charges over the other groups, by only the smallest of margins. From record it can be confirmed that the Lover is the Serpent's most common prey, being consumed at one and one forty-forth over twelve. The opposite can be said of the Warrior and its Charges, the Warrior himself only falling to the Serpent one and five sixty-thirds over thirteen of the time. It can be hypothesized that this may be related to how many are born under these Birthsigns and their corresponding power. The Lover is the least likely sign to be born to and just under the Serpent itself the Warrior is the most likely to be born to. It must be made clear, however, that the margin of error is high on these numbers so the theory is less conclusive. As more years are added to the star maps in record, it can be expected that these numbers will fall closer in line with the average for prey of the Serpent to one over twelve.

Miraclestone
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Post by Miraclestone » Sun Jan 19, 2020 6:16 pm

The Faces Which Hide Two Masks

Those who left and those who stayed and those who were never here are all the same. Different shades of the same black void, all sourced from the same lie. Those who claim to be of us are forgeries meant to rule over us, dying false deaths to lay their snare. They enforce the myth of their sacrifice, made truth only by their own divine means. These spirits even now work to control us, seeking to enclose our minds in deceit by wearing different faces to keep us confused. They hide among the stars, eight and eight again behind eight. The void's many face's hide two masks each, their expressions block our sight from the worlds of Oblivion just beyond. They still now interfere in our lives, displaying their masks so we do not know their true features.

AUREL wears the masks of MEHRUNES DAGON and VAERNIMA, shaping time itself to dark ends. As the seconds move forward, so to do things come apart. His breath spells destruction for all over the course of the ages. So too does AUREL choose who rules, spirit of chiefs but under the guise of DAGON those same chiefs are cast down again. Omens and prophecy are his domain in the mask of VAERNIMA, predicting what will happen in the future is nothing for one who controls the flow of time.

DYBEL wears the masks of MEPHALA and SANGUINE, manipulating man and mer through the passions of love. She acts in selfish motivation, seeing mortals as her play things and interfering with our lives for entertainment. Through emotion she can meddle in the affairs of mortals, driving apart natural love and leading to murders of passion through the mask of MEPHALA. DYBEL commands all that is vice. With her own face and the mask of SANGUINE she tempts the living with all that is pleasurable, the pure pleasures and those of sin.

PHYNAL wears the masks of HERMAEUS MORA and SHEOGORATH, ruling over mind and knowledge. All that there is to learn in the world and all its secrets are kept by PHYNAL jealously through the mask of MORA. He determines what is worth of knowing, allowing teachers to share knowledge over language. When one learns to much, PHYNAL dawns the mask of SHEO and drives them to madness of the wise. Who is sane and who is insane and who is hypersane are all decided by this spirit.

Y'FFRE wears the masks of HIRCINE and NOCTURNAL, a spirit of the wilds and the darkness within them. Y'FFRE is the wind that carries the hunters arrow as well as the beast they aim for, deciding the fate of the hunter every time they poach a kill. The mask of HIRCINE brings out the beast within the hunter, making them one in the same and testing them through trails of nature. Those brave enough to travel into the unknown wilderness will be at his clemency, his mask of NOCTURNAL casting shadows from the flora to hide dangers within.

MARA wears the masks of AZURA and MALACATH, head of tribes and leader of cults. Spirit of maternal hierarchy, she is capable of nurturing as well as abusing those she would consider her children in the mask of AZURA. Mara can be a comforting figure for those lost and without purpose, outcast being the domain of her mask MALACATH. She worship from her children is her right by her will, an absence resulting in her wrath. Those who deny this right will be corrupted and cast aside as exiles.

STENDA wears the masks of BOETHIAH and MOLAG BAL, duel sides of grace and cruelty. It is he who judges, granting mercy and disfavor on a whim to mortals at his discretion. His will is not fair, his justice not equal, for some may find ill fates awaiting them by no fault of their own. The mask of MOLAG has domain over slaves and slavers, granting righteous domination over the meek for those with the power to exert their own will. His duel faces of STENDA and BOETH control trust and doubt, deciding the fate of friends and tribes through his whispers.

XARXEY wears the masks of MEREDIA and NAMIRA, claiming dominion over all souls and the corpses they leave behind. The mer claim he protects souls but that is only true so the he may collect them himself as MEREDIA. His will drives the wheel and he callously processes the spirits of the dead in order to fuel their successors in life. Their bodies are recycled as well, all that was is force feed to the living by the mask of NAMIRA through his curse of hunger.

XENAR wears the masks of PERYITE and CLAVICUS VILE, spirit of labor and deals. It is he who hides well being behind a day's tasks and it is he who causes fatigue in order to make toil harder. XENAR's determines who is to work and who the spoils of production belong to. The mask of the taskmaster PERYITE empowers those with prowess to compel others to work for them. VILE's mask mediates deals and contracts, punishing those who are persuaded into an unfavorable trade and binding those who have sworn themselves to their greaters by blood.

The void, the deceiver and trickster, seek to control us through their many faces. It is we who must control them and bind them to our will, to ease the burdens of life. Take your lessons and know their faces, change their expressions to your own bent.

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