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In Progress Let's Play Morrowind (Return of Jarema)

Darth Roxor

Royal Dongsmith
Staff Member
Joined
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lol scrub

l2p

:mrfussy:
 
Joined
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Messages
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Guise, it was liek, dark, scary and full of ash ghouls. I missed them gauntlets, I missed them verily, so what, IT WAS DARK DAGNABBIT... You weren't even there, man, you wouldn't even know... the horror, teh horror!
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,829
Damn, I missed moment when you started slaying daedras. Should pay more attention.... and maybe you can pass 3rd page and break the curse of abandonement. oh.
And dang, Gares is so ugly...
 
Last edited:
Joined
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Messages
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Damn, I missed moment when you started slaying daedras.
Ivar probably did too.
Such is the peril of grindan and trader-camping - you don't even notice when the fun spot on the power curve wooshes by.

lvl20 is pretty much endgame.

But we stopped grinding viagra in the days of yore when Dremora's were still one-hitting us. I blame Urshilaku Burial compound for my level bloat (I spent a lot of time there, and a lot of death).
 

DraQ

Arcane
Joined
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Messages
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Chrząszczyżewoszyce, powiat Łękołody
But we stopped grinding viagra in the days of yore when Dremora's were still one-hitting us.
Grinding - not even once.
:troll:

I blame Urshilaku Burial compound for my level bloat (I spent a lot of time there, and a lot of death).
Actually, the best way to enjoy MW is to avoid trainers (especially long sessions of repeated training) and generally avoiding any activity you'd describe in universe as stupid or overly time consuming (like waiting for days at trader's place, waiting for them to restock so that you can sell all the loot).

As for money sink, enchanting and spellcraft are the best ones in terms of actually contributing to the gameplay rather than damaging it.


Such is the peril of level-scaling.
Actually, no.

Sure, MW would have been better if levelling was restricted to wildlife (increasing numbers of diseased and blighted animals) and 6th House, but the problem here is clearly the power curve overtaking the challenge curve and going into fucking orbit.
 
Joined
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Location
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Chapter 15 – Corprus Disease





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It looks like blight creatures were not the most dangerous thing about Ilunibi. I wasn't prepared to catch a corprus. Now I better follow Caius' directions and cure this thing before it will change me into one of those horrible creatures.


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But first let's take a little na and drop some of our heavy, daedric stuff in Caius' house.


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We got attacked in our sleep. No fucks given by Caius. Fortunately it's just a ash zombie. No biggie.


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Now we can use Mages Guild teleportation service to get to Sadrith Mora.


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Now we need to find fighters guild scout. He should know how to get to Tel Fyr.


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Or maybe that's her. You can never be sure with them dunmers.


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Are you Sondryn Irathi? Caius sends me.


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Fortunately, Tel Fyr is not very far away, but it loks like we will have to swim to get there.


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So, let's exit Wolverine Hall and start out journey.


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Weather seems perfect for a short trip. I just hope water is not too cold...


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We've found some pearls inside kollop. We are fine for money right now (8 thousand elder bucks) but we will take them anyway.


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I think I'm getting close, there is some Telvanni-looking construction ahead.


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We had encouter with Dreugh on our way to the Telvanni tower and we trapped his soul. Soul Gem with Dreugh soul is worth 3 thousand elder bucks so it's worth it.


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It looks like this small port Caius was talking about. Unforutnately there is no boat service here.


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Yup, here we are – Tel Fyr.


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Let's enter the tower itself.


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Good morning fair lady...


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She told us Fyr is somwhere upstairs in his study so let's head there.


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We've stole some soul gems from his shelves and now we are ready to use levitation potion to get to him.


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We are too tired to cast our own Levitation spell, so potion it is.


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Jaremasmall.jpg



Touche.


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Say. That's an interesting Dwemer piece you have there. What can you tell me about it?


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It's a gift, you can take it.


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A gift? For me? How thoughtful. And shrewed. I suppose you know I am a collector. And that such a gift is bound to please me. I congratulate you on your diplomatic skill. So, why have you tried to butter me up? Come to consult the great Divayth Fyr? You have the divine disease? Want to plunder the dungeon? Or leer at my daughters?


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The divine disease?


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The magical principles of corprus disease are elusive and miraculous, far more subtle and powerful than any conventional sorcery or enchantment. I'm persuaded that it is in some manner the curse or blessing of a god. Perhaps borth a curse and a blessing. The victim, of course, cannot appreciate the marvelous nature of corprus. It saps the mind and destroys the body. But to a wizard, it is a profound and glorious mystery, a riddle worth a long lifetime of study.


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I'm here to get rid of this sucker.


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How interesting. Did you know that corprus makes you immune to disease? Have you ever heard of the prophecies of the Nerevarine? Ashlanders say the Nerevarine will be immune to disease. I've always though, "Maybe I have the Nerevarine down in my Corprusarium, and I don't even know it." Hah. Hah. The Nerevarine is a fat, disgusting corprus monster, and a mad as marsh rat. Wouldn't that be funny?


Jaremasmall.jpg



It would be truely hilarious. But to be honest, I think I may fullfil the Nerevarine prophecies.


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That's a fascinating story you tell. So. You might be the Nerevarine. Means nothing, of course. Corprus victims have all sorts of delusions. But... let me think...

I've got a potion. In theory, it should cure corprus. Doesn't work, though. Probably kill you. Killed all my test subject. But you've got nothing to lose. Before I give it to you, I want you to look around below in the Corprusarium. Know what's in store if you don't take the potion. And while you're there, I want you to pick up a pair of boots from a victim, calls himself Yagrum Bagarn. My oldest patient. Handy fellow, fixes things for me. Bring the boots back, and then you can have the potion.



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What's exaclty in you Corprusarium?


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I collect victims of the divine disease in my Corprusarium in the caverns beneath my tower. Poor devils. Wretched existance. Constant pain. Ferocious appetites and passions. No reast at all. Mad as marash rats. But marvelous, too, in their way. Completely immune to disease. Live forever, barring accidents. Ancient wizards need projects to keep them occupied, and the Corprusarium is mine.


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I will bring you your boots.


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While we were looking for the entrance to Corprusarium, we've stubled upon closed chest.


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Fortunately we have badass open scroll which can deal with level 100 locks.


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Inside the chest was a mysterious key.


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It opened one of the locked doors inside Fyr's Tower.


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We've found a lady in this room. She didn't have anything interesting to say. We could ask her to 'travel together' but I don't want any companions.


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Now let's enter the Corprusarium.


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Jarema abides.


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Now, let's explore first level of Corprusarium.


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We have some hostile blight victims.


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Which we had to kill. I hope this doesn't count as 'harming the inmates' they were asking for it.


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Another locked chest.


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Fortunately we still have some open scrolls.


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Inside the chest was yet another key.


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This time we will explore this dungeon more carefully than we did Ilunibi. Maybe there are some goodies here.


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We've found another chest with a key inside but used our last open scroll.


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One of the keys we collected open another closed chest. That's nice since we don't have open scroll anymore.


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We used all our magicka on torch spell, it's time to rest before we continue to next level.


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On this level corprus victims are non-aggresive so we will leave them be.


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This guy looks different. Let's talk to him.


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You're here for the Dwemer boots. Tell my gracious Keeper that I have done what I could. Only a Dwemer magecrafter could have done so much. But only idiots could have created these boots. It shames my race that we must be judged by the works of such lack-wit blunderers.


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Your race?


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Once I was a Master Crafter in the service of Lord Kagrenac, chief architect of the great Second Empire freeholds, and the greatest enchanter of his time. I could not match the genius of Lord Kagrenac, but what he could envision, I and my colleagues could build. All of that is gone forever. I still retain my cunning, but my hands and eyes fail me, and my memories have long faded. My only consolation is each day to mock the gods who destroyed my race, and condemned me to this bleak existence. Since the disappearance of the Dwarves, I have been alone in this world, trapped in this grim prison. I can scarcely move. And my fellow inmates are scarcely good company. The risk of corprus disease deters most visitors. But if you meet with cultivated minds undaunted by the terrors of the Corprusarium, you might mention you recent interview with the Last Living Dwarf.


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Last living dwarf?


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This is how I style myself. I do not know for a fact that I am the last. But in my travels thousands of years ago, I never encountered another. And since I have been here, I often as Lord Fyr, bu he says he has never hearf a credible rumor of another Dwemer, on Tamriel, or in any Outer Realm.


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Do you know what happened to all the dwarfs?


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Hmm... I cannot say what happened. I was not there to ovserve. I was in an Outer Realm at the time, and when I came back, my people were gone. I left Red Mountain, wandereing Tamriel for years, searching our descreted colonies, looking for a surbibor or an explanation. Then, a long, long time ago, I returned to Red Mountain, still looking for answers. Instead, I gound corprus disease, and I have been here ever since. I have theories, if you are interested.


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What are you theories about the Dwemer?


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Lord Kagrenac, the foremost arcane philosopher and magecrafter of my era, devised tools to shape mythopoeic forces, intending to transcend the limits of Dwemer mortality. However, in reviewing his formulae, some logicians argues that side effects were unpredictable, and errors might be catastrophic. I think Kagrenac might have succeeded in granting our race eternal life, with unforseen consequences – such as wholesale displacement to an Outer Realm. Or he may have erred, and utterly destroyed our race.


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Allright. Now, let's go back to those enchanted boots...


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Lord Fyr obtained these enchanted Dwemer boots from an unfortunate thief. And, given the quality of their craftsmanship, little wonder the fellow came a bad end. But I can do nothing for them. The fundamental enchantment is flawed. Might as well start over again... if such a pair of boots could still be fashioned in these benighted latter days. But I have done my best. Take them to Lord Fyr, with my sincere apologies.


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Can you tell me anything abour lord Fyr?


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I owe my life to Lord Fyr. He took me in when I was a mad monster, out of my mind. In time, I emerged from my dementia, and now I quite a lucid most of the time, though my body is still a grotesque and useless prison. And I still have some feeble hope of a cure. Lord Fyr has tried many spells and potions. None have helped me, but neither have they harmed me. If anyone can cure this disease, Lord Fyr can.


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Thank you. I will now take those boots to Lord Fyr.


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But first, we will explore some more.


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We've found another chest, with yet another key in it.


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But that's it for this level. We can go back to Fyr and give him his boots.


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Well... fuck. I was worried this may happen – RELOAD.


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Well? Did you get my boits? No boots, no potion...


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I have the boots here, now, give me the potion.


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The boots first, please. And now, I'll give you the potion, on the following condition: you must drink it here, before my eyes. It should act immediately, and I need to observe you very carefully, Agreed?


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Allright, just give me this damn potion.


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Good. Open you mouth, and close your eyes... Good. Now swallow... Goodness... Good gried! Look! Look! It's... WORKING!

Remarkable. Let me check your skin... your eyes... your tongue... Amazing. I think it worked. No sign of the disease at all. Of course, you still have corprus disease, just like I planned. But all your symptoms are gone. Marvelous. I'll go try it out on some of the more desperate inmates. But I'll answer any questions you have before you go.



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I have only one question before I leave. What's the deal with your daughters?


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Not bad for something born in a jar, eh? Charming and talented. Not daughters, really. A little project, a side benefit of my reasearches into corprus diease. Made them myslef, from my own flesh. Nice, aren't they? Alfe Fyr, Beyte Fyr, Delte Fyr, and Uupse Fyr. Quite a comfort to me in my old age. Hah hah.


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Allright, that's it. Thank for the cure and good luck with your inmates.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,479
Location
Djibouti
Not bad for something born in a jar, eh? Charming and talented. Not daughters, really. A little project, a side benefit of my reasearches into corprus diease. Made them myslef, from my own flesh. Nice, aren't they? Alfe Fyr, Beyte Fyr, Delte Fyr, and Uupse Fyr. Quite a comfort to me in my old age. Hah hah.

:codexisforindividualswithgenderidentityissues:
 
Joined
Jan 24, 2011
Messages
1,060
Location
Poland
Chapter 16 - Amaya


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After Lord Fyr cured our corprus disease, we used Recall spell to teleport back to Caius and give him report of the event.


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Jarema. Thank you for your report. I'm very happy you've been cured. Unfortunately, I've had a bit of bad news. I've been recalled to the Imperial City. You'lle be promoted to Operative, and will head the Blades here in Vvardenfell until I return. I've only waited here to give you your final orders before I go.


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You've been recalled? Why?


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Internal politics. Some concern about my sugar. I though about refusing the recall. But they have members of my family back in the capital. I'm afraid it may have something to do with the problems with the succession. As the Emperor's health declines, factions are maneuvering for advantage. I may be gone a while – that's why you're promoted to Operative. That makes you the ranking Blades agent here in Vvardenfell district. As far as I know. There may be other Blades agents here I don't know about. It wouldn't surprise me. I may be gone a while, and you'll have expenses. Here's some gold. And you can use the house until I return. And I won't be needing these blacks or the ring while I'm in Cyrodiil. Maybe they'll come in handy. Take good care of them.


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Thank you. What are my orders now?


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Continue pursuing the Nerevarine prophecies, as the Emperor commands. First, go to the Hall of Wisdom and Justce, and get Mehra Milo to help you find the lost prophecies. She's being watched; if something has gone wrong, find her private quarters; she'll leave you a message there under the code word 'amaya'. Then take the lost prophecies to Nibani Maesa. From that point, you'll have to follow her directions, and follow the prohpecies. Good luck.


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You are sure Mehra Milo will help me find the lost prophecies?


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Mehra Milo says the Dissident Priests do have records of Ashlander Nerevarine prophecies, and she has an idea how we might get a look at them.


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Allright. I will go to Vivec as soon as I can.


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Before we go to Vivec, we have to do something with our drained statistics. We no longer have Corprus disease but we still suffer from it's effect.


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We will visit Mages Guild and buy some restore potions.


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Local alchemists didn't have any restore willpower potions so we have to live with drained willpower for now. Other than that, rest of our statistics are fine now.


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We can go to Vivec now, and look for Mehra Milo.


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First we will need to get to the Temple district so we have to find a boat.


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Now we can look for Mehra in Library inside of Hall of Wisdom.


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She's not here. Velms Sadyron told us to look for her in her private qurters. Which we will do.


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Her quarters are locked. Fortunately we can deal easily with such a low-level lock.


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Inside the qurters we've found a letter to amaya. So shit apparently has hit the fan.




Amaya,


Sorry I missed you. I had to run some old documents over to the Inquisitor at the Ministry of Truth, and I'm likely to be tied up there for a while. Why don't you meet me there as soon as you can? Then we can leave together as soon as I'm done. And Amaya, don't forget to bring me the wo Divine Intervention scrolls you borrowed. Or, if you used them, buy a couple of new ones for me. I think I'm going to need them soon. Janand Maulinie at the Mages Guild in the Foreign Quarter keeps them in stock.

Alvela Saram is the guard at the entrance; just tell her you're looking for me, and she'll let you in.

Your faithful friend,

Mehra

PS: I left a couple of Levitate potions here for you, just in case. I couldn't remember if you knew the spell or not, so I drew a couple from stock.




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Looks like Mehra got her silly ass arrested. Now I have to bail here out from Hall of Truth.


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Unfortunately, we've sold our Divine Intervention scrolls so we will have to buy them in local Mages Guild.


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Which is located in foreign quarters, on the other side of vivec.


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Main plaza of foreign quarters, guilds and shops are located here.


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All we need is Divine Intervention scrolls so we head straight to mages guild.


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And now we take gondola back to Temple District.


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Hall of Truth is located in a meteor floating above Vivec.


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I'm here to visit someone, my name is... Amaya.


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She gave us key to Hall of Truth. Unfortunately, Ordinators inside won't be so cooperative so we will have to either avoid them, or kill them, which may prove to be hard since they are not to be fucked with.


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We have to get inside the Hall of Truth and then make our way to holding cells which are on top of the meteor. We will use back doors since there should be less guards that way.


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We have to watch out now, Ordinators will kill us on sight if they spot us.


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Shit, they saw me. RUN!


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We managed to find doors to prison keep. We quickly unlock it with a spell.


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There are more Ordinators inside prison keep.


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So we quickly use Levitation spell.


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And we fly away, out of their reach. Now we make our way to the cell on our right.


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Mehra is inside and we should be safe from Ordinators here (NPCs can't use doors in Morrowind).


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Do you have the Divine Intervention scrolls? I have an escape plan.


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Tell me about lost prophecies first.


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We can't talk now, but in the 'Apographa' – the hidden teaching of the Temple – there are several extensive references to 'lost prophecies' – prophecies no longer current among the Ashlanders, but recorded by earlier Temple pilgrims and scholars. And I think you'll find what you're looking for in the libraries of Holmayan. I'll need one Divine Intervention scroll myself for my ecape plan. Getting outwill be a lot faster and safer for you if you have one, but if you haven't got one for yourself, maybe yocan find some other way out. Now, listen. Here's my plan. Give me a Divine Intervention scroll. I'll meet you at the secret Dissident priests monastery at Holmayan. For safety, we'll travel separately... When you get out of here, look for a woman named Blatta Hateria on the East Docks of Ebonheart. Tell her I sent you, and that you want to 'go fishing'. She'll bring you to Holmayan by boat. I'll meet you there, and we'll get the lost prophecies from Gilvas Barelo, the leader of the Dissident priests. And magic conceals the Holamayan entrance – speak to Vevrana Aryon, a monk at the dock at Holmayan, about the hidden entrance.


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Can you tell me something more about Holamayan?


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Holamayan is a secret monastery of the Dissident priests. The monastery itself is beneath the surface of a remote island along Azura's Coast, with only a single entrance hidden from view by hills and vegetation. The monastery is further protected by magical shield which opens only at dawn and dusk, the magical twilight hours sacred to Azura.


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Allright. I'll meet you at Holmayan. Goodbye, and good luck.


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And then we used Recall spell to teleport back to Caius' house. It's pretty much our house now, since Caius was recalled to Cyrodiil.


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Ebonheart is very close to Vivec city. We will take silt strider to Vivec and then we will go on foot.


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But first we will pay a visit to Mages Guild.


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We are loaded so I decided to check on some of the more expensive spells.


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Sixth Barrier – a Alteration spell is unfortunately beyond our skills. Even if our Alteration skills was hire we wouldn't have enough magicka to cast it.


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Let's check Fith Barrier.


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This one would cost us all of our magicka but our Alteration skills is way to low to even try to cast it.


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So I decided to take some lessons in Alteration in hope to higher our chances of casting Fifth Barrier. Unfortunately we still have 0% chance of casting it. At least training in Alteration leveled us up.


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So, now we will take couple lessons in Block, since we use shield.


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We can't raise our Block anymore since our Agility is only 40.


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We tried to take a nap and level up but we were, again, visited by Daogth Ur's servant.


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Another Ash Zombie.


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They hit hard but don't have much HP.


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Now we can level up. We will invest in Intelligence, Agility and Willpower.


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Now, we will take a silt strider to Vivec.


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And from here, we will go on foot to Ebonheart.


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We can see Ebonheart almost from Vivec docks, so it's not a long trip.


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Dragon statue. Ebonheart is imperial capital of Morrowind so it's all pimped out.


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We reached docks, now we have to speak with Mehra's friend.


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I think that's her.


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Are you Blatta? Our mutual friend sent me.


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She agreed to take us to Azura's Coast. So, let's pay her 45 gold and be on our way.


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Joined
Jan 24, 2011
Messages
1,060
Location
Poland
Chapter 17 – The Lost Prophecies


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So, Here I am in Holamayan – Dissident priests monastery. Now I have to make contact with Mehra Milo, or someone in charge, and get those lost prophecies.


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Guess I have some climbing to do.


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Here's the entrance. I will have to wait for dawn till it opens.


Few hours later...


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It's Azura's sacred hour. Holamayan entrance is open and now I can start looking for lost prophecies.


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My name is Jarema. I saved Mehra Milo from Ordinator's clutches.


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Welcome, Jarema. Mehra Milo has told us of your coming. You can find her in the library with Master Barelo.


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Is Mehra fine?


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Mehra Milo has run terrible risks remaining at the Hall of Wisdom and Truth, and we are grateful that you have rescued her from the Ministry of Truth.


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Who is Master Barelo?


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Master Gilvas Barelo is the abbot of our monastery, and the head of our secret order.


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Secret order?


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We have adopted the name "Dissident priests". We are not ashamed of our disputes with the Temple's hierarchy. We are fiercely loyal to the Temple's ancienct traditions. But we are troubled that the ultimate source of the Tribunal's divinity might be the same as the source of Dagoth Ur's evil power. Dagoth Ur's power seems to wax as the Tribunal's power wanes. Read 'The Progress of Truth' and other documents of the Apographa in our library, and you'll se why we are uneasy.


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I will look into your library right now. Thank you for your time.


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Thank you, Jarema, for rescuing me. Now I'll stay here at Holamayan with Master Barelo and assist him with the monastery's library.


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I understand you are the Master Barelo, abbot of this monastery?


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Yes, how can I help you?


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What is the goal of Dissident priests?


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A significant part of the Temple hierarchy might be more inclined to accept and tolerate differences of opinion in dogma. But other parts of the Temple, in particular, the Ordinators under Berel Sala, claim that the threat from Red Mountain and Dagoth Ur can only be resisted with unified, resolute faith. The people are afraid, so they support the hard line. But if we can show ourselves able to confront Dagoth Ur more effectively than the Ordinators, the Temple and the people will support us. So lons as the Ordinators, Buoyant Armigers, and Tribunal could contain the blight and Dagoth Ur's creatures withing the Ghostfence, faight in the Temple's protective power was strong. But now travelers and settlements suffer from blight storms and marauding monsters, and the people fear the Temple is losing it's ages-old battle with the Devil Dagoth Ur.


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Mehra told me you may know something abour lost prophecies.


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I have reviewed the Apographa, and have found two passages of particular interest. We've made copies of these passages to give you. Many are familiar with the two Nerevarine prophecies current among the Ashlanders called 'The Stranger' and 'The Seven Vision'. We have two other prophecies, 'The Lost Prophecy' and 'The Seven Curses'. That my offer additional insights into the riddles surrounding the coming of the Incarnate. Perhaps there are the Lost Prohpecies that your friend Nibani Maesa told you about.

We have also prepared a document for you called "Kagrenac's Tools". This document will explain to you, and to others, the terrible secret that the Temple conceals about the true history of the Tribunal and the corrupt nature of their divine powers. It is to conceal this sevret that the Temple persecures the Nerevarine and the Dissident Priests. This persecution must top. We must be united against the true enemy, Dagoth Ur. And if you are the Nerevarine, you must lead us against him.



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I will look into those documents and we shall se if they are what I'm looking for.


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Let's take a look at 'The Lost Prophecy'.




The Lost Prophecy


[from the Apographa of the Dissident Priests, annotated by Gilvas Barelo, Abbot of Holamayan]

From seventh sign of eleventh generation,

Neither Hound nor Guar, nor Seed nor Harrow,

But Dragon-born and far-star-marked,

Outlander Incarnate beneath Red Mountain,

Blessed Guest counters seven curses,

Star-blessed hand wields thrice-cursed blade,

To reap the harvest of the unmourned house,


Notes

Lines 1-3: 'Or ancient family, but not of the four great Ashalnder clans. Born under foreign stars and the sign of the Dragon – the Imperial sign.'

Line 4-5: 'Outlander Incarnate' appears as a formal epithet, stressing the linkage between the words. The Outlander Incarnate is a 'blessed guest', one not born of the tribes but accepted as a guest with rights of hearth and hospitality. Under Red Mountain he will confront and balance against seven curses. See the 'Seven Curses' prophecy; also, Dagoth Ur is served by his seven kin, once great wizard-lords, called 'ash vampires' by the Ashlanders.

Line 6-7: 'Star-blessed' suggest Azura, the Daedra Lord and patron of magic, fate, and prophecy. 'Thrice-cursed blade' may refer to a weapon called Keening, associated in certain legends with the Battle of Red Mountain and Dwemer craftlord Kagrenac. 'Reap the harvest' is a reference to the proverb "You harvest from the seeds you plant," which means you get what your labors deserve, in both a positive sense of reward and negative sense of punishment. The 'unmourned house' could be either or both of the lost Great Houses of the Dunmer – House Dwemer and House Dagoth.




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Now let's read "The Seven Curses".




The Seven Curses

[from the Apographa of the Dissident Priests, annotated by Gilvas Barelo, Abbot of Holamayan]


through the doors of the unmourned house

where seoffers scoff and schemers scheme

from the halls of the oath-breaking house

rings seven curses of gods blasphemed


first curse, Curse-of-Fire

second curse, Curse-of-Ash

third curse, Curse-of-Flesh

fourth curse, Curse-of-Ghosts

fifth curse, Curse-of-Seed

sixth curse, Curse-of-Despair

seventh curse, Curse-of-Dreams


Notes

Lines 1-3: Ambigiuous. May refer to the impiety of the god-mocking House Dwemer, or the treacherous diplomacy of the subtle House Dagoth, or both. House Dagoth, however, was reviled as oath-breakers for their treachery at Red Mountain. It may, however, refer to the unspecified broken oaths of peace between Lord Nerevar nad Lord Dumac, founders of the Grand Council. Nerevar and Dumac were loyal friends until the disagreements between the Dwemer and the other Great Houses broke out in open conflict.

Line 4: The Dwemer were the mockers and profaners of the divine.

Lines 5-6: The curses of fire and ash would come from Red Mountain where Dagoth Ur rules. These were the earliest reported threats from Red Mountain.

Line 7: Curse of flesh suggest blight disease, especially corprus. The fire and ash storms precede the threats of blight and corprus.

Line 8-10: Obscure. May refer to as-yet-unrecognized threats from Dagoth Ur.

Line 11: Recent reports of soul sickness and distrubed dreams come from townfolk and Ashlanders alike. That the seventh and final curse has begun suggests the threat presented is about to reach a crisis.




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And finally, let's read Kagrenac's Tools.




Kagrenac's Tools

[summarized from the Apographa by Gilvas Barelo, Abbot of Holamayan, and various of the Dissident Priests]

Beneath Red Mountain, Dwemer miners discovered a great magical stone. By diverse methods, Lord Kagrenac, High Priest and Magecrafter of the ancient Dwemer, determined that this magical stone was the heart of the god Lorkhan, cast here in the Dawn Era as a punishment for his mischief in creating the mortal world. Determined to use its divine powers to create a new god for the exclusive benefit of the Dwemer, Kagrenac forged three great enchanted artifacts, which are called "Kagrenac's Tools". Wraithguard is an enchanted gauntlet to protect its wearer from destruction when tapping the heart's power. Sunder is a enchanted hammer to strike the heart and produce the exact volume and quality of power desired. Keening is an enchanted blade that is used to flay and focus the power that rises from the heart.

When Kagrenac used these tools on the heart in the Battle of Red Mountain, no one knows what happened, but the Dwemer race disappeared entirely from the mortal world. Lord Nerevar and Lord Dagoth retrieved thse tools, and didn't know what to do with them. Nerevar asked Dagoth to guard the tools while he went to consult with his counselors, Vivec, Almalexia, and Sotha Sil. He left and spoke with his three counselors, and they decided to return together to Red Mountain to decide what to do.

But while Nerevar was gone, Dagoth was tempted and confused by the powers of the tools. When Nerevar and the counselors arrived, he refused to give up the tools, claiming he had sworn to Nerevar to protect the,. Then Dagoth fought with Nerevar and the counselors, and was mortally wounded and driven off, and the tools were recovered.

Then Nerevar and his counselors decided to take the tools for safekeeping. They all swore a great oath never to use the tools, but after Nerevar's death, Vivec, Almalexia, and Sotha Sil yielded to temptation. They took these tools themselves and went to Lorkhan's heart buried beneath Red Mountain, and have themselves divine powers.

But Dagoth had not died. We don't know what happened, but this is what we belive. His experiments with Kagrena'c Tools had joined him to the heart's divine nature in some way, so that he learned to draw power directly from the heart.

We conjecture that Dagoth Ur, driven by anger and greed, used the heart without caution and restraint, and, as a result, he has become terribly powerful, and terribly mad. But the Tribunal showed great care and restraint in their use of the tools, and so they were not driven mad, and they did many good things. Nonetheless, the Tribunal, too, appear to have been corrupted by the heart's power, though more subtly.

Kagrenac's Tools are cursed. Stealing power from the heart of a god is terrible folly, and fated to disaster. The Tribunal is losing its battle to control the power of the heart. They are sustained by the same tainted power that drives Dagoth Ut mad. They grow weak, and cannot protect us from Dagoth Ur. But even if they could, would we be wise to worship gods such as these? They conceal the truth from us out of shame. They persecure the Nerevarine and the Dissident priests out of shame, when they should be welcoming them and enlisting their aid against Dagoth Ur.

The Tribunal have done much good for Morrowind and the Dunmer. But they succumbed to the temptation of Kagrenac's Tools, and though these tools once may have seemed the instruments of salvation, now they must be seen as instruments of doom.




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After reading all the crap abbot gave to us, we can Recall back to Balmora.


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And start making our way towards the Urshilaku Camp.


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First we will take a silt strider to Ald'ruhn.


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And from Ald'ruhn we will take a trip to Maar Gan.


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Urshilaku camp is quite close from Maar Gan. We can go on foot now.


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Between Maar Gaan and Urshilaku camp we've sumbled upon Dwemer Ruins.


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I decided to investigate.


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We've found some non-hostile pepole. Let's talk to this guy.


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Quarra Clan, right? So this place is probably full of vampires...


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And we indeed have a vampires here.


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Ugly fuckers. Fortunately they are not very tough.


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We will take this Dreugh Cuirass and we shall sell it later.


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Also, we've found a skillbook.


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Which is absolutely useless to us.


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After killing few more vampires, we've found a room full of locked chests. Fortunately we can open them with a spell.


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Goodies. We will take Glass staff to sell it later.


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We will also take this ebony shortsword.


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In other chest, we've found Daedric Graves. Very, very nice find.


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And ebony boots.


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Enemy number one of fashion police.


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We dropped our old junk and we are ready to keep exploring.


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Killing many vampires on our way.


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Upper level is fully explored and looted, we can continue to lower one.


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Die, fiend!


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Then we got flanked by vampire in ebony armor.


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Who completely destroyed us. We will try to kill her though, I want this ebony cuirass. RELOAD.


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We will abuse cell exit doors and our healing spells to put this bitch to sleep.


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We will also use our Woad ability.


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After a long and risky fight, we finally managed to defeat her.


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And we can loot her Ebony armor.


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She had almost full set (only thing she didn't had was a helmet), we took all the parts we didn't had and dropped rest on the floor since we can't carry it all.


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Now we look slightly less silly.


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And our armor rating is up to 123 (it shows 114 but that's before I repaired this armor).


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For some fucktarded reason, resting here is illegal.


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So we must continue exploring without any magicka.


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Another vampire bitch, she doesn't have ebony armor though.


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We took stairs down and stumbled upon vampire in glass set.


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Who destroyed us completely. There are no cell exit doors near her so we must leave her be, we can't defeat her in legit fight.


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So let's get the hell out of here.


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We will rest until healed.


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And now we can go to urshilaku camp.


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It seems we have to wait until she's done thinking about the lost prophecies, and then come back to her when she's ready. So that's what we shall do, wait a couple days in Urshilaku camp and then ask Nibani Maesa what next.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,829
Forgot that I could hoard all that phat l00t in Caius' pitiful hut. And good episode of choppin'n'looting mr. Van Hellsign Jarema.
 

DraQ

Arcane
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Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Oh, and BTW, as long as you don't kill Yagrum, Vishta-Kai or any of the "daughters" you can still get Fyr to cure you.
You "just" need to be charming enough to get him to speak with you (enough generally translates to "unnaturally" - for example via alchemy) and then bribe him fucking thousands.

If you kill any of his actual close ones, though, you're fucked.

As for Amaya quest, it's interestingly designed as there are some logical solutions to it that are not telegraphged in any way, like:
Using your position in Temple (if you have it) for leverage or stealing acquiring Ordinator armor and using it as disguise.
 
Joined
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Messages
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Location
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Oh, and BTW, as long as you don't kill Yagrum, Vishta-Kai or any of the "daughters" you can still get Fyr to cure you.
You "just" need to be charming enough to get him to speak with you (enough generally translates to "unnaturally" - for example via alchemy) and then bribe him fucking thousands.

If you kill any of his actual close ones, though, you're fucked.

As for Amaya quest, it's interestingly designed as there are some logical solutions to it that are not telegraphged in any way, like:
Using your position in Temple (if you have it) for leverage or stealing acquiring Ordinator armor and using it as disguise.

That's interesting to hear. I always though that you have to brute-force your way through Amaya quest.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
Oh, and BTW, as long as you don't kill Yagrum, Vishta-Kai or any of the "daughters" you can still get Fyr to cure you.
You "just" need to be charming enough to get him to speak with you (enough generally translates to "unnaturally" - for example via alchemy) and then bribe him fucking thousands.

If you kill any of his actual close ones, though, you're fucked.

As for Amaya quest, it's interestingly designed as there are some logical solutions to it that are not telegraphged in any way, like:
Using your position in Temple (if you have it) for leverage or stealing acquiring Ordinator armor and using it as disguise.

That's interesting to hear. I always though that you have to brute-force your way through Amaya quest.
Well, you can stealth too.

But if you have the disguise and are persuasive enough you can fool the Grand Inquisitor into thinking you have the authorization.
If you have the highest rank in the Temple you can even ask where you can find the keys and as long as you do ask for permission to take them, you should get to the cells without interference.
If you have lower rank you might experience some leniency (as in get warned before you get killed) but not cooperation.

So with some preparation like potatoing an uniform from guards quarters in the House of Justice and possibly applying some bug musk you probably could've done it by just walking in and bluffing a lot.
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,850
Location
Fiernes
That was Quarra clan HQ, that's why they were so tough. Bitch in glass was Volrina Quarra.
 
Joined
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Messages
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Location
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Chapter 18 – Warrior's Test


Jaremasmall.jpg



I gave Nibani Maesa one day to think things through, now she should be ready answer my questions.


Nibani.jpg



I am ready to give you my judgement.

The ancestors and stars have given me clear signs. The lost prophecies leave no doubt – the Incarnate shall be an outlander. You, blessed by Azura, must lift the seven curses of Dagoth Ur. Prophecy has shown the seven steps of the Nerevarine's path, and I have been chosen as your guide for each step on that path. I will read the signs, and show you the way. It is time for you to walk the path of the Seven Visions, and pass the Seven Trials of the Seven Visions.

You are born on a certain day to uncertain parents. So you have passed the first trial. My drema show me that you also fulfill the second traial, that 'neither blight nor age can harm him/The Curse-of-flesh before him flies'. I have read the signs, but I cannot understand. Can you explain this to me?



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I had horrible disease that no man know cure of but I got better. Now I'm bilogically immortal. True story.


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That you have overcome the Curse-of-Flesh is strange enough, but that it should protect you from blight and age is past belief. Yet the signs of my dreams are clear. You have passed the second trial. But the third trial is unfulfilled. The mystery of the third trial is not my secret to share. Go to Sul-Matuul, the guarding of our cult, and he shall tell you of the third trial. Then you have fulfilled the third trial, return to me for guidance on you next steps on the path of the Nerevarine.


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I will go to speak with Sul-Matuul then.


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You wish to know about the Third Trial, and I shall tell you.

You have entered the parth of the Nerevarine. This is hard thing to believe. But Nibani Maesa has spoken to me at length of this, and I have had time to consider. Therefore I shall keep my own counsel, and set before you my own test. I do not dispute with the wise women, but their ways are not the ways of the warrior. Many before have tried the path of the Nerevarine, but all have failed the warrior's test. You must have strength, courage, and cunning. These things I would test.

Nearbu lies Kogoruhn, the ancient halls of the forgotten house, House Dagoth. In recent time, creatures of the blight have come to dwell there. I myself went there, with some brave hunters, and came back again, but it was a bad place, and I am not ashamed to say I was afraid, for myself and my men. If you would have from the secret of the Third Trial, the 'caverns dark' where Azura's eye sees, you will first bring to me three tokens from dark Kogoruhn.

The first token is corprus weepings from a corprus beast, tho show that you are proof against the diesease's corruption. The second token is a cup with the mark of House Dagoth, for I have myself seen such cups there, and will know you have seen with your wyes what I have seen with mine. The third token is the Shadow Shield, which lies on the Tomb of Dagoth Morin, in the lava tunnels deep beneath ruined Kogoruhn. Bring these things to me, and then I will tell you the secret of the Third Test.



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How will I find those ruins?


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Kogoruhn was an ancient Dunmer stronghold. Here. Let me mark it on your map. Go by day, in good weather, or you may miss your way. Follow the coast east from Urshilaku camp to the ruined Dunmer stronghold called Valenvaryon, then turn southwest. You'll see Ebernanit, a ruined Daedric shrine. Continue south from Ebernanit to Kogoruhn, a great table of ston ewith many ruined buildings. There are many rooms. The passages are old and deep. Beenath are caves with pools of fire. It is a bad place. Go prepared.


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Before we go, we shall drop all our useless shit in Sul-Matuul's yurt and then cast Mark spell here.


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And now we can go to Kogoruhn.


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Which is slightly south-east from us. Quite close to Red Mountain.


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After few minutes of marching we can see the Stronghold in the distance.


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We got slightly hurt by wildlife so we shall rest before we go into Kogoruhn itself.


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On the walls of a stronghold we've stumbled upon corpse of Ordinator.


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And a named one no less.


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We didn't found anything interesting on his corpse (Ordinator armor is too heavy for us to carry). So we move along, killing Dreamers on our way.


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I don't think that's the part Sul-Matuul wants us to bring to him, but we shall take it anyway.


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Now we shall explore the interior of the stronghold.


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Fortunately this place is nicely lit so we won't have to rely on our torch spell.


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It's also full of corprus creatures. Fortunately they don't provide too much of resistance.


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We roflstomped one weirdo not realizing he was a named guy.


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We will take his Sixth House amulet to add to our collection.


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In a room he guarded we've found a note nailed to a table.




ALL CRIES ARE WAKING!

Whitest White of all White!

Blackest Blacks of all Blacks!

Shame and Son, Sun, and Shadow!


Stronger than Gods, brighter than mortals!

Only Ee is Awake!

Only He is Alive!


He Knows the Names and the Naming!

He Knows the Wait and the Waiting!

He Enters into every Star and Moon!

He Shines through their Shadows!


One Shape, One Spelling!

One Wraith, One Casting!

From Darkness, He is Armed!

From Light, He is Warded!


He is All Things!

Drake! Liche! Theomen!

On rivers of fire he comes forth!

Through storms of dreams he rides!

With slivers of steel he pierces the Heart!


All Spells, Powers, Curses Broken!

The Chains are Shattered!

The Scales Fall Away!


I see you with MY EYE!

And all is SILENCE!

I Wake! I Remember!

LORD!




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Very Prosperous.


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Then we've found a corprus stalker and took corprus weepings from him. I think that's one of the things Sul-Matuul wants from us.


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But we still need a Cup and a Shadow Shield, so let's keep exploring.


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I have no idea where to find a Cup and this Shield, so I'm basically walking around aimlessly, killing shit on my way.


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We've found few locked doors. We will use our spell to open them.


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And behind them were a bodies of dead heroes.


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One of them had Ebony shortswords so we will take it.


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The other one had Glass Cuirass, Glass Shield and Glass Halberd. We will take all of it since glass is very light.


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Now we can keep looking for a Cup and Shadow Shield.


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We've found ourselves in some sort of a sewer with many corridors.


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I will try to explore it properly because I don't want to miss a goddamn cup.


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The cup was not here but we've found entrance to another level.


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Sul-Matuul said something that Shadow Shield is in place with lava, so underground cave seems like a good sign.


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We definitely have lava here.


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And also a weirdo we never saw before.


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He looks kinda like oversized Dwemer.


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It doesn't matter what it was, we killed it.


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We will take it's amulet.


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And this belt of heartfire.


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We've found a doors that lead to Red Mountain region. I doubt that's where we want to go so we will leave those doors be.


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Stabbing Sixth House cultist improved our long blade skill and leveled us up.


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There is a lot of named Dagoth guys here.


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We will add his amulet to our collection.


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Then we shall rest and level up.


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We will invest in Int, Agility and Speed.


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Doors leading deeper into cavern beneath Kogoruhn. We explored this level so we can move to a next one.


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There is still a lot of lava here so I guess we are going in right direction.


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And here it is – the Shadow Shield. Now we only need a cup with sixth house symbol.


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There is also a oricish warhammer here but it's way to heavy for us.


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We've also found Daedric gauntlets, another very nice find.


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Now we left cavern beneath Kogoruhn and went back above ground, looking for a cup.


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You are one ugly Dagoth...


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He had key to lower Kogoruhn on him but I doubt we will make use of this key now.


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Well, we've found a tankard, but I doubt that's what Sul-Matuul is looking for.


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So we have to keep exploring Kogoruhn, killing cultist on our way.


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Then, we've finally found our prize – a cup with Sixth House symbol. Now we can recall back to Sul-Matuul.


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If you have brought me the three tokens of the Warrior's Test, I can speak to you further of the Third Trial.


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I have all the things you asked me for.


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I am impressed. These three tokens you have brought me. You may keep them. You have passed the Warrior'sTest. And I will give you the secret of the Third Trial. 'In caverns dark Azura's eye sees/and makes to shine the moon and star'. This is the Third Vision. And you must go to the Cavern of the Incarnate, a place sacred to Azura, and look for the moon and star. The secret of the Cavern of the Incarnate is set in a riddle:


the eye of the needle lies in the teeth of the wind

the mougth of the cave lies in the skin of the pearl

the dream is the door and the star is the key


This riddle is Wisdom's Test. Take counsel of the wisdom of the tribes, and you shall find the way. Seek the Cavern of the Incarnate. Gain the moon and star, and bring it to Nibani Maesa. Take with you my blessing, and the blessing of our trible, Malipu-Ataman's Belt.

 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,479
Location
Djibouti
Morrowind was so cool. All them mysticool ancient ruins, cthulhoid Dagoth cultists and shit :love:




and then came oblivious

fkn

shit
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,850
Location
Fiernes
Still Morrowind is worth playing only because of setting & lore. The :decline: from Daggerfall to Morrowind is as large as Morrowind to Oblivion.

In short:

Np7pTbx.jpg
 

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