The Tamriel Drifter

An Elder Scrolls Online RPG Adventure Blog

The Tamriel Drifter

327. The Mad God’s Maze

Between the guest house and the main manse of Sheogorath’s Chateau of the Ravenous Rodent lies a gloomy maze, barely lit by sparse torches and lustreless crystals.

To escape the labyrinth, one must first light the braziers, but monsters stalk the darkness; shadowy creatures that are but echoes of entity.  These are monsters familiar only because they have been derived from my own mind.  Werewolves, giant bats, and large venomous spiders made tangible by the mad God in his insidious realm, only because the human mind is capable of conceiving the most inhumane of monsters.

S.K

326. The Irregular Guesthouse

Dementia, a manifestation of Sheogorath’s dark disposition; bleak, baneful and scowling.  A realm of everlasting night, lit only by a fretful aurora.  Whispers of disquiet swim upon the chill air.

I have arrived at the guest quarters of the Chateau of the Ravenous Rodent, which the Mad God describes as his family estate.  The Chateau itself would not look out of place in Stonefalls or Deshaan, yet the giant mushrooms are more reminiscent of the paintings I’ve seen of the isle of Vvardenfell.

As for the sailing vessel stranded atop the high rock, who knows; yet the ever dutiful Haskill seems to have it all in hand from atop its stern.

S.K

325. A portal to Dementia

At the Mages Guild in Sentinel, Valaste opens a portal to Dementia, the most minatory sphere of the Shivering Isles.  The mage seems to falter once the portal is created.

Whilst casting any portal to the realms of Oblivion is taxing, clearly translating the Mad God’s twisted essays is taking a toll on Valaste’s health; both mental and physical.  Thankfully there is but one more tome to retrieve, and then perhaps the Master of Incunabula may find some rest.

The Altmer have a saying, “Come Evening Star, and even Magnus retires early and sleeps late.”

S.K

233. Once more into madness

From the Mages Guildhall in Shornhelm, Valaste opens a portal back to the Shivering Isles of Oblivion, so that I might attempt to retrieve another tome for Shalidor.

Once more the Mad God Sheogorath would have me play his fool; this time in a farce of his own writing he calls ‘The Folly of Isolation’.  Usually one has to search a little for a semblance of reason within Sheogorath’s irrationality, here however it is plain.  One by one the leaders of Tamriel turn upon the mages for their continued neutrality in the Three Banners War.

What is of more intrigue to me however, is what is happening off stage in the wings.  What is the significance of the statue of Vaermina the Daedric Prince of nightmares hidden within one of the buildings?  And why are spectral scenes from Valaste and Shalidor’s past echoing throughout the circus?  Is it by accident or design?  Could it possibly be that Sheogorath’s own mania betrays him, in that the Mad God obsession with Valaste and Shalidor, runs just as deep as Shalidor’s obsession with Eyevea?

Perhaps though I am just the victim of a double bluff, and these echoes are just another of his mischievous ideas, a sprinkling of never-there chaos, just like his suggestion that the Mages guild should choose a side, and become drawn into the tumult and disorder of war.

The truth is, no matter how powerful these Daedric princes are in Oblivion, in Tamriel they know as much about tomorrow as does the Hoarvor wallowing in a stinking Black Marsh swamp.

S.K

232. Where two and two makes five

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At the Mages Guild hall in Shornhelm, the apprentice Naudet Fauconniere can be found practising her craft day in, day out.  The air about the Breton apprentice feels crisp with static charge, particles of molten gold hew dance about her every intimation, and each phrase she speaks she crafts with the subtle complexity of a blossoming flower.

To the layman she performs little more than parlour trick and gimmick, but these simple feats of conjuration and imagination are essential training.  For much like a soldier who batters a straw dummy with his wooden sword for hour upon end, only through repetition does response become reflex.

Magic is the art of altering the world about through ones thought and will.  The mage knows that two and two makes four, but nothing gives them more pleasure then finding ways to convert two and two into five; because for the mage, it is far better to conquer one’s own limits than win a hundred battles against another’s.

Sparks begin to fizz from her fingertips, she draws yellowish brown light from the ground below, and I leave her to her world within a world; the realm of magica, the boundless prairie whose only borders and limits are those of her own will and imagination.

S.K