180. Pariah Abbey

 

180 (a). Pariah Abbey

I am sent to Pariah Abbey to learn more about the potential threat posed by the Supernal Dreamers, only to find more turmoil and strife.  Outlying buildings and crops have been set ablaze and attempts by the Spirit Wardens, the residence of the Abbey, to put out the fires ended with them being set upon by brigands.

The monks tell me that their assailants are members of the Midnight Union, a local band of smugglers and swindlers who had previously been on good terms with the members of the Abbey.

The whys and wherefores of this curious circumstance can wait, my priority is to douse the flames and rebuff the brigands; luckily bluster and bloodshed are what I do best.

S.K

179. Re-bound

179. Re-bound

The Daedric creature that roamed these Ayleid ruins is bound once more.

This was not a fiend from Coldharbour, this creature came to Nirn long before Molag Bal’s Planemeld.  Invaders from Oblivion have been infiltrating Nirn since the first mortals settled these lands, and they will continue to do so till the final days of Mer and Man.

We cannot win this war with Oblivion, we can only hope not to lose.

S.K

178. The Eternal One

Old ruins are riddled with histories and stories of imbrued betrayals and bloody tragedy.  These stories are sometimes written down by scholars to prove myth and legend ridiculous, and sometimes they are sung by bards because myth and legend prove far more interesting then truth.  There still exists however mysteries in the deepest depths of delves that truth and myth have both forgot.

At the heart of the Bonesnap ruins lays an immense fathomless antechamber where a skeletal figure sits atop a stone throne.  From this throne rises a ghostly apparition of shade and fog, a ghoul, a shadow, a wraith of gathered coldness.  As it rose it bellowed a scream as chill as frost’s own tongue that bit at my very bones.

From the blackness of Nirn’s heart the Eternal One has risen, and in obeisance to fate, we do battle.

S.K

176. The Bonesnap Ruins

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Beneath ground in the catacombs and caverns of the ancient ruins known now only as Bonesnap, the Lion Guard expedition is trapped.  Whilst battling with the goblin tribe they were sent to scout, they were ambushed by a creature of Daedric origin.  Now its members are scattered throughout the ruins.

The battlemage Gaston thinks that the creature was bound to a time-worn Welkynd Stone, released when the goblins smashed the stone to use as totems.  He believes that if we are able to recover the fragments he may be able to re-bind the creature.

Whilst serving with the Imperial Legion back in Cyrodiil, our unit was tasked with the safeguarding of a party of Altmer archaeologists through an ancient Ayleid ruin to the north of Fort Rayless.   On the whole the party were as haughty and snobbish as one might expect a gaggle of Elven scholars to be.  Their leader displayed an especial talent for conceit, and spoke only in over-loud preach and proclamation that more than once attracted the unwanted attentions of bloodfiend and brute.

I remember as we first entered the halls, she theatrically lowered her body to the floor and announced to all, that the ground was the first place one should look if one wanted to learn the history of a ruin.  “If one studies close enough” she said, “one can read the footfalls and tread marks of those who walked before.  From the tramp of the soldier, to the toddle of the child, the flounce of the maid, to the strut of the noble, the trudge of the commoner, to the shamble of the elder, each footfall tells a singular story.”

As I stoop to study the floor before me, all I can make out are the tracks of many, many goblin feet, the huge tread of the ogres, and the foul dung of the durzog.  There is no history left to be found here that the goblin horde has not befouled and despoiled by its very presence.

S.K